Commit Graph

13 Commits

Author SHA1 Message Date
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