Commit Graph

446 Commits

Author SHA1 Message Date
Timm Bäder
219493c818 gl renderer: Don't copy matrix/offset of color matrix nodes into ops 2020-01-07 17:27:15 +01:00
Timm Bäder
06f63764fb gl renderer: Initialize alpha uniform to 1.0
This makes gl-legacy work and gl-gles work except for text and icons.
2020-01-07 17:27:15 +01:00
Timm Bäder
1243174e53 gl renderer: Make RoundedRect work in gles
Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f gl renderer: Rewrite shader builder
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00
Timm Bäder
d12dde07c3 gl renderer: Fix program uniform updating code
This breaks the initial uniform value, but we will fix that in a later
commit in a different way.
2020-01-07 17:27:15 +01:00
Timm Bäder
5191b6fccd gl renderer: Only send clip corners if we need to
We change the clip bounds a lot more ofthen than the clip corners and
they are already split up in the shader, so only send the corners if we
need to.
2020-01-07 17:27:15 +01:00
Timm Bäder
2e6e6c1779 gl renderer: Fix color comparison 2020-01-07 17:27:15 +01:00
Timm Bäder
a29b8fbef4 gl renderer: Shorten debug output impl
This will leak a string but WHATEVER.
2020-01-07 17:27:15 +01:00
Timm Bäder
5b072e716c gl renderer: Fix debug color output 2020-01-07 17:27:15 +01:00
Timm Bäder
49845795d9 gl renderer: Rewort passing rounded rects to shaders 2020-01-07 17:27:15 +01:00
Timm Bäder
ab04c74ec9 gl renderer: Don't copy border outline corner sizes around
We already offset + scale the outline and its corners, just pass those
directly to the shader.
2020-01-07 17:27:15 +01:00
Timm Bäder
4744bb9099 gl renderer: stop copying current color around
Just use a pointer now.
2020-01-07 17:27:15 +01:00
Timm Bäder
91522dda63 gl renderer: remove a memory leak 2020-01-07 17:27:15 +01:00
Timm Bäder
f85448ffbf gl renderer: Split blurring a node into its own function 2020-01-07 17:27:15 +01:00
Timm Bäder
d3852ca33a gl renderer: Remove some unused uniforms 2020-01-07 17:27:15 +01:00
Timm Bäder
9d9a730659 gl renderer: Drop a dead if statement
We already handle this earlier.
2020-01-07 17:27:15 +01:00
Timm Bäder
d868b23c76 gl renderer: Implement blurred inset shadow nodes
And with this...

Fixes #1101
2019-12-03 08:40:35 +01:00
Timm Bäder
b91913d10d opbuffer: Remove unused op member 2019-12-03 08:40:35 +01:00
Timm Bäder
1854f3f49c gl renderer: Cache current scale in RenderOpBuilder
We call ops_get_scale a lot, so this should be better. It will also make
a later x/y split for the scaling easier.
2019-12-03 08:40:34 +01:00
Timm Bäder
ca66e9788c gl renderer: Save one level of indentation 2019-12-03 08:40:34 +01:00
Timm Bäder
fb5dc73841 gl renderer: Implement blurred shadow nodes 2019-12-03 08:40:34 +01:00
Timm Bäder
8d61d9f627 gl renderer: Take a TextureRegion in blur_texture
So we can refer to textures on a texture atlas.
2019-12-03 08:40:34 +01:00
Timm Bäder
22b6085c32 gl renderer: Scale blur radius
We scale the texture size, so as a consequence we have to scale the blur
radius.
2019-12-03 08:40:34 +01:00
Timm Bäder
2deb1a05a0 gl renderer: Add some often needed debug code 2019-12-03 08:40:34 +01:00
Timm Bäder
8ca46169b1 gl renderer: Blur shader improvements
Use a two-pass blur shader, fix a few other things and unify the
blurring of blur nodes and blurred outset shadow nodes.

Related to #1283
2019-12-03 08:40:34 +01:00
Timm Bäder
982890515d gl renderer: Don't use g_assert() for code that should always run
g_assert can be compiled out.
2019-11-27 16:56:47 +01:00
Timm Bäder
1817025f46 gl renderer: Don't save repeat nodes to disk
This is just debuggin code someone forgot.
2019-11-27 16:47:14 +01:00
Timm Bäder
8f6de1f955 gl renderer: Load flipped-y offscreen vertex data directly
Instead of loading the unflipped version first and then flipping it.
Don't do it in add_render_ops either but only in the function actually
adding the render ops for the nodes, since those frequently have
early-out conditions that don't need the vertex data at all.
2019-11-26 09:09:25 +01:00
Timm Bäder
91f7ac2d58 gl renderer: Care more about 0×0 offscreen nodes
These never result in a rendering of course, but we must make sure not
to create a 0×0 texture for them, since that will cause problems later
on.
2019-11-26 09:09:25 +01:00
Timm Bäder
053360df85 gl renderer: Remove unused function 2019-11-19 11:06:08 +01:00
Timm Bäder
600ce68210 gl renderer: Add a short cut for repeat nodes that don't repeat
These happen and we don't even need to draw the child to a texture.
2019-11-19 10:45:02 +01:00
Timm Bäder
604f44da11 gl renderer: Fix repeat nodes that don't repeat
Fixes #2234
2019-11-19 10:31:21 +01:00
Matthias Clasen
d4c97ea2b4 gl: Use the fallback debug flag
This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -04:00
Matthias Clasen
5b508ea94a Revert "gl: Speed up icon cache lookups"
This reverts commit dd5ee87b5b.
2019-10-22 07:16:41 -04:00
Matthias Clasen
472d8eebbe gl: Avoid pointless iteration 2019-10-22 07:16:41 -04:00
Matthias Clasen
dd316c8051 gl: Add some comments 2019-10-22 07:16:41 -04:00
Matthias Clasen
1038bc781a Revert "Cache glyph textures in render nodes"
This reverts commit c5af463843.
2019-10-22 07:16:41 -04:00
Matthias Clasen
d3431f569c Revert "inspector: Fix node recording"
This reverts commit ba7649b388.
2019-10-22 01:32:51 -04:00
Matthias Clasen
ba7649b388 inspector: Fix node recording
When attaching renderer-specific data, we need to
make sure that we key it off the renderer that is
in use, and cope with the absence of render data.

This fixes recording nodes in the inspector.
2019-10-18 09:33:45 -05:00
Matthias Clasen
fdbb925654 gl: Remove an unimplemented profiler counter 2019-10-17 07:59:34 -05:00
Matthias Clasen
aeabe3c40e gl: Add debug spew to texture atlas 2019-10-17 07:59:34 -05:00
Matthias Clasen
222b6c2b58 glyph cache: Go back to memcmp
Be careful to avoid padding data, and only
compare the relevant parts, leaving out the
hash key.
2019-10-17 07:59:34 -05:00
Matthias Clasen
5ab5ff7677 Cosmetics 2019-10-17 07:59:34 -05:00
Matthias Clasen
6c92b824f3 Merge branch 'wip/chergert/opbuffer' into 'master'
Add OpBuffer helper for building op buffer

See merge request GNOME/gtk!1131
2019-10-17 11:37:07 +00:00
Matthias Clasen
d777300d4e Fix a crash with glyph caching
We need to treat atlas-less cached glyphs like
atlases, when it comes to invalidating text node
render data.
2019-10-15 22:52:28 -04:00
Matthias Clasen
dd5ee87b5b gl: Speed up icon cache lookups
Use gdk_texture_set_render_data to avoid
hash table lookups when we can.
2019-10-15 19:44:26 -04:00
Matthias Clasen
e34d1b8a26 gl: Slightly rework the icon cache api
Return a pointer to the IconData struct. This is
closer to the glyph cache api, and will allow us
to add similar shortcuts. For now, just store
texture coords in the form we need, avoiding
converting them over and over.
2019-10-15 19:44:26 -04:00
Matthias Clasen
c5af463843 Cache glyph textures in render nodes
This is a quick implementation that avoids many
glyph cache lookups. We keep an array of direct
pointers in the text render node, and throw those
cached pointers away whenever any atlases have
been dropped (since that may invalidate the cached
glyphs).
2019-10-15 19:44:26 -04:00
Matthias Clasen
49748c9c23 Some more vertex data reshuffling
In some cases, the vertex data is just a trivial
modification of the default data, so do that instead
of recalculating it.
2019-10-15 19:44:26 -04:00
Matthias Clasen
b53fa48794 Fix load_vertex_data
There was a copy-paste error that set all
uv coordinates to 0,0.
2019-10-15 19:44:26 -04:00
Christian Hergert
97f3371709 gl: avoid calculating vertex_data until necessary
In many cases of the switch, we do not need the vertex data. This moves
the creation of the vertex_data array into a secondary function and only
calculates it the cases for which it is required.
2019-10-15 19:44:26 -04:00
Matthias Clasen
58d57e1087 gl: Drop buffer_size
No need to maintain buffer_size separately.
It is always vertices->len * sizeof (GskQuadVertex).
2019-10-15 19:44:26 -04:00
Matthias Clasen
571068af12 Drop OP_CHANGE_VAO
Instead, we accumulate vertices in a separate
array, which simplifies various things and lets
us avoid the extra copying step for the vao.
2019-10-15 19:44:26 -04:00
Christian Hergert
a00d12c62a prototype OpBuffer helper for building op buffer 2019-10-15 19:44:26 -04:00
Timm Bäder
5ea21f7910 gl renderer: Fix an out of bounds read
Fixes #2200
2019-10-15 07:13:14 +02:00
Matthias Clasen
7bff3abe8e glyph cache: Fix handling of big glyphs
We were putting big glyphs in the cache, in their
own texture, but forgetting to mark the texture
as permanent, so it could be reused, leading to
occasional misrendering. Fix this by marking these
textures as permanent, and explicitly freeing them
when the cache entry gets old.
2019-10-12 18:53:22 -04:00
Matthias Clasen
e46a7ca706 shadow cache: Remove outdated comments
No comments are better than outdated comments.
2019-10-12 17:06:39 -04:00
Matthias Clasen
e9ba7eda47 gl: Increate the cache check frequency
Otherwise, we spread the cache over more atlases
than necessary, increasing the amount of texture
changes in each frame.
2019-10-12 12:37:11 -04:00
Matthias Clasen
88649b6aae gl: Interleave cache aging
Every few frames, we do extra work for the
cache aging. Arrange for the glyph and icon
caches to not cause extra work on the same
frame, to smooth things out.
2019-10-12 12:37:11 -04:00
Matthias Clasen
60d63bbada gl: Improve debug spew for caches
Dump similar information for both caches,
and correct the unused percentage for
the atlases.
2019-10-12 12:37:11 -04:00
Matthias Clasen
123cbd42bb gl: Make icon cache work like glyph cache
Replace timestamp tracking with an accessed bit
here too, to keep the glyph and icon cache code
similar.
2019-10-12 11:46:10 -04:00
Matthias Clasen
977ac2b31f gl: Do less work on glyph caching
There is no need for us to be very precise about
aging the glyph entries. It is enough to check
occasionally and mark old entries. This reduces
the overhead of work we do every frame on the
caches, at the cost of letting glyphs linger
a bit longer in the cache.
2019-10-12 11:35:46 -04:00
Timm Bäder
bcdc3b706c iconcache: Fix icon padding 2019-10-12 09:17:24 +02:00
Matthias Clasen
61db797f29 gl: Simplify glyph cache lookup
Make this function more similar to the icon
cache equivalent, and simplify it a bit. We
don't use the boolean return, and we don't need
to look at the age of entry when marking it
used.
2019-10-12 01:35:13 -04:00
Matthias Clasen
0a876f11a0 gl: Don't use memcmp for comparing cache keys
Some innocent change made us use a stack-allocated
key, and things broke. Lets go back to comparing
cache keys field by field.
2019-10-12 01:00:08 -04:00
Matthias Clasen
1c17316f9c gl: Handle row stride for icon cache upload
Same as the previous commit: Downloading a texture
may in theory give us data with a stride, so handle
that.
2019-10-11 21:17:30 -04:00
Matthias Clasen
646c5f369f gl: Handle row stride for glyph cache upload
In theory, we can have data with a stride here,
so set the necessary parameters to tell GL about
it.
2019-10-11 21:16:40 -04:00
Matthias Clasen
8839e10d44 gl: Do less work to maintain caches
Remember which atlases were removed, and only
check those when looking for icons or glyphs
to remove. For most frames, we don't have to
check at all since no atlases were removed.
2019-10-11 20:42:24 -04:00
Matthias Clasen
9b61bfb3c8 gl: Speed up icon caching
Avoid expensive padding, and just upload the
image in several slices.
2019-10-11 19:36:26 -04:00
Timm Bäder
4f5a9be465 gl renderer: Get blur node child only once 2019-10-11 22:31:33 +02:00
Timm Bäder
6a4c778791 gl renderer: Shorten function 2019-10-11 22:31:33 +02:00
Timm Bäder
1caa95b814 gl renderer: Avoid copying a rect 2019-10-11 22:31:33 +02:00
Matthias Clasen
cf44ba7847 gl: Avoid stray use of doubles
Everything else in this code is floats,
so stick to that and avoid unnecessary
precision.
2019-10-11 16:16:09 -04:00
Matthias Clasen
30433d7659 Cosmetics 2019-10-11 16:16:09 -04:00
Matthias Clasen
849b950763 gl: glyph cache tweaks
Reduce the cost of lookups by storing
the hash value directly.
2019-10-11 16:15:15 -04:00
Matthias Clasen
8937cd992d gl: Shrink CachedGlyph structs slightly
Plug a hole in this struct.
2019-10-11 16:15:14 -04:00
Matthias Clasen
e296c6a356 gsk: Store color bit info in text nodes
Keep the 'has color glyphs' info in text nodes,
instead of determining it over and over in both
the vulkan and gl backends.
2019-10-11 16:15:14 -04:00
Timm Bäder
136400e8a2 gl renderer: Remove unused modelview matrix 2019-10-11 16:56:24 +02:00
Timm Bäder
90199534e0 gl renderer: Don't copy outset shadow node outline 2019-10-11 16:38:58 +02:00
Timm Bäder
f7c64b4ebb gl renderer: Don't copy colors into render ops 2019-10-11 15:06:51 +02:00
Timm Bäder
2977e91aed gl renderer: Grow unblurred outset shadow outline on the gpu 2019-10-11 10:16:39 +02:00
Timm Bäder
9b1e0dd4a3 gl renderer: Cosmetics 2019-10-11 09:32:24 +02:00
Timm Bäder
a29826bb71 gl renderer: Only add outset shadow center piece if dx/dy != 0 2019-10-11 08:46:33 +02:00
Christian Hergert
528297f5e5 gl: avoid copying RenderOp to GArray
Instead of copying the (rather large) RenderOp to the GArray, we can
simply set the fields directly in the allocated space for the struct.
In most cases, there wont be any allocations to make as the array size
is kept in tact across frame renderings.
2019-10-09 15:41:53 -07:00
Christian Hergert
b29feb193e gl: use memcmp to compare glyph cache keys
We can just use memcmp here because even in the use of lookup keys with
C99 initializers, we can rely on any space between fields added by the
compiler to be zeroed. So we might as well use wider memory cmopares.
2019-10-09 14:47:23 -07:00
Christian Hergert
e32c992886 gl: avoid copying GskGLCachedGlyph in lookup
This saves a minor amount of CPU time by avoiding the copy of structure
on each lookup (which is short-lived).
2019-10-09 14:37:08 -07:00
Christian Hergert
c9ca60c201 gl: short-circuit on NULL program
The NULL check is a more inclusive check than each of the individual
op->op checks.
2019-10-09 11:51:32 -07:00
Timm Bäder
329f7c1c40 gl renderer: Remove rounded rect intersection code
Caused correctness issues.

Fixes #1917
2019-10-09 16:57:22 +02:00
Timm Bäder
e838ea3bc8 gl renderer: Fix scaled fallback node drawing 2019-10-09 16:57:22 +02:00
Christian Hergert
47ef5af778 gl: remove stray + 2019-10-08 10:58:29 -07:00
Timm Bäder
e05b87c8d0 gl renderer: Fix rounded rect intersection 2019-09-25 17:51:52 +02:00
Timm Bäder
c9241e83dd gl renderer: Remove unused matrix 2019-09-09 17:36:25 +02:00
Timm Bäder
251bf45cf2 iconcache: ref textures
We can't just assume that the pointer we'se using as a cache key will
stay unique forever. The texture might be freed, and a later allocated
texture might have the same addres now, causing the cache to return
incorrect results.
2019-08-11 09:05:31 +02:00
Timm Bäder
13c0a9e27b iconcache: Replace broken debugging code 2019-08-11 09:05:31 +02:00
Timm Bäder
2914c360a9 gl renderer: Implement a subset of repeat nodes 2019-08-11 09:05:31 +02:00
Matthias Clasen
b576aef2b1 Revert "gl: Simplify glyph cache rendering"
This reverts commit 7a3eaad193.

The reason we want to keep using pango here
is that we get hex boxes and similar drawing
features that way.
2019-08-01 00:18:19 -04:00
Matthias Clasen
d276d2629a gl: Glyph cache fixes
Pass the full location to the glyph cache lookup,
and use the same rounding as cairo does. This makes
the output much closer to the cairo renderer.
2019-07-31 00:03:13 -04:00
Matthias Clasen
5dd8801ee5 gl: implement subpixel positioning
Pass the glyph position into the glyph caching functions,
not just the glyph index. This allows us to cache different
images for different subpixel positions.
2019-07-28 16:42:52 -04:00
Matthias Clasen
7a3eaad193 gl: Simplify glyph cache rendering
We are currently using a weird mix of pango and cairo,
but there is no need for us to go through a pango
renderer here; we can just use cairo directly.
2019-07-28 09:54:17 -04:00
Timm Bäder
2c38b71ca5 glyph cache: Upload large glyphs in lookup () directly
Instead of relying on a texture id of 0, which can happen for other
reasons, e.g. when the glyph is being scaled too small.

Fixes part of #2046
2019-07-28 12:00:15 +02:00