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
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Based on the one used by the vulkan renderer
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
24e69bb877
gl renderer: Implement rounded clip nodes
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mostly a proof of concept
2017-12-21 19:12:30 +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
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
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The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Benjamin Otte
e1572e003a
vulkan: No need to redefine gl_PerVertex
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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
Matthias Clasen
b564dd853c
Avoid super-luminous pixels
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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
Matthias Clasen
76aa237cce
Fix blendmode shader
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My reading of the spec formulas was imperfect.
2017-10-08 21:12:22 -04:00
Matthias Clasen
5577fde990
vulkan: Rename blend pipeline to texture
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This is what it does, and the name blend is easily
confused with blend-mode.
2017-09-29 23:08:09 -04:00
Matthias Clasen
485470511f
vulkan: Update the outset-shadow fragment shaders
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These were missing the blur-radius parameter that is written
by the vertex shader, causing Vulkan validation to complain.
2017-09-26 18:24:52 -04:00
Matthias Clasen
3c98b90fc6
vulkan: Implement nonseparable blendmodes
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This is a directly-from-the-spec, unoptimized implementation.
2017-09-23 09:16:58 -04:00
Matthias Clasen
d61f6ff393
vulkan: Implement blend modes
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This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
2017-09-23 01:59:50 -04:00
Matthias Clasen
a75d995bd4
vulkan: Implement crossfade
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This is the first shader using two textures. It almost works.
2017-09-22 22:16:10 -04:00
Matthias Clasen
9a1460218c
vulkan: Quiet another validation warning
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It complains if a vertex shader has an out that is not matched
to an in of the fragment shader.
2017-09-21 12:05:00 -04:00
Matthias Clasen
b0e8d8483d
More work on text nodes
...
This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
2017-09-10 14:36:26 -04:00
Patrick Griffis
a55b57caff
build: Improve vulkan resource handling
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This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
2017-09-05 15:18:56 -04:00
Matthias Clasen
7bb5b8df0b
A somewhat working blur shader
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This is a very direct implementation of a Gaussian blur,
without any optimizations.
2017-09-04 23:32:31 -04:00
Matthias Clasen
86c0c243a0
Add rules to regenerate all shader variants
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We were missing rules to build the clip variants of
the shaders.
2017-09-03 19:58:41 -04:00
Emmanuele Bassi
4904491b77
build: Move Vulkan shader handling to its own directory
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Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.
Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
2017-08-15 17:07:21 +01:00
Timm Bäder
fbada8e758
glrenderer: Handle color nodes
2017-03-31 09:50:39 +02:00
Benjamin Otte
ee9828d49c
vulkan: Fix copy/paste error
2017-01-18 16:46:04 +01:00
Benjamin Otte
12637195de
vulkan: Add compiled shaders
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I forgot to include them when adding the shaders.
2017-01-18 16:42:01 +01:00
Benjamin Otte
cde933ebd9
vulkan: Compute right size for outset shadow
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We were emitting the box and not the shadow box as the rectangle. So we
didn't draw any shadows. Oops.
2017-01-18 16:39:27 +01:00
Benjamin Otte
bd24ca5b18
vulkan: Add support for unblurred box-shadow
2017-01-18 04:13:56 +01:00
Benjamin Otte
6bec7aae89
vulkan: Generate clip shaders from same source
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Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.
That preprocessor define is set in the Makefile.
Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
2017-01-17 06:17:55 +01:00
Benjamin Otte
3768c676c6
vulkan: Add clip.vert.glsl
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Implement clipping the same way as in the last commit for the
fragment shaders.
2017-01-17 06:17:55 +01:00
Benjamin Otte
cf65443fb3
vulkan: Add a clip.frag.glsl include
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This include is supposed to handle clipping for the different clipping
methods.
So far, we only use it in the rounded rect cases.
2017-01-17 06:17:55 +01:00
Benjamin Otte
6a60e335cd
vulkan: Add push constants to fragment shader
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That way we don't need to move the clip rounded rect manually through
the vertex shader into the fragment shader but can just look at the push
constants.
Simplifies shaders a lot.
2017-01-17 06:17:55 +01:00
Benjamin Otte
c7d899c535
vulkan: Move push constants into their own header
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This is the first step towards easing maintenance of the Vulkan shaders
by moving common code into headers.
2017-01-17 06:17:55 +01:00
Benjamin Otte
b186bce7ff
vulkan: Add shader for border rendering
2017-01-11 18:33:09 +01:00
Benjamin Otte
f05f0377df
vulkan: Modernize blend pipeline
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- Rename from blit => blend
- Use instances
- Add clip versions
2017-01-04 13:22:57 +01:00
Benjamin Otte
1aa0f79e8b
vulkan: Make the effect renderer take matrix + offset
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This is in preparation for the new color matrix node.
I don't think keeping support for a separate opacity shader is worth it.
2016-12-31 14:37:20 +01:00
Benjamin Otte
91741f6b63
vulkan: Handle opacity nodes
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Well, "handle" them actually. We still draw the node's child using
Cairo, but we apply the opacity manually now.
2016-12-31 02:49:47 +01:00
Benjamin Otte
af917c4ade
vulkan: Handle linear gradients
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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
3c8518dce3
gsk: Add missing Mozilla copyright header
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I stole one of their shader functions, and if I steal, I might as well
do it right.
2016-12-26 17:22:01 +01:00
Benjamin Otte
5878f9d8af
vulkan: Add shader for color drawing with rectangle clip
2016-12-25 06:23:12 +01:00
Benjamin Otte
b30225e67c
vulkan: We use VK_FORMAT_B8G8R8A8_UNORM
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... not SRGB. SRGB messes up alpha compositing, GdkRGBA and everything
else.
2016-12-25 06:23:12 +01:00
Benjamin Otte
aa0ec774bf
vulkan: Add proof-of-concept clip implementation
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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
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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
1760e0d3f3
vulkan: Get rid of color in push constants
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The color comes in instance data now, no need to abuse push constants
for it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b04eecf860
vulkan: Pass color rects in instance data
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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
4c74695a85
vulkan: Don't pass texture coordinates to the color pipeline
2016-12-20 18:01:11 +01:00
Benjamin Otte
08a2a29c26
vulkan: Add infrastructure for multiple pipelines
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And use it to draw solid colors with a 2nd pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
583956266e
vulkan: Make MVP matrix available to vertex shader
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We use push constants for this.
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c4b952256
vulkan: Make GskVulkanRenderer work
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We now create a Cairo renderer, render to an image surface and upload
and retnder it with Vulkan.
2016-12-09 18:35:51 +01:00