Commit Graph

809 Commits

Author SHA1 Message Date
Timm Bäder
da431b2a43 glglyphcache: Pass lookup key to g_hash_table_lookup directly 2018-03-04 19:12:04 +01:00
Timm Bäder
d2b5436462 gl: Make blur nodes with radius ∈ ]0; 1[
Otherwise, the radius here ends up being 0 and we don't draw anything at
all.
2018-02-27 14:22:08 +01:00
Timm Bäder
cac3e7705d gsk: Increase blur node bounds by blur radius
Otherwise, the resulting node will be too small and the result looks
clipped.
2018-02-27 14:12:25 +01:00
Benjamin Otte
710c39027b vulkan: Keep track of command buffers
Fixes a rather large memleak.
2018-02-17 08:04:43 +01:00
Timm Bäder
ad776cc57b gl renderer: Increase offscreen texture size
This fixes blurry checkbutton marks in hidpi setups, but breaks button
hover effects. That's another problem.
2018-02-16 18:00:06 +01:00
Timm Bäder
fab9449414 build: install gsk-autocleanup.h 2018-02-06 11:26:47 +01:00
Timm Bäder
0a51f38963 gl renderer: Check the scale factor for every render
This way we pick up changes in the GdkWindow's scale_factor.
2018-02-06 09:19:40 +01:00
Matthias Clasen
4c150d8eb5 The big versioning cleanup
Remove all the old 2.x and 3.x version annotations.
GTK+ 4 is a new start, and from the perspective of a
GTK+ 4 developer all these APIs have been around since
the beginning.
2018-02-06 01:16:32 -05:00
Matthias Clasen
1772cfd4d8 gsk: Add autocleanup definitions
This may be useful for applications using render nodes.
2018-02-06 01:16:32 -05:00
Matthias Clasen
66a3b07183 Don't put gdk types into a gsk header
This is a leftover from when GskTexture was moved
to gdk.
2018-02-05 07:50:17 +01:00
Timm Bäder
5aaf752013 roundedrect: Fix coordinate mixup in contains_point
This together with the optimizations in GtkSnapshot was causing circular
buttons to become squared when partially scrolled out of view.
2018-02-04 14:56:41 +01:00
Timm Bäder
c739db0e29 gl renderer: Use a gl texture in render_texture
Get rid of the manual y flipping and cairo business. This keeps the gl
unit tests working at least.
2018-02-04 13:10:51 +01:00
Benjamin Otte
83a687f891 rendernode: Don't alloca() 8MB
This happens when deserializing testcases and it really confuses
valgrind into thinking we're longjmp()ing.

And deserializing rendernodes is slow anyway, so who cares about a few
more malloc()s.
2018-02-03 16:24:13 +01:00
Timm Bäder
4fa4b8525e gl renderer: Clear resources after render_texture
This makes multiple consecutive render_texture calls on the same
renderer work.
2018-02-03 13:24:55 +01:00
Timm Bäder
6e70079e63 gl renderer: Reset clip when drawing offscreen
Just like we reset the scissor test and the viewport, we also can't use
the current clip anymore in this case.
2018-01-27 12:13:37 +01:00
Timm Bäder
c1882fe44e GskRoundedRect: Fix GSK_ROUNDED_RECT_INIT macro
GskRoundedRect does not have a .rect member, it's 'bounds'. Also,
properly initialize all fields, i.e. all the corners.
2018-01-27 12:11:49 +01:00
Timm Bäder
684624005a gl renderer: Fix hidpi cairo node rendering
We can't just unconditionally create a larger texture here, since the
incoming cairo surface might have a device scale that doesn't fit our
scale_factor. Instead, look up the surface device scale and use that.
2018-01-27 11:06:38 +01:00
Timm Bäder
1fb5d389db gl renderer: Make width/height relation more obvious
In add_offscreen_ops, we use the max_x/min_x values for the texture and
viewport width, and the max_y/min_y for the texture and viewport height.
2018-01-27 11:00:59 +01:00
Timm Bäder
e3557f681c gl renderer: Fix outset shadow outline transform
This fixes hidpi blurred outset shadows
2018-01-23 21:46:31 +01:00
Timm Bäder
8f4e0705dc gl renderer: Fix shadow node child offset
We shouldn't apply the shadow offset when drawing the child offscreen,
instead apply it afterwards when we draw it to the current render
target.
2018-01-19 15:00:22 +01:00
Timm Bäder
41a922928e gl renderer: Render GL textures upside down
These come from an FBO so we need to flip the texture coords on the y
axis, just like we do everywhere else.
2018-01-18 08:21:11 +01:00
Timm Bäder
5e7b3030b9 rendernodeimpl: Fix a crash
We may get a NULL renderer here.
2018-01-17 21:57:20 +01:00
Matthias Clasen
31fcf5b3a7 gsk: Handle GL textures
These textures already have a GL texture in them,
no need to create a new one.
2018-01-17 11:57:25 -05:00
Timm Bäder
4946810960 gl renderer: Render unblurred outset shadows differently
We don't need to draw anything to a texure for those.
2018-01-15 10:56:43 +01:00
Timm Bäder
df35d00a1d gskcairoblur: Don't apply y_scale twice
A version of 29f36fed08 but for the blur
we use in gsk.
2018-01-15 10:56:43 +01:00
Matthias Clasen
2be16f36ed gsk: Add a setter for debug flags
We need to set the global flags, since these are picked
up initially by new renderers.
2018-01-14 17:05:04 -05:00
Matthias Clasen
ba21a7764b gsk: Reorganize env vars
Get rid of GSK_RENDERING_MODE and add the flags to GSK_DEBUG,
following the same pattern we use in gdk now.
2018-01-14 17:05:04 -05:00
Matthias Clasen
c56419818f gsk: make logging per-renderer
Add a setter for per-renderer debug flags, and use
them where possible. Some places don't have easy access
to a renderer, so this is not complete.
Also, use g_message instead of g_print throughout.
2018-01-14 17:05:04 -05:00
Matthias Clasen
782c76c146 gsk: Drop unused debug flags
We are not logging anything for transforms or rendernodes atm.
2018-01-14 17:05:04 -05:00
Matthias Clasen
55585aec73 gsk: Clarify a debug message
We are printing a window type, not a display.
2018-01-14 17:05:04 -05:00
Timm Bäder
b9a05be2da gl renderer: Sprinkle some const around 2018-01-10 08:46:22 +01:00
Timm Bäder
bbf6e81c1f gl renderer: Fix shaders for gles
Remove uniform initializers, add casts to float, etc.
2018-01-08 19:23:06 +01:00
Timm Bäder
cd2a53851b gl: Fix copy&paste error in blur shader 2018-01-08 19:23:06 +01:00
Timm Bäder
f7ba3224b9 gl renderer: Bring back hexbox drawing 2018-01-08 17:44:37 +01:00
Timm Bäder
3176ae7e51 gl renderer: Use alpha uniform in inset shadow shader 2018-01-08 17:44:33 +01:00
Matthias Clasen
3771c95c72 gsk: Move Vulkan sources to a subdirectory
Following what was already done for GL.
2018-01-06 09:36:55 -05:00
Matthias Clasen
550f4bc854 gsk: Fix hexbox drawing for the Vulkan renderer
Just as in the cairo renderer, we can get this back
by using pango_cairo_show_glyph_string for populating
the cache.
2018-01-05 20:30:14 -05:00
Matthias Clasen
2bab983ecf gsk: Fix hexbox drawing for fallback rendering
pango does not currently export api for drawing hex boxes,
but by using pango_cairo_show_glyph_string, we can reuse its
implementation.
2018-01-05 18:55:23 -05:00
Timm Bäder
f729cbb760 gl renderer: Fix text color pre-multiplication 2018-01-04 12:20:27 +01:00
Rico Tzschichholz
543b21430b gsk: Add docs for gsk_texture_node_get_texture 2018-01-03 08:17:23 +01:00
Timm Bäder
fcc8d778b5 gl renderer: Avoid some code duplication 2018-01-02 08:10:06 +01:00
Timm Bäder
d1a08aa2a9 gl driver: Remove some type checks in a hot path 2018-01-02 08:10:06 +01:00
Timm Bäder
0e57d173b3 gl renderer: Remove an unnecessary block 2018-01-02 08:10:06 +01:00
Timm Bäder
f92cca5229 gl renderer: Fix release build 2017-12-29 08:59:47 +01:00
Timm Bäder
86a6131510 build: Rename a variable
Those aren't source headers...
2017-12-29 05:48:43 +01:00
Timm Bäder
6587864824 gl driver: Remove more unused API 2017-12-29 05:48:43 +01:00
Timm Bäder
e0436b3d59 gl renderer: Properly delete all shader programs 2017-12-29 05:48:43 +01:00
Timm Bäder
d2d18f74f8 gl driver: Remove gl-context property
No need for this to be a property.
2017-12-29 05:48:43 +01:00
Timm Bäder
1cbd4d229e gl driver: Remove dead warning code
_get_fbo never returns NULL.
2017-12-29 05:48:43 +01:00
Timm Bäder
c9656e2864 gl driver: Only support one fbo per texture 2017-12-29 05:48:43 +01:00
Timm Bäder
352590cf9f gl driver: Remove vao API
Unused.
2017-12-29 05:48:43 +01:00
Timm Bäder
825608af2a gl renderer: Remove unused parameter 2017-12-29 05:48:43 +01:00
Timm Bäder
4abbf929ad gl renderer: Remove some unused uniforms from shader 2017-12-29 05:48:42 +01:00
Timm Bäder
aeaab5557b gl renderer: Only draw what we have to 2017-12-29 05:48:42 +01:00
Timm Bäder
2bc10fa365 gl renderer: draw all outset shadows
Instead of falling back to cairo for most of them.
2017-12-29 05:48:40 +01:00
Timm Bäder
9f2674077a gl renderer: Properly flip texture in render_texture path
Just do this on the CPU instead.
2017-12-28 16:48:35 +01:00
Timm Bäder
a720a63fa3 gl renderer: Insert render target op in render_texture path 2017-12-28 16:48:35 +01:00
Timm Bäder
7a2d30323e gl renderer: try doing outset box shadows
Still fall back in cases we can't handle that way.
2017-12-21 19:12:33 +01:00
Timm Bäder
d211f42091 gl renderer: Remove unused vertex shader 2017-12-21 19:12:32 +01:00
Timm Bäder
f044b01549 gl renderer: Don't crash if the first op is an opacity one 2017-12-21 19:12:32 +01:00
Timm Bäder
490e15021c gl renderer: Force cross-fade nodes offscreen 2017-12-21 19:12:32 +01:00
Timm Bäder
48be2aed23 gl renderer: Use one function per op type to apply data 2017-12-21 19:12:32 +01:00
Timm Bäder
28499032da gl renderer: Don't leak gl resources 2017-12-21 19:12:32 +01:00
Timm Bäder
ee27b17a12 gl renderer: Fix indentation mishap 2017-12-21 19:12:32 +01:00
Timm Bäder
a83037c440 gl renderer: Implement cross fade nodes 2017-12-21 19:12:32 +01:00
Timm Bäder
bed03aa319 gl renderer: Fix linear gradient shader color calculation
This fixes both the wrong headerbar color and the broken border color in
of the circular button in the widget-factory.
2017-12-21 19:12:32 +01:00
Timm Bäder
eb221ff305 gl renderer: Only take glyph texture alpha into account
This way, we can use the very same coloring program to draw text shadows
of fonts with colored glyphs.
2017-12-21 19:12:32 +01:00
Timm Bäder
075e6ac266 gl renderer: Fix shadow nodes if the child is a container 2017-12-21 19:12:32 +01:00
Timm Bäder
18e7d777a2 gl renderer: Move declarations to the beginning of the block 2017-12-21 19:12:32 +01:00
Timm Bäder
e9be72a73e gl renderer: Fix use of uninitialized values 2017-12-21 19:12:32 +01:00
Timm Bäder
33457b4035 gl renderer: Ensure texture sizes arent 0
We already ceil() the given float texture sizes here, so if they are
valid, the result should definitely be > 0. Textures with size 0 can't
be properly used, especially not as render targets, where they will
trigger an assertion failure later in a glCheckFramebuffer call.
2017-12-21 19:12:32 +01:00
Timm Bäder
49c7cf36e4 gl renderer: Fix inset and outset shadows in hidpi 2017-12-21 19:12:32 +01:00
Timm Bäder
b03f08960b gl renderer: Fix cairo node surface size in hidpi 2017-12-21 19:12:32 +01:00
Timm Bäder
d9e135dcb5 gl renderer: Fix rounded clips in hidpi 2017-12-21 19:12:32 +01:00
Timm Bäder
3411e648b4 gl renderer: Handle borders in hidpi better 2017-12-21 19:12:32 +01:00
Timm Bäder
64400e82b5 gl renderer: Default to 0px clip and border radius
Finally fix the division by 0 in the clip code.
2017-12-21 19:12:32 +01:00
Timm Bäder
703c4cf003 gl renderer: Ignore render ops before we have a valid program 2017-12-21 19:12:32 +01:00
Timm Bäder
2d3e87da46 gl renderer: Try to fix border rendering 2017-12-21 19:12:32 +01:00
Timm Bäder
a59f380d31 gl renderer: Use one function per node-type
So a profiler can actually tell me what's slow and not just point at
_add_render_ops in all cases.
2017-12-21 19:12:32 +01:00
Timm Bäder
ab53ee7377 gl renderer: Don't render opacity nodes offscreen
We already drag a u_alpha uniform around in every shader, so use that
one.
2017-12-21 19:12:32 +01:00
Timm Bäder
fd0b7caa7c gl renderer: Fix shadow shader
We need to take the alpha of the shadow color into account as well.
2017-12-21 19:12:32 +01:00
Timm Bäder
476450b93e gl renderer: Ignore shadow color matrix nodes...
... if the color matrix nodes don't touch the child alpha.
2017-12-21 19:12:32 +01:00
Timm Bäder
98ba28b5d7 gl renderer: Add a helper function
We'll use this for the common case of a color matrix node inside a
shadow node.
2017-12-21 19:12:32 +01:00
Timm Bäder
49785974cf gl renderer: Don't zero initialize render ops GArray 2017-12-21 19:12:32 +01:00
Timm Bäder
7cc868910b gl renderer: Avoid crashing tooltips 2017-12-21 19:12:31 +01:00
Timm Bäder
39a241b763 gl renderer: Sort border sides by color 2017-12-21 19:12:31 +01:00
Timm Bäder
c9af94f6db gl renderer: Keep track of border program state 2017-12-21 19:12:31 +01:00
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
Timm Bäder
6bce14bee2 Rework the GL renderer 2017-12-21 18:25:52 +01:00
Timm Bäder
5fa5008ee9 gl renderer: Remove some unused code 2017-12-21 18:25:52 +01:00
Timm Bäder
fe7db31663 gl driver: Make some members const 2017-12-21 18:25:52 +01:00
Timm Bäder
b488329104 GskRenderer: Remove viewport property 2017-12-21 18:25:52 +01:00
Georges Basile Stavracas Neto
8993a51893 vulkan: Destroy buffer before releasing associate memory
Exact same issue as the previous commit.
2017-12-13 23:14:58 -02:00
Georges Basile Stavracas Neto
147a455171 vulkan: Destroy image before releasing associate memory
VkImage contains a reference to the VkDeviceMemory and, because
the current code frees the VkDeviceMemory before destroying the
VkImage that references it, a warning is triggered by the validation
layers.

This is not critical, since we release both resources at the same
place. But the warning triggered by the validation layers sums up
adding 1 MB per second of extra debug logging, making the debugging
process much more painful.

This commit simply swaps the destruction order, and destroys the
VkImage first, then the now unused VkDeviceMemory.
2017-12-13 22:49:16 -02:00
Benjamin Otte
52b1cd40d1 gsk: Remove gsk_render_node_set_scaling_filters()
This is a leftover from the very early rendernode that we forgot to delete.

This can be seen by the fact that it is settable on an immutable object.
2017-12-03 21:57:21 +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
The inColor wasn't premultiplied, so the resulting colors were wrong
with translucent borders.
2017-12-02 16:21:58 +01:00
Timm Bäder
34e233e1c3 GskVulkanGlyphCache: Remove unused struct member 2017-12-01 07:30:25 +01:00
Alexander Larsson
521b09cc96 broadway: Send diffs of node trees
Reusing pre-created nodes is a lot faster both in terms of
dom modifications and of transfer sizes.
2017-11-30 21:57:42 +01:00
Matthias Clasen
9b582db492 gsk: Quiet a compiler warning
We insist on handling all cases in a switch, nowadays.
2017-11-24 08:51:22 -05:00
Alexander Larsson
820f999f14 broadway: Disable fallback spew by default 2017-11-23 10:48:29 +01:00
Alexander Larsson
12d3cd8f29 broadway: Handle cairo nodes
This means we can directly upload these as textures, rather than
create a new surface and draw it into that. We still have to upload,
but there isn't a lot we can do about this as for these nodes
we generally redraw everything each time.
2017-11-23 10:48:29 +01:00
Alexander Larsson
4d1eca0d57 broadway: Handle texture gsd nodes 2017-11-23 10:48:29 +01:00
Alexander Larsson
b74959a605 broadway: Add clip node 2017-11-23 10:48:29 +01:00
Alexander Larsson
7a180f554d broadway: Don't log cache hits 2017-11-23 10:48:29 +01:00
Alexander Larsson
0d4a26f148 broadway: Cache color translated textures
These happen a lot due to the recolored symbolics
2017-11-23 10:48:29 +01:00
Alexander Larsson
9e5a22bbe5 broadway: Add opacity node 2017-11-23 10:48:29 +01:00
Alexander Larsson
9b1f6acc2b broadway: Add shadow node 2017-11-23 10:48:29 +01:00
Alexander Larsson
cbbbf49043 broadway: Add node cache for text 2017-11-23 10:48:29 +01:00
Alexander Larsson
278370c8e5 broadway: Add linear gradient node 2017-11-23 10:48:29 +01:00
Alexander Larsson
f7ff6dbb66 broadway: Add RoundedClip node 2017-11-23 10:48:29 +01:00
Alexander Larsson
0083c084e4 broadway: Add inset shadow 2017-11-23 10:48:29 +01:00
Alexander Larsson
35ceb8e626 broadway: Add outset shadow node 2017-11-23 10:48:29 +01:00
Alexander Larsson
cf03229a99 broadway: Add border node 2017-11-23 10:48:29 +01:00
Alexander Larsson
0b38ab339e broadway: Add color nodes 2017-11-23 10:48:29 +01:00
Alexander Larsson
f7d8ee041b broadway: Initial version of using actual render nodes 2017-11-23 10:48:29 +01:00
Alexander Larsson
23845a57a9 broadway: Add GskBroadwayRenderer
This is a custom renderer for broadway windows, although at the
moment it doesn't really do anything other than the old cairo
fallbacks.
2017-11-23 10:46:47 +01:00
Emmanuele Bassi
481b5d1b89 Partially revert GskTexture → GdkTexture rename
Excessive use of sed when moving GskTexture to GDK; the GskTextureNode
should still live under the GSK namespace.
2017-11-04 15:06:00 +00:00
Benjamin Otte
bd287ba3cf renderer: Assert having been unrealized in dispose
We cannot unrealize a renderer in the dispose function, because that
would cause this chain to happen:
  gsk_gl_renderer_dispose
  gsk_renderer_dispose
  gsk_renderer_unrealize
  gsk_gl_renderer_unrealize
So we would call into thje GL renderers unrealize when it has already
(partially) disposed itself and ause accesses to dead variables.
2017-11-04 15:22:25 +01:00
Benjamin Otte
ca3c23662c GskTexture => GdkTexture
We want this thing to replace GdkPixbuf, so it has to live in GDK.
2017-11-04 00:07:13 +01:00
Benjamin Otte
6b3d979196 gskgl: Deal with being rerealized 2017-11-01 15:48:00 +01:00
Matthias Clasen
ca7c148687 gsk: Apply scale factor for fallback rendering
This fixes blurry text and icons whenever we apply shadows
in a hidpi window. Shadow nodes are the last ones that we
still use fallback for, and this was causing us to render
the text blurry.
2017-10-28 14:38:49 -04:00
Matthias Clasen
439e1054c4 Triival cleanup
No need to go to the window, we store a copy of the scale factor
in the render pass object.
2017-10-28 14:38:21 -04:00
Matthias Clasen
a0bbd14325 gsk: Scale glyphs in the glyph cache
Pass a scale factor when caching glyphs or looking them
up in the cache. The glyphs in the cache are rendered
with subpixel precision determined by the scale. Update
all callers to pass a scale factor according to the window
scale. This lets us render crisp glyphs on hidpi systems.
2017-10-28 13:13:31 -04:00
Matthias Clasen
dc0570cc17 gsk: Drop the GskRenderer::scale-factor property
This is can always be obtained from the window that is already
associated with the renderer, no need to maintain a separate
property for it.
2017-10-28 11:49:39 -04:00
Matthias Clasen
ea91ab1d99 gsk: Make text nodes more compact
The copy of the PangoGlyphString we do here was showing up
in some profiles. To avoid it, allocate the PangoGlyphInfo array
as part of the node itself. Update all callers to deal with
the slight api change required for this.
2017-10-27 17:13:40 -04:00
Benjamin Otte
e1572e003a vulkan: No need to redefine gl_PerVertex
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
Emmanuele Bassi
dd4c800542 Remove unnecessary const
We return a scalar value, so we don't need it to be constant.

https://bugzilla.gnome.org/show_bug.cgi?id=789351
2017-10-23 15:23:09 +01:00
Matthias Clasen
9e78fbaac4 Fix compiler warnings
I overlooked these when I recently did the render node api changes.
2017-10-21 15:17:36 +02:00
Matthias Clasen
e474e9e274 Remove some outdated information
Render nodes don't have transformations, currently.
Only transform nodes do.
2017-10-20 13:54:01 +02:00
Matthias Clasen
b76c5abb57 Tweak transform node apis
Rename the getter to follow the peek naming scheme.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
04f6b26205 gsk: Tweak text node apis
Rename getters to follow the peek naming pattern.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
243bd4f0c8 gsk: Tweak cairo node apis
Rename the surface getter to peek, following other render
node getters, and make the surface-based constructor private,
since it is not something we want to encourage.

Update all callers.
2017-10-20 13:54:01 +02:00
Matthias Clasen
eee89587c3 Make render node getter public
Keeping these private does not really buy us anything.
2017-10-20 13:54:01 +02:00
Matthias Clasen
b564dd853c Avoid super-luminous pixels
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
Timm Bäder
af734c4007 rendernode: Don't leak mem_surface 2017-10-10 09:49:35 +02:00
Matthias Clasen
76aa237cce Fix blendmode shader
My reading of the spec formulas was imperfect.
2017-10-08 21:12:22 -04:00
Matthias Clasen
090ec2e56f Revise coordinate handling for blend nodes
This is the same change that was applied to cross-fade
nodes.
2017-10-08 20:06:33 -04:00
Matthias Clasen
5280a2c874 Revise the coordinate handling one more time
This makes the new reftests pass and hopefully does not
break other things.
2017-10-08 19:21:52 -04:00
Matthias Clasen
9a9aec05c0 vulkan: Fix cross-fade node coordinates
This is the same fix as was just committed for blendmode nodes.
2017-10-08 11:31:55 -04:00
Matthias Clasen
4d7b8f5a66 vulkan: Fix blendmode coordinate handling
We were node handling coordinates correctly when dealing
with differently sized child nodes in a blendmode node.
This was showing up in the gtk4-demo css blendmode example,
for blendmodes other than normal.
2017-10-08 09:02:35 -04:00
Matthias Clasen
fe6e80fdde vulkan: Fix repeat node coordinates
We were not treating non-trivial child bounds right at all.
This was visible in the css blendmode cmyk example in gtk4-demo,
for the normal blendmode.
2017-10-08 09:02:35 -04:00
Umang Jain
a933c7c4bd gsk: Move gsk_cairo_node_new_for_surface into public API
https://bugzilla.gnome.org/show_bug.cgi?id=788534
2017-10-08 18:22:34 +05:30
Umang Jain
74f8fc80d3 gsk: Fix serialization of cairo node
https://bugzilla.gnome.org/show_bug.cgi?id=788534
2017-10-08 18:22:34 +05:30
Matthias Clasen
b9b03cf570 gskrenderer: Make the window property not construct
We never set this, since it is assigned as a side-effect
of realizing the renderer. Make this a plain readonly property.
2017-10-06 19:29:42 -04:00
Benjamin Otte
43c212ac28 build: Enable -Wswitch-enum and -Wswitch-default
This patch makes that work using 1 of 2 options:

1. Add all missing enums to the switch statement
  or
2. Cast the switch argument to a uint to avoid having to do that (mostly
   for GdkEventType).

I even found a bug while doing that: clearing a GtkImage with a surface
did not notify thae surface property.

The reason for enabling this flag even though it is tedious at times is
that it is very useful when adding values to an enum, because it makes
GTK immediately warn about all the switch statements where this enum is
relevant.
And I expect changes to enums to be frequent during the GTK4 development
cycle.
2017-10-06 21:23:39 +02:00
Benjamin Otte
c1e9869329 build: Don't turn off critical warnings
-Wint-conversion is important because it checks casts from ints to
pointers.

-Wdiscarded-qualifiers is important to catch cases where we don't
strings when we should.
2017-10-06 16:03:08 +02:00
Matthias Clasen
3aaea0ef40 Clip intermediate textures
In some cases, we were creating gigantic intermediate textures
only to clip out a small section afterwards (e.g. in the listbox
example in gtk4-demo). This is wasteful if we apply effects on
the texture, such as blur or color-matrix. So, clip the dimensions
of the intermediate texture with the current clip. To make this
feasible, we move the texture coordinate computation out of the
pipeline setup functions into the node_as_texture function where
this clipping happens.

One extra complication we encounter is that the node might get
clipped away completely. Since Vulkan does not allow to create
empty images, we bail out in this case and not draw anything.

With these changes, the listbox example in gtk4-demo goes from
32M pixels of intermediate texture to 320000.
2017-10-01 19:22:04 -04:00
Matthias Clasen
4e33be124d Add a forgotten rename
When I renamed blend to texture, I overlooked that the color
text pipeline also uses this shader. Fix it.
2017-09-30 17:58:23 -04:00
Matthias Clasen
50bea37320 Reshuffle things a little bit
Instead of having a function with lots of arguments in
GskVulkanRender that we call from GskVulkanRenderPass which
then just calls back into GskVulkanRenderPass, just create
the new render pass object locally, and an api to add it
to the list that GskVulkanRender keeps. This makes it
a lot easier to preserve all the relevant parameters from
the parent render pass.
2017-09-30 17:58:23 -04:00
Matthias Clasen
983e0b7956 Small simplification
Just keep the viewport as a graphene_rect_t, we don't need
to use the Vulkan type here.
2017-09-30 17:58:23 -04:00
Matthias Clasen
4c29102753 vulkan: Add a counter for intermediate textures
Count how many pixels of intermediate textures we create.
If we can count it, we can optimize it.
2017-09-30 17:58:23 -04:00
Matthias Clasen
3a37440be6 Cosmetics
Factor out a helper function.
2017-09-30 17:58:23 -04:00
Matthias Clasen
52afccb6a3 Fix a doc comment
It was missing a return.
2017-09-30 17:58:23 -04:00
Matthias Clasen
836e18cc96 Support repeat nodes in vulkan
We can use the texture pipeline for this, with a repeating sampler.
2017-09-29 23:08:14 -04:00
Matthias Clasen
31d8fe3a6a vulkan: Add a repeating sampler
None of the render ops use it, yet.
2017-09-29 23:08:14 -04:00
Matthias Clasen
e382f956f3 vulkan: Move sampler creation down
This is in preparation of allowing multiple samplers.
2017-09-29 23:08:14 -04:00
Matthias Clasen
5577fde990 vulkan: Rename blend pipeline to texture
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
538e7c7982 vulkan: Allow to control scaling in the blend pipeline
Pass in a second rect that defines the size of the texture.
Update the sole caller to pass in the same rect, for unchanged
behavior.
2017-09-29 22:12:25 -04:00
Matthias Clasen
e91051a562 vulkan: Fix setup for dependent render passes
We were not correctly preserving the modelview transform.
2017-09-29 15:58:16 -04:00
Matthias Clasen
9e2e6c1115 gsk: Fix a typo
Repeating linear gradient nodes share most of the implementation
with linear gradient nodes, but they shouldn't share the class name.
2017-09-28 21:06:52 -04:00
Matthias Clasen
e45ab76664 gsk: remove gsk_blend_node_get_blend_mode from public api
We don't have any other such getters in the public api at
this point, so leave this one out as well.
2017-09-28 19:39:16 -04:00
Matthias Clasen
535529ca98 vulkan: Measure gpu time
Since this value is only meaningful if we wait for the rendering
to end, we only keep this timer if GSK_RENDERING_MODE=sync is
enabled.
2017-09-28 10:29:16 -04:00
Matthias Clasen
72d043d51f gsk: Change the profiler setup
Move away from the idea of intra-frame sampling, since we only
push samples once per frame, anyway. Instead, make the profiler
keep a rolling average of the last n frames.
2017-09-28 10:26:01 -04:00
Matthias Clasen
767966933d gsk: Redo the sampling in the profiler
Reset the min/max/average counters before calculating,
and only print the values if we have samples. In addition,
print the number of samples.
2017-09-28 10:25:49 -04:00
Matthias Clasen
4d8e7d71ca gsk: Add a profile counter for vulkan render passes
This is interesting now that we have multiple render passes.
2017-09-28 08:39:22 -04:00
Matthias Clasen
d61a715909 vulkan: Implement multiple render passes
Whenever we need a node as a texture, we now start a new render
pass that renders the node into a new intermediate texture, and
set up a semaphore to make the current render pass wait for it.

As part of this reorganization, much of the setup and drawing
code moved from gskvulkanrender.c to gskvulkanrenderpass.c.
2017-09-28 08:39:22 -04:00
Matthias Clasen
cbf897ab22 Add an api to get the vertex data for a render pass 2017-09-28 08:39:22 -04:00
Matthias Clasen
85e4e0672a Add semaphores to the command buffer submit api
Allow to pass in semaphores to wait for before executing
and to signal after executing the command buffer. This
just exposes the capabilities of the underlying Vulkan
api. Update all callers to pass no semaphores, for now.

We will use this in the future.
2017-09-28 08:39:22 -04:00
Matthias Clasen
ff188f6bf0 Add an api to create intermediate textures
The new function creates a vulkan image that is suitable for
use as a framebuffer to render to and as a texture to read from.
2017-09-28 08:39:22 -04:00
Matthias Clasen
485470511f vulkan: Update the outset-shadow fragment shaders
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
145e4fde92 gsk: Fix Vulkan validation errors for image upload
I've finally figured out the right combination of src and dest
stage and access flags to make all validation warnings go away.
This commit only fixes the direct upload code.
2017-09-26 18:18:31 -04:00
Matthias Clasen
ae2c645a2a gsk: report fallback pixels as a profile counter
This makes the value show up in the inspector without
any extra work. We report the number per-frame, since
that makes the most sense.
2017-09-25 21:02:21 -04:00
Matthias Clasen
cfbd6b4b99 gsk: Add a way to reset profiler counters
It is often useful to count things per-frame, and reset
the counter afterwards.
2017-09-25 20:58:10 -04:00
Matthias Clasen
b1e98d106d vulkan: add a frame counter to the profiler
This is just to match the gl renderer and to learn how
counters work.
2017-09-25 18:37:22 -04:00
Matthias Clasen
816b47d70d gsk: Make profiler counters more useful
Make it possible to have counters that get incremented
by values other than 1.
2017-09-25 17:03:06 -04:00
Matthias Clasen
4970404d33 gsk: count fallback pixels
Always helps to have some measure of progress.
2017-09-25 09:28:18 -04:00
Rico Tzschichholz
d09f695172 gsk: Some g-i annotation fixes 2017-09-25 11:15:14 +02:00
Matthias Clasen
f6626a9e0e gsk: Documentation additions
Document newly added apis, and ensure that all public apis
are listed in the docs.
2017-09-24 22:26:39 -04:00
Matthias Clasen
b5ac277654 Plug a memory leak
A function with ensure in the name would better check if the
thing it is supposed to ensure already exists.
2017-09-24 21:48:07 -04:00
Matthias Clasen
4a5ac93762 gsk: Fix a prefix mishap
There shouldn't be any gst_ functions in here...
2017-09-23 13:15:30 -04:00
Matthias Clasen
a7f077a3a9 Cosmetics
Go back to a single GskVulkanOpRender that can
handle 0, 1 or 2 sources.
2017-09-23 09:47:05 -04:00
Matthias Clasen
3c98b90fc6 vulkan: Implement nonseparable blendmodes
This is a directly-from-the-spec, unoptimized implementation.
2017-09-23 09:16:58 -04:00
Matthias Clasen
d61f6ff393 vulkan: Implement blend modes
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
b192120f39 vulkan: fix a clip handling problem
We were looking at uninitialized memory here, instead
of the type of the source clip, as we should.

This showed up as mispositioned clip in the first frame
of a crossfade stack transition, and also as overdraw in
sliding stack transitions.
2017-09-22 22:16:10 -04:00
Matthias Clasen
a75d995bd4 vulkan: Implement crossfade
This is the first shader using two textures. It almost works.
2017-09-22 22:16:10 -04:00
Matthias Clasen
8ad0539cf7 vulkan: Drop GskVulkanPipelineLayout
We already move the descriptor set layout out of it,
so we can just as well keep the pipeline layouts in
the render object as well, and get rid of this extra
object. Update all callers.
2017-09-22 22:16:09 -04:00
Matthias Clasen
9b0ee4ac99 Allow different pipeline layouts
These are differentiated by the number of textures; currently
we have shaders with 0 and 1 textures.
2017-09-22 22:16:09 -04:00
Matthias Clasen
5ff6481310 Add a getter to the pipeline layout directly from the pipeline
This is a step towards allowing multiple pipeline layouts.
2017-09-22 22:16:09 -04:00
Matthias Clasen
4c7a51f88a vulkan: Move descriptor set layout to the render object
We want to maintain a single descriptor set layout while introducing
multiple pipeline layouts, so split this off.
2017-09-22 22:16:09 -04:00
Matthias Clasen
e97a78840f gsk: vulkan: Drop an unused api
We don't use the upload-single-region api anymore.
No need to keep it around.
2017-09-21 13:47:17 -04:00
Matthias Clasen
dbc0caf27d vulkan: Batch uploads from the glyph cache
This uses the new api that was introduced in the previous
commit.
2017-09-21 13:45:01 -04:00
Matthias Clasen
64322a2c41 vulkan: Add an api to update multiple image regions
Instead of doing multiple copy commands with a tiny buffer
for each glyph, we can just batch them all together. This
also avoids the issue of creating multiple barriers for the
same image.
2017-09-21 13:42:57 -04:00
Matthias Clasen
9a1460218c vulkan: Quiet another validation warning
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
8e26864778 vulkan: Quiet another validation error 2017-09-20 23:46:16 -04:00
Matthias Clasen
75bf6db5e0 Cosmetic change 2017-09-20 23:26:15 -04:00
Matthias Clasen
ce06c4b840 gsk: Make repeat nodes deserializable
This was just a simple oversight.
2017-09-20 23:26:15 -04:00
Matthias Clasen
b18ab9761a gsk: Fix serialization of text nodes 2017-09-20 23:26:15 -04:00
Matthias Clasen
b5eeb98374 Add simple aging for the glyph cache
This should prevent the cache from growing out of bounds.
2017-09-20 23:26:14 -04:00
Lionel Landwerlin
7d7f8e5f8e gsk vulkan: Use new api in the glyph cache
Use the newly introduced gsk_vulkan_image_new_for_atlas.
2017-09-20 23:26:14 -04:00