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
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
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
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
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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
Matthias Clasen
d4c97ea2b4
gl: Use the fallback debug flag
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This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -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
222b6c2b58
glyph cache: Go back to memcmp
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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
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
e34d1b8a26
gl: Slightly rework the icon cache api
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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
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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
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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
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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
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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
61db797f29
gl: Simplify glyph cache lookup
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Make this function more similar to the icon
cache equivalent, and simplify it a bit. We
don't use the boolean return, and we don't need
to look at the age of entry when marking it
used.
2019-10-12 01:35:13 -04:00
Matthias Clasen
8839e10d44
gl: Do less work to maintain caches
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Remember which atlases were removed, and only
check those when looking for icons or glyphs
to remove. For most frames, we don't have to
check at all since no atlases were removed.
2019-10-11 20:42:24 -04:00
Timm Bäder
4f5a9be465
gl renderer: Get blur node child only once
2019-10-11 22:31:33 +02:00
Timm Bäder
6a4c778791
gl renderer: Shorten function
2019-10-11 22:31:33 +02:00
Timm Bäder
1caa95b814
gl renderer: Avoid copying a rect
2019-10-11 22:31:33 +02:00
Matthias Clasen
cf44ba7847
gl: Avoid stray use of doubles
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Everything else in this code is floats,
so stick to that and avoid unnecessary
precision.
2019-10-11 16:16:09 -04:00
Matthias Clasen
30433d7659
Cosmetics
2019-10-11 16:16:09 -04:00
Matthias Clasen
849b950763
gl: glyph cache tweaks
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Reduce the cost of lookups by storing
the hash value directly.
2019-10-11 16:15:15 -04:00
Matthias Clasen
e296c6a356
gsk: Store color bit info in text nodes
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Keep the 'has color glyphs' info in text nodes,
instead of determining it over and over in both
the vulkan and gl backends.
2019-10-11 16:15:14 -04:00
Timm Bäder
136400e8a2
gl renderer: Remove unused modelview matrix
2019-10-11 16:56:24 +02:00
Timm Bäder
90199534e0
gl renderer: Don't copy outset shadow node outline
2019-10-11 16:38:58 +02:00
Timm Bäder
f7c64b4ebb
gl renderer: Don't copy colors into render ops
2019-10-11 15:06:51 +02:00
Timm Bäder
2977e91aed
gl renderer: Grow unblurred outset shadow outline on the gpu
2019-10-11 10:16:39 +02:00
Timm Bäder
9b1e0dd4a3
gl renderer: Cosmetics
2019-10-11 09:32:24 +02:00
Timm Bäder
a29826bb71
gl renderer: Only add outset shadow center piece if dx/dy != 0
2019-10-11 08:46:33 +02:00
Christian Hergert
528297f5e5
gl: avoid copying RenderOp to GArray
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Instead of copying the (rather large) RenderOp to the GArray, we can
simply set the fields directly in the allocated space for the struct.
In most cases, there wont be any allocations to make as the array size
is kept in tact across frame renderings.
2019-10-09 15:41:53 -07:00
Christian Hergert
e32c992886
gl: avoid copying GskGLCachedGlyph in lookup
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This saves a minor amount of CPU time by avoiding the copy of structure
on each lookup (which is short-lived).
2019-10-09 14:37:08 -07:00
Christian Hergert
c9ca60c201
gl: short-circuit on NULL program
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The NULL check is a more inclusive check than each of the individual
op->op checks.
2019-10-09 11:51:32 -07:00