gl renderer: Render unblurred outset shadows differently

We don't need to draw anything to a texure for those.
This commit is contained in:
Timm Bäder 2018-01-15 10:55:40 +01:00
parent df35d00a1d
commit 4946810960
4 changed files with 117 additions and 17 deletions

View File

@ -209,6 +209,7 @@ struct _GskGLRenderer
Program blur_program;
Program inset_shadow_program;
Program outset_shadow_program;
Program unblurred_outset_shadow_program;
Program shadow_program;
Program border_program;
Program cross_fade_program;
@ -860,6 +861,36 @@ render_inset_shadow_node (GskGLRenderer *self,
ops_draw (builder, vertex_data);
}
static inline void
render_unblurred_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder,
const GskQuadVertex *vertex_data)
{
const float spread = gsk_outset_shadow_node_get_spread (node);
GskRoundedRect r = *gsk_outset_shadow_node_peek_outline (node);
RenderOp op;
op.op = OP_CHANGE_UNBLURRED_OUTSET_SHADOW;
rgba_to_float (gsk_outset_shadow_node_peek_color (node), op.unblurred_outset_shadow.color);
gsk_rounded_rect_shrink (&r, -spread, -spread, -spread, -spread);
rounded_rect_to_floats (self, builder,
&r,
op.unblurred_outset_shadow.outline,
op.unblurred_outset_shadow.corner_widths,
op.unblurred_outset_shadow.corner_heights);
op.unblurred_outset_shadow.spread = gsk_outset_shadow_node_get_spread (node) * self->scale_factor;
op.unblurred_outset_shadow.offset[0] = gsk_outset_shadow_node_get_dx (node) * self->scale_factor;
op.unblurred_outset_shadow.offset[1] = -gsk_outset_shadow_node_get_dy (node) * self->scale_factor;
ops_set_program (builder, &self->unblurred_outset_shadow_program);
ops_add (builder, &op);
ops_draw (builder, vertex_data);
}
static inline void
render_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
@ -953,19 +984,12 @@ render_outset_shadow_node (GskGLRenderer *self,
gsk_rounded_rect_init_from_rect (&blit_clip,
&GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height), 0.0f);
if (blur_radius > 0)
{
ops_set_program (builder, &self->blur_program);
op.op = OP_CHANGE_BLUR;
op.blur.size.width = texture_width;
op.blur.size.height = texture_height;
op.blur.radius = blur_radius;
ops_add (builder, &op);
}
else
{
ops_set_program (builder, &self->blit_program);
}
ops_set_program (builder, &self->blur_program);
op.op = OP_CHANGE_BLUR;
op.blur.size.width = texture_width;
op.blur.size.height = texture_height;
op.blur.radius = blur_radius;
ops_add (builder, &op);
ops_set_clip (builder, &blit_clip);
ops_set_texture (builder, texture_id);
@ -1536,6 +1560,22 @@ apply_inset_shadow_op (const Program *program,
glUniform4fv (program->inset_shadow.corner_widths_location, 1, op->inset_shadow.corner_widths);
glUniform4fv (program->inset_shadow.corner_heights_location, 1, op->inset_shadow.corner_heights);
}
static inline void
apply_unblurred_outset_shadow_op (const Program *program,
const RenderOp *op)
{
OP_PRINT (" -> unblurred outset shadow");
glUniform4fv (program->unblurred_outset_shadow.color_location, 1, op->unblurred_outset_shadow.color);
glUniform2fv (program->unblurred_outset_shadow.offset_location, 1, op->unblurred_outset_shadow.offset);
glUniform1f (program->unblurred_outset_shadow.spread_location, op->unblurred_outset_shadow.spread);
glUniform4fv (program->unblurred_outset_shadow.outline_location, 1, op->unblurred_outset_shadow.outline);
glUniform4fv (program->unblurred_outset_shadow.corner_widths_location, 1,
op->unblurred_outset_shadow.corner_widths);
glUniform4fv (program->unblurred_outset_shadow.corner_heights_location, 1,
op->unblurred_outset_shadow.corner_heights);
}
static inline void
apply_outset_shadow_op (const Program *program,
const RenderOp *op)
@ -1684,6 +1724,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
{ "blur", "blit.vs.glsl", "blur.fs.glsl" },
{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
{ "unblurred outset shadow", "blit.vs.glsl", "unblurred_outset_shadow.fs.glsl" },
{ "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
{ "border", "blit.vs.glsl", "border.fs.glsl" },
{ "cross fade", "blit.vs.glsl", "cross_fade.fs.glsl" },
@ -1795,6 +1836,14 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (outset_shadow, corner_widths);
INIT_PROGRAM_UNIFORM_LOCATION (outset_shadow, corner_heights);
/* unblurred outset shadow */
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, color);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, spread);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, offset);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, outline);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_widths);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_heights);
/* shadow */
INIT_PROGRAM_UNIFORM_LOCATION (shadow, color);
@ -2109,7 +2158,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
break;
case GSK_OUTSET_SHADOW_NODE:
render_outset_shadow_node (self, node, builder);
if (gsk_outset_shadow_node_get_blur_radius (node) > 0)
render_outset_shadow_node (self, node, builder);
else
render_unblurred_outset_shadow_node (self, node, builder, vertex_data);
break;
case GSK_SHADOW_NODE:
@ -2346,6 +2398,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
apply_border_op (program, op);
break;
case OP_CHANGE_UNBLURRED_OUTSET_SHADOW:
apply_unblurred_outset_shadow_op (program, op);
break;
case OP_DRAW:
OP_PRINT (" -> draw %ld, size %ld and program %d\n",
op->draw.vao_offset, op->draw.vao_size, program->index);

View File

@ -10,7 +10,7 @@
#include "gskglrendererprivate.h"
#define GL_N_VERTICES 6
#define GL_N_PROGRAMS 12
#define GL_N_PROGRAMS 13
enum {
OP_NONE,
@ -32,8 +32,9 @@ enum {
OP_CHANGE_BORDER = 16,
OP_CHANGE_BORDER_COLOR = 17,
OP_CHANGE_CROSS_FADE = 18,
OP_CLEAR = 19,
OP_DRAW = 20,
OP_CHANGE_UNBLURRED_OUTSET_SHADOW = 19,
OP_CLEAR = 20,
OP_DRAW = 21,
};
typedef struct
@ -94,6 +95,14 @@ typedef struct
int corner_widths_location;
int corner_heights_location;
} outset_shadow;
struct {
int outline_location;
int corner_widths_location;
int corner_heights_location;
int color_location;
int spread_location;
int offset_location;
} unblurred_outset_shadow;
struct {
int color_location;
int widths_location;
@ -159,6 +168,15 @@ typedef struct
float offset[2];
float color[4];
} outset_shadow;
struct {
float outline[4];
float corner_widths[4];
float corner_heights[4];
float radius;
float spread;
float offset[2];
float color[4];
} unblurred_outset_shadow;
struct {
float color[4];
} shadow;

View File

@ -10,6 +10,7 @@ gsk_private_gl_shaders = [
'resources/glsl/blur.fs.glsl',
'resources/glsl/inset_shadow.fs.glsl',
'resources/glsl/outset_shadow.fs.glsl',
'resources/glsl/unblurred_outset_shadow.fs.glsl',
'resources/glsl/shadow.fs.glsl',
'resources/glsl/border.fs.glsl',
'resources/glsl/cross_fade.fs.glsl',

View File

@ -0,0 +1,25 @@
uniform float u_spread;
uniform vec4 u_color;
uniform vec2 u_offset;
uniform vec4 u_outline;
uniform vec4 u_corner_widths;
uniform vec4 u_corner_heights;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
u_corner_widths, u_corner_heights);
RoundedRect inside = rounded_rect_shrink(outline, vec4(u_spread));
vec2 offset = vec2(u_offset.x, - u_offset.y);
vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
color = color * clamp (rounded_rect_coverage (outline, f.xy - offset) -
rounded_rect_coverage (inside, f.xy),
0.0, 1.0);
setOutputColor(color * u_alpha);
}