Commit Graph

42 Commits

Author SHA1 Message Date
Matthias Clasen
849692b24b ngl: Fix unevenly scaled shadows
Ensure that we don't cut them off at the edges.
2021-04-11 22:35:02 -04:00
Matthias Clasen
f3bf4e4876 ngl: Don't slice unsliceable shadows
When the corners are too big to make slicing work,
don't do it, since it leads to broken results.
2021-04-11 22:10:33 -04:00
Matthias Clasen
46270d3dcd ngl: Fix a case of flipped shadow
In the non-sliced case, we were rendering the shadow
upside down.
2021-04-11 22:10:33 -04:00
Matthias Clasen
1d9c581f10 ngl: Allow passing bounds to update_clip
update_clip only uses the bounds of the node that
we are currently passing. This opens the door to
updating the clip while handling a single node.
2021-04-11 12:54:17 -04:00
Matthias Clasen
6bfb57db16 ngl: Small optimization for shadows
When 9-slicing shadows, omit the center tile when it is
entirely contained in the outline (that is not always
the case, depending on corners and offsets).
2021-04-11 12:54:07 -04:00
Matthias Clasen
aaf17fd3d0 ngl: Small optimization
We really want equality here.
2021-04-11 12:50:50 -04:00
Matthias Clasen
0caa28c1de ngl: Optimize underlines in text
Opportunistically use the coloring program for
drawing underlines instead of the color program.
This avoids program changes in the middle of
text.

For the Emoji text scrolling benchmark, this reduces
the program changes per frame from > 1000 to around 100.
2021-04-08 23:37:51 -04:00
Matthias Clasen
38c6fe2ce4 Move color conversion up
Doing the color conversion early lets us reuse
the results whenever we do more than one draw
per node.
2021-04-07 21:30:43 -04:00
Matthias Clasen
7fe7b7ac7d ngl: Use a constant for (fp16)-1
No need to convert that again for every glyph.
2021-04-07 21:30:43 -04:00
Matthias Clasen
ae7f52d301 ngl: Reduce vertex storage
We only have one shader that uses the color2 attribute,
and it doesn't use the uv attribute, so save vertex
memory by putting those in the same space.

This reduce the per vertex space from 32 to 24 bytes.
2021-04-07 21:30:43 -04:00
Matthias Clasen
8b1fcb58e8 ngl: Use fp16 for colors
This reduces the size of our Vertex struct from
48 to 32 bytes. It would be nicer if we could store
the colors in fp16 format in the rendernodes, and
avoid conversion here. But this is still good.
2021-04-07 21:30:43 -04:00
Matthias Clasen
a1ece16143 ngl: Fix an oversight
We were special-casing 2D affine transforms,
but overlooked even simpler transforms.
2021-04-05 08:47:53 -04:00
Matthias Clasen
8d603dfe99 ngl: Avoid huge intermediate textures
Instead of rendering the unclipped child to a texture
(and risking blowing the texture size limit, and bad
downscaling), just render the clipped region, and live
with the fact that we can't cache the rendered texture.

This avoid bad artifacts when scrolling long textviews
in rounded clips.
2021-04-02 19:33:44 -04:00
Matthias Clasen
3ff04976e3 ngl: Plug a memory leak
This was introduced in f9457af128.
2021-04-02 18:41:53 -04:00
Matthias Clasen
54ff4fd45f ngl: Fix downscaled textures
It is not pretty, but at least it works now.
2021-04-02 18:33:01 -04:00
Matthias Clasen
f9457af128 ngl: Fix offscreen rendering with transforms
There was confusion here about the handling of the
modelview transform. The modelview transform we are
getting is already set up for rendering the node
we are given, so keep it - except for possible adding
an extra scale on top when the texture would otherwise
be too big.
2021-03-31 14:36:24 -04:00
Matthias Clasen
94f0a4ef2c ngl: Be explicit about offscreen clipping
Explicitly set all the input arguments.
This makes it clearer what is going on.
2021-03-31 14:34:16 -04:00
Matthias Clasen
53e75936cb ngl: Add sonme comments
The GskNglRenderOffscreen struct is a mix of in and
out arguments. Better annotate that a little bit.
2021-03-31 14:32:47 -04:00
Matthias Clasen
ba4e66d189 ngl: Avoid a goto
Reshuffle the code slightly, so we can use a continue
instead.
2021-03-30 00:34:52 -04:00
Matthias Clasen
2c33550048 gsk: Avoid empty glyphs early
Strip out PANGO_GLYPH_EMPTY when text nodes are
constructed. Then we don't have to check this special
case in the inner loop in visit_text_node.
2021-03-30 00:34:52 -04:00
Matthias Clasen
3add99a9a8 ngl: Speed up glyph loop
Move some work out of the loop in visit_text_node.
This takes advantage of the fact that the yoffset
of most glyphs is zero, so yphase generally does
not change in a line of text.
2021-03-30 00:19:28 -04:00
Matthias Clasen
5847f75c57 ngl: Cosmetics
Remove a local variable in gsk_render_job_visit_text_node.
2021-03-29 15:17:20 -04:00
Matthias Clasen
bca39e2605 ngl: Typo fix 2021-03-29 15:16:25 -04:00
Matthias Clasen
2a2ae16894 ngl: Cosmetics
Remove a commented out line that snuck in with
a recent commit.
2021-03-28 10:26:02 -04:00
Matthias Clasen
e7f9d56da5 ngl: Fix an uninitialized read
We were using the wrong matrix here.
valgrind pointed this point.
2021-03-27 16:23:40 -04:00
Christian Hergert
f8a6a09896 ngl: move uniform key mapping into uniform state
Previously, we translated the uniform key (an enum) into a location within
the shader program in GskNglProgram. A number of performance improvements
were focused around having low nubers for the uniform locations. Generally
this is the case, but some drivers such as old Intel drivers on Windows
may use rather large numbers for those.

To combat this, we can push the translation of uniform keys into locations
at the GskNglUniformState level so that we work with unranslated keys
through the process until applying them.

Fixes #3780
2021-03-23 13:44:26 -07:00
Timm Bäder
ea93c40644 ngl: Remove unused function 2021-03-21 18:00:10 +01:00
Matthias Clasen
28de2eecc9 ngl: Special-case css backgrounds
Recognize a common pattern: A rounded clip with
a color node, followed by a border node, with the
same outline. This is what CSS backgrounds frequently
produce, and we can render it more efficiently with
a combined shader.
2021-03-14 16:49:31 -04:00
Matthias Clasen
ed3f0012b1 ngl: Don't bother with uniform border nodes
Now that colors aren't uniforms anymore, we don't
win much by using the inset_shadow shader. The fragment
shaders of inset_shadow and border are identical. And
the regular border setup does nine-slicing.
2021-03-14 16:49:31 -04:00
Matthias Clasen
3f60c39de4 ngl: Rewrite gsk_ngl_render_job_visit_text_node
Make this more compact, and thus easier to read.
2021-03-14 16:49:31 -04:00
Matthias Clasen
4aa570ba88 ngl: Drop gsk_ngl_render_job_set_color
Colors are not state that we carry across draw ops,
so setting the color on the render job doesn't make
much sense. Instead, pass the color to the various
draw calls. Add a few new ones for that purpose.

Also, shorten the names of some by going from
'load_vertices_from_offscreen' to 'draw_offscreen'.
2021-03-14 16:49:31 -04:00
Matthias Clasen
233969e9e4 ngl: Refactor gsk_ngl_render_job_visit_border_node
With color sorting out of the picture, this can
be much simpler.
2021-03-14 16:49:31 -04:00
Matthias Clasen
6a30c6b01c ngl: Make the coloring shader more versatile
When the color passed is transparent black, use
the color from the texture as source, instead of
as mask. This lets use use the coloring program
both for regular and color glyphs, avoiding
program changes in text with Emoji.
2021-03-12 13:19:37 -05:00
Matthias Clasen
06d5c8e72d ngl: Set color as vertex attribute
Instead of using uniforms for color used in multiple
programs, pass it as vertex attributes. This will let
us batch more draw calls, since we don't have to change
uniforms so often. In particular, for syntax-highlighted
text.
2021-03-12 13:18:47 -05:00
Matthias Clasen
09af40faeb ngl: Render simple borders simply
Use 4 color commands for uniform, rectilinear
borders. Most of our borders are rounded with
Adwaita, but there are still some of these.
2021-03-09 12:15:25 -05:00
Matthias Clasen
07ca46e92c Merge branch 'ngl-clip-classification' into 'master'
Ngl clip classification

See merge request GNOME/gtk!3274
2021-03-08 20:20:50 +00:00
Matthias Clasen
5f664dbbbb Revert "ngl: Remove a few redundant checks"
This reverts commit 4375f8e382.

These were not redundant after all, as pointed out by Timm.
2021-03-08 08:10:35 -05:00
Matthias Clasen
2c05b758c7 ngl: Add infrastructure for clip-variants of shaders
Make ngl compile each shader three times.
Once with #define NO_CLIP 1
once with #define RECT_CLIP 1
and once as before.
2021-03-07 20:30:45 -05:00
Matthias Clasen
5788338a14 ngl: Classify clips
Maintain the 'fully contained' information in the clip
stack. This will let us pick simpler shaders in the future.
2021-03-07 20:30:45 -05:00
Matthias Clasen
d0dce4cfa1 ngl: Treat radial gradients like others
Handle colorstop overflow for radial gradients
the same way we do for linear and conic gradients.
2021-03-07 10:18:47 -05:00
Matthias Clasen
4375f8e382 ngl: Remove a few redundant checks
We bail early on invisible nodes. No need to
repeat that check in individual visit functions.
2021-03-07 10:18:47 -05:00
Christian Hergert
2a38cecd33 gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.

Reordering

This renderer will reorder batches by render target to reduce the number
of times render targets are changed.

In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.

Uniform Snapshots

To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.

Some care was taken as it can be performance sensitive.

Attachment Snapshots

Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.

Render Jobs

To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.

Command Queue

Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.

Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.

This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.

GLSL Programs

This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.

Driver

The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.

Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2021-02-23 14:41:52 -08:00