Commit Graph

77 Commits

Author SHA1 Message Date
Timm Bäder
2d3e87da46 gl renderer: Try to fix border rendering 2017-12-21 19:12:32 +01:00
Timm Bäder
fd0b7caa7c gl renderer: Fix shadow shader
We need to take the alpha of the shadow color into account as well.
2017-12-21 19:12:32 +01:00
Timm Bäder
3b7cfd068b gl renderer: Implement simple border nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
e95b356465 gl renderer: Implement simple shadow nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
8c9e203458 gl renderer: Fix inset shadow offset calculation 2017-12-21 19:12:31 +01:00
Timm Bäder
47c4bf5be0 gl renderer: Implement unblurred outset shadows 2017-12-21 19:12:31 +01:00
Timm Bäder
5c7838e168 gl renderer: Rework program creation
Make sure all uniform names have to match between the shader names and
the _location integers we save in every Program struct.
2017-12-21 19:12:31 +01:00
Timm Bäder
388157b995 gl renderer: Implement unblurred inset shadows 2017-12-21 19:12:31 +01:00
Timm Bäder
6a1a70c677 gl renderer: Implement blur nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
f4304336ea gl renderer: Don't pass MVP to shaders
We already pass both modelview and projection matrix individually.
2017-12-21 19:12:30 +01:00
Timm Bäder
4cf2a482ea gl: Add glyph cache
Based on the one used by the vulkan renderer
2017-12-21 19:12:30 +01:00
Timm Bäder
9b400134d5 gl renderer: Remove unused shaders 2017-12-21 19:12:30 +01:00
Timm Bäder
33aa61ef2c gl renderer: Save clip in every node 2017-12-21 19:12:30 +01:00
Timm Bäder
24e69bb877 gl renderer: Implement rounded clip nodes
mostly a proof of concept
2017-12-21 19:12:30 +01:00
Timm Bäder
4aa3f51016 test-render-nodes: Add color matrix test 2017-12-21 18:25:52 +01:00
Timm Bäder
6bce14bee2 Rework the GL renderer 2017-12-21 18:25:52 +01:00
Timm Bäder
fbada8e758 glrenderer: Handle color nodes 2017-03-31 09:50:39 +02:00
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