We only have one shader that uses the color2 attribute,
and it doesn't use the uv attribute, so save vertex
memory by putting those in the same space.
This reduce the per vertex space from 32 to 24 bytes.
This reduces the size of our Vertex struct from
48 to 32 bytes. It would be nicer if we could store
the colors in fp16 format in the rendernodes, and
avoid conversion here. But this is still good.
Instead of rendering the unclipped child to a texture
(and risking blowing the texture size limit, and bad
downscaling), just render the clipped region, and live
with the fact that we can't cache the rendered texture.
This avoid bad artifacts when scrolling long textviews
in rounded clips.
There was confusion here about the handling of the
modelview transform. The modelview transform we are
getting is already set up for rendering the node
we are given, so keep it - except for possible adding
an extra scale on top when the texture would otherwise
be too big.
Move some work out of the loop in visit_text_node.
This takes advantage of the fact that the yoffset
of most glyphs is zero, so yphase generally does
not change in a line of text.
Previously, we translated the uniform key (an enum) into a location within
the shader program in GskNglProgram. A number of performance improvements
were focused around having low nubers for the uniform locations. Generally
this is the case, but some drivers such as old Intel drivers on Windows
may use rather large numbers for those.
To combat this, we can push the translation of uniform keys into locations
at the GskNglUniformState level so that we work with unranslated keys
through the process until applying them.
Fixes#3780
The effectiveness of the front cache is limited by
subpixel positioning making it very likely that we
will meet the same glyph in different x phases inside
a single line of text.
Factoring the xphase into the front cache key makes things
better. For the string eeeeeeeeeeeeeeeeeee
before: 0% front cache hits
after: >90% front cache hits
We don't want to be responsible for duplicating the effort of the hash
table, we just want to speed up subsequent lookups. Otherwise, we risk
not marking glyph usage when tracking usage for compaction.
This required finishing up the begin_frame/end_frame semantics for
GskNglTextureLibraryw which was apparently overlooked.
The driver was changed to provide more information to the library when
beginning frames. We do not need to use end_frame so that was removed.
The frame age is the same as GL (60) but I do wonder if that is based
on seconds if we should be using something longer for situations where
we have higher frame rates.
Fixes#3771
Recognize a common pattern: A rounded clip with
a color node, followed by a border node, with the
same outline. This is what CSS backgrounds frequently
produce, and we can render it more efficiently with
a combined shader.
Now that colors aren't uniforms anymore, we don't
win much by using the inset_shadow shader. The fragment
shaders of inset_shadow and border are identical. And
the regular border setup does nine-slicing.
Colors are not state that we carry across draw ops,
so setting the color on the render job doesn't make
much sense. Instead, pass the color to the various
draw calls. Add a few new ones for that purpose.
Also, shorten the names of some by going from
'load_vertices_from_offscreen' to 'draw_offscreen'.
This reduces how many changes we make when recording uniform state, which
increases the chances that the data offset will be the same when applying
uniforms.
Since we make full snapshots when recording uniform state of batches, we
need to perform some deduplication to avoid so many repeated uniform calls.
This uses a closed hashtable to determine if we are likely changing the
value to something new.
This does not currently compare values, it instead only compares that we
are going to point at a new offset into the uniform buffer. We could go
further if we compare upon updating values (we did that early on in the
prototype) so that offsets are less likely to be changed.
When the color passed is transparent black, use
the color from the texture as source, instead of
as mask. This lets use use the coloring program
both for regular and color glyphs, avoiding
program changes in text with Emoji.