Commit Graph

1067 Commits

Author SHA1 Message Date
Timm Bäder
9d9a730659 gl renderer: Drop a dead if statement
We already handle this earlier.
2020-01-07 17:27:15 +01:00
Timm Bäder
d868b23c76 gl renderer: Implement blurred inset shadow nodes
And with this...

Fixes #1101
2019-12-03 08:40:35 +01:00
Timm Bäder
56b456ff21 gl renderer: Remove unused uniform from inset shadow shader 2019-12-03 08:40:35 +01:00
Timm Bäder
b91913d10d opbuffer: Remove unused op member 2019-12-03 08:40:35 +01:00
Timm Bäder
1854f3f49c gl renderer: Cache current scale in RenderOpBuilder
We call ops_get_scale a lot, so this should be better. It will also make
a later x/y split for the scaling easier.
2019-12-03 08:40:34 +01:00
Timm Bäder
ca66e9788c gl renderer: Save one level of indentation 2019-12-03 08:40:34 +01:00
Timm Bäder
fb5dc73841 gl renderer: Implement blurred shadow nodes 2019-12-03 08:40:34 +01:00
Timm Bäder
8d61d9f627 gl renderer: Take a TextureRegion in blur_texture
So we can refer to textures on a texture atlas.
2019-12-03 08:40:34 +01:00
Timm Bäder
22b6085c32 gl renderer: Scale blur radius
We scale the texture size, so as a consequence we have to scale the blur
radius.
2019-12-03 08:40:34 +01:00
Timm Bäder
2deb1a05a0 gl renderer: Add some often needed debug code 2019-12-03 08:40:34 +01:00
Timm Bäder
8ca46169b1 gl renderer: Blur shader improvements
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
982890515d gl renderer: Don't use g_assert() for code that should always run
g_assert can be compiled out.
2019-11-27 16:56:47 +01:00
Timm Bäder
1817025f46 gl renderer: Don't save repeat nodes to disk
This is just debuggin code someone forgot.
2019-11-27 16:47:14 +01:00
Emmanuele Bassi
def700739d Use a single compilation symbol
We use a compilation symbol in our build to allow the inclusion of
specific headers while building GTK, to avoid the need to include only
the global header.

Each namespace has its own compilation symbol because we used to have
different libraries, and strict symbol visibility between libraries;
now that we have a single library, and we can use private symbols across
namespaces while building GTK, we should have a single compilation
symbol, and simplify the build rules.
2019-11-27 13:33:43 +00:00
Timm Bäder
8f6de1f955 gl renderer: Load flipped-y offscreen vertex data directly
Instead of loading the unflipped version first and then flipping it.
Don't do it in add_render_ops either but only in the function actually
adding the render ops for the nodes, since those frequently have
early-out conditions that don't need the vertex data at all.
2019-11-26 09:09:25 +01:00
Timm Bäder
1c2661ed12 gl renderer: Fix repeat node shader once again 2019-11-26 09:09:25 +01:00
Timm Bäder
91f7ac2d58 gl renderer: Care more about 0×0 offscreen nodes
These never result in a rendering of course, but we must make sure not
to create a 0×0 texture for them, since that will cause problems later
on.
2019-11-26 09:09:25 +01:00
Timm Bäder
053360df85 gl renderer: Remove unused function 2019-11-19 11:06:08 +01:00
Timm Bäder
600ce68210 gl renderer: Add a short cut for repeat nodes that don't repeat
These happen and we don't even need to draw the child to a texture.
2019-11-19 10:45:02 +01:00
Timm Bäder
604f44da11 gl renderer: Fix repeat nodes that don't repeat
Fixes #2234
2019-11-19 10:31:21 +01:00
Timm Bäder
ecc40cf115 rendernodeparser: Only report a GError* if we have one 2019-11-19 09:37:26 +01:00
Timm Bäder
3d7817154c rendernodeparser: Handle resolving NULL urls 2019-11-19 09:37:03 +01:00
Matthias Clasen
8ccf2a722a gsk: Stop using deprecated pango api
Shape engines are not used anymore.
2019-11-01 13:01:54 -04:00
Matthias Clasen
d4c97ea2b4 gl: Use the fallback debug flag
This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -04:00
Matthias Clasen
5b508ea94a Revert "gl: Speed up icon cache lookups"
This reverts commit dd5ee87b5b.
2019-10-22 07:16:41 -04:00
Matthias Clasen
472d8eebbe gl: Avoid pointless iteration 2019-10-22 07:16:41 -04:00
Matthias Clasen
dd316c8051 gl: Add some comments 2019-10-22 07:16:41 -04:00
Matthias Clasen
1038bc781a Revert "Cache glyph textures in render nodes"
This reverts commit c5af463843.
2019-10-22 07:16:41 -04:00
Matthias Clasen
d3431f569c Revert "inspector: Fix node recording"
This reverts commit ba7649b388.
2019-10-22 01:32:51 -04:00
Matthias Clasen
ba7649b388 inspector: Fix node recording
When attaching renderer-specific data, we need to
make sure that we key it off the renderer that is
in use, and cope with the absence of render data.

This fixes recording nodes in the inspector.
2019-10-18 09:33:45 -05:00
Matthias Clasen
fdbb925654 gl: Remove an unimplemented profiler counter 2019-10-17 07:59:34 -05:00
Matthias Clasen
aeabe3c40e gl: Add debug spew to texture atlas 2019-10-17 07:59:34 -05:00
Matthias Clasen
222b6c2b58 glyph cache: Go back to memcmp
Be careful to avoid padding data, and only
compare the relevant parts, leaving out the
hash key.
2019-10-17 07:59:34 -05:00
Matthias Clasen
5ab5ff7677 Cosmetics 2019-10-17 07:59:34 -05:00
Matthias Clasen
6c92b824f3 Merge branch 'wip/chergert/opbuffer' into 'master'
Add OpBuffer helper for building op buffer

See merge request GNOME/gtk!1131
2019-10-17 11:37:07 +00:00
Matthias Clasen
d777300d4e Fix a crash with glyph caching
We need to treat atlas-less cached glyphs like
atlases, when it comes to invalidating text node
render data.
2019-10-15 22:52:28 -04:00
Matthias Clasen
173bb2e1e8 gsk: Fix uninitialized memory
This was causing crashes in some circumstances.
2019-10-15 20:54:24 -04:00
Matthias Clasen
dd5ee87b5b gl: Speed up icon cache lookups
Use gdk_texture_set_render_data to avoid
hash table lookups when we can.
2019-10-15 19:44:26 -04:00
Matthias Clasen
e34d1b8a26 gl: Slightly rework the icon cache api
Return a pointer to the IconData struct. This is
closer to the glyph cache api, and will allow us
to add similar shortcuts. For now, just store
texture coords in the form we need, avoiding
converting them over and over.
2019-10-15 19:44:26 -04:00
Matthias Clasen
c5af463843 Cache glyph textures in render nodes
This is a quick implementation that avoids many
glyph cache lookups. We keep an array of direct
pointers in the text render node, and throw those
cached pointers away whenever any atlases have
been dropped (since that may invalidate the cached
glyphs).
2019-10-15 19:44:26 -04:00
Matthias Clasen
49748c9c23 Some more vertex data reshuffling
In some cases, the vertex data is just a trivial
modification of the default data, so do that instead
of recalculating it.
2019-10-15 19:44:26 -04:00
Matthias Clasen
b53fa48794 Fix load_vertex_data
There was a copy-paste error that set all
uv coordinates to 0,0.
2019-10-15 19:44:26 -04:00
Christian Hergert
97f3371709 gl: avoid calculating vertex_data until necessary
In many cases of the switch, we do not need the vertex data. This moves
the creation of the vertex_data array into a secondary function and only
calculates it the cases for which it is required.
2019-10-15 19:44:26 -04:00
Matthias Clasen
58d57e1087 gl: Drop buffer_size
No need to maintain buffer_size separately.
It is always vertices->len * sizeof (GskQuadVertex).
2019-10-15 19:44:26 -04:00
Matthias Clasen
571068af12 Drop OP_CHANGE_VAO
Instead, we accumulate vertices in a separate
array, which simplifies various things and lets
us avoid the extra copying step for the vao.
2019-10-15 19:44:26 -04:00
Christian Hergert
a00d12c62a prototype OpBuffer helper for building op buffer 2019-10-15 19:44:26 -04:00
Timm Bäder
5ea21f7910 gl renderer: Fix an out of bounds read
Fixes #2200
2019-10-15 07:13:14 +02:00
Matthias Clasen
7bff3abe8e glyph cache: Fix handling of big glyphs
We were putting big glyphs in the cache, in their
own texture, but forgetting to mark the texture
as permanent, so it could be reused, leading to
occasional misrendering. Fix this by marking these
textures as permanent, and explicitly freeing them
when the cache entry gets old.
2019-10-12 18:53:22 -04:00
Matthias Clasen
e46a7ca706 shadow cache: Remove outdated comments
No comments are better than outdated comments.
2019-10-12 17:06:39 -04:00
Matthias Clasen
e9ba7eda47 gl: Increate the cache check frequency
Otherwise, we spread the cache over more atlases
than necessary, increasing the amount of texture
changes in each frame.
2019-10-12 12:37:11 -04:00