Alexander Larsson
9460d0131f
gl backend: Add line numbers to source in glsl compilation errors
...
Almost always the source is created by combining various sources, which
means the line numbers in the error messages are hard to use. Adding
the line numbers to the source in the error message helps with this.
2020-09-29 09:51:16 +02:00
Alexander Larsson
7edcd1748c
gl: Properly report error if shader linking fails
...
In gsk_gl_shader_builder_create_program(), if linking fails we
need to return -1 to indicate error, rather than the old deleted
program id.
2020-09-29 09:51:16 +02:00
Alexander Larsson
6887d0ce24
glrenderer: Move ProgramState into Program
...
There is no real reason to have this on the side indexed via the
index, as it is stored next to each other anyway. Plus, storing them
together lets use use `Program` structures not in the array.
2020-09-29 09:51:10 +02:00
Matthias Clasen
9ca9f42452
gsk: Avoid downloading GL textures when possible
...
I found that the gears demo was spending 40% cpu
downloading a GL texture every frame, only to
upload it again to another context.
While the GSK rendering and the GtkGLArea use different
GL contexts, they are (usually) connected by sharing data
with the same global context, so we can just use the
texture without the download/upload dance. This brings
gears down to < 10% cpu.
2020-09-26 21:55:28 -04:00
Matthias Clasen
c9f6a9f7c5
Merge branch 'gles-texture-colors' into 'master'
...
Fix uploads of textures in GLES (and make texture uploads better)
See merge request GNOME/gtk!2616
2020-09-25 14:53:19 +00:00
Alexander Larsson
90fc671ef8
gl backend: Avoid roundtripping via surface when updloading
...
Do custom uploads rather than using gdk_cairo_surface_upload_to_gl(),
because this way we avoids a roundtrip (memcpy and possibly conversion)
to the cairo image surface format.
2020-09-25 10:04:48 +02:00
Alexander Larsson
1001995d49
Correctly upload textures for GLES
...
GLES doesn't support the GL_BGRA + GL_UNSIGNED_INT_24_8 hack that
we use on desktop OpenGL to upload textures directly in the cairo
pixel format. This adds the required conversions to all the places
that currently need it.
We also add a data_format to the internal gdk_gl_context_upload_texture()
function to make it clearer what the format are. Currently it is always
the cairo image surface format, but eventually we want to support other
formats so that we can avoid some of the unnecessary conversions we do.
Also, the current gdk_gl_context_upload_texture() code always converts
to a cairo format and uploads that like we did before. Later commits
will allow this to use other upload formats that gl supports to avoid
conversions.
2020-09-25 09:31:43 +02:00
Timm Bäder
fd728ea8bc
gl renderer: Lower maximum gradient stop count
...
6 is still plenty according to my market research.
Should help with #2624
2020-09-24 19:08:22 +02:00
Timm Bäder
8d7b3bade3
gl renderer: Fall back to cairo if gradients use too many stops
2020-09-24 19:08:22 +02:00
Timm Bäder
9eaa8bd1e7
gl renderer: Only return error if creating programs failed
2020-09-24 19:08:22 +02:00
Timm Bäder
15994db74d
gl renderer: Use scale_x/y when rendering clipped nodes
2020-09-24 19:08:22 +02:00
Timm Bäder
467be0b7dc
gl renderer: Don't use ops_get_scale() when rendering clip nodes
...
Differentiate between scale_x and scale_y. This works better for e.g.
transform nodes using scaleX().
2020-09-24 19:08:22 +02:00
Timm Bäder
84d2a33c10
gl renderer: Support scaleX/Y better when rendering radial gradients
...
We should do this everywhere, but this is a start.
2020-09-24 19:08:22 +02:00
Timm Bäder
b8e4240751
gl renderer: Add radial gradient shader
2020-09-18 15:39:07 +02:00
Timm Bäder
0c2d00835b
gl renderer: Set an error if we don't have one already
...
We can't fail and not set the error, since caller don't expect that.
2020-09-18 15:39:07 +02:00
Matthias Clasen
0c6226c20b
gsk: Add a radial gradient node
...
Only a fallback implementation for now.
Fixes #2262
2020-09-18 15:38:55 +02:00
Matthias Clasen
1057588a8f
gsk: Fix the gl texture cache
...
We need to include both the scale and the filtering
in the key for the texture cache, since those affect
the texture.
This fixes misrendering in the recorder in the inspector
whenever transforms are involved. An example where this
was showing up is testrevealer's swing transition.
2020-09-09 13:55:09 -04:00
Matthias Clasen
e0cc7b5d86
Check for pixel-alignedness for interpolation
...
When rendering to an offscreen because of transforms,
check if transforming the bounds of the node results
in a non-axis-aligned quad. If it doesn't, we want
GL_NEAREST interpolation to get sharp edges. Otherwise,
we use GL_LINEAR to get better results for things
that are actually transformed.
2020-09-04 13:16:53 -04:00
Matthias Clasen
9843515736
gl: Reshuffle some code
...
Just rearrange the cases in this switch, no effective change.
2020-09-04 13:16:11 -04:00
Timm Bäder
2bff84ca6c
gl: Adjust blur radius_multiplier
...
2.0 Looks much closer to what my browser does.
Fixes #2777
2020-08-29 16:46:25 +02:00
Matthias Clasen
125ed52ccb
Merge branch 'new-sysprof' into 'master'
...
Port profiling to sysprof-collector api
See merge request GNOME/gtk!2457
2020-08-21 23:58:09 +00:00
Matthias Clasen
d4e069a629
Port tracing to the sysprof collector api
...
Use the new sysprof collector api to do tracing.
2020-08-21 10:55:01 -04:00
Björn Daase
6315cd977c
*: Fix spelling mistakes found by codespell
2020-08-21 15:29:34 +02:00
Matthias Clasen
6ab13a6303
gsk: Don't the always_inline function attribute
...
Visual C doesn't understand it, and the compiler
should know better, anyway.
2020-07-31 13:13:46 -04:00
Timm Bäder
ac1f242b6c
gl renderer: Throw inset shadows with all !send values away
2020-07-28 05:34:12 +02:00
Timm Bäder
ebbb729aea
gl renderer: Linear gradient state tracking
2020-07-28 05:34:12 +02:00
Timm Bäder
dded144313
gl renderer: Assert that we have program state
...
This is never a problem in reality, just for static analysis.
2020-07-28 05:34:12 +02:00
Timm Bäder
3f59566729
gl renderer: Repat node child bounds can't be NULL
2020-07-28 05:34:12 +02:00
Timm Bäder
e0420bae09
gl renderer: Remove dead code
...
We aren't using n_corners anyway
2020-07-28 05:34:12 +02:00
Timm Bäder
9cdf9847c2
gl: Add a gdk_gl_context_has_debug accessor
...
Check if the label_object_ etc. functions are gonna do anything at all.
The g_type_name_from_instance calls keep poppoing up in profiles.
2020-07-28 05:34:12 +02:00
Timm Bäder
0ce32cd4b5
gl renderer: Save rectilinearity in clip stack
...
So we don't have to repeatedly call it in pop_clip()
2020-07-28 05:34:12 +02:00
Timm Bäder
5a9b54df96
gl renderer: More color matrix state tracking
2020-07-28 05:34:12 +02:00
Timm Bäder
d7ba281c15
gl renderer: Add contains_rect helper
2020-07-28 05:34:12 +02:00
Timm Bäder
c6c87b97c2
gl renderer: Add own graphene_rect_intersects
2020-07-28 05:34:11 +02:00
Timm Bäder
2fa9dddea6
gsk: Remember border node uniformity
...
Lots of border nodes have all the same width and the same color.
Renderers might be able to simplifty that, so keep an extra bit per
border node.
2020-07-28 05:34:11 +02:00
Timm Bäder
72d4a83af8
gl renderer: Moar state tracking
...
Track what we really need to send for inset shadows, which are used
as a border replacement in many cases.
Fishbowl says I can draw around 200-300 more switches per frame like
this too.
2020-07-28 05:34:11 +02:00
Timm Bäder
fcf502a686
gl renderer: Fix scrolledwindow undershoot rendering
2020-07-28 05:34:11 +02:00
Timm Bäder
37d7ab88dc
gl renderer: Avoid 9-slicing things that can't be
...
The outline needs to be large enough so changing the size of the outline
does not affect the resulting blurred texture.
Fixes #2776
2020-07-17 05:49:11 +02:00
Timm Bäder
6cde64072d
gl renderer: Remove outdated comment
2020-07-17 05:49:11 +02:00
Timm Bäder
6a60b0f591
gl renderer: Try to intersect rounded clips more often
2020-07-17 05:49:11 +02:00
Timm Bäder
339d9f05e4
gl renderer: Remove unused flag
2020-07-17 05:49:11 +02:00
Timm Bäder
34008e6aab
gl renderer: Ignore rounded clip that only increase the clip
...
This fixes the widget factory rendering too much.
In the widget-factory, we generally have a pretty small update area (two
spinners and a progressbar). We take the extents of that as a update
area and inital clip.
However, the first clip node we see is from the toplevel window, which
essentially increases the clip again to almost the entire window.
Fix that by ignoring such cases.
2020-07-17 05:49:11 +02:00
Timm Bäder
21f9148155
gl renderer: Fix cross-fade nodes with invisible end child
...
Only loading the vertex data doesn't draw anything.
2020-06-27 10:51:06 +02:00
Timm Bäder
d4f0593b37
gl renderer: Handle 0/1 progress in crossfade nodes
2020-06-27 10:51:06 +02:00
Timm Bäder
d5bf3c2cd1
gl renderer: Improve clipping code
...
don't render a clip to a texture if the new clip does not intersect with
any of the corners of the currently rounded clip.
Fixes #2770
2020-05-24 15:59:05 +02:00
Timm Bäder
094788f1a3
gl renderer: Refactor render_clipped_child
2020-05-24 15:59:05 +02:00
Timm Bäder
23e68c0988
gl renderer: Cache whether clips is rectilinear
2020-05-24 15:59:05 +02:00
Timm Bäder
930d779eb3
gl renderer: don't pretend all transform nodes support being transformed
...
It doesn't work in the general case. The transform handling could use a
general overhaul though.
Fixes #2773
2020-05-22 21:29:10 +02:00
Timm Bäder
f3ca814f3d
gl renderer: Fix some off-by-one and rounding errors in the shadow code
...
Take 24
Fixes #2759
2020-05-22 21:29:10 +02:00
Timm Bäder
1aa86d23f4
gl renderer: Fix blurred outset shadow slicing
...
Take 23.
Fixes #2759
2020-05-21 15:32:12 +02:00
Timm Bäder
01c0acb707
gl renderer: Apply scaled clip when rendering offscreen clipped child
2020-05-17 15:30:28 +02:00
Timm Bäder
007de568c9
gl renderer: Fix an uninitialized value
2020-05-17 08:07:11 +02:00
Timm Bäder
b9ed957af3
gl renderer: Fix nested rounded clip rendering
...
If the inner clip intersects with the corners of the outer clip, we
potentially need a texture. We should add more fine-grained checks for
this in the future though.
Test case included.
2020-05-13 08:07:55 +02:00
Timm Bäder
b98ad549c2
gl renderer: Only destroy shader programs with ids > 0
...
We may return -1 as an error return value.
2020-05-10 09:30:15 +02:00
Matthias Clasen
c920796967
gsk: Fall back to cairo if compiling shaders fails
...
There was already some fallback in place here, but
in other places we were just asserting.
2020-04-17 13:42:33 -04:00
Emmanuele Bassi
d701a89281
Turn GskRenderNode into a derivable type
...
Language bindings—especially ones based on introspection—cannot deal
with custom type hiearchies. Luckily for us, GType has a derivable type
with low overhead: GTypeInstance.
By turning GskRenderNode into a GTypeInstance, and creating derived
types for each class of node, we can provide an introspectable API to
our non-C API consumers, with no functional change to the C API itself.
2020-04-08 15:40:15 +01:00
Benjamin Otte
e356d59a92
build: Add -Wnull-dereference
...
Sprinkle various g_assert() around the code where gcc cannot figure out
on its own that a variable is not NULL and too much refactoring would be
needed to make it do that.
Also fix usage of g_assert_nonnull(x) to use g_assert(x) because the
first is not marked as G_GNUC_NORETURN because of course GTester
supports not aborting on aborts.
2020-03-05 08:14:37 +01:00
David Hogan
0969d06925
Fix detection of OpenGL 3.3 core GL_ARB_timer_query.
...
Some systems (notably macOS) will not allow enumeration of an extension that has been promoted to core OpenGL for context in use. This change assumes that GL_ARB_timer_query is available on OpenGL 3.3+.
I could not find definitive information on whether GL_ARB_debug_output or GL_KHR_debug have been added to core. Other extensions in use were addressed by https://gitlab.gnome.org/GNOME/gtk/merge_requests/1422 .
2020-02-14 05:41:01 +11:00
Matthias Clasen
a66ed7c461
gsk: Fix the compiler warning differently
2020-02-13 10:42:21 -05:00
Matthias Clasen
fb84fe7065
Fix flickery hover
...
Commit 47c44644b1
was a bit overzealous in fixing
compiler warnings. We still need to call collect_textures,
even if we don't need the number that it returns.
2020-02-12 22:45:24 -05:00
Alexander Larsson
2890cd849f
profiler: Add _end_mark() version of _add_mark()
...
These don't take a duration, instead they call g_get_monotonic_time() to
and subtract the start time for it.
Almost all our calls are like this, and this makes the callsites clearer
and avoids inlining the clock call into the call site.
2020-02-12 11:25:34 +01:00
Alexander Larsson
01d5ad2056
profiler: Make profiler-is-running a macro
...
When we use if (GDK_PROFILER_IS_RUNNING) this means we get an
inlined if (FALSE) when the compiler support is not compiled in, which
gets rid of all the related code completely.
We also expand to G_UNLIKELY(gdk_profiler_is_running ()) in the supported
case which might cause somewhat better code generation.
2020-02-12 11:05:01 +01:00
Alexander Larsson
cc643df88b
Convert all profiler times from nsec to usec
...
usec is the scale of the monotonic timer which is where we get almost
all the times from. The only actual source of nsec is the opengl
GPU time (but who knows what the actual resulution of that is).
Changing this to usec allows us to get rid of " * 1000" in a *lot* of
places all over the codebase, which are ugly and confusing.
2020-02-12 10:44:17 +01:00
Emmanuele Bassi
042a5736fa
Merge branch 'share-gl-programs' into 'master'
...
GskGLRenderer: Share programs between different renderers in same display
See merge request GNOME/gtk!1413
2020-02-11 16:30:16 +00:00
Matthias Clasen
720e48ec51
Merge branch 'handle-max-texture-size' into 'master'
...
gl: Don't require too large texture for offsreen ops
See merge request GNOME/gtk!1411
2020-02-11 16:23:02 +00:00
Alexander Larsson
7b0b3d9547
GskGLRenderer: Share programs between different renderers in same display
...
This is similar to how we share texture atlases. Some added complexity
in that the program state also needed to be shared, so it had to move to
the shared Programs object.
With this change realization of additional GskRenderers when opening
popups went from ~60msec to ~35 msec on average.
2020-02-11 16:58:45 +01:00
Emmanuele Bassi
47c44644b1
Silence compiler warnings in non-debug builds
2020-02-11 14:47:22 +00:00
Alexander Larsson
8fdb710c0f
gl: Don't require too large texture for offsreen ops
...
When rendering ops to an offscreen texture we take max-texture-size
in consideration and modify the scale we use such that the required
texture does not exceed the limit.
This means some rendering will be blocky/fuzzy, but that is better
than it being clipped.
2020-02-11 13:50:35 +01:00
Timm Bäder
77e0d360ed
Add pure and const annotations to various functions
2020-01-26 18:21:07 +01:00
Timm Bäder
f62535affc
gl renderer: Avoid some work when rendering border nodes
2020-01-26 18:21:07 +01:00
Matthias Clasen
a297129685
Add a profiler mark around renderer realization
...
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
685288216f
gl renderer: Move rect transformation to the vertex shader
...
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
...
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
...
"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
...
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
...
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
...
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
Timm Bäder
ea810f176b
gl renderer: Handle repeat nodes with invisible children
...
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
6ba6f361be
gltextureatlas: Packing must succeed here
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
...
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
...
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
c0d4a6fc81
gl renderer: Avoid copying a matrix
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
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
f79c807645
gl renderer: Don't invert offset value twice
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
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
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
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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
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g_assert can be compiled out.
2019-11-27 16:56:47 +01:00
Timm Bäder
1817025f46
gl renderer: Don't save repeat nodes to disk
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This is just debuggin code someone forgot.
2019-11-27 16:47:14 +01:00
Timm Bäder
8f6de1f955
gl renderer: Load flipped-y offscreen vertex data directly
...
Instead of loading the unflipped version first and then flipping it.
Don't do it in add_render_ops either but only in the function actually
adding the render ops for the nodes, since those frequently have
early-out conditions that don't need the vertex data at all.
2019-11-26 09:09:25 +01:00
Timm Bäder
91f7ac2d58
gl renderer: Care more about 0×0 offscreen nodes
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These never result in a rendering of course, but we must make sure not
to create a 0×0 texture for them, since that will cause problems later
on.
2019-11-26 09:09:25 +01:00
Timm Bäder
053360df85
gl renderer: Remove unused function
2019-11-19 11:06:08 +01:00
Timm Bäder
600ce68210
gl renderer: Add a short cut for repeat nodes that don't repeat
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These happen and we don't even need to draw the child to a texture.
2019-11-19 10:45:02 +01:00
Timm Bäder
604f44da11
gl renderer: Fix repeat nodes that don't repeat
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Fixes #2234
2019-11-19 10:31:21 +01:00
Matthias Clasen
d4c97ea2b4
gl: Use the fallback debug flag
...
This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -04:00
Matthias Clasen
5b508ea94a
Revert "gl: Speed up icon cache lookups"
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This reverts commit dd5ee87b5b
.
2019-10-22 07:16:41 -04:00
Matthias Clasen
472d8eebbe
gl: Avoid pointless iteration
2019-10-22 07:16:41 -04:00
Matthias Clasen
dd316c8051
gl: Add some comments
2019-10-22 07:16:41 -04:00
Matthias Clasen
1038bc781a
Revert "Cache glyph textures in render nodes"
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This reverts commit c5af463843
.
2019-10-22 07:16:41 -04:00
Matthias Clasen
d3431f569c
Revert "inspector: Fix node recording"
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This reverts commit ba7649b388
.
2019-10-22 01:32:51 -04:00
Matthias Clasen
ba7649b388
inspector: Fix node recording
...
When attaching renderer-specific data, we need to
make sure that we key it off the renderer that is
in use, and cope with the absence of render data.
This fixes recording nodes in the inspector.
2019-10-18 09:33:45 -05:00
Matthias Clasen
fdbb925654
gl: Remove an unimplemented profiler counter
2019-10-17 07:59:34 -05:00
Matthias Clasen
aeabe3c40e
gl: Add debug spew to texture atlas
2019-10-17 07:59:34 -05:00
Matthias Clasen
222b6c2b58
glyph cache: Go back to memcmp
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Be careful to avoid padding data, and only
compare the relevant parts, leaving out the
hash key.
2019-10-17 07:59:34 -05:00
Matthias Clasen
5ab5ff7677
Cosmetics
2019-10-17 07:59:34 -05:00