Timm Bäder
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74f18f71d3
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gl renderer: Move work to the blur vertex shader
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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c0d4a6fc81
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gl renderer: Avoid copying a matrix
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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766d4dff76
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GskTransform: Compute sin/deg of 90deg rotations manually
Otherwise we might end up with inaccuracies, e.g. when
gsk_transform_transform_bounds()'ing bounds.
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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e62f135c6a
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GskTransform: Normalize angles
Make sure all angles are in the [0..365) range
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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587bc82c37
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gl renderer: Print debug node message
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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750dc8dbe2
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gl driver: Inline function into only caller
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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cb2f523994
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rendernodes: Use floats for everything
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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db91b6dc61
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gl renderer: Load vertex data directly into vertices GArray
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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44ac2d5abb
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gl renderer: Pass linear gradient stops to shaders directly
No need to copy them into the render ops like this.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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d7df56b6cb
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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.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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b8aa51d522
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gl renderer: Move more work to the vertex shaders
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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f79c807645
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gl renderer: Don't invert offset value twice
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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d0d2ad9f5b
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gl renderer: Remove unused variable from shader
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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0b8298038a
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gl renderer: Move color computation to vertex shader
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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6ef0bb8bea
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gl renderer: Move final color computation to vertex shader
.. of the coloring program, which is used all the time for text.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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91472b2ecd
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gl renderer: Compute final color in vertex shader
This is a very often used shader. No need to to do this for every
fragment.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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73f2167fe4
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gl renderer: Avoid an invalid read
We need to copy the color here, since the program state can live across
frame boundaries.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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2079c898e7
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gl renderer: Remove some unneeded calculations from shaders
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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c79c18f39c
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gl renderer: Shuffle things around a bit
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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cef7f7f87d
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gl renderer: Move work to the gradient vertex shader
No need to do this stuff once per fragment.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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fdce30d3f8
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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.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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f07397f4dd
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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.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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f1751f514c
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gltextureatlas: Use more correct debug name for texture
These aren't all glyph atlases anymore.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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8dd7f5aefe
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gl renderer: Mark beginning of frame if DEBUG_OPS is set
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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398f49ad31
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gl renderer: Trivial declaration reorder
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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3d260a950e
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gl renderer: Remove a few outdated comments
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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f31667f437
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gl renderer: Remove unused translation handling
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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219493c818
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gl renderer: Don't copy matrix/offset of color matrix nodes into ops
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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06f63764fb
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gl renderer: Initialize alpha uniform to 1.0
This makes gl-legacy work and gl-gles work except for text and icons.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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1243174e53
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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];
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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cc909b160f
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gl renderer: Rewrite shader builder
Use a unified approach to write both vertex and fragment shader in the
same file.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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d12dde07c3
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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.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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5191b6fccd
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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.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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2e6e6c1779
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gl renderer: Fix color comparison
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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a29b8fbef4
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gl renderer: Shorten debug output impl
This will leak a string but WHATEVER.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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5b072e716c
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gl renderer: Fix debug color output
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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49845795d9
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gl renderer: Rewort passing rounded rects to shaders
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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ab04c74ec9
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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.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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4744bb9099
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gl renderer: stop copying current color around
Just use a pointer now.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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91522dda63
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gl renderer: remove a memory leak
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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f85448ffbf
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gl renderer: Split blurring a node into its own function
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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d3852ca33a
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gl renderer: Remove some unused uniforms
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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9d9a730659
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gl renderer: Drop a dead if statement
We already handle this earlier.
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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d868b23c76
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gl renderer: Implement blurred inset shadow nodes
And with this...
Fixes #1101
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2019-12-03 08:40:35 +01:00 |
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Timm Bäder
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56b456ff21
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gl renderer: Remove unused uniform from inset shadow shader
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2019-12-03 08:40:35 +01:00 |
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Timm Bäder
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b91913d10d
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opbuffer: Remove unused op member
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2019-12-03 08:40:35 +01:00 |
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Timm Bäder
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1854f3f49c
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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.
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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ca66e9788c
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gl renderer: Save one level of indentation
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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fb5dc73841
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gl renderer: Implement blurred shadow nodes
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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8d61d9f627
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gl renderer: Take a TextureRegion in blur_texture
So we can refer to textures on a texture atlas.
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2019-12-03 08:40:34 +01:00 |
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