Matthias Clasen
57e354c297
glsl: Make rounded rect clipping cheaper
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Add early acceptance checks for non-corner cases.
2021-03-08 14:41:48 -05:00
Matthias Clasen
46d1fc1c24
gsk: Use clip defines in shaders
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Use the NO_CLIP and RECT_CLIP defines to make
simpler shaders for these cases.
Note: This does not work yet.
2021-03-07 20:30:45 -05:00
Fabio Lagalla
04000f28e7
gskglrenderer: First class support of repeating-radial-gradient
2021-01-27 12:44:10 +01:00
Fabio Lagalla
976a05f6eb
gskglrenderer: First class support of repeating-linear-gradient
2021-01-27 12:44:10 +01:00
Fabio Lagalla
b15902bf44
gskglrenderer: Optimize conic-gradient shader
2021-01-27 12:44:10 +01:00
Fabio Lagalla
5ac7529771
gskglrenderer: Optimize radial-gradient shader
2021-01-27 12:44:10 +01:00
Fabio Lagalla
bbf68c0d9d
gskglrenderer: Optimize linear-gradient shader
2021-01-27 12:44:10 +01:00
Emmanuel Gil Peyrot
28c4adac24
Fix gtk4-demo’s gears demo on OpenGL ES
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Here is a command to reproduce this testcase:
GDK_DEBUG=gl-gles gtk4-demo --run gears
Without this patch, Mesa throws this compile error:
0:130(13): error: no matching function for call to `mod(error, float)'; candidates are:
This is caused by `u_rotation - 90` being of type error since
`u_rotation` is a float and it’s illegal to subtract it with an integer.
2020-12-25 01:21:08 +01:00
Benjamin Otte
2c1bd399d2
glrenderer: Implement a shader for conic gradients
2020-12-03 13:07:17 +01:00
Christian Hergert
a3fd46c516
glsl: tweak pre-processor to support Apple GLSL compiler
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The Apple GLSL compiler cannot deal with empty pre-processor blocks such as
#if GSK_GLES
#elif GSK_LEGACY
2020-10-29 10:57:02 -07:00
Timm Bäder
0e6014f2f6
gl renderer: Remove two unused uniforms
2020-10-14 15:06:12 -04:00
Timm Bäder
44d1e81ae9
glsl: Add a comment
2020-10-14 15:06:12 -04:00
Timm Bäder
7222a0901d
unblurred outset shadow shader: Use premultiply()
2020-10-14 15:06:12 -04:00
Timm Bäder
a0bb248bb3
gl renderer: Use premultiply() in inset shadow shader`
2020-10-14 15:06:12 -04:00
Timm Bäder
982ebf1b69
gradient shaders: Reduce out values as well
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We only do 6 color stops here now. Also works around a driver bug.
Fixes #3196
2020-10-05 20:35:34 -04:00
Alexander Larsson
4d697283ae
Support GLShaderNode in backends
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For vulkan/broadway this just means to ignore it, but for the gl
backend we support (with up to 4 texture inputs, which is similar to
what shadertoy does, so should be widely supported).
2020-09-29 09:51:16 +02:00
Alexander Larsson
bacb3affb3
gl: Add some namespacing to the preamble symbols
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This adds a gsk prefix to the stuff in the preamble, as we want to
avoid it conflicting with things in the main shader. Especially once
we start allow some customization of shaders.
2020-09-29 09:51:16 +02:00
Timm Bäder
fd728ea8bc
gl renderer: Lower maximum gradient stop count
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6 is still plenty according to my market research.
Should help with #2624
2020-09-24 19:08:22 +02:00
Timm Bäder
a770ab34c4
gl renderer: Consolidate color pre-multiplication
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Add a common function that tells us what it does and replace all the
manual stuff with it.
Fixes #3170
2020-09-18 15:45:08 +02:00
Timm Bäder
b8e4240751
gl renderer: Add radial gradient shader
2020-09-18 15:39:07 +02:00
Timm Bäder
c1c2205018
gl renderer: Adjust gaussian blur sigma
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To look more like what browsers do.
2020-08-29 16:46:28 +02:00
Timm Bäder
2bff84ca6c
gl: Adjust blur radius_multiplier
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2.0 Looks much closer to what my browser does.
Fixes #2777
2020-08-29 16:46:25 +02:00
Timm Bäder
72d4a83af8
gl renderer: Moar state tracking
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Track what we really need to send for inset shadows, which are used
as a border replacement in many cases.
Fishbowl says I can draw around 200-300 more switches per frame like
this too.
2020-07-28 05:34:11 +02:00
Timm Bäder
52ae384bfd
gl shaders: unify frag coord handling
2020-05-10 09:30:15 +02:00
Timm Bäder
962e38c5c9
gl renderer: Shorten shaders a bit
2020-01-24 06:08:39 +01:00
Timm Bäder
685288216f
gl renderer: Move rect transformation to the vertex shader
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No need to do this for every fragment.
2020-01-24 06:08:39 +01:00
Timm Bäder
c8fa1f19db
gl renderer: Transform rounded rect on the GPU
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Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
2020-01-24 06:08:39 +01:00
Timm Bäder
dc8dedce07
gl renderer: Draw outset shadows white
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and only apply the actual shadow color when we draw them from the
texture. This way we can reuse the cached shadows during color
transitions.
2020-01-18 08:49:52 +01:00
Timm Bäder
74f18f71d3
gl renderer: Move work to the blur vertex shader
2020-01-07 17:27:17 +01:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
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No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
b8aa51d522
gl renderer: Move more work to the vertex shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
f79c807645
gl renderer: Don't invert offset value twice
2020-01-07 17:27:16 +01:00
Timm Bäder
d0d2ad9f5b
gl renderer: Remove unused variable from shader
2020-01-07 17:27:16 +01:00
Timm Bäder
0b8298038a
gl renderer: Move color computation to vertex shader
2020-01-07 17:27:16 +01:00
Timm Bäder
6ef0bb8bea
gl renderer: Move final color computation to vertex shader
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.. of the coloring program, which is used all the time for text.
2020-01-07 17:27:16 +01:00
Timm Bäder
91472b2ecd
gl renderer: Compute final color in vertex shader
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This is a very often used shader. No need to to do this for every
fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
2079c898e7
gl renderer: Remove some unneeded calculations from shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
c79c18f39c
gl renderer: Shuffle things around a bit
2020-01-07 17:27:16 +01:00
Timm Bäder
cef7f7f87d
gl renderer: Move work to the gradient vertex shader
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No need to do this stuff once per fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
fdce30d3f8
gl renderer: Add some in/out compat glue to the shaders
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so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
2020-01-07 17:27:16 +01:00
Timm Bäder
1243174e53
gl renderer: Make RoundedRect work in gles
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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];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f
gl renderer: Rewrite shader builder
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Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00
Timm Bäder
49845795d9
gl renderer: Rewort passing rounded rects to shaders
2020-01-07 17:27:15 +01:00
Timm Bäder
ab04c74ec9
gl renderer: Don't copy border outline corner sizes around
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We already offset + scale the outline and its corners, just pass those
directly to the shader.
2020-01-07 17:27:15 +01:00
Timm Bäder
d3852ca33a
gl renderer: Remove some unused uniforms
2020-01-07 17:27:15 +01:00
Timm Bäder
56b456ff21
gl renderer: Remove unused uniform from inset shadow shader
2019-12-03 08:40:35 +01:00
Timm Bäder
8ca46169b1
gl renderer: Blur shader improvements
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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
2019-12-03 08:40:34 +01:00
Timm Bäder
1c2661ed12
gl renderer: Fix repeat node shader once again
2019-11-26 09:09:25 +01:00
Timm Bäder
604f44da11
gl renderer: Fix repeat nodes that don't repeat
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Fixes #2234
2019-11-19 10:31:21 +01:00
Timm Bäder
2977e91aed
gl renderer: Grow unblurred outset shadow outline on the gpu
2019-10-11 10:16:39 +02:00