Timm Bäder
0a8ca49b5e
gl renderer: transform border outline like everything else
2020-01-07 17:27:17 +01:00
Timm Bäder
74f18f71d3
gl renderer: Move work to the blur vertex shader
2020-01-07 17:27:17 +01:00
Timm Bäder
c0d4a6fc81
gl renderer: Avoid copying a matrix
2020-01-07 17:27:17 +01:00
Timm Bäder
766d4dff76
GskTransform: Compute sin/deg of 90deg rotations manually
...
Otherwise we might end up with inaccuracies, e.g. when
gsk_transform_transform_bounds()'ing bounds.
2020-01-07 17:27:17 +01:00
Timm Bäder
e62f135c6a
GskTransform: Normalize angles
...
Make sure all angles are in the [0..365) range
2020-01-07 17:27:17 +01:00
Timm Bäder
587bc82c37
gl renderer: Print debug node message
2020-01-07 17:27:17 +01:00
Timm Bäder
750dc8dbe2
gl driver: Inline function into only caller
2020-01-07 17:27:17 +01:00
Timm Bäder
cb2f523994
rendernodes: Use floats for everything
2020-01-07 17:27:16 +01:00
Timm Bäder
db91b6dc61
gl renderer: Load vertex data directly into vertices GArray
2020-01-07 17:27:16 +01:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
...
No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
d7df56b6cb
gsk: Make GskColorStop.offset a float
...
Doesn't make sense for this to be double if everything else is float.
Also makes it possible to 'easily' pass this to the GPU.
2020-01-07 17:27:16 +01:00
Timm Bäder
b8aa51d522
gl renderer: Move more work to the vertex shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
f79c807645
gl renderer: Don't invert offset value twice
2020-01-07 17:27:16 +01:00
Timm Bäder
d0d2ad9f5b
gl renderer: Remove unused variable from shader
2020-01-07 17:27:16 +01:00
Timm Bäder
0b8298038a
gl renderer: Move color computation to vertex shader
2020-01-07 17:27:16 +01:00
Timm Bäder
6ef0bb8bea
gl renderer: Move final color computation to vertex shader
...
.. of the coloring program, which is used all the time for text.
2020-01-07 17:27:16 +01:00
Timm Bäder
91472b2ecd
gl renderer: Compute final color in vertex shader
...
This is a very often used shader. No need to to do this for every
fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
73f2167fe4
gl renderer: Avoid an invalid read
...
We need to copy the color here, since the program state can live across
frame boundaries.
2020-01-07 17:27:16 +01:00
Timm Bäder
2079c898e7
gl renderer: Remove some unneeded calculations from shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
c79c18f39c
gl renderer: Shuffle things around a bit
2020-01-07 17:27:16 +01:00
Timm Bäder
cef7f7f87d
gl renderer: Move work to the gradient vertex shader
...
No need to do this stuff once per fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
fdce30d3f8
gl renderer: Add some in/out compat glue to the shaders
...
so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
2020-01-07 17:27:16 +01:00
Timm Bäder
f07397f4dd
gl renderer: Upload GL_RGBA texture data in GLES
...
Colored icons are still broken this way, but at least they show up and
text works.
2020-01-07 17:27:16 +01:00
Timm Bäder
f1751f514c
gltextureatlas: Use more correct debug name for texture
...
These aren't all glyph atlases anymore.
2020-01-07 17:27:16 +01:00
Timm Bäder
8dd7f5aefe
gl renderer: Mark beginning of frame if DEBUG_OPS is set
2020-01-07 17:27:16 +01:00
Timm Bäder
398f49ad31
gl renderer: Trivial declaration reorder
2020-01-07 17:27:16 +01:00
Timm Bäder
3d260a950e
gl renderer: Remove a few outdated comments
2020-01-07 17:27:16 +01:00
Timm Bäder
f31667f437
gl renderer: Remove unused translation handling
2020-01-07 17:27:15 +01:00
Timm Bäder
219493c818
gl renderer: Don't copy matrix/offset of color matrix nodes into ops
2020-01-07 17:27:15 +01:00
Timm Bäder
06f63764fb
gl renderer: Initialize alpha uniform to 1.0
...
This makes gl-legacy work and gl-gles work except for text and icons.
2020-01-07 17:27:15 +01:00
Timm Bäder
1243174e53
gl renderer: Make RoundedRect work in gles
...
Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f
gl renderer: Rewrite shader builder
...
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00
Timm Bäder
d12dde07c3
gl renderer: Fix program uniform updating code
...
This breaks the initial uniform value, but we will fix that in a later
commit in a different way.
2020-01-07 17:27:15 +01:00
Timm Bäder
5191b6fccd
gl renderer: Only send clip corners if we need to
...
We change the clip bounds a lot more ofthen than the clip corners and
they are already split up in the shader, so only send the corners if we
need to.
2020-01-07 17:27:15 +01:00
Timm Bäder
2e6e6c1779
gl renderer: Fix color comparison
2020-01-07 17:27:15 +01:00
Timm Bäder
a29b8fbef4
gl renderer: Shorten debug output impl
...
This will leak a string but WHATEVER.
2020-01-07 17:27:15 +01:00
Timm Bäder
5b072e716c
gl renderer: Fix debug color output
2020-01-07 17:27:15 +01:00
Timm Bäder
49845795d9
gl renderer: Rewort passing rounded rects to shaders
2020-01-07 17:27:15 +01:00
Timm Bäder
ab04c74ec9
gl renderer: Don't copy border outline corner sizes around
...
We already offset + scale the outline and its corners, just pass those
directly to the shader.
2020-01-07 17:27:15 +01:00
Timm Bäder
4744bb9099
gl renderer: stop copying current color around
...
Just use a pointer now.
2020-01-07 17:27:15 +01:00
Timm Bäder
91522dda63
gl renderer: remove a memory leak
2020-01-07 17:27:15 +01:00
Timm Bäder
f85448ffbf
gl renderer: Split blurring a node into its own function
2020-01-07 17:27:15 +01:00
Timm Bäder
d3852ca33a
gl renderer: Remove some unused uniforms
2020-01-07 17:27:15 +01:00
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
56b456ff21
gl renderer: Remove unused uniform from inset shadow shader
2019-12-03 08:40:35 +01:00
Timm Bäder
b91913d10d
opbuffer: Remove unused op member
2019-12-03 08:40:35 +01:00
Timm Bäder
1854f3f49c
gl renderer: Cache current scale in RenderOpBuilder
...
We call ops_get_scale a lot, so this should be better. It will also make
a later x/y split for the scaling easier.
2019-12-03 08:40:34 +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
Emmanuele Bassi
def700739d
Use a single compilation symbol
...
We use a compilation symbol in our build to allow the inclusion of
specific headers while building GTK, to avoid the need to include only
the global header.
Each namespace has its own compilation symbol because we used to have
different libraries, and strict symbol visibility between libraries;
now that we have a single library, and we can use private symbols across
namespaces while building GTK, we should have a single compilation
symbol, and simplify the build rules.
2019-11-27 13:33:43 +00:00
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
1c2661ed12
gl renderer: Fix repeat node shader once again
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
...
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
Timm Bäder
ecc40cf115
rendernodeparser: Only report a GError* if we have one
2019-11-19 09:37:26 +01:00
Timm Bäder
3d7817154c
rendernodeparser: Handle resolving NULL urls
2019-11-19 09:37:03 +01:00
Matthias Clasen
8ccf2a722a
gsk: Stop using deprecated pango api
...
Shape engines are not used anymore.
2019-11-01 13:01:54 -04:00
Matthias Clasen
d4c97ea2b4
gl: Use the fallback debug flag
...
This debug flag was unused; use it to enable
fallback highlighting at runtime.
2019-10-30 22:31:47 -04:00
Matthias Clasen
5b508ea94a
Revert "gl: Speed up icon cache lookups"
...
This reverts commit dd5ee87b5b
.
2019-10-22 07:16:41 -04:00
Matthias Clasen
472d8eebbe
gl: Avoid pointless iteration
2019-10-22 07:16:41 -04:00
Matthias Clasen
dd316c8051
gl: Add some comments
2019-10-22 07:16:41 -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
aeabe3c40e
gl: Add debug spew to texture atlas
2019-10-17 07:59:34 -05:00
Matthias Clasen
222b6c2b58
glyph cache: Go back to memcmp
...
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
5ab5ff7677
Cosmetics
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
d777300d4e
Fix a crash with glyph caching
...
We need to treat atlas-less cached glyphs like
atlases, when it comes to invalidating text node
render data.
2019-10-15 22:52:28 -04:00
Matthias Clasen
173bb2e1e8
gsk: Fix uninitialized memory
...
This was causing crashes in some circumstances.
2019-10-15 20:54:24 -04:00
Matthias Clasen
dd5ee87b5b
gl: Speed up icon cache lookups
...
Use gdk_texture_set_render_data to avoid
hash table lookups when we can.
2019-10-15 19:44:26 -04:00
Matthias Clasen
e34d1b8a26
gl: Slightly rework the icon cache api
...
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
...
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
...
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
...
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
...
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
e46a7ca706
shadow cache: Remove outdated comments
...
No comments are better than outdated comments.
2019-10-12 17:06:39 -04:00
Matthias Clasen
e9ba7eda47
gl: Increate the cache check frequency
...
Otherwise, we spread the cache over more atlases
than necessary, increasing the amount of texture
changes in each frame.
2019-10-12 12:37:11 -04:00
Matthias Clasen
88649b6aae
gl: Interleave cache aging
...
Every few frames, we do extra work for the
cache aging. Arrange for the glyph and icon
caches to not cause extra work on the same
frame, to smooth things out.
2019-10-12 12:37:11 -04:00
Matthias Clasen
60d63bbada
gl: Improve debug spew for caches
...
Dump similar information for both caches,
and correct the unused percentage for
the atlases.
2019-10-12 12:37:11 -04:00
Matthias Clasen
123cbd42bb
gl: Make icon cache work like glyph cache
...
Replace timestamp tracking with an accessed bit
here too, to keep the glyph and icon cache code
similar.
2019-10-12 11:46:10 -04:00
Matthias Clasen
977ac2b31f
gl: Do less work on glyph caching
...
There is no need for us to be very precise about
aging the glyph entries. It is enough to check
occasionally and mark old entries. This reduces
the overhead of work we do every frame on the
caches, at the cost of letting glyphs linger
a bit longer in the cache.
2019-10-12 11:35:46 -04:00
Timm Bäder
bcdc3b706c
iconcache: Fix icon padding
2019-10-12 09:17:24 +02:00
Matthias Clasen
61db797f29
gl: Simplify glyph cache lookup
...
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
0a876f11a0
gl: Don't use memcmp for comparing cache keys
...
Some innocent change made us use a stack-allocated
key, and things broke. Lets go back to comparing
cache keys field by field.
2019-10-12 01:00:08 -04:00
Matthias Clasen
1c17316f9c
gl: Handle row stride for icon cache upload
...
Same as the previous commit: Downloading a texture
may in theory give us data with a stride, so handle
that.
2019-10-11 21:17:30 -04:00
Matthias Clasen
646c5f369f
gl: Handle row stride for glyph cache upload
...
In theory, we can have data with a stride here,
so set the necessary parameters to tell GL about
it.
2019-10-11 21:16:40 -04:00
Matthias Clasen
8839e10d44
gl: Do less work to maintain caches
...
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
Matthias Clasen
9b61bfb3c8
gl: Speed up icon caching
...
Avoid expensive padding, and just upload the
image in several slices.
2019-10-11 19:36:26 -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
...
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
...
Reduce the cost of lookups by storing
the hash value directly.
2019-10-11 16:15:15 -04:00
Matthias Clasen
8937cd992d
gl: Shrink CachedGlyph structs slightly
...
Plug a hole in this struct.
2019-10-11 16:15:14 -04:00
Matthias Clasen
e296c6a356
gsk: Store color bit info in text nodes
...
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
0b999c73d1
gl renderer: Fix glsl rounded rect shrinking
...
Previous code would add rounded corners to a rect with all 0 corners
when growing.
2019-10-11 10:15:58 +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
...
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
b29feb193e
gl: use memcmp to compare glyph cache keys
...
We can just use memcmp here because even in the use of lookup keys with
C99 initializers, we can rely on any space between fields added by the
compiler to be zeroed. So we might as well use wider memory cmopares.
2019-10-09 14:47:23 -07:00
Christian Hergert
e32c992886
gl: avoid copying GskGLCachedGlyph in lookup
...
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
...
The NULL check is a more inclusive check than each of the individual
op->op checks.
2019-10-09 11:51:32 -07:00
Timm Bäder
329f7c1c40
gl renderer: Remove rounded rect intersection code
...
Caused correctness issues.
Fixes #1917
2019-10-09 16:57:22 +02:00
Timm Bäder
e838ea3bc8
gl renderer: Fix scaled fallback node drawing
2019-10-09 16:57:22 +02:00
Christian Hergert
47ef5af778
gl: remove stray +
2019-10-08 10:58:29 -07:00
Christian Hergert
76ea157f17
rendernode: remove unused macros
2019-10-08 10:57:45 -07:00
Georges Basile Stavracas Neto
a2b49322fb
vulkan/renderpass: Use GENERAL for initial layout
...
UNDEFINED initial layouts may not preserve the contents
of the attachment after transitioning the layout. We want
them to be preserved because we do partial rendering.
Use GENERAL as the initial layout for render passes.
2019-10-05 12:13:22 -03:00
Georges Basile Stavracas Neto
0b2006b74f
vulkan/image: Set HOST and TRANSFER bits for before barriers
...
Multiple images in the before barrier array are defined with
VK_ACCESS_TRANSFER_WRITE_BIT and VK_ACCESS_TRANSFER_READ_BIT,
which requires passing VK_PIPELINE_STAGE_TRANSFER_BIT and
VK_PIPELINE_STAGE_HOST_BIT to vkCmdPipelineBarrier().
Pass these flags correctly.
2019-10-05 12:13:22 -03:00
Timm Bäder
e05b87c8d0
gl renderer: Fix rounded rect intersection
2019-09-25 17:51:52 +02:00
Timm Bäder
c9241e83dd
gl renderer: Remove unused matrix
2019-09-09 17:36:25 +02:00
Timm Bäder
6c90d3a1b6
gsktransform: Fix documentation comment
...
There is no @m.
2019-09-09 17:36:23 +02:00
Rico Tzschichholz
5504c62af9
gsk: Add missing 'transfer full' annotations of instance parameters
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Fixes https://gitlab.gnome.org/GNOME/gtk/issues/2107
2019-08-26 18:05:17 +02:00
Дилян Палаузов
6ded38de2b
Minor typos in the Documentation (a/an)
2019-08-25 12:52:46 +00:00
Timm Bäder
251bf45cf2
iconcache: ref textures
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We can't just assume that the pointer we'se using as a cache key will
stay unique forever. The texture might be freed, and a later allocated
texture might have the same addres now, causing the cache to return
incorrect results.
2019-08-11 09:05:31 +02:00
Timm Bäder
13c0a9e27b
iconcache: Replace broken debugging code
2019-08-11 09:05:31 +02:00
Timm Bäder
2914c360a9
gl renderer: Implement a subset of repeat nodes
2019-08-11 09:05:31 +02:00
Matthias Clasen
660f46fcb1
Merge branch 'glsl-switch' into 'master'
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glsl: don't use switch statements
See merge request GNOME/gtk!1036
2019-08-02 16:59:27 +00:00
Matthias Clasen
b576aef2b1
Revert "gl: Simplify glyph cache rendering"
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This reverts commit 7a3eaad193
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The reason we want to keep using pango here
is that we get hex boxes and similar drawing
features that way.
2019-08-01 00:18:19 -04:00
Elias Aebi
a357995484
glsl: don't use switch statements
2019-07-31 18:48:54 +02:00
Matthias Clasen
d276d2629a
gl: Glyph cache fixes
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Pass the full location to the glyph cache lookup,
and use the same rounding as cairo does. This makes
the output much closer to the cairo renderer.
2019-07-31 00:03:13 -04:00
Matthias Clasen
5dd8801ee5
gl: implement subpixel positioning
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Pass the glyph position into the glyph caching functions,
not just the glyph index. This allows us to cache different
images for different subpixel positions.
2019-07-28 16:42:52 -04:00
Matthias Clasen
5c9643b6eb
vulkan: implement subpixel positioning
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Pass the glyph position into the glyph caching functions,
not just the glyph index. This allows us to cache different
images for different subpixel positions.
2019-07-28 16:42:52 -04:00
Matthias Clasen
7a3eaad193
gl: Simplify glyph cache rendering
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We are currently using a weird mix of pango and cairo,
but there is no need for us to go through a pango
renderer here; we can just use cairo directly.
2019-07-28 09:54:17 -04:00
Timm Bäder
2c38b71ca5
glyph cache: Upload large glyphs in lookup () directly
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Instead of relying on a texture id of 0, which can happen for other
reasons, e.g. when the glyph is being scaled too small.
Fixes part of #2046
2019-07-28 12:00:15 +02:00
Timm Bäder
1c93bef0d5
glyph cache: check glyphs for scaled size
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We can't rely on just the ink_rect, since that might be without the
scaled applied, which is what ends up on the texture.
Fixes #2046
2019-07-28 10:58:10 +02:00
Timm Bäder
58e8dd1c0d
gl renderer: Fix dx/dy handling on hidpi
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Fixes misplaced error squiggles in the node editor.
2019-07-26 16:27:39 +02:00
Timm Bäder
b8bbf7b63b
gl renderer: Rework transform handling
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Fix all the ref counting mishaps. Makes hidpi work again and without
memory leaks.
2019-07-26 15:35:06 +02:00
Matthias Clasen
2803bd93ce
gsk: Fix a crash in gsk_render_node_diff
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The only thing worse than freeing the same
cairo region twice is freeing it three times.
2019-07-21 13:18:58 -07:00
Timm Bäder
731613d70b
gl renderer: Remove leftover modelview matrix
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We use a GskTransform there nowadays.
2019-07-21 12:45:10 +02:00