Commit Graph

87 Commits

Author SHA1 Message Date
Timm Bäder
eaf899061a gl renderer: Remove shadow program
Drawing shadows is the same task as drawing text in our case and these
two shaders have been the same thing for quite a while.
2018-03-15 18:12:00 +01:00
Timm Bäder
0a7880110e gl renderer: Fix clipped borders
Stop abusing the clip rect for borders.
2018-03-15 18:11:57 +01:00
Timm Bäder
d2b5436462 gl: Make blur nodes with radius ∈ ]0; 1[
Otherwise, the radius here ends up being 0 and we don't draw anything at
all.
2018-02-27 14:22:08 +01:00
Timm Bäder
4946810960 gl renderer: Render unblurred outset shadows differently
We don't need to draw anything to a texure for those.
2018-01-15 10:56:43 +01:00
Timm Bäder
bbf6e81c1f gl renderer: Fix shaders for gles
Remove uniform initializers, add casts to float, etc.
2018-01-08 19:23:06 +01:00
Timm Bäder
cd2a53851b gl: Fix copy&paste error in blur shader 2018-01-08 19:23:06 +01:00
Timm Bäder
3176ae7e51 gl renderer: Use alpha uniform in inset shadow shader 2018-01-08 17:44:33 +01:00
Timm Bäder
f729cbb760 gl renderer: Fix text color pre-multiplication 2018-01-04 12:20:27 +01:00
Timm Bäder
4abbf929ad gl renderer: Remove some unused uniforms from shader 2017-12-29 05:48:42 +01:00
Timm Bäder
2bc10fa365 gl renderer: draw all outset shadows
Instead of falling back to cairo for most of them.
2017-12-29 05:48:40 +01:00
Timm Bäder
7a2d30323e gl renderer: try doing outset box shadows
Still fall back in cases we can't handle that way.
2017-12-21 19:12:33 +01:00
Timm Bäder
d211f42091 gl renderer: Remove unused vertex shader 2017-12-21 19:12:32 +01:00
Timm Bäder
a83037c440 gl renderer: Implement cross fade nodes 2017-12-21 19:12:32 +01:00
Timm Bäder
bed03aa319 gl renderer: Fix linear gradient shader color calculation
This fixes both the wrong headerbar color and the broken border color in
of the circular button in the widget-factory.
2017-12-21 19:12:32 +01:00
Timm Bäder
eb221ff305 gl renderer: Only take glyph texture alpha into account
This way, we can use the very same coloring program to draw text shadows
of fonts with colored glyphs.
2017-12-21 19:12:32 +01:00
Timm Bäder
64400e82b5 gl renderer: Default to 0px clip and border radius
Finally fix the division by 0 in the clip code.
2017-12-21 19:12:32 +01:00
Timm Bäder
2d3e87da46 gl renderer: Try to fix border rendering 2017-12-21 19:12:32 +01:00
Timm Bäder
fd0b7caa7c gl renderer: Fix shadow shader
We need to take the alpha of the shadow color into account as well.
2017-12-21 19:12:32 +01:00
Timm Bäder
3b7cfd068b gl renderer: Implement simple border nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
e95b356465 gl renderer: Implement simple shadow nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
8c9e203458 gl renderer: Fix inset shadow offset calculation 2017-12-21 19:12:31 +01:00
Timm Bäder
47c4bf5be0 gl renderer: Implement unblurred outset shadows 2017-12-21 19:12:31 +01:00
Timm Bäder
5c7838e168 gl renderer: Rework program creation
Make sure all uniform names have to match between the shader names and
the _location integers we save in every Program struct.
2017-12-21 19:12:31 +01:00
Timm Bäder
388157b995 gl renderer: Implement unblurred inset shadows 2017-12-21 19:12:31 +01:00
Timm Bäder
6a1a70c677 gl renderer: Implement blur nodes 2017-12-21 19:12:31 +01:00
Timm Bäder
f4304336ea gl renderer: Don't pass MVP to shaders
We already pass both modelview and projection matrix individually.
2017-12-21 19:12:30 +01:00
Timm Bäder
4cf2a482ea gl: Add glyph cache
Based on the one used by the vulkan renderer
2017-12-21 19:12:30 +01:00
Timm Bäder
9b400134d5 gl renderer: Remove unused shaders 2017-12-21 19:12:30 +01:00
Timm Bäder
33aa61ef2c gl renderer: Save clip in every node 2017-12-21 19:12:30 +01:00
Timm Bäder
24e69bb877 gl renderer: Implement rounded clip nodes
mostly a proof of concept
2017-12-21 19:12:30 +01:00
Timm Bäder
4aa3f51016 test-render-nodes: Add color matrix test 2017-12-21 18:25:52 +01:00
Timm Bäder
6bce14bee2 Rework the GL renderer 2017-12-21 18:25:52 +01:00
Benjamin Otte
9048d40bc2 vulkan: Fix mask shader to premultiply color
The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Benjamin Otte
abc8d61730 vulkan: Fix border shader to premultiply color
The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Benjamin Otte
e1572e003a vulkan: No need to redefine gl_PerVertex
The compiler has those predefined, so use them.
2017-10-24 01:29:28 +02:00
Benjamin Otte
e4dbff6bfc vulkan: Delete unused shaders
These have been renamed to .frag/.vert, apparently the originals weren't
deleted.
2017-10-24 01:29:28 +02:00
Matthias Clasen
b564dd853c Avoid super-luminous pixels
The color-matrix shader was creating pixels with r,g,b > a in
some cases, which leads to unexpected test failures. In particular
this as visible the opacity render node test for opacity 0.
2017-10-19 15:16:54 +02:00
Matthias Clasen
76aa237cce Fix blendmode shader
My reading of the spec formulas was imperfect.
2017-10-08 21:12:22 -04:00
Matthias Clasen
5577fde990 vulkan: Rename blend pipeline to texture
This is what it does, and the name blend is easily
confused with blend-mode.
2017-09-29 23:08:09 -04:00
Matthias Clasen
485470511f vulkan: Update the outset-shadow fragment shaders
These were missing the blur-radius parameter that is written
by the vertex shader, causing Vulkan validation to complain.
2017-09-26 18:24:52 -04:00
Matthias Clasen
3c98b90fc6 vulkan: Implement nonseparable blendmodes
This is a directly-from-the-spec, unoptimized implementation.
2017-09-23 09:16:58 -04:00
Matthias Clasen
d61f6ff393 vulkan: Implement blend modes
This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
2017-09-23 01:59:50 -04:00
Matthias Clasen
a75d995bd4 vulkan: Implement crossfade
This is the first shader using two textures. It almost works.
2017-09-22 22:16:10 -04:00
Matthias Clasen
9a1460218c vulkan: Quiet another validation warning
It complains if a vertex shader has an out that is not matched
to an in of the fragment shader.
2017-09-21 12:05:00 -04:00
Matthias Clasen
b0e8d8483d More work on text nodes
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.
2017-09-10 14:36:26 -04:00
Patrick Griffis
a55b57caff build: Improve vulkan resource handling
This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
2017-09-05 15:18:56 -04:00
Matthias Clasen
7bb5b8df0b A somewhat working blur shader
This is a very direct implementation of a Gaussian blur,
without any optimizations.
2017-09-04 23:32:31 -04:00
Matthias Clasen
86c0c243a0 Add rules to regenerate all shader variants
We were missing rules to build the clip variants of
the shaders.
2017-09-03 19:58:41 -04:00
Emmanuele Bassi
4904491b77 build: Move Vulkan shader handling to its own directory
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>
2017-08-15 17:07:21 +01:00
Timm Bäder
fbada8e758 glrenderer: Handle color nodes 2017-03-31 09:50:39 +02:00