Timm Bäder
4fcca9945f
meson: update build files
2017-05-03 15:10:52 +01:00
Emmanuele Bassi
35c26d00d7
gsk: Include the private header
...
Both gskprivate.c and gskvulkanrenderer.c call `gsk_ensure_resources`
but fail in clude `gskprivate.h`, where the function is declared.
2017-05-03 15:00:12 +01:00
Emmanuele Bassi
fca3f93114
gsk: Mark finalize() implementation as static
2017-04-26 17:28:14 +01:00
Emmanuele Bassi
9442ef055d
gsk: Mark internal symbol as static
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Nothing uses this function outside of GskVulkaneRenderPass.
2017-04-26 17:27:24 +01:00
Emmanuele Bassi
c71aeff9b2
gsk: Mark internal symbols as static
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These symbols are not used anywhere outside of GskVulkanImage.
2017-04-26 17:25:24 +01:00
Emmanuele Bassi
7ae5b516ac
gsk: Mark private symbol as static
...
The ellipsis_contains_point() function is not used anywhere else.
2017-04-26 17:25:24 +01:00
Timm Bäder
dfcde113e8
GskRoundedRect: Include private header file
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So we don't have implementations without previous prototypes.
2017-04-26 11:07:40 +02:00
Timm Bäder
0105bf82c0
GskRenderNode: Fix set_scaling_filters function name
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The implementation sed _filters while the prototype used _filter.
2017-04-26 11:06:55 +02:00
Timm Bäder
6c7f1d8885
GskRenderNode: add missing prototype
2017-04-26 11:06:32 +02:00
Timm Bäder
d55249c6f1
gsk: Add color shaders to resources
2017-04-01 16:16:03 +02:00
Timm Bäder
d8f78d3a32
glrenderer: Reuse the GArray for render items
2017-03-31 09:50:39 +02:00
Timm Bäder
67e7f44654
glrenderer: Add render items for child nodes
2017-03-31 09:50:39 +02:00
Timm Bäder
fbada8e758
glrenderer: Handle color nodes
2017-03-31 09:50:39 +02:00
Timm Bäder
a33e90a029
glrenderer: Store uniform locations per program
2017-03-31 09:50:39 +02:00
Daniel Boles
d33878c5fe
gskrendernodeimpl: Fix documentation argument type
2017-03-27 22:16:56 +01:00
Daniel Boles
3d11edf1bc
GSK: Fix a bunch of warnings from the GIR scanner
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arising from conflicting argument names, missing annotations, etc.
2017-03-27 20:22:07 +01:00
Alexander Larsson
e307a35c33
gsk: Take scale factor into account when setting up the gl scissor
2017-03-20 10:53:58 +01:00
Alexander Larsson
9e12fc7853
gl renderer: Fix hidpi fallback rendering
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When allocating the surface, take scale into consideration.
2017-03-20 10:53:58 +01:00
Timm Bäder
6637b20b4c
GdkRenderer: Fix a compiler warning
2017-03-19 15:44:15 +01:00
Tim-Philipp Müller
37b99ed671
vulkan: fix compilation
2017-03-18 12:23:39 +00:00
Timm Bäder
242368bdf6
GtkShaderBuilder Fix copy/paste error in precondition
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gtk_shader_builder_add_define should check both define_name and
define_value for not-NULL and not-empty, but the second precondition
check checks define_name again for not-empty-ness.
2017-03-17 18:35:43 +01:00
Alexander Larsson
1fe4b13871
Allow custom renderer for the inspector
...
If you set GTK_INSPECTOR_RENDERER to the same type of
values that GSK_RENDERER takes this can change the renderer
used for the inspector. This is useful if you're debugging
one renderer and don't want to affect the inspector.
2017-03-17 16:12:45 +01:00
Benjamin Otte
ee9828d49c
vulkan: Fix copy/paste error
2017-01-18 16:46:04 +01:00
Benjamin Otte
12637195de
vulkan: Add compiled shaders
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I forgot to include them when adding the shaders.
2017-01-18 16:42:01 +01:00
Benjamin Otte
cde933ebd9
vulkan: Compute right size for outset shadow
...
We were emitting the box and not the shadow box as the rectangle. So we
didn't draw any shadows. Oops.
2017-01-18 16:39:27 +01:00
Benjamin Otte
bd24ca5b18
vulkan: Add support for unblurred box-shadow
2017-01-18 04:13:56 +01:00
Benjamin Otte
84c1204853
rendernode: Add getters for box-shadow nodes
2017-01-18 04:13:56 +01:00
Benjamin Otte
01d16524da
vulkan: Add fallback message for node-as-texture
...
This is mainly to motivate me to implement it.
2017-01-17 06:38:36 +01:00
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
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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
10bc71a5e6
build: List resource files explicitly
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This way, we ensure that files that are built during make always get
properly listed. And we ensure that creating the resources actually
depends on them.
2017-01-11 18:33:09 +01:00
Benjamin Otte
b186bce7ff
vulkan: Add shader for border rendering
2017-01-11 18:33:09 +01:00
Alexander Larsson
2f453cc57e
gsk_rounded_rect_init_copy: Don't normalize
...
This was showing up quite high on the profiles, and there is
no real reason for copy to normalize, as the source is a
GskRoundedRect which should be normalized already unless
you did something very strange (and then you should have normalized
manually).
2017-01-11 09:23:37 +01:00
Chun-wei Fan
ea58ebe76d
Visual Studio builds: Move project files to win32/
...
It was suggested that the project files to be moved to win32/, so that we can
have one less layer of directories we need to go down into to reach the project files.
2017-01-09 15:38:48 +08:00
Benjamin Otte
e4d0459d52
vulkan: Reallocate descriptor sets
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Because wee now reset the descriptor pool, we also need to reallocate
the descriptor sets.
2017-01-06 18:10:12 +01:00
Benjamin Otte
5a6ead8760
vulkan: Keep vertex buffer around until cleanup
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Don't just free it while the command buffer using it is still pending.
2017-01-06 17:16:38 +01:00
Benjamin Otte
639b5ffb9b
vulkan: Reset descriptor pool
...
We don't want the pool to reference images we're gonna destroy. Drivers
don't like that at all.
2017-01-06 16:31:53 +01:00
Benjamin Otte
833607c19e
gsk: Don't use wildcards
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Explicitly list all the shaders, so new ones get picked up properly and
cause the resource file to be regenerated (due to Makefile.am changing).
2017-01-06 16:31:53 +01:00
Benjamin Otte
078902e8b0
gsk: Have variables for resources
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Instead of relying on --generate-dependencies and the resource file,
actually list the resources in Make variables.
Fixes make not building new shaders because they're not inside the
resource file.
2017-01-06 16:31:53 +01:00
Georges Basile Stavracas Neto
33a6347766
vulkanrender: Create descriptor pools with correct descriptor number
2017-01-06 02:46:27 -02:00
Georges Basile Stavracas Neto
67894ace64
vulkanpushconstants: Don't report invalid ranges
...
Vulkan doesn't accept empty ranges, so simply don't report
them.
2017-01-04 18:40:42 +01:00
Benjamin Otte
f05f0377df
vulkan: Modernize blend pipeline
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- Rename from blit => blend
- Use instances
- Add clip versions
2017-01-04 13:22:57 +01:00
Benjamin Otte
b993acfe2c
gsk: Add GskRepeatNode
...
Also add gtk_snapshot_push_repeat() and use that to draw backgrounds.
With that change, CSS background snapshots are created without Cairo
nodes.
2017-01-01 19:53:36 +01:00
Benjamin Otte
2571036c07
gsk: Turn GskTexture into a GObject
2017-01-01 19:53:36 +01:00
Benjamin Otte
2fe01a5b57
vulkan: Optimize getting textures
...
When we already have a texture or know we need to upload, just do that
instead of rendering to Cairo.
2017-01-01 19:53:36 +01:00
Benjamin Otte
e18d5ca835
vulkan: Add support for color matrix nodes
...
@keyframes weee {
100% { filter: hue-rotate(1turn); }
}
.background {
animation: linear infinite 3s weee;
}
2016-12-31 14:37:20 +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