Commit Graph

6 Commits

Author SHA1 Message Date
Matthias Clasen
47cf17c70c vulkan: Add a primitive glyph cache
This is just a proof of concept - we use a single 1024x1024 surface,
and just give up when we run out of space. The cache is populated
incrementally, and items are never removed.
2017-09-10 21:56:37 -04:00
Matthias Clasen
b0e8d8483d More work on text nodes
This commit takes several steps towards rendering text
like we want to.

The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.

The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
2017-09-10 14:36:26 -04:00
Benjamin Otte
7b9ace488b vulkan: Add GskVulkanUploader
It's the thing that makes sure pixels end up on the GPU.
2016-12-20 18:01:11 +01:00
Benjamin Otte
85559d1fd9 vulkan: Split out command pool
This way we can pass the command pool around.
And that allows us to allocate and submitcustom buffers.
And that is necessary to make staging images work.
2016-12-20 18:01:11 +01:00
Benjamin Otte
f52dd12569 vulkan: Implement texture caching
And with this change, the GPU looks bored again.
2016-12-09 18:35:52 +01:00
Benjamin Otte
a753f047df gsk: Add skeleton for Vulkan renderer
The renderer itself obviously doesn't do anything.
2016-12-09 18:35:51 +01:00