Timm Bäder
1fce25c7af
gl renderer: Remove unused struct member
2017-12-21 19:12:31 +01:00
Timm Bäder
9479bb6bfc
gl renderer: Keep track of color matrix op state
2017-12-21 19:12:31 +01:00
Timm Bäder
b33d85b594
gl renderer: Avoid consecutive opacity ops
2017-12-21 19:12:31 +01:00
Timm Bäder
a0e033b2cd
gl renderer: Define debug structs inline
2017-12-21 19:12:31 +01:00
Timm Bäder
5d0c279351
gl renderer: Add more detailed render op output
2017-12-21 19:12:31 +01:00
Timm Bäder
7831d9a463
gl renderer: Only draw blurred shadow nodes once
2017-12-21 19:12:31 +01:00
Timm Bäder
7dc6a46cff
gl renderer: Remove consecutive clip ops
2017-12-21 19:12:31 +01:00
Timm Bäder
bb69d64a0f
gl renderer: Rename a macro
2017-12-21 19:12:31 +01:00
Timm Bäder
8463040ad1
gl renderer: Fix debugging output
2017-12-21 19:12:31 +01:00
Timm Bäder
3b7cfd068b
gl renderer: Implement simple border nodes
2017-12-21 19:12:31 +01:00
Timm Bäder
8089cde977
gl renderer: Don't render unblurred text shadows to a texture
...
We can do the same thing by simply drawing the text in the given shadow
color.
2017-12-21 19:12:31 +01:00
Timm Bäder
d5a759652f
gl renderer: Split out text rendering function
...
We'll use that for text shadow 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
c524ac7bb5
gl renderer: Split out a utility function
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
ff1cacb54a
gl renderer: Remove some unused members
2017-12-21 19:12:31 +01:00
Timm Bäder
19700fccb2
gl renderer: Keep track of current program color value
2017-12-21 19:12:31 +01:00
Timm Bäder
2865ab84a9
gl renderer: Don't draw texture nodes to a framebuffer
...
We don't need to create a texture from a texture node. We can simply use
its texture instead and draw it however we want.
2017-12-21 19:12:31 +01:00
Timm Bäder
e3264d5fd3
gl renderer: Implement color matrix nodes again
2017-12-21 19:12:31 +01:00
Timm Bäder
cb9c4e362c
gl render ops: Rename a member
2017-12-21 19:12:31 +01:00
Timm Bäder
b56a7afd19
gl renderer: Factor out a helper function for offscreen drawing
2017-12-21 19:12:30 +01:00
Timm Bäder
95051e13c3
gl ops: Remove dead code
...
This is already checked further up in that function
2017-12-21 19:12:30 +01:00
Timm Bäder
832920c6ba
gl renderer: Optimize text drawing
...
Text nodes will almost always end up using the exact same texture and
the same program. So, in that case we can simply add vertex data for all
the characters we need to draw and use just one draw call.
2017-12-21 19:12:30 +01:00
Timm Bäder
fa564e1f93
gl renderer: Remove unused VAO
2017-12-21 19:12:30 +01:00
Timm Bäder
d5eeb9d6f0
gl renderer: Stop collecting VAOs in clear_tree
...
We don't use that part of the gl driver anymore.
2017-12-21 19:12:30 +01:00
Timm Bäder
6606c1f682
gl renderer: Only check for color glyphs once per text node
...
It does not depend on the glyph, so no need to do it once for every
glyph.
2017-12-21 19:12:30 +01:00
Timm Bäder
5615fd26c2
gl renderer: Implement cairo nodes again
2017-12-21 19:12:30 +01:00
Timm Bäder
a1d3e77347
gl renderer: Move render ops into separate file
2017-12-21 19:12:30 +01:00
Timm Bäder
823369f275
gsk: Move all gskgl* files into gl/
2017-12-21 19:12:30 +01:00
Timm Bäder
358c139a43
gl renderer: Rework once more
...
Last time, I swear.
2017-12-21 19:12:30 +01:00
Timm Bäder
dd1a9745db
gl renderer: Don't initialize modelview matrix twice
2017-12-21 19:12:30 +01:00
Timm Bäder
59a7584386
gl renderer: Group render node types by render item creation
2017-12-21 19:12:30 +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
3e23f6c22b
gl renderer: Remove unused member
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
1f5fd4d564
gl renderer: Don't create framebuffer for texture opacity children
...
Slowly a pattern emerges...
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
cd730ccff5
gl renderer: save on some frame buffers
...
If the child of a color matrix node is a texture, we can directly use
that instead of drawing it to a texture first and then using that
texture.
2017-12-21 19:12:30 +01:00
Timm Bäder
1d1c6a98ce
GskGLDriver: Add profiler
...
Count the newly created textures, the reused ones and the uploads from
cairo surfaces per frame.
2017-12-21 19:12:30 +01:00
Timm Bäder
ddb77d6c9b
GskGLDriver: Use float for texture size in create_texture
...
Render nodes can end up with bounds < 1 since they are floats, and the
implicit cast to int ends up creating a texture with 0 width or height.
Use ceil() instead in create_texture so we don't have to do that on the
caller side everywhere.
2017-12-21 18:25:52 +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
Timm Bäder
5fa5008ee9
gl renderer: Remove some unused code
2017-12-21 18:25:52 +01:00
Timm Bäder
fe7db31663
gl driver: Make some members const
2017-12-21 18:25:52 +01:00
Timm Bäder
b488329104
GskRenderer: Remove viewport property
2017-12-21 18:25:52 +01:00
Georges Basile Stavracas Neto
8993a51893
vulkan: Destroy buffer before releasing associate memory
...
Exact same issue as the previous commit.
2017-12-13 23:14:58 -02:00
Georges Basile Stavracas Neto
147a455171
vulkan: Destroy image before releasing associate memory
...
VkImage contains a reference to the VkDeviceMemory and, because
the current code frees the VkDeviceMemory before destroying the
VkImage that references it, a warning is triggered by the validation
layers.
This is not critical, since we release both resources at the same
place. But the warning triggered by the validation layers sums up
adding 1 MB per second of extra debug logging, making the debugging
process much more painful.
This commit simply swaps the destruction order, and destroys the
VkImage first, then the now unused VkDeviceMemory.
2017-12-13 22:49:16 -02:00
Benjamin Otte
52b1cd40d1
gsk: Remove gsk_render_node_set_scaling_filters()
...
This is a leftover from the very early rendernode that we forgot to delete.
This can be seen by the fact that it is settable on an immutable object.
2017-12-03 21:57:21 +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
Timm Bäder
34e233e1c3
GskVulkanGlyphCache: Remove unused struct member
2017-12-01 07:30:25 +01:00
Alexander Larsson
521b09cc96
broadway: Send diffs of node trees
...
Reusing pre-created nodes is a lot faster both in terms of
dom modifications and of transfer sizes.
2017-11-30 21:57:42 +01:00
Matthias Clasen
9b582db492
gsk: Quiet a compiler warning
...
We insist on handling all cases in a switch, nowadays.
2017-11-24 08:51:22 -05:00
Alexander Larsson
820f999f14
broadway: Disable fallback spew by default
2017-11-23 10:48:29 +01:00
Alexander Larsson
12d3cd8f29
broadway: Handle cairo nodes
...
This means we can directly upload these as textures, rather than
create a new surface and draw it into that. We still have to upload,
but there isn't a lot we can do about this as for these nodes
we generally redraw everything each time.
2017-11-23 10:48:29 +01:00
Alexander Larsson
4d1eca0d57
broadway: Handle texture gsd nodes
2017-11-23 10:48:29 +01:00
Alexander Larsson
b74959a605
broadway: Add clip node
2017-11-23 10:48:29 +01:00
Alexander Larsson
7a180f554d
broadway: Don't log cache hits
2017-11-23 10:48:29 +01:00
Alexander Larsson
0d4a26f148
broadway: Cache color translated textures
...
These happen a lot due to the recolored symbolics
2017-11-23 10:48:29 +01:00
Alexander Larsson
9e5a22bbe5
broadway: Add opacity node
2017-11-23 10:48:29 +01:00
Alexander Larsson
9b1f6acc2b
broadway: Add shadow node
2017-11-23 10:48:29 +01:00
Alexander Larsson
cbbbf49043
broadway: Add node cache for text
2017-11-23 10:48:29 +01:00
Alexander Larsson
278370c8e5
broadway: Add linear gradient node
2017-11-23 10:48:29 +01:00
Alexander Larsson
f7ff6dbb66
broadway: Add RoundedClip node
2017-11-23 10:48:29 +01:00
Alexander Larsson
0083c084e4
broadway: Add inset shadow
2017-11-23 10:48:29 +01:00
Alexander Larsson
35ceb8e626
broadway: Add outset shadow node
2017-11-23 10:48:29 +01:00
Alexander Larsson
cf03229a99
broadway: Add border node
2017-11-23 10:48:29 +01:00
Alexander Larsson
0b38ab339e
broadway: Add color nodes
2017-11-23 10:48:29 +01:00
Alexander Larsson
f7d8ee041b
broadway: Initial version of using actual render nodes
2017-11-23 10:48:29 +01:00
Alexander Larsson
23845a57a9
broadway: Add GskBroadwayRenderer
...
This is a custom renderer for broadway windows, although at the
moment it doesn't really do anything other than the old cairo
fallbacks.
2017-11-23 10:46:47 +01:00
Emmanuele Bassi
481b5d1b89
Partially revert GskTexture → GdkTexture rename
...
Excessive use of sed when moving GskTexture to GDK; the GskTextureNode
should still live under the GSK namespace.
2017-11-04 15:06:00 +00:00
Benjamin Otte
bd287ba3cf
renderer: Assert having been unrealized in dispose
...
We cannot unrealize a renderer in the dispose function, because that
would cause this chain to happen:
gsk_gl_renderer_dispose
gsk_renderer_dispose
gsk_renderer_unrealize
gsk_gl_renderer_unrealize
So we would call into thje GL renderers unrealize when it has already
(partially) disposed itself and ause accesses to dead variables.
2017-11-04 15:22:25 +01:00
Benjamin Otte
ca3c23662c
GskTexture => GdkTexture
...
We want this thing to replace GdkPixbuf, so it has to live in GDK.
2017-11-04 00:07:13 +01:00
Benjamin Otte
6b3d979196
gskgl: Deal with being rerealized
2017-11-01 15:48:00 +01:00
Matthias Clasen
ca7c148687
gsk: Apply scale factor for fallback rendering
...
This fixes blurry text and icons whenever we apply shadows
in a hidpi window. Shadow nodes are the last ones that we
still use fallback for, and this was causing us to render
the text blurry.
2017-10-28 14:38:49 -04:00
Matthias Clasen
439e1054c4
Triival cleanup
...
No need to go to the window, we store a copy of the scale factor
in the render pass object.
2017-10-28 14:38:21 -04:00
Matthias Clasen
a0bbd14325
gsk: Scale glyphs in the glyph cache
...
Pass a scale factor when caching glyphs or looking them
up in the cache. The glyphs in the cache are rendered
with subpixel precision determined by the scale. Update
all callers to pass a scale factor according to the window
scale. This lets us render crisp glyphs on hidpi systems.
2017-10-28 13:13:31 -04:00
Matthias Clasen
dc0570cc17
gsk: Drop the GskRenderer::scale-factor property
...
This is can always be obtained from the window that is already
associated with the renderer, no need to maintain a separate
property for it.
2017-10-28 11:49:39 -04:00
Matthias Clasen
ea91ab1d99
gsk: Make text nodes more compact
...
The copy of the PangoGlyphString we do here was showing up
in some profiles. To avoid it, allocate the PangoGlyphInfo array
as part of the node itself. Update all callers to deal with
the slight api change required for this.
2017-10-27 17:13:40 -04:00
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
Emmanuele Bassi
dd4c800542
Remove unnecessary const
...
We return a scalar value, so we don't need it to be constant.
https://bugzilla.gnome.org/show_bug.cgi?id=789351
2017-10-23 15:23:09 +01:00
Matthias Clasen
9e78fbaac4
Fix compiler warnings
...
I overlooked these when I recently did the render node api changes.
2017-10-21 15:17:36 +02:00
Matthias Clasen
e474e9e274
Remove some outdated information
...
Render nodes don't have transformations, currently.
Only transform nodes do.
2017-10-20 13:54:01 +02:00
Matthias Clasen
b76c5abb57
Tweak transform node apis
...
Rename the getter to follow the peek naming scheme.
Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
04f6b26205
gsk: Tweak text node apis
...
Rename getters to follow the peek naming pattern.
Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
243bd4f0c8
gsk: Tweak cairo node apis
...
Rename the surface getter to peek, following other render
node getters, and make the surface-based constructor private,
since it is not something we want to encourage.
Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
eee89587c3
Make render node getter public
...
Keeping these private does not really buy us anything.
2017-10-20 13:54:01 +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
Timm Bäder
af734c4007
rendernode: Don't leak mem_surface
2017-10-10 09:49:35 +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
090ec2e56f
Revise coordinate handling for blend nodes
...
This is the same change that was applied to cross-fade
nodes.
2017-10-08 20:06:33 -04:00
Matthias Clasen
5280a2c874
Revise the coordinate handling one more time
...
This makes the new reftests pass and hopefully does not
break other things.
2017-10-08 19:21:52 -04:00
Matthias Clasen
9a9aec05c0
vulkan: Fix cross-fade node coordinates
...
This is the same fix as was just committed for blendmode nodes.
2017-10-08 11:31:55 -04:00