gtk2/gsk/gskglrenderer.c
Emmanuele Bassi 03ab560fae gsk: Rename uniforms and attributes in shaders
Use appropriate names, and annotate the names with the types — 'u' for
uniforms, 'a' for attributes. The common preambles for shaders are split
from the bodies, so we need some way to distinguish the uniforms and the
attributes just from their name.
2016-10-18 11:49:09 +01:00

811 lines
24 KiB
C

#include "config.h"
#include "gskglrendererprivate.h"
#include "gskdebugprivate.h"
#include "gskenums.h"
#include "gskgldriverprivate.h"
#include "gskglprofilerprivate.h"
#include "gskrendererprivate.h"
#include "gskrendernodeprivate.h"
#include "gskrendernodeiter.h"
#include "gskshaderbuilderprivate.h"
#include "gskprivate.h"
#include <epoxy/gl.h>
#define SHADER_VERSION_GLES 110
#define SHADER_VERSION_GL_LEGACY 120
#define SHADER_VERSION_GL3 150
typedef struct {
int render_target_id;
int vao_id;
int buffer_id;
int texture_id;
int program_id;
int mvp_location;
int source_location;
int mask_location;
int uv_location;
int position_location;
int alpha_location;
int blendMode_location;
} RenderData;
typedef struct {
/* Back pointer to the node, only meant for comparison */
GskRenderNode *node;
graphene_point3d_t min;
graphene_point3d_t max;
graphene_size_t size;
graphene_matrix_t mvp;
gboolean opaque : 1;
float opacity;
float z;
const char *name;
GskBlendMode blend_mode;
RenderData render_data;
RenderData *parent_data;
} RenderItem;
enum {
MVP,
SOURCE,
MASK,
ALPHA,
BLEND_MODE,
N_UNIFORMS
};
enum {
POSITION,
UV,
N_ATTRIBUTES
};
struct _GskGLRenderer
{
GskRenderer parent_instance;
GdkGLContext *context;
graphene_matrix_t mvp;
graphene_frustum_t frustum;
guint frame_buffer;
guint depth_stencil_buffer;
guint texture_id;
GQuark uniforms[N_UNIFORMS];
GQuark attributes[N_ATTRIBUTES];
GskGLDriver *gl_driver;
GskGLProfiler *gl_profiler;
GskShaderBuilder *shader_builder;
int gl_min_filter;
int gl_mag_filter;
int blend_program_id;
int blit_program_id;
GArray *opaque_render_items;
GArray *transparent_render_items;
gboolean has_buffers : 1;
};
struct _GskGLRendererClass
{
GskRendererClass parent_class;
};
G_DEFINE_TYPE (GskGLRenderer, gsk_gl_renderer, GSK_TYPE_RENDERER)
static void
gsk_gl_renderer_dispose (GObject *gobject)
{
GskGLRenderer *self = GSK_GL_RENDERER (gobject);
g_clear_object (&self->context);
G_OBJECT_CLASS (gsk_gl_renderer_parent_class)->dispose (gobject);
}
static void
gsk_gl_renderer_create_buffers (GskGLRenderer *self,
int width,
int height)
{
if (self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Creating buffers\n"));
if (self->texture_id == 0)
{
self->texture_id = gsk_gl_driver_create_texture (self->gl_driver, width, height);
gsk_gl_driver_bind_source_texture (self->gl_driver, self->texture_id);
gsk_gl_driver_init_texture_empty (self->gl_driver, self->texture_id);
}
gsk_gl_driver_create_render_target (self->gl_driver, self->texture_id, TRUE, TRUE);
self->has_buffers = TRUE;
}
static void
gsk_gl_renderer_destroy_buffers (GskGLRenderer *self)
{
if (self->context == NULL)
return;
if (!self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Destroying buffers\n"));
gdk_gl_context_make_current (self->context);
if (self->texture_id != 0)
{
gsk_gl_driver_destroy_texture (self->gl_driver, self->texture_id);
self->texture_id = 0;
}
self->has_buffers = FALSE;
}
static gboolean
gsk_gl_renderer_create_programs (GskGLRenderer *self)
{
GskShaderBuilder *builder;
GError *error = NULL;
gboolean res = FALSE;
builder = gsk_shader_builder_new ();
gsk_shader_builder_set_resource_base_path (builder, "/org/gtk/libgsk/glsl");
self->uniforms[MVP] = gsk_shader_builder_add_uniform (builder, "uMVP");
self->uniforms[SOURCE] = gsk_shader_builder_add_uniform (builder, "uSource");
self->uniforms[MASK] = gsk_shader_builder_add_uniform (builder, "uMask");
self->uniforms[ALPHA] = gsk_shader_builder_add_uniform (builder, "uAlpha");
self->uniforms[BLEND_MODE] = gsk_shader_builder_add_uniform (builder, "uBlendMode");
self->attributes[POSITION] = gsk_shader_builder_add_attribute (builder, "aPosition");
self->attributes[UV] = gsk_shader_builder_add_attribute (builder, "aUv");
if (gdk_gl_context_get_use_es (self->context))
{
gsk_shader_builder_set_version (builder, SHADER_VERSION_GLES);
gsk_shader_builder_set_vertex_preamble (builder, "es2_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "es2_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_GLES", "1");
}
else if (gdk_gl_context_is_legacy (self->context))
{
gsk_shader_builder_set_version (builder, SHADER_VERSION_GL_LEGACY);
gsk_shader_builder_set_vertex_preamble (builder, "gl_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "gl_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_LEGACY", "1");
}
else
{
gsk_shader_builder_set_version (builder, SHADER_VERSION_GL3);
gsk_shader_builder_set_vertex_preamble (builder, "gl3_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "gl3_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_GL3", "1");
}
#ifdef G_ENABLE_DEBUG
if (GSK_RENDER_MODE_CHECK (SHADERS))
gsk_shader_builder_add_define (builder, "GSK_DEBUG", "1");
#endif
self->blend_program_id =
gsk_shader_builder_create_program (builder, "blend.vs.glsl", "blend.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create 'blend' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
self->blit_program_id =
gsk_shader_builder_create_program (builder, "blit.vs.glsl", "blit.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create 'blit' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
/* Keep a pointer to query for the uniform and attribute locations
* when rendering the scene
*/
self->shader_builder = builder;
res = TRUE;
out:
return res;
}
static void
gsk_gl_renderer_destroy_programs (GskGLRenderer *self)
{
g_clear_object (&self->shader_builder);
}
static gboolean
gsk_gl_renderer_realize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
GError *error = NULL;
/* If we didn't get a GdkGLContext before realization, try creating
* one now, for our exclusive use.
*/
if (self->context == NULL)
{
GdkWindow *window = gsk_renderer_get_window (renderer);
if (window == NULL)
return FALSE;
self->context = gdk_window_create_gl_context (window, &error);
if (error != NULL)
{
g_critical ("Unable to create GL context for renderer: %s",
error->message);
g_error_free (error);
return FALSE;
}
}
gdk_gl_context_realize (self->context, &error);
if (error != NULL)
{
g_critical ("Unable to realize GL renderer: %s", error->message);
g_error_free (error);
return FALSE;
}
gdk_gl_context_make_current (self->context);
g_assert (self->gl_driver == NULL);
self->gl_driver = gsk_gl_driver_new (self->context);
self->gl_profiler = gsk_gl_profiler_new ();
GSK_NOTE (OPENGL, g_print ("Creating buffers and programs\n"));
if (!gsk_gl_renderer_create_programs (self))
return FALSE;
return TRUE;
}
static void
gsk_gl_renderer_unrealize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
/* We don't need to iterate to destroy the associated GL resources,
* as they will be dropped when we finalize the GskGLDriver
*/
g_clear_pointer (&self->opaque_render_items, g_array_unref);
g_clear_pointer (&self->transparent_render_items, g_array_unref);
gsk_gl_renderer_destroy_buffers (self);
gsk_gl_renderer_destroy_programs (self);
g_clear_object (&self->gl_profiler);
g_clear_object (&self->gl_driver);
if (self->context == gdk_gl_context_get_current ())
gdk_gl_context_clear_current ();
}
static void
gsk_gl_renderer_resize_viewport (GskGLRenderer *self,
const graphene_rect_t *viewport)
{
GSK_NOTE (OPENGL, g_print ("glViewport(0, 0, %g, %g)\n",
viewport->size.width,
viewport->size.height));
glViewport (viewport->origin.x, viewport->origin.y,
viewport->size.width, viewport->size.height);
}
static void
gsk_gl_renderer_update_frustum (GskGLRenderer *self,
const graphene_matrix_t *modelview,
const graphene_matrix_t *projection)
{
GSK_NOTE (OPENGL, g_print ("Updating the modelview/projection\n"));
graphene_matrix_multiply (projection, modelview, &self->mvp);
graphene_frustum_init_from_matrix (&self->frustum, &self->mvp);
GSK_NOTE (OPENGL, g_print ("Renderer MVP:\n"));
GSK_NOTE (OPENGL, graphene_matrix_print (&self->mvp));
}
#define N_VERTICES 6
static void
render_item (GskGLRenderer *self,
RenderItem *item)
{
float mvp[16];
gsk_gl_driver_bind_vao (self->gl_driver, item->render_data.vao_id);
glUseProgram (item->render_data.program_id);
/* Use texture unit 0 for the source */
glUniform1i (item->render_data.source_location, 0);
gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_data.texture_id);
if (item->parent_data != NULL)
{
glUniform1i (item->render_data.blendMode_location, item->blend_mode);
/* Use texture unit 1 for the mask */
if (item->parent_data->texture_id != 0)
{
glUniform1i (item->render_data.mask_location, 1);
gsk_gl_driver_bind_mask_texture (self->gl_driver, item->parent_data->texture_id);
}
}
/* Pass the opacity component */
glUniform1f (item->render_data.alpha_location, item->opaque ? 1 : item->opacity);
/* Pass the mvp to the vertex shader */
GSK_NOTE (OPENGL, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->render_data.mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
GSK_NOTE (OPENGL, g_print ("Drawing item <%s>[%p] with opacity: %g\n",
item->name,
item,
item->opaque ? 1 : item->opacity));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
}
static void
get_gl_scaling_filters (GskRenderer *renderer,
int *min_filter_r,
int *mag_filter_r)
{
GskScalingFilter min_filter, mag_filter;
gsk_renderer_get_scaling_filters (renderer, &min_filter, &mag_filter);
switch (min_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*min_filter_r = GL_NEAREST;
break;
case GSK_SCALING_FILTER_LINEAR:
*min_filter_r = GL_LINEAR;
break;
case GSK_SCALING_FILTER_TRILINEAR:
*min_filter_r = GL_LINEAR_MIPMAP_LINEAR;
break;
}
switch (mag_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*mag_filter_r = GL_NEAREST;
break;
/* There's no point in using anything above GL_LINEAR for
* magnification filters
*/
case GSK_SCALING_FILTER_LINEAR:
case GSK_SCALING_FILTER_TRILINEAR:
*mag_filter_r = GL_LINEAR;
break;
}
}
#if 0
static gboolean
check_in_frustum (const graphene_frustum_t *frustum,
RenderItem *item)
{
graphene_box_t aabb;
graphene_box_init (&aabb, &item->min, &item->max);
graphene_matrix_transform_box (&item->mvp, &aabb, &aabb);
return graphene_frustum_intersects_box (frustum, &aabb);
}
#endif
static float
project_item (const graphene_matrix_t *projection,
const graphene_matrix_t *modelview)
{
graphene_vec4_t vec;
graphene_matrix_get_row (modelview, 3, &vec);
graphene_matrix_transform_vec4 (projection, &vec, &vec);
return graphene_vec4_get_z (&vec) / graphene_vec4_get_w (&vec);
}
static void
gsk_gl_renderer_add_render_item (GskGLRenderer *self,
GskRenderNode *node,
RenderItem *parent)
{
graphene_rect_t viewport;
cairo_surface_t *surface;
GskRenderNodeIter iter;
graphene_matrix_t mv, projection;
graphene_rect_t bounds;
GskRenderNode *child;
RenderItem item;
RenderItem *ritem = NULL;
int program_id;
if (gsk_render_node_is_hidden (node))
{
GSK_NOTE (OPENGL, g_print ("Skipping hidden node <%s>[%p]\n",
node->name != NULL ? node->name : "unnamed",
node));
return;
}
memset (&item, 0, sizeof (RenderItem));
gsk_renderer_get_viewport (GSK_RENDERER (self), &viewport);
gsk_render_node_get_bounds (node, &bounds);
item.node = node;
item.name = node->name != NULL ? node->name : "unnamed";
/* The texture size */
item.size = bounds.size;
/* Each render item is an axis-aligned bounding box that we
* transform using the given transformation matrix
*/
item.min.x = bounds.origin.x;
item.min.y = bounds.origin.y;
item.min.z = 0.f;
item.max.x = bounds.origin.x + bounds.size.width;
item.max.y = bounds.origin.y + bounds.size.height;
item.max.z = 0.f;
/* The location of the item, in normalized world coordinates */
gsk_render_node_get_world_matrix (node, &mv);
graphene_matrix_multiply (&mv, &self->mvp, &item.mvp);
item.opaque = gsk_render_node_is_opaque (node);
item.opacity = gsk_render_node_get_opacity (node);
item.blend_mode = gsk_render_node_get_blend_mode (node);
/* Back-pointer to the parent node */
if (parent != NULL)
item.parent_data = &(parent->render_data);
else
item.parent_data = NULL;
/* Select the program to use */
if (parent != NULL)
program_id = self->blend_program_id;
else
program_id = self->blit_program_id;
item.render_data.program_id = program_id;
/* Retrieve all the uniforms and attributes */
item.render_data.source_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[SOURCE]);
item.render_data.mask_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MASK]);
item.render_data.mvp_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MVP]);
item.render_data.alpha_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[ALPHA]);
item.render_data.blendMode_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[BLEND_MODE]);
item.render_data.position_location =
gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[POSITION]);
item.render_data.uv_location =
gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[UV]);
/* Create the vertex buffers holding the geometry of the quad */
{
GskQuadVertex vertex_data[N_VERTICES] = {
{ { item.min.x, item.min.y }, { 0, 0 }, },
{ { item.min.x, item.max.y }, { 0, 1 }, },
{ { item.max.x, item.min.y }, { 1, 0 }, },
{ { item.max.x, item.max.y }, { 1, 1 }, },
{ { item.min.x, item.max.y }, { 0, 1 }, },
{ { item.max.x, item.min.y }, { 1, 0 }, },
};
item.render_data.vao_id =
gsk_gl_driver_create_vao_for_quad (self->gl_driver,
item.render_data.position_location,
item.render_data.uv_location,
sizeof (GskQuadVertex) * N_VERTICES,
vertex_data);
}
gsk_renderer_get_projection (GSK_RENDERER (self), &projection);
item.z = project_item (&projection, &mv);
/* TODO: This should really be an asset atlas, to avoid uploading a ton
* of textures. Ideally we could use a single Cairo surface to get around
* the GL texture limits and reorder the texture data on the CPU side and
* do a single upload; alternatively, we could use a separate FBO and
* render each texture into it
*/
surface = gsk_render_node_get_surface (node);
/* If the node does not have any surface we skip drawing it, but we still
* recurse.
*
* XXX: This needs to be re-done if the opacity is != 0, in which case we
* need to composite the opacity level of the children
*/
if (surface == NULL)
goto recurse_children;
/* Upload the Cairo surface to a GL texture */
item.render_data.texture_id = gsk_gl_driver_create_texture (self->gl_driver,
bounds.size.width,
bounds.size.height);
gsk_gl_driver_bind_source_texture (self->gl_driver, item.render_data.texture_id);
gsk_gl_driver_init_texture_with_surface (self->gl_driver,
item.render_data.texture_id,
surface,
self->gl_min_filter,
self->gl_mag_filter);
GSK_NOTE (OPENGL, g_print ("Adding node <%s>[%p] to render items\n",
node->name != NULL ? node->name : "unnamed",
node));
if (gsk_render_node_is_opaque (node) && gsk_render_node_get_opacity (node) == 1.f)
{
g_array_append_val (self->opaque_render_items, item);
ritem = &g_array_index (self->opaque_render_items,
RenderItem,
self->opaque_render_items->len - 1);
}
else
{
g_array_append_val (self->transparent_render_items, item);
ritem = &g_array_index (self->transparent_render_items,
RenderItem,
self->transparent_render_items->len - 1);
}
recurse_children:
gsk_render_node_iter_init (&iter, node);
while (gsk_render_node_iter_next (&iter, &child))
gsk_gl_renderer_add_render_item (self, child, ritem);
}
static gboolean
gsk_gl_renderer_validate_tree (GskGLRenderer *self,
GskRenderNode *root)
{
int n_nodes;
if (self->context == NULL)
{
GSK_NOTE (OPENGL, g_print ("No valid GL context associated to the renderer"));
return FALSE;
}
n_nodes = gsk_render_node_get_size (root);
gdk_gl_context_make_current (self->context);
self->opaque_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
self->transparent_render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
gsk_gl_driver_begin_frame (self->gl_driver);
GSK_NOTE (OPENGL, g_print ("RenderNode -> RenderItem\n"));
gsk_gl_renderer_add_render_item (self, root, NULL);
GSK_NOTE (OPENGL, g_print ("Total render items: %d of %d (opaque:%d, transparent:%d)\n",
self->opaque_render_items->len + self->transparent_render_items->len,
n_nodes,
self->opaque_render_items->len,
self->transparent_render_items->len));
gsk_gl_driver_end_frame (self->gl_driver);
return TRUE;
}
static void
gsk_gl_renderer_clear_tree (GskGLRenderer *self)
{
int i;
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
for (i = 0; i < self->opaque_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
gsk_gl_driver_destroy_texture (self->gl_driver, item->render_data.texture_id);
gsk_gl_driver_destroy_vao (self->gl_driver, item->render_data.vao_id);
}
for (i = 0; i < self->transparent_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
gsk_gl_driver_destroy_texture (self->gl_driver, item->render_data.texture_id);
gsk_gl_driver_destroy_vao (self->gl_driver, item->render_data.vao_id);
}
g_clear_pointer (&self->opaque_render_items, g_array_unref);
g_clear_pointer (&self->transparent_render_items, g_array_unref);
}
static void
gsk_gl_renderer_clear (GskGLRenderer *self)
{
GSK_NOTE (OPENGL, g_print ("Clearing viewport\n"));
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
static void
gsk_gl_renderer_render (GskRenderer *renderer,
GskRenderNode *root,
GdkDrawingContext *context)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
graphene_matrix_t modelview, projection;
graphene_rect_t viewport;
guint i;
guint64 gpu_time;
if (self->context == NULL)
return;
gdk_gl_context_make_current (self->context);
gsk_renderer_get_viewport (renderer, &viewport);
gsk_gl_driver_begin_frame (self->gl_driver);
gsk_gl_renderer_create_buffers (self, viewport.size.width, viewport.size.height);
gsk_gl_driver_end_frame (self->gl_driver);
gsk_renderer_get_modelview (renderer, &modelview);
gsk_renderer_get_projection (renderer, &projection);
gsk_gl_renderer_update_frustum (self, &modelview, &projection);
get_gl_scaling_filters (GSK_RENDERER (self),
&self->gl_min_filter,
&self->gl_mag_filter);
if (!gsk_gl_renderer_validate_tree (self, root))
goto out;
gsk_gl_driver_begin_frame (self->gl_driver);
gsk_gl_profiler_begin_gpu_region (self->gl_profiler);
/* Ensure that the viewport is up to date */
if (gsk_gl_driver_bind_render_target (self->gl_driver, self->texture_id))
gsk_gl_renderer_resize_viewport (self, &viewport);
gsk_gl_renderer_clear (self);
glDisable (GL_BLEND);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
/* Opaque pass: front-to-back */
GSK_NOTE (OPENGL, g_print ("Rendering %u opaque items\n", self->opaque_render_items->len));
for (i = 0; i < self->opaque_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->opaque_render_items, RenderItem, i);
render_item (self, item);
}
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBlendEquation (GL_FUNC_ADD);
/* Transparent pass: back-to-front */
GSK_NOTE (OPENGL, g_print ("Rendering %u transparent items\n", self->transparent_render_items->len));
for (i = 0; i < self->transparent_render_items->len; i++)
{
RenderItem *item = &g_array_index (self->transparent_render_items, RenderItem, i);
render_item (self, item);
}
/* Draw the output of the GL rendering to the window */
GSK_NOTE (OPENGL, g_print ("Drawing GL content on Cairo surface using a %s\n",
self->texture_id != 0 ? "texture" : "renderbuffer"));
gsk_gl_driver_end_frame (self->gl_driver);
gpu_time = gsk_gl_profiler_end_gpu_region (self->gl_profiler);
GSK_NOTE (OPENGL, g_print ("GPU time: %" G_GUINT64_FORMAT " nsec\n", gpu_time));
out:
gdk_cairo_draw_from_gl (gdk_drawing_context_get_cairo_context (context),
gdk_drawing_context_get_window (context),
self->texture_id,
GL_TEXTURE,
gsk_renderer_get_scale_factor (renderer),
0, 0, viewport.size.width, viewport.size.height);
gdk_gl_context_make_current (self->context);
gsk_gl_renderer_clear_tree (self);
gsk_gl_renderer_destroy_buffers (self);
}
static void
gsk_gl_renderer_class_init (GskGLRendererClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GskRendererClass *renderer_class = GSK_RENDERER_CLASS (klass);
gobject_class->dispose = gsk_gl_renderer_dispose;
renderer_class->realize = gsk_gl_renderer_realize;
renderer_class->unrealize = gsk_gl_renderer_unrealize;
renderer_class->render = gsk_gl_renderer_render;
}
static void
gsk_gl_renderer_init (GskGLRenderer *self)
{
gsk_ensure_resources ();
graphene_matrix_init_identity (&self->mvp);
}