Timm Bäder
3ce45508e1
gl renderer: Track border width state separately
2018-12-07 16:36:10 +01:00
Timm Bäder
4b3a94f382
gl renderer: Fix remaining TODO about offset nodes
...
All of the nodes should now support offsets.
2018-12-04 06:30:47 +01:00
Timm Bäder
d67dacedba
gl renderer: transform nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
e1feb1b712
gl renderer: Clip nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
e8670c89ae
gl renderer: Linear gradients: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
b4f918904c
gl renderer: Outset shadow nodes: offset
2018-12-04 06:30:47 +01:00
Timm Bäder
aead150ce2
gl renderer: Care about offset when rendering border nodes
2018-12-04 06:30:47 +01:00
Timm Bäder
fd47e57e4b
gl renderer: care about offset when rendering shadow nodes
2018-12-04 06:30:47 +01:00
Timm Bäder
2b95a5daee
gl renderer: Remove blend shader
...
It's unused.
2018-12-02 16:04:40 +01:00
Timm Bäder
0681c5d5bc
gl renderer: Reset opacity when rendering to a texture
...
The opacity will already be applied when rendering the final texture.
2018-12-02 16:03:08 +01:00
Timm Bäder
b19926c079
gl renderer: Add function to draw debug rectangle
2018-12-02 14:31:57 +01:00
Timm Bäder
ad759307f8
gl renderer: Add more node types to print_render_node_tree
...
debugging ++
2018-12-02 13:39:55 +01:00
Timm Bäder
58a4ae94e9
gl renderer: Use ops_transform_bounds_modelview in more places
2018-12-02 13:25:43 +01:00
Timm Bäder
9df9087a13
gl renderer: Add NodeSample
...
As a quick way of checking what a particular sample of nodes (e.g. all
offset node children) are made up of.
2018-12-02 13:25:43 +01:00
Timm Bäder
71512cf9ad
gl renderer: Move geometry calculation further down
...
We don't need it above, so move it to where it belongs.
2018-12-02 13:25:43 +01:00
Timm Bäder
2831dbb110
gl renderer: Refactor add_offscreen_ops
...
Use a graphene_rect_t for the node bounds instead of 4 floats.
This makes it simpler to pass the size in without the offset applied.
2018-12-02 13:25:43 +01:00
Timm Bäder
933acb3682
gl renderer: Add offscreen ops without offset applied
...
When doing color matrix nodes. This fixes color matrix node with scale =
2.
2018-12-02 13:25:43 +01:00
Timm Bäder
574ebafa46
gl renderer: Reset offset when rendering offscreen
...
We want to apply the offset to the rendered texture, not to the
offscreen-rendered content.
2018-12-02 13:25:43 +01:00
Timm Bäder
74dd05b45e
gl renderer: add render ops for dumping the framebuffer
...
So offscreen rendering can be properly debugged.
2018-12-02 13:25:43 +01:00
Timm Bäder
3eb2cef421
gl renderer: Set the render region as initial clip
...
So we avoid creating render ops for things outside of it.
2018-12-02 13:25:43 +01:00
Timm Bäder
5907ff694f
gl renderer: Render non-trivial transforms to a texture
...
This way we can e.g. render rotated clips, borders, etc.
2018-11-29 08:50:18 +01:00
Timm Bäder
c0cf592336
gl renderer: Cache offscreen textures per node, not size
2018-11-29 08:50:16 +01:00
Timm Bäder
ef751bc809
gl renderer: Use stack to keep track of modelview matrix
...
So we can avoid calculating metadata for matrices all the time.
2018-11-27 05:39:27 +01:00
Timm Bäder
d15df65a9d
gl renderer: Save some matrix multiplications
...
We do this for every single node, which is a little costly, especially
since the common case for the modelview matrix these days is a simple
translation. So, check whether the new modelview matrix is only a
translation matrix and if so, don't do a full matrix multiplication per
node.
2018-10-11 12:27:56 +02:00
Timm Bäder
392b4d9ac5
gl renderer: Pull a few declarations into the closest scope
2018-07-17 17:33:47 +02:00
Benjamin Otte
3ce3867403
gl: Don't accidentally use ints for float variables
...
The int was floor()ing the x/y coordinates of glyphs, which could cause
significant repositioning of glyphs when text was scaled via the MVP.
2018-07-13 14:56:04 +02:00
Timm Bäder
3dd188fe7e
gl renderer: Cache blurred outset shadow nodes
...
Since these are particularly expensive to render and we have a pretty
big one used in every client-side decorated window.
2018-07-08 21:50:59 +02:00
Timm Bäder
165dab8265
gl renderer: Ignore 0-sized fallback nodes
2018-06-26 21:41:29 +02:00
Timm Bäder
7f8106f2a9
gl renderer: call glViewport directly
2018-06-16 10:09:12 +02:00
Timm Bäder
4ab3aada3f
gl renderer: use w axis vector from graphene
...
Instead of initializing our own one every time.
2018-06-04 21:58:44 +02:00
Timm Bäder
719b2b0525
gl renderer: Remove an outdated comment
2018-05-27 17:51:51 +02:00
Timm Bäder
251913c80e
gl renderer: Use offsets for more node types
2018-05-27 16:20:55 +02:00
Timm Bäder
c8aa5b8b4e
gl renderer: Add helper for printing a render node tree
2018-05-19 10:18:50 +02:00
Timm Bäder
31e0aaf6b0
gl renderer: Remove ops debug message
...
Without a node name, this doesn't make much sense anymore.
2018-05-02 19:48:34 +02:00
Timm Bäder
d506799e72
gl renderer: Ignore nodes outside of the clip
...
Pretty sure this will bite me later but for now we avoid rendering nodes
that we are not going to see anyway.
2018-05-01 15:13:11 +02:00
Timm Bäder
3a5a9d9233
gl renderer: Use simple offset for selected offset node children
2018-05-01 15:13:11 +02:00
Benjamin Otte
a865621519
gdk: Move begin/end_frame() functions
...
As they require a draw context and the draw context is already bound to
the surface, it makes much more sense and reduces abiguity by moving
these APIs to the draw context.
As a side effect, we simplify GdkSurface APIs to a point where
GdkSurface now does not concern itself with drawing anymore at all,
apart from being the object that creates draw contexts.
2018-04-24 23:16:58 +02:00
Benjamin Otte
48fc18c37b
gdk: Get rid of GdkDrawingContext
...
All information is kept in GdkDrawContext these days, so use that one.
2018-04-24 23:16:58 +02:00
Benjamin Otte
c6ae0ff2d1
gdk: Get rid of gdk_drawing_context_get_clip()
...
Use the identical gdk_draw_context_get_frame_region() instead.
2018-04-24 23:16:58 +02:00
Benjamin Otte
4d481ecb95
gsk: Refactor damage computation for GL renderer
...
Previously, we got the damage, then computed the changed area, then
started a frame with that changed area.
But starting a frame computes the damage for us.
So now we start a frame, then get the damage area from that, then
compute the change area.
2018-04-24 23:16:58 +02:00
Benjamin Otte
49f9d2108d
gsk: Add GskDebugNode
2018-04-24 04:06:58 +02:00
Timm Bäder
d74be1fcf0
gl renderer: Rename texture_id parameter to fbo_id
...
So this makes sense again.
2018-04-21 10:13:16 +02:00
Timm Bäder
29f38056a9
gl renderer: Fix fallback node scaling
2018-04-21 10:06:57 +02:00
Timm Bäder
4336c6412a
gl renderer: Remove unused viewport member
2018-04-15 17:12:01 +02:00
Timm Bäder
add82735bb
gl renderer: Don't use texture ids in glBindFramebuffer calls
2018-04-14 11:47:02 +02:00
Timm Bäder
5e81761ad0
gl renderer: Slightly change ops_offset behavior
...
Add the given delta to the current one instead of replacing it.
2018-04-11 19:14:54 +02:00
Timm Bäder
0336825537
gl renderer: Don't draw all rounded clip nodes to a texture
...
We only need to do that if the rounde clip node intersects with the
outer one.
2018-04-11 19:14:54 +02:00
Timm Bäder
d7af16c8e4
gl renderer: Render everyhing according to MV scale
...
And not the surface's scale factor. This way the magnifier works.
2018-04-11 15:31:22 +02:00
Timm Bäder
cc66b50dcd
gl renderer: Remove unused field
2018-04-11 15:31:22 +02:00
Benjamin Otte
7c313c7b25
gsk: move begin/end_frame vfuncs into the renderers
2018-04-05 14:56:38 +02:00