Commit Graph

75 Commits

Author SHA1 Message Date
Emmanuele Bassi
3aaae6c49c gsk: Move GskRenderNode getters to internal API
GskRenderNode is, at its core, a write-only API; you're supposed to set
up the render nodes instead of querying them for state.

Querying render nodes is left to the GskRenderer implementation.
2016-10-18 11:49:15 +01:00
Emmanuele Bassi
7de49fb7b2 gsk: Remove GskRenderer:auto-clear
We control the clearing inside each GskRenderer implementation, and we
don't allow providing a target surface any more.
2016-10-18 11:49:15 +01:00
Matthias Clasen
9a2de80497 Add blend mode to debug spew 2016-10-18 11:49:14 +01:00
Alexander Larsson
e0ab6d5a3c gsk: Fix hidpi scaling
We store the vertices in (unscaled) window coords (but the item size
is still scaled to match the texture size). Also, the
projection/model-view multiplication order is switched so that the scale
is applied at the right place.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
f764d03cfd gsk: Remove :use-alpha from GskRenderer
It's unused, and we always assume we render with an alpha channel
enabled because it's 2016.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
387ed37f74 gsk: Move scaling filters to GskRenderNode
The renderer will always use nearest-neighbor filters because it renders
at 1:1 pixel to texel ratio.

On the other hand, render nodes may be scaled, so we need to offer a way
to control the minification and magnification filters.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
3bdd9c270a gsk: Allow adding a GL texture as a node content
If we already have a GL texture we definitely don't want to use
gdk_cairo_draw_from_gl() to draw on a Cairo context if we're going
to take the Cairo surface to which we draw and put it into an OpenGL
texture.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
ce67336577 gsk: Drop modelview/projection from GskRenderer API
The details of the modelview and projection matrices are only useful for
the GL renderer; there's really no point in having those details
available in the generic API — especially as the Cairo fallback renderer
cannot really set up a complex modelview or a projection matrix.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
c9514b45ff gsk: Ensure that non-drawing nodes are supported
Non-drawing nodes should skip the texturing phase.
2016-10-18 11:49:14 +01:00
Emmanuele Bassi
955d9a8463 gsk: Fix the blend mode
The default blend mode should be the equivalent of Cairo's OVER
operator.
2016-10-18 11:49:13 +01:00
Emmanuele Bassi
0812d691b3 gsk: Reuse VAOs with identical buffers
Just like we reuse texture ids with the same size we can, at the expense
of a little memory, reuse vertex buffers if they reference the same
attributes and contain the same data.

Each VAO is marked as free at the end of the frame, and if it's not
reused in the following frame, it gets dropped.
2016-10-18 11:49:13 +01:00
Emmanuele Bassi
56c93a7661 gsk: Remove child-transform from render nodes
The child-transform is useful only if we also provide clipping to the
parent nodes, otherwise children will just be drawn outside of the
parent's bounds.

We'll introduce child transforms either at a higher layer, or once we
add clipping support to GskRenderNode.
2016-10-18 11:49:13 +01:00
Matthias Clasen
53266e7a15 Small documentation additions 2016-10-18 11:49:13 +01:00
Matthias Clasen
7eb8646ace Small fixes for the docs
Set titles and short descriptions for the sections.
2016-10-18 11:49:13 +01:00
Matthias Clasen
7f86516c27 Allow selective debug spew
I don't think this should stay in the code long-term, but it
is useful for debugging. It helped me track down some suspicious
placements of render nodes.
2016-10-18 11:49:12 +01:00
Matthias Clasen
bde55ccdce Some debug help
Make the bounds of drawing surfaces created by render nodes visible.

Trigger with GSK_DEBUG=surface.
2016-10-18 11:49:12 +01:00
Emmanuele Bassi
32d45b0081 gsk: Pass the appropriate value for the n_quads argument
Instead of passing the size of the buffer, we should pass the number of
quads; we know what the size of a single quad structure is, so we can do
the multiplication internally when creating the VAO.

This allows us to print the quads for debugging purposes.
2016-10-18 11:49:12 +01:00
Emmanuele Bassi
a146618de0 gsk: Rename set_offset() to set_anchor_point()
The naming is consistent with other scene graph libraries, as it
represents an additional translation transformation applied on top of
the provided transformation matrices.

We can also simplify the implementation by applying the translation when
we compute the world matrix.
2016-10-18 11:49:11 +01:00
Emmanuele Bassi
702befc697 gsk: Recycle textures across frames
We keep the textures used inside a frame around until the end of the
following frame; whenever we need a texture with the same size, and
it's not marked in use, then we just reuse the existing texture.
2016-10-18 11:49:11 +01:00
Matthias Clasen
7b204b0eea Add an offset to render nodes
This will let us account for the difference between
clip and allocation.
2016-10-18 11:49:11 +01:00
Matthias Clasen
ff20a68ca3 gsk: Split of debug spew for transforms
This was overwhelming other useful debug output, so make it
opt-in. We print the render items for both opengl and transforms,
since the matrices bleed into each other, otherwise.
2016-10-18 11:49:11 +01:00
Matthias Clasen
b876068e5b gsk: Add debug macros that trigger on two conditions
This will be useful in the following commits.
2016-10-18 11:49:11 +01:00
Matthias Clasen
819ffdd5c2 gsk: Add a debug flag for transforms 2016-10-18 11:49:11 +01:00
Matthias Clasen
23745462a4 gsk: Improve debug output a bit
Indent render node debug spew to make the tree structure obvious.
2016-10-18 11:49:11 +01:00
Emmanuele Bassi
d227b9ce38 gsk: Add GskProfiler to GskRenderer
The profiler instance is per-renderer, and is accesible to
implementations.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
005fea59b6 gsk: Add profiler object
The GskProfiler holds counters and timers, and will be used by the
renderer implementations to acquire frame timings.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
1ab1fd4391 Use the projection to flip around the content
Since we use an FBO to render the contents of the render node tree, the
coordinate space is going to be flipped in GL. We can undo the flip by
using an appropriate projection matrix, instead of changing the sampling
coordinates in the shaders and updating all our coordinates at render
time.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
9982b66906 gsk: Add texture size to debug message 2016-10-18 11:49:10 +01:00
Emmanuele Bassi
a8a8f97511 gsk: Take into account the scaling factor
We need to apply a scaling factor whenever we deal with user-supplied
coordinates, like:

 - when creating textures
 - when setting up the viewport
 - when submitting the scene
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
3d90a070d5 gsk: Tie render nodes to renderers
Render nodes need access to rendering information like scaling factors.
If we keep render nodes separate from renderers until we submit a nodes
tree for rendering we're going to have to duplicate all that information
in a way that makes the API more complicated and fuzzier on its
semantics.

By having GskRenderer create GskRenderNode instances we can tie nodes
and renderers together; since higher layers will also have access to
the renderer instance, this does not add any burden to callers.

Additionally, if memory measurements indicate that we are spending too
much time in the allocation of new render nodes, we can now easily
implement a free-list or a renderer-specific allocator without breaking
the API.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
ab8420ec52 gsk: Bind GL context to the GL profiler
Similarly to how we bind it to the GL driver object used by the GSK GL
renderer.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
d6a6820d99 gsk: Fix build without Wayland 2016-10-18 11:49:09 +01:00
Emmanuele Bassi
9e22118feb gsk: Add redirection to FBOs for opacity groups
If a node is non-opaque and has a non-zero opacity we need to paint its
contents and children first to an off screen buffer, and then render the
resulting texture at the desired opacity — otherwise the opacities will
combine and result in the wrong rendering.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
8ac9127283 gsk: Drop opaque/transparent item split
We're not going to use separate rendering lists soon, and the way we
render items is less similar to a gaming engine and more similar to a
simpler compositor. This means we don't need to perform a two pass
rendering — opaque items first, transparent items later.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
03ab560fae gsk: Rename uniforms and attributes in shaders
Use appropriate names, and annotate the names with the types — 'u' for
uniforms, 'a' for attributes. The common preambles for shaders are split
from the bodies, so we need some way to distinguish the uniforms and the
attributes just from their name.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
24a6f3c055 gsk: Move resource handling inside GskGLDriver
We want the GL driver to cache as many resources as possible, so we can
always ensure that we're in a consistent state, and we can handle state
transitions more appropriately.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
bbfe4324e4 gsk: Simplify buffer handling in GskGLRenderer
We don't have optional stencil and depth buffers, like GtkGLArea: we
always create both of them internally.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
db4ade48e9 gsk: Drop render buffer code path from GskGLRenderer
We always use texturing, to preserve the alpha channel when blitting the
frame buffer object on the window surface.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
b169ce374e gsk: Rework surface -> texture API
Drop the texture parameters handling from the texture creation, and
associate them with the contents upload. Also, rename the function to
something more in line with what it does.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
e2a43a8701 gsk: Add GL driver API to create render targets
It's going to be used by the GL renderer to safely create and bind
FBOs when needed.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
9836d2259f gsk: Turn texture cache into a hash table
We want to add the list of FBOs tied to a texture; this means we cannot
trivally copy the Texture structure when adding it to a GArray. We're
also going to have more textures than VAOs, so it makes more sense to
use a O(1) access data structure for them.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
30be7bd543 gsk: Add GL profiler
We can use the GL_ARB_timer_query extension (available since OpenGL
3.2, and part of the OpenGL specification since version 3.3) to query
the time elapsed when drawing each frame. This allows us to gather
timing information on our use of the GPU.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
8807f23f76 gsk: Split surface upload from texture creation
We're going to need a method to create textures without a surface.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
b98fb07419 gsk: Enable depth testing
Use the appropriate depth testing function for transparent items.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
c052443633 gsk: Use consistent naming for blend fragment shader
This should make it immediately clear if we're doing something wrong.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
9c86579e47 gsk: Fix pre-condition check
We warn if the node is marked as not mutable.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
51f05731a9 gsk: Flip mutability on GskRenderNode.finalize
We use the public API when removing children nodes, so we need to mark
the node as mutable while we destroy it.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
d3393d51ff gsk: Add specific debug type for shaders
So that we don't lose GskShaderBuilder debugging messages in the stream
of GskGLRenderer ones.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
46bb14e173 gsk: Add GskGLDriver
We can move the caching and management of textures, VAOs, and state of
the GL machinery into a single object, GskGLDriver.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
8555c6ba11 gsk: Use the right pointer to the parent RenderItem
We copy the local RenderItem into the render items array, so we need to
use the copy in the array in order to get the correct reference.
2016-10-18 11:49:08 +01:00