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
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
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
.. 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
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
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
No need to do this stuff once per fragment.
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
fdce30d3f8
|
gl renderer: Add some in/out compat glue to the shaders
so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
f07397f4dd
|
gl renderer: Upload GL_RGBA texture data in GLES
Colored icons are still broken this way, but at least they show up and
text works.
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
f1751f514c
|
gltextureatlas: Use more correct debug name for texture
These aren't all glyph atlases anymore.
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
8dd7f5aefe
|
gl renderer: Mark beginning of frame if DEBUG_OPS is set
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
398f49ad31
|
gl renderer: Trivial declaration reorder
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
3d260a950e
|
gl renderer: Remove a few outdated comments
|
2020-01-07 17:27:16 +01:00 |
|
Timm Bäder
|
f31667f437
|
gl renderer: Remove unused translation handling
|
2020-01-07 17:27:15 +01:00 |
|
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
|
56b456ff21
|
gl renderer: Remove unused uniform from inset shadow shader
|
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 |
|