Commit Graph

37 Commits

Author SHA1 Message Date
Benjamin Otte
af917c4ade vulkan: Handle linear gradients
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.

So in testcases with translucent gradients, it's actually Cairo that is
wrong.
2016-12-26 17:22:02 +01:00
Benjamin Otte
5878f9d8af vulkan: Add shader for color drawing with rectangle clip 2016-12-25 06:23:12 +01:00
Benjamin Otte
aa0ec774bf vulkan: Add proof-of-concept clip implementation
We can now clip to cicular rounded rectangles when drawing colors.
2016-12-24 06:19:16 +01:00
Benjamin Otte
81c487b841 vulkan: Fold clip into push constants
As a side effect, the clipping data is now available inside shaders.

Not that any shader would use them yet, but they could!
2016-12-24 06:19:16 +01:00
Benjamin Otte
18b65a2378 vulkan: Change handling of push constants
Instead of storing the wire format, store the true structs and only
convert to the wire format when needed.
2016-12-24 06:19:16 +01:00
Benjamin Otte
b11b7dfb1a gsk: Add debug category for fallbacks
... and use it for the cases in Vulkan where we fall back to Cairo.
2016-12-24 06:19:16 +01:00
Benjamin Otte
2bca24c455 gsk: Add GskVulkanClip
This is now tracking the clips added by the clip nodes.
If any particular node can't deal with a clip, it falls back to Cairo
rendering. But if it can, it will render it directly.
2016-12-24 06:19:16 +01:00
Benjamin Otte
89d38ae93f vulkan: Try combining draw calls
This gives a 5-7% speedup in the case where we're just drawing N colors
and nothing else. So it;s not tremendously useful, but noticeable.
2016-12-24 06:19:16 +01:00
Rico Tzschichholz
2b4dfeec7c gsk: Fix build of 22110ef5a4 2016-12-21 18:15:50 +01:00
Alexander Larsson
22110ef5a4 gsk: Add bounds member to RenderNode
Instead of constantly recalculating this (especially recursively for
parents!) we do it only on construction, because everything is
immutable anyway. Also, most nodes had a bounds already and can
use the new parent member instead.

We also do direct access to the node bounds rather than calling
gsk_render_node_get_bounds in various places, which means
we do less copying.
2016-12-21 14:01:34 +01:00
Benjamin Otte
1b90ce6b33 vulkan: Remove color from push constants
It's now handled by the color pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b04eecf860 vulkan: Pass color rects in instance data
This way, we don't need push constants or per-vertex data, we can render
colored rectangles completely via instance data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b4f04d0c1d vulkan: Split color and blend pipelines 2016-12-20 18:01:11 +01:00
Benjamin Otte
e68b18aa4e vulkan: Move vertex data tracking to the pipeline subclass
That way, different pipelines can draw different kinds of data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
7b9ace488b vulkan: Add GskVulkanUploader
It's the thing that makes sure pixels end up on the GPU.
2016-12-20 18:01:11 +01:00
Benjamin Otte
85559d1fd9 vulkan: Split out command pool
This way we can pass the command pool around.
And that allows us to allocate and submitcustom buffers.
And that is necessary to make staging images work.
2016-12-20 18:01:11 +01:00
Benjamin Otte
3ef03c8bc0 gsk: Check for NULL in calls to gsk_cairo_node_get_surface()
That function does actually sometimes return NULL and is documented to
do so, so handle that case in the renderers (by omitting the node).
2016-12-20 18:01:11 +01:00
Benjamin Otte
08a2a29c26 vulkan: Add infrastructure for multiple pipelines
And use it to draw solid colors with a 2nd pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
7d837a2ae6 vulkan: Split PipelineLayout into its own object
This way, we can share the layout between different pipelines.
2016-12-20 18:01:11 +01:00
Benjamin Otte
f4f0dba5c6 vulkan: Split render ops into seperate structs
This makes it a lot clearer which members are relevant for each
different operation.
2016-12-20 18:01:11 +01:00
Benjamin Otte
62eb9d42aa vulkan: Add infrastructure for push constants
THe code includes fragment push constants for colors, but that code is
so far unused.
2016-12-20 18:01:10 +01:00
Benjamin Otte
07d39299ea gsk: Replace gsk_render_node_set_opacity()
... with gsk_opacity_node_new().

Also implement support for opacity in gtk_widget_snapshot() using this
new node.
2016-12-20 18:01:10 +01:00
Benjamin Otte
ee9aca882d gsk: Add fallback code to renderers
This code makes renderers fall back to Cairo rendering if they don't
know how to handle a render node's type.

This allows adding new render nodes with impunity.
2016-12-20 18:01:10 +01:00
Benjamin Otte
361e2cda27 Call gsk_render_node_draw() instead of creating fallback renderers 2016-12-20 18:01:10 +01:00
Benjamin Otte
67fb129ed7 gsk: gsk_render_node_set_transform() => GskTransformNode
Instead of having a setter for the transform, have a GskTransformNode.

Most of the oprations that GTK does do not require a transform, so it
doesn't make sense to have it as a primary attribute.

Also, changing the transform requires updating the uniforms of the GL
renderer, so we're happy if we can avoid that.
2016-12-20 18:01:10 +01:00
Benjamin Otte
19753062c4 gsK: Move children handling to GskContainerNode 2016-12-20 18:01:09 +01:00
Benjamin Otte
a8f2b3e75e gsk: Remove world matrix support
Use the real transform and compute it manually.
2016-12-20 18:01:09 +01:00
Benjamin Otte
abd184efc9 gsk: Remove gsk_render_node_is_surface/texture()
Use gsk_render_node_get_node_type() instead.
2016-12-20 18:01:09 +01:00
Benjamin Otte
52d2faef88 gsk: Add gsk_cairo_node_new()
Split off Cairo drawn content nodes and require you to allocate them
using this new function.
2016-12-20 18:01:09 +01:00
Benjamin Otte
8c8691b469 gsk: Add gsk_texture_node_new()
Start the transition into the different node types.
2016-12-20 18:01:09 +01:00
Benjamin Otte
ff884385c0 gsk: Remove GskRenderNode::hidden
If you want to hide something, don't render it.
2016-12-20 18:01:09 +01:00
Benjamin Otte
f52dd12569 vulkan: Implement texture caching
And with this change, the GPU looks bored again.
2016-12-09 18:35:52 +01:00
Benjamin Otte
35d1dc6dd5 vulkan: Add more node operations
Add SURFACE and TEXTURE operations. This way, we actually render more
than one node every frame because not everything is a fallback node
anymore that gets composited with its children into a cairo surface.
2016-12-09 18:35:52 +01:00
Benjamin Otte
cf470f31ca vulkan: Push the correct matrix when drawing
Instead of pushing the root matrix, push the world matrix for the
current node. That way, the bounds we emit as vertices are actually
properly transformed.
2016-12-09 18:35:52 +01:00
Benjamin Otte
b3a1732a3e vulkan: Redo descriptor set handling
First, we collect all the info about descriptor sets into a hash table,
then we use its size to determine the amount of sets and allocate those
before we finally go ahead and use the hash table's contents to
initialize the descriptor sets.

And then we're ready to render.
2016-12-09 18:35:52 +01:00
Benjamin Otte
9635598124 vulkan: Make the GskVulkanRender struct private 2016-12-09 18:35:51 +01:00
Benjamin Otte
3c5b25b1d1 vulkan: Add GskVulkanRenderPass
And move the actual rendering code there.

A RenderPass is a collection of operations on the same target that
get executed one after another. It roughly targets VkRenderPass or
rather the subpasses of a VkRenderPass.

For now, only the infrastructure is there. No real stuff is happening.
2016-12-09 18:35:51 +01:00