Timm Bäder
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6ba6f361be
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gltextureatlas: Packing must succeed here
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2020-01-07 17:27:18 +01:00 |
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Timm Bäder
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76795ffba9
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gl renderer: Sprinkle some const around
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2020-01-07 17:27:18 +01:00 |
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Timm Bäder
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eebe67cf0a
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gl renderer: Add util to load vertex data with texture region
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2020-01-07 17:27:18 +01:00 |
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Timm Bäder
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b9726901a5
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gl renderer: Fix inverted dy in inset shadows
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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8b1af398a0
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gl renderer: Avoid another manual rounded rect transform
We have transform_rect() for this now.
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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b8d1c3ab55
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gl renderer: Don't force repeat node child offscreen
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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054d69aaf9
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gl renderer: Fix a misleading comment
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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1dea6d4fc7
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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.
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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022d19a4c6
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gl renderer: Add debug code for color nodes
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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ef7276c398
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gl renderer: Trivial variable reordering
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2020-01-07 17:27:17 +01:00 |
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Timm Bäder
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0a8ca49b5e
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gl renderer: transform border outline like everything else
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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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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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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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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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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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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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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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Timm Bäder
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22b6085c32
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gl renderer: Scale blur radius
We scale the texture size, so as a consequence we have to scale the blur
radius.
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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2deb1a05a0
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gl renderer: Add some often needed debug code
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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8ca46169b1
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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
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2019-12-03 08:40:34 +01:00 |
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Timm Bäder
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982890515d
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gl renderer: Don't use g_assert() for code that should always run
g_assert can be compiled out.
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2019-11-27 16:56:47 +01:00 |
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