Matthias Clasen
a297129685
Add a profiler mark around renderer realization
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This takes time that is worth calling out.
2020-01-25 01:28:24 -05:00
Timm Bäder
f80a341b4f
gl renderer: handle cross-fade nodes with invisible children
2020-01-24 06:19:16 +01:00
Timm Bäder
77f8245c0c
gl renderer: Handle blur nodes with invisible children
2020-01-24 06:19:16 +01:00
Timm Bäder
8afdbd6ee3
gl renderer: Make render_rounded_clip_node clearer
2020-01-24 06:19:16 +01:00
Timm Bäder
ab0869ecbc
gl renderer: Add builder offset correctly for non-affine modelviews
2020-01-24 06:19:16 +01:00
Timm Bäder
cff8304133
GskTransform: Add gsk_transform_transform_point()
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Equivalent of gsk_transform_transform_bounds() and
graphene_matrix_transform_point() respectively.
2020-01-24 06:19:12 +01:00
Timm Bäder
962e38c5c9
gl renderer: Shorten shaders a bit
2020-01-24 06:08:39 +01:00
Timm Bäder
685288216f
gl renderer: Move rect transformation to the vertex shader
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No need to do this for every fragment.
2020-01-24 06:08:39 +01:00
Timm Bäder
c8fa1f19db
gl renderer: Transform rounded rect on the GPU
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Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
2020-01-24 06:08:39 +01:00
Matthias Clasen
1565f597c8
gl: Disambiguate profiler marks
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"render" was used for both GL and widgets. Oops.
2020-01-22 16:37:48 -05:00
Timm Bäder
433c8307b2
gl renderer: Pull a local variable in the closest scope
2020-01-18 08:49:52 +01:00
Timm Bäder
dc8dedce07
gl renderer: Draw outset shadows white
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and only apply the actual shadow color when we draw them from the
texture. This way we can reuse the cached shadows during color
transitions.
2020-01-18 08:49:52 +01:00
Timm Bäder
3091679ffa
gl renderer: Render simple border nodes in a simple way
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Roughly 80% of the border nodes are just one color and have the same
width on all sides, so we can draw them by uploading just one rect and
not four.
2020-01-18 08:49:52 +01:00
Timm Bäder
afa991752c
gl renderer: Look at shadow color in the outset shadow cache
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It would probably be better to not do this and always render the outline
in plain white, then later recolor it but do this for no, just for
correctness.
2020-01-18 08:49:51 +01:00
Chun-wei Fan
a9b1d4a389
build: Check for sincosf()
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sincosf() is really a GCC-specific function that may more may not be
supported on non-GCC compilers, so we want to check for it, otherwise we
use a fallback implementation, not unlike the one in
demos/gtk-demo/gtkgears.c.
2020-01-08 17:15:29 +08:00
Timm Bäder
ea810f176b
gl renderer: Handle repeat nodes with invisible children
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We can handle this pretty easily by normally drawing the other
(visible) child node, if any.
2020-01-07 17:27:19 +01:00
Timm Bäder
7669e6e42e
transform: Properly compare scale transforms
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If the epsilon we use there is too much, we can run into rendering
errors because the GPU will use the actual scale value.
2020-01-07 17:27:19 +01:00
Timm Bäder
6ba6f361be
gltextureatlas: Packing must succeed here
2020-01-07 17:27:18 +01:00
Timm Bäder
7a27122dab
transform: Scale+translate bounds directyl
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Make these two code paths look the same.
2020-01-07 17:27:18 +01:00
Timm Bäder
ca4ae81170
transform: Compare class before ->next
2020-01-07 17:27:18 +01:00
Timm Bäder
76795ffba9
gl renderer: Sprinkle some const around
2020-01-07 17:27:18 +01:00
Timm Bäder
eebe67cf0a
gl renderer: Add util to load vertex data with texture region
2020-01-07 17:27:18 +01:00
Timm Bäder
b9726901a5
gl renderer: Fix inverted dy in inset shadows
2020-01-07 17:27:17 +01:00
Timm Bäder
8b1af398a0
gl renderer: Avoid another manual rounded rect transform
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We have transform_rect() for this now.
2020-01-07 17:27:17 +01:00
Timm Bäder
b8d1c3ab55
gl renderer: Don't force repeat node child offscreen
2020-01-07 17:27:17 +01:00
Timm Bäder
054d69aaf9
gl renderer: Fix a misleading comment
2020-01-07 17:27:17 +01:00
Timm Bäder
1dea6d4fc7
gl renderer: Speed up bounds transformation
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We started saving the scale of the current modelview directly in the
RenderOpBuilder, so we don't need to poke the modelview stack anymore.
2020-01-07 17:27:17 +01:00
Timm Bäder
022d19a4c6
gl renderer: Add debug code for color nodes
2020-01-07 17:27:17 +01:00
Timm Bäder
ef7276c398
gl renderer: Trivial variable reordering
2020-01-07 17:27:17 +01:00
Timm Bäder
0a8ca49b5e
gl renderer: transform border outline like everything else
2020-01-07 17:27:17 +01:00
Timm Bäder
74f18f71d3
gl renderer: Move work to the blur vertex shader
2020-01-07 17:27:17 +01:00
Timm Bäder
c0d4a6fc81
gl renderer: Avoid copying a matrix
2020-01-07 17:27:17 +01:00
Timm Bäder
766d4dff76
GskTransform: Compute sin/deg of 90deg rotations manually
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Otherwise we might end up with inaccuracies, e.g. when
gsk_transform_transform_bounds()'ing bounds.
2020-01-07 17:27:17 +01:00
Timm Bäder
e62f135c6a
GskTransform: Normalize angles
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Make sure all angles are in the [0..365) range
2020-01-07 17:27:17 +01:00
Timm Bäder
587bc82c37
gl renderer: Print debug node message
2020-01-07 17:27:17 +01:00
Timm Bäder
750dc8dbe2
gl driver: Inline function into only caller
2020-01-07 17:27:17 +01:00
Timm Bäder
cb2f523994
rendernodes: Use floats for everything
2020-01-07 17:27:16 +01:00
Timm Bäder
db91b6dc61
gl renderer: Load vertex data directly into vertices GArray
2020-01-07 17:27:16 +01:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
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No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
d7df56b6cb
gsk: Make GskColorStop.offset a float
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Doesn't make sense for this to be double if everything else is float.
Also makes it possible to 'easily' pass this to the GPU.
2020-01-07 17:27:16 +01:00
Timm Bäder
b8aa51d522
gl renderer: Move more work to the vertex shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
f79c807645
gl renderer: Don't invert offset value twice
2020-01-07 17:27:16 +01:00
Timm Bäder
d0d2ad9f5b
gl renderer: Remove unused variable from shader
2020-01-07 17:27:16 +01:00
Timm Bäder
0b8298038a
gl renderer: Move color computation to vertex shader
2020-01-07 17:27:16 +01:00
Timm Bäder
6ef0bb8bea
gl renderer: Move final color computation to vertex shader
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.. of the coloring program, which is used all the time for text.
2020-01-07 17:27:16 +01:00
Timm Bäder
91472b2ecd
gl renderer: Compute final color in vertex shader
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This is a very often used shader. No need to to do this for every
fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
73f2167fe4
gl renderer: Avoid an invalid read
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We need to copy the color here, since the program state can live across
frame boundaries.
2020-01-07 17:27:16 +01:00
Timm Bäder
2079c898e7
gl renderer: Remove some unneeded calculations from shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
c79c18f39c
gl renderer: Shuffle things around a bit
2020-01-07 17:27:16 +01:00
Timm Bäder
cef7f7f87d
gl renderer: Move work to the gradient vertex shader
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No need to do this stuff once per fragment.
2020-01-07 17:27:16 +01:00