By tracking the last transition we can build the appropriate barriers.
Also use the most appropriate initial layout/access at creation :
for linear image : predefined (we prepare the content ourself through memcpy)
for everything else : undefined (we don't care about the content, will most likely be erase)
Move the glyph caching api to something that can support using
multiple textures. We now split the text render ops into multiple
ops for different textures, and make each op render just a substring
of the text node's glyph string.
This is just a proof of concept - we use a single 1024x1024 surface,
and just give up when we run out of space. The cache is populated
incrementally, and items are never removed.
This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
Currently, this information is not used since cairo_show_glyphs
deals with color glyphs for us. But when we get to uploading
glyphs to a texture atlas, we will need it to do the right thing.
We don't look at individual glyphs here, but just whether the
font has the has-color flag set. In practice, all glyphs in
such a font will be color glyphs, and we can avoid loading all
the glyphs this way.
The memory alignment requirements are different from the image layout.
We want the rowPitch to know where to upload the lines.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=786485
Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.
Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
If glslc is found, rebuild the shaders from GLSL to SPIR-V; otherwise,
we're just going to use the built files we have committed in the source
repository.
We have to work around some ordering problems here. We still
manage to keep most of the guts in modules/input/meson.build,
so it's not too ugly overall.
(The autotools build solves this with a 'make -C ../../input/modules'
inside gtk/Makefile, but that's not something we can or want to do.)
Add back dependencies on libgdk_dep and libsk_dep which are declared
dependencies. We removed this before because these declarations had
link_with: lines that dragged in the static libgdk.a and libgsk.a libs
which are linked into libgtk-4.so anyway and thus shouldn't be used
when linking internal exes/tools against libgtk-4. Remove the static
libs from the declared dependencies and have libgtk link those in
explicitly, so that the declared deps now just provide all the built
dependencies and include dirs and such for declared libgtk_dep users
such as the internal exes/tools, which want all the generated gsk/gdk/gtk
headers to exist before attempting to compile anything against the
gtk+ headers.
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.
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.
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.
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.
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.
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).
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.
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.
This node essentially implements the feColorMatrix SVG filter. I got the
idea yesterday after looking at the opacity implementation.
It can be used for opacity (not sure if we want to) and to implement a
bunch of the CSS filters.
...but disable them for now. Configs will be added for the projects to
support Vulkan-enabled builds which will then enable the builds of these
sources. Extra commands and items will be needed for the GSK resources
along with ensuring GSK_RENDERER_GSK being defined for the build of GDK,
GDK-Win32 and GSK so that the builds of Vulkan-enabled builds can be done
properly.
Filter out the Vulkan sources from the 'dist hook' rules in
gsk/Makefile.am as we don't want to in turn include them twice in the
projects when the 'make dist' is performed on a system with Vulkan
builds enabled.
One cannot use #if...#endif within macro calls in Visual Studio and
possibly other compilers, and there are more uses of VLAs that need to be
replaced with g_newa().
There were also checks for the clip type in gskvulkanrenderpass.c which
were possibly not done right (using the address of the type value to check
for a type value), which triggered errors as one is attempting to compare
a pointer type to an enum/int type.
https://bugzilla.gnome.org/show_bug.cgi?id=773299
Use g_newa() instead of VLAs, as VLAs may never be supported by some
compilers as it became optional in C11 and there are concerns about their
implementations in compilers that do support it.
https://bugzilla.gnome.org/show_bug.cgi?id=773299
Forces a full redraw every frame.
This is done generically, so it's supported on every renderer.
For widget-factory first page (with the spinner spinning and progressbar
pulsing), I get these numbers per frame:
action clipped full redraw
snapshot 0ms 7-10ms
cairo rendering 0ms 10-15ms
Vulkan rendering 3-5ms 18-20ms
Vulkan expected * 0ms 1-2ms
GL rendering unsupported 55-62ms
* expected means disabling rendering of unsupported render nodes,
instead of doing fallback drawing. So it overestimates the performance,
because borders and box-shadows are disabled.
It's faster to render once for every rectangle in the clip region than
rendering the outline of the clip region.
Especially because this reduces the time necessary to build up the frame
data.
In widget-factory (where we have 3 rectangles), this leads to a 5x
speedup in the rendering time rendering alone.
Snapshotting time goes from 10ms to ~1ms, which is another huge
improvement.
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.
So in testcases with translucent gradients, it's actually Cairo that is
wrong.
This is now tracking the clips added by the clip nodes.
If any particular node can't deal with a clip, it falls back to Cairo
rendering. But if it can, it will render it directly.
... and implement it for the Cairo renderer.
It's an API that instructs a renderer to render to a texture.
So far this is mostly meant to be used for testing, but I could imagine
it being useful for rendering DND icons.
That code doesn't do anything.
And what the code should be doing (clearing the abckground) isn't
necessary as cairo drawing is guaranteed to clear the surface.
This does a conversion to/from GBytes and is intended for writing tests.
It's really crude but it works.
And that probably means Alex will (ab)use it for broadway.
I had originally thought I'd use GskShadow for box-shadow, but didn't in
the end.
So now it's only used for text-shadow and icon-shadow, and those don't
have a spread.
Instead of a separate allocation for any arrays in the render node
we allocate these as part of the render node itself, using C99
flexible arrays.
This leads to less allocations, which is nice, but the major reason
for this is that it allows us to change the allocation scheme further
in the future. For instance, we want to do stack-like allocation so
that all the render-nodes for an entire frame are allocated in one
(or a few) chunks.
Instead of constantly recalculating this (especially recursively for
parents!) we do it only on construction, because everything is
immutable anyway. Also, most nodes had a bounds already and can
use the new parent member instead.
We also do direct access to the node bounds rather than calling
gsk_render_node_get_bounds in various places, which means
we do less copying.