Commit Graph

33 Commits

Author SHA1 Message Date
Benjamin Otte
6bec7aae89 vulkan: Generate clip shaders from same source
Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.

That preprocessor define is set in the Makefile.

Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
2017-01-17 06:17:55 +01:00
Benjamin Otte
3768c676c6 vulkan: Add clip.vert.glsl
Implement clipping the same way as in the last commit for the
fragment shaders.
2017-01-17 06:17:55 +01:00
Benjamin Otte
cf65443fb3 vulkan: Add a clip.frag.glsl include
This include is supposed to handle clipping for the different clipping
methods.

So far, we only use it in the rounded rect cases.
2017-01-17 06:17:55 +01:00
Benjamin Otte
6a60e335cd vulkan: Add push constants to fragment shader
That way we don't need to move the clip rounded rect manually through
the vertex shader into the fragment shader but can just look at the push
constants.

Simplifies shaders a lot.
2017-01-17 06:17:55 +01:00
Benjamin Otte
c7d899c535 vulkan: Move push constants into their own header
This is the first step towards easing maintenance of the Vulkan shaders
by moving common code into headers.
2017-01-17 06:17:55 +01:00
Benjamin Otte
b186bce7ff vulkan: Add shader for border rendering 2017-01-11 18:33:09 +01:00
Benjamin Otte
f05f0377df vulkan: Modernize blend pipeline
- Rename from blit => blend
- Use instances
- Add clip versions
2017-01-04 13:22:57 +01:00
Benjamin Otte
1aa0f79e8b vulkan: Make the effect renderer take matrix + offset
This is in preparation for the new color matrix node.

I don't think keeping support for a separate opacity shader is worth it.
2016-12-31 14:37:20 +01:00
Benjamin Otte
91741f6b63 vulkan: Handle opacity nodes
Well, "handle" them actually. We still draw the node's child using
Cairo, but we apply the opacity manually now.
2016-12-31 02:49:47 +01:00
Benjamin Otte
af917c4ade vulkan: Handle linear gradients
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.

So in testcases with translucent gradients, it's actually Cairo that is
wrong.
2016-12-26 17:22:02 +01:00
Benjamin Otte
3c8518dce3 gsk: Add missing Mozilla copyright header
I stole one of their shader functions, and if I steal, I might as well
do it right.
2016-12-26 17:22:01 +01:00
Benjamin Otte
5878f9d8af vulkan: Add shader for color drawing with rectangle clip 2016-12-25 06:23:12 +01:00
Benjamin Otte
b30225e67c vulkan: We use VK_FORMAT_B8G8R8A8_UNORM
... not SRGB. SRGB messes up alpha compositing, GdkRGBA and everything
else.
2016-12-25 06:23:12 +01:00
Benjamin Otte
aa0ec774bf vulkan: Add proof-of-concept clip implementation
We can now clip to cicular rounded rectangles when drawing colors.
2016-12-24 06:19:16 +01:00
Benjamin Otte
81c487b841 vulkan: Fold clip into push constants
As a side effect, the clipping data is now available inside shaders.

Not that any shader would use them yet, but they could!
2016-12-24 06:19:16 +01:00
Benjamin Otte
1760e0d3f3 vulkan: Get rid of color in push constants
The color comes in instance data now, no need to abuse push constants
for it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b04eecf860 vulkan: Pass color rects in instance data
This way, we don't need push constants or per-vertex data, we can render
colored rectangles completely via instance data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
4c74695a85 vulkan: Don't pass texture coordinates to the color pipeline 2016-12-20 18:01:11 +01:00
Benjamin Otte
08a2a29c26 vulkan: Add infrastructure for multiple pipelines
And use it to draw solid colors with a 2nd pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
583956266e vulkan: Make MVP matrix available to vertex shader
We use push constants for this.
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c4b952256 vulkan: Make GskVulkanRenderer work
We now create a Cairo renderer, render to an image surface and upload
and retnder it with Vulkan.
2016-12-09 18:35:51 +01:00
Benjamin Otte
a7cbbaf8fc gsk: Pass texture coordinates to Vulkan renderer
We just render the coordinates as color, we don't do anything with them
yet.
2016-12-09 18:35:51 +01:00
Benjamin Otte
2a0e7f8829 gsk: Loads of work on Vulkan backend
We can now upload vertices.

And we use this to draw a yellow background. Which is clearly superior
to not drawing anything.

Also, we have shaders now. If you modify them, you need glslc installed
so they can be recompiled into Spir-V bytecode.
2016-12-09 18:35:51 +01:00
Emmanuele Bassi
1ab1fd4391 Use the projection to flip around the content
Since we use an FBO to render the contents of the render node tree, the
coordinate space is going to be flipped in GL. We can undo the flip by
using an appropriate projection matrix, instead of changing the sampling
coordinates in the shaders and updating all our coordinates at render
time.
2016-10-18 11:49:10 +01:00
Emmanuele Bassi
03ab560fae gsk: Rename uniforms and attributes in shaders
Use appropriate names, and annotate the names with the types — 'u' for
uniforms, 'a' for attributes. The common preambles for shaders are split
from the bodies, so we need some way to distinguish the uniforms and the
attributes just from their name.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
c052443633 gsk: Use consistent naming for blend fragment shader
This should make it immediately clear if we're doing something wrong.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
0fbf638999 gsk: Add 'blit' program
For the root node we do not need to use blending, as it does not have
any backdrop to blend into. We can use a simpler 'blit' program that
only takes the content of the source and fills the texture quad with
it.
2016-10-18 11:49:08 +01:00
Emmanuele Bassi
a840c7f00c gsk: Add more modes to the blend shader
Use the compositing CSS spec at:

  https://www.w3.org/TR/compositing-1/#blending

For the implementation.
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
28b490f14f gsk: Rework how GLSL shaders are built
The GL renderer should build the GLSL shaders using GskShaderBuilder.
This allows us to separate the common parts into separate files, and
assemble them as necessary, instead of shipping one big shader per type
of GL API (GL3, GL legacy, and GLES).
2016-10-18 11:49:07 +01:00
Emmanuele Bassi
638297a22e gsk: Allow sampling between parent and child nodes 2016-10-18 11:49:07 +01:00
Emmanuele Bassi
9d3ca22b4c gsk: Port GskGLRenderer to GLES
Use the appropriate API and shaders if the GdkGLContext was created for
OpenGL ES instead of OpenGL.
2016-10-18 11:29:34 +01:00
Emmanuele Bassi
eb9c0920ab gsk: Rename shaders for OpenGL 2016-10-18 11:29:34 +01:00
Emmanuele Bassi
7afdd3fdb5 Initial implementation of GSK rendering pipeline
GSK is conceptually split into two scene graphs:

 * a simple rendering tree of operations
 * a complex set of logical layers

The latter is built on the former, and adds convenience and high level
API for application developers.

The lower layer, though, is what gets transformed into the rendering
pipeline, as it's simple and thus can be transformed into appropriate
rendering commands with minimal state changes.

The lower layer is also suitable for reuse from more complex higher
layers, like the CSS machinery in GTK, without necessarily port those
layers to the GSK high level API.

This lower layer is based on GskRenderNode instances, which represent
the tree of rendering operations; and a GskRenderer instance, which
takes the render nodes and submits them (after potentially reordering
and transforming them to a more appropriate representation) to the
underlying graphic system.
2016-10-18 11:29:34 +01:00