Commit Graph

522 Commits

Author SHA1 Message Date
Timm Bäder
f978bf057f gl renderer: Avoid using a new modelview for shadow nodes
We can just move the vertex data directly.
2017-12-21 19:12:31 +01:00
Timm Bäder
7ad8f211c6 gl renderer: Default to GL_LINEAR scaling filters 2017-12-21 19:12:31 +01:00
Timm Bäder
5cdd46e38e gl renderer: Remove superfluous modelview matrix changes 2017-12-21 19:12:31 +01:00
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