Timm Bäder
f80a341b4f
gl renderer: handle cross-fade nodes with invisible children
2020-01-24 06:19:16 +01:00
Timm Bäder
77f8245c0c
gl renderer: Handle blur nodes with invisible children
2020-01-24 06:19:16 +01:00
Timm Bäder
8afdbd6ee3
gl renderer: Make render_rounded_clip_node clearer
2020-01-24 06:19:16 +01:00
Timm Bäder
ab0869ecbc
gl renderer: Add builder offset correctly for non-affine modelviews
2020-01-24 06:19:16 +01:00
Timm Bäder
cff8304133
GskTransform: Add gsk_transform_transform_point()
...
Equivalent of gsk_transform_transform_bounds() and
graphene_matrix_transform_point() respectively.
2020-01-24 06:19:12 +01:00
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
...
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
...
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
Matthias Clasen
1565f597c8
gl: Disambiguate profiler marks
...
"render" was used for both GL and widgets. Oops.
2020-01-22 16:37:48 -05:00
Timm Bäder
433c8307b2
gl renderer: Pull a local variable in the closest scope
2020-01-18 08:49:52 +01:00
Timm Bäder
dc8dedce07
gl renderer: Draw outset shadows white
...
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
3091679ffa
gl renderer: Render simple border nodes in a simple way
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Roughly 80% of the border nodes are just one color and have the same
width on all sides, so we can draw them by uploading just one rect and
not four.
2020-01-18 08:49:52 +01:00
Timm Bäder
afa991752c
gl renderer: Look at shadow color in the outset shadow cache
...
It would probably be better to not do this and always render the outline
in plain white, then later recolor it but do this for no, just for
correctness.
2020-01-18 08:49:51 +01:00
Chun-wei Fan
a9b1d4a389
build: Check for sincosf()
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sincosf() is really a GCC-specific function that may more may not be
supported on non-GCC compilers, so we want to check for it, otherwise we
use a fallback implementation, not unlike the one in
demos/gtk-demo/gtkgears.c.
2020-01-08 17:15:29 +08:00
Timm Bäder
ea810f176b
gl renderer: Handle repeat nodes with invisible children
...
We can handle this pretty easily by normally drawing the other
(visible) child node, if any.
2020-01-07 17:27:19 +01:00
Timm Bäder
7669e6e42e
transform: Properly compare scale transforms
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If the epsilon we use there is too much, we can run into rendering
errors because the GPU will use the actual scale value.
2020-01-07 17:27:19 +01:00
Timm Bäder
6ba6f361be
gltextureatlas: Packing must succeed here
2020-01-07 17:27:18 +01:00
Timm Bäder
7a27122dab
transform: Scale+translate bounds directyl
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Make these two code paths look the same.
2020-01-07 17:27:18 +01:00
Timm Bäder
ca4ae81170
transform: Compare class before ->next
2020-01-07 17:27:18 +01:00
Timm Bäder
76795ffba9
gl renderer: Sprinkle some const around
2020-01-07 17:27:18 +01:00
Timm Bäder
eebe67cf0a
gl renderer: Add util to load vertex data with texture region
2020-01-07 17:27:18 +01:00
Timm Bäder
b9726901a5
gl renderer: Fix inverted dy in inset shadows
2020-01-07 17:27:17 +01:00
Timm Bäder
8b1af398a0
gl renderer: Avoid another manual rounded rect transform
...
We have transform_rect() for this now.
2020-01-07 17:27:17 +01:00
Timm Bäder
b8d1c3ab55
gl renderer: Don't force repeat node child offscreen
2020-01-07 17:27:17 +01:00
Timm Bäder
054d69aaf9
gl renderer: Fix a misleading comment
2020-01-07 17:27:17 +01:00
Timm Bäder
1dea6d4fc7
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.
2020-01-07 17:27:17 +01:00
Timm Bäder
022d19a4c6
gl renderer: Add debug code for color nodes
2020-01-07 17:27:17 +01:00
Timm Bäder
ef7276c398
gl renderer: Trivial variable reordering
2020-01-07 17:27:17 +01:00
Timm Bäder
0a8ca49b5e
gl renderer: transform border outline like everything else
2020-01-07 17:27:17 +01:00
Timm Bäder
74f18f71d3
gl renderer: Move work to the blur vertex shader
2020-01-07 17:27:17 +01:00
Timm Bäder
c0d4a6fc81
gl renderer: Avoid copying a matrix
2020-01-07 17:27:17 +01:00
Timm Bäder
766d4dff76
GskTransform: Compute sin/deg of 90deg rotations manually
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Otherwise we might end up with inaccuracies, e.g. when
gsk_transform_transform_bounds()'ing bounds.
2020-01-07 17:27:17 +01:00
Timm Bäder
e62f135c6a
GskTransform: Normalize angles
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Make sure all angles are in the [0..365) range
2020-01-07 17:27:17 +01:00
Timm Bäder
587bc82c37
gl renderer: Print debug node message
2020-01-07 17:27:17 +01:00
Timm Bäder
750dc8dbe2
gl driver: Inline function into only caller
2020-01-07 17:27:17 +01:00
Timm Bäder
cb2f523994
rendernodes: Use floats for everything
2020-01-07 17:27:16 +01:00
Timm Bäder
db91b6dc61
gl renderer: Load vertex data directly into vertices GArray
2020-01-07 17:27:16 +01:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
...
No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
d7df56b6cb
gsk: Make GskColorStop.offset a float
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Doesn't make sense for this to be double if everything else is float.
Also makes it possible to 'easily' pass this to the GPU.
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
...
.. 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
...
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
73f2167fe4
gl renderer: Avoid an invalid read
...
We need to copy the color here, since the program state can live across
frame boundaries.
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
...
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