gtk2/gsk/gl/gskglrenderjob.c
Matthias Clasen 26e6d2106b gl: Pass filters down from visit_texture_node
For now, we always pass GL_LINEAR.
2023-02-11 15:09:38 -05:00

4239 lines
162 KiB
C

/* gskglrenderjob.c
*
* Copyright 2017 Timm Bäder <mail@baedert.org>
* Copyright 2018 Matthias Clasen <mclasen@redhat.com>
* Copyright 2018 Alexander Larsson <alexl@redhat.com>
* Copyright 2020 Christian Hergert <chergert@redhat.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#include <gdk/gdkglcontextprivate.h>
#include <gdk/gdkprofilerprivate.h>
#include <gdk/gdkrgbaprivate.h>
#include <gsk/gskrendernodeprivate.h>
#include <gsk/gskglshaderprivate.h>
#include <gdk/gdktextureprivate.h>
#include <gsk/gsktransformprivate.h>
#include <gsk/gskroundedrectprivate.h>
#include <math.h>
#include <string.h>
#include "gskglcommandqueueprivate.h"
#include "gskgldriverprivate.h"
#include "gskglglyphlibraryprivate.h"
#include "gskgliconlibraryprivate.h"
#include "gskglprogramprivate.h"
#include "gskglrenderjobprivate.h"
#include "gskglshadowlibraryprivate.h"
#include "ninesliceprivate.h"
#include "fp16private.h"
#define ORTHO_NEAR_PLANE -10000
#define ORTHO_FAR_PLANE 10000
#define MAX_GRADIENT_STOPS 6
#define SHADOW_EXTRA_SIZE 4
/* Make sure gradient stops fits in packed array_count */
G_STATIC_ASSERT ((MAX_GRADIENT_STOPS * 5) < (1 << GSK_GL_UNIFORM_ARRAY_BITS));
#define rounded_rect_top_left(r) \
(GRAPHENE_RECT_INIT(r->bounds.origin.x, \
r->bounds.origin.y, \
r->corner[0].width, r->corner[0].height))
#define rounded_rect_top_right(r) \
(GRAPHENE_RECT_INIT(r->bounds.origin.x + r->bounds.size.width - r->corner[1].width, \
r->bounds.origin.y, \
r->corner[1].width, r->corner[1].height))
#define rounded_rect_bottom_right(r) \
(GRAPHENE_RECT_INIT(r->bounds.origin.x + r->bounds.size.width - r->corner[2].width, \
r->bounds.origin.y + r->bounds.size.height - r->corner[2].height, \
r->corner[2].width, r->corner[2].height))
#define rounded_rect_bottom_left(r) \
(GRAPHENE_RECT_INIT(r->bounds.origin.x, \
r->bounds.origin.y + r->bounds.size.height - r->corner[2].height, \
r->corner[3].width, r->corner[3].height))
#define rounded_rect_corner0(r) rounded_rect_top_left(r)
#define rounded_rect_corner1(r) rounded_rect_top_right(r)
#define rounded_rect_corner2(r) rounded_rect_bottom_right(r)
#define rounded_rect_corner3(r) rounded_rect_bottom_left(r)
#define rounded_rect_corner(r, i) (rounded_rect_corner##i(r))
#define ALPHA_IS_CLEAR(alpha) ((alpha) < ((float) 0x00ff / (float) 0xffff))
#define RGBA_IS_CLEAR(rgba) ALPHA_IS_CLEAR((rgba)->alpha)
typedef struct _GskGLRenderClip
{
GskRoundedRect rect;
guint is_rectilinear : 1;
guint is_fully_contained : 1;
} GskGLRenderClip;
typedef struct _GskGLRenderModelview
{
GskTransform *transform;
float scale_x;
float scale_y;
float dx;
float dy;
float offset_x_before;
float offset_y_before;
graphene_matrix_t matrix;
} GskGLRenderModelview;
struct _GskGLRenderJob
{
/* The context containing the framebuffer we are drawing to. Generally this
* is the context of the surface but may be a shared context if rendering to
* an offscreen texture such as gsk_gl_renderer_render_texture().
*/
GdkGLContext *context;
/* The driver to be used. This is shared among all the renderers on a given
* GdkDisplay and uses the shared GL context to send commands.
*/
GskGLDriver *driver;
/* The command queue (which is just a faster pointer to the driver's
* command queue.
*/
GskGLCommandQueue *command_queue;
/* The region that we are clipping. Normalized to a single rectangle region. */
cairo_region_t *region;
/* The framebuffer to draw to in the @context GL context. So 0 would be the
* default framebuffer of @context. This is important to note as many other
* operations could be done using objects shared from the command queues
* GL context.
*/
guint framebuffer;
guint default_framebuffer;
/* The viewport we are using. This state is updated as we process render
* nodes in the specific visitor callbacks.
*/
graphene_rect_t viewport;
/* The current projection, updated as we process nodes */
graphene_matrix_t projection;
/* An array of GskGLRenderModelview updated as nodes are processed. The
* current modelview is the last element.
*/
GArray *modelview;
/* An array of GskGLRenderClip updated as nodes are processed. The
* current clip is the last element.
*/
GArray *clip;
/* Our current alpha state as we process nodes */
float alpha;
/* Offset (delta x,y) as we process nodes. Occasionally this is merged into
* a transform that is referenced from child transform nodes.
*/
float offset_x;
float offset_y;
/* The scale we are processing, possibly updated by transforms */
float scale_x;
float scale_y;
/* Cached pointers */
const GskGLRenderClip *current_clip;
const GskGLRenderModelview *current_modelview;
GskGLProgram *current_program;
/* If we should be rendering red zones over fallback nodes */
guint debug_fallback : 1;
/* In some cases we might want to avoid clearing the framebuffer
* because we're going to render over the existing contents.
*/
guint clear_framebuffer : 1;
/* Format we want to use for intermediate textures, determined by
* looking at the format of the framebuffer we are rendering on.
*/
int target_format;
};
typedef struct _GskGLRenderOffscreen
{
/* The bounds to render */
const graphene_rect_t *bounds;
/* Return location for texture coordinates */
struct {
float x;
float y;
float x2;
float y2;
} area;
/* Return location for texture ID */
guint texture_id;
/* Whether to force creating a new texture, even if the
* input already is a texture
*/
guint force_offscreen : 1;
guint reset_clip : 1;
guint do_not_cache : 1;
guint linear_filter : 1;
/* Return location for whether we created a texture */
guint was_offscreen : 1;
} GskGLRenderOffscreen;
static void gsk_gl_render_job_visit_node (GskGLRenderJob *job,
const GskRenderNode *node);
static gboolean gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
const GskRenderNode *node,
GskGLRenderOffscreen *offscreen);
static inline int
get_target_format (GskGLRenderJob *job,
const GskRenderNode *node)
{
if (gsk_render_node_prefers_high_depth (node))
return job->target_format;
return GL_RGBA8;
}
static inline void
init_full_texture_region (GskGLRenderOffscreen *offscreen)
{
offscreen->area.x = 0;
offscreen->area.y = 0;
offscreen->area.x2 = 1;
offscreen->area.y2 = 1;
}
static inline gboolean G_GNUC_PURE
node_is_invisible (const GskRenderNode *node)
{
return node->bounds.size.width == 0.0f ||
node->bounds.size.height == 0.0f;
}
static inline gboolean G_GNUC_PURE
rounded_rect_equal (const GskRoundedRect *r1,
const GskRoundedRect *r2)
{
return memcmp (r1, r2, sizeof (GskRoundedRect)) == 0;
}
static inline void
gsk_rounded_rect_shrink_to_minimum (GskRoundedRect *self)
{
self->bounds.size.width = MAX (self->corner[0].width + self->corner[1].width,
self->corner[3].width + self->corner[2].width);
self->bounds.size.height = MAX (self->corner[0].height + self->corner[3].height,
self->corner[1].height + self->corner[2].height);
}
static inline gboolean G_GNUC_PURE
node_supports_2d_transform (const GskRenderNode *node)
{
switch ((int)gsk_render_node_get_node_type (node))
{
case GSK_COLOR_NODE:
case GSK_OPACITY_NODE:
case GSK_COLOR_MATRIX_NODE:
case GSK_TEXTURE_NODE:
case GSK_CROSS_FADE_NODE:
case GSK_LINEAR_GRADIENT_NODE:
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
case GSK_CONIC_GRADIENT_NODE:
case GSK_RADIAL_GRADIENT_NODE:
case GSK_REPEATING_RADIAL_GRADIENT_NODE:
case GSK_DEBUG_NODE:
case GSK_TEXT_NODE:
case GSK_CAIRO_NODE:
case GSK_BLEND_NODE:
case GSK_BLUR_NODE:
return TRUE;
case GSK_SHADOW_NODE:
return node_supports_2d_transform (gsk_shadow_node_get_child (node));
case GSK_TRANSFORM_NODE:
return node_supports_2d_transform (gsk_transform_node_get_child (node));
case GSK_CONTAINER_NODE:
for (guint i = 0, p = gsk_container_node_get_n_children (node); i < p; i++)
{
if (!node_supports_2d_transform (gsk_container_node_get_child (node, i)))
return FALSE;
}
return TRUE;
default:
return FALSE;
}
}
static inline gboolean G_GNUC_PURE
node_supports_transform (const GskRenderNode *node)
{
/* Some nodes can't handle non-trivial transforms without being
* rendered to a texture (e.g. rotated clips, etc.). Some however work
* just fine, mostly because they already draw their child to a
* texture and just render the texture manipulated in some way, think
* opacity or color matrix.
*/
switch ((int)gsk_render_node_get_node_type (node))
{
case GSK_COLOR_NODE:
case GSK_OPACITY_NODE:
case GSK_COLOR_MATRIX_NODE:
case GSK_TEXTURE_NODE:
case GSK_CROSS_FADE_NODE:
case GSK_DEBUG_NODE:
case GSK_TEXT_NODE:
case GSK_CAIRO_NODE:
case GSK_BLEND_NODE:
case GSK_BLUR_NODE:
return TRUE;
case GSK_SHADOW_NODE:
return node_supports_transform (gsk_shadow_node_get_child (node));
case GSK_TRANSFORM_NODE:
return node_supports_transform (gsk_transform_node_get_child (node));
default:
return FALSE;
}
}
static inline gboolean G_GNUC_PURE
color_matrix_modifies_alpha (const GskRenderNode *node)
{
const graphene_matrix_t *matrix = gsk_color_matrix_node_get_color_matrix (node);
const graphene_vec4_t *offset = gsk_color_matrix_node_get_color_offset (node);
graphene_vec4_t row3;
if (graphene_vec4_get_w (offset) != 0.0f)
return TRUE;
graphene_matrix_get_row (matrix, 3, &row3);
return !graphene_vec4_equal (graphene_vec4_w_axis (), &row3);
}
static inline gboolean G_GNUC_PURE
rect_contains_rect (const graphene_rect_t *r1,
const graphene_rect_t *r2)
{
return r2->origin.x >= r1->origin.x &&
(r2->origin.x + r2->size.width) <= (r1->origin.x + r1->size.width) &&
r2->origin.y >= r1->origin.y &&
(r2->origin.y + r2->size.height) <= (r1->origin.y + r1->size.height);
}
static inline gboolean
rounded_inner_rect_contains_rect (const GskRoundedRect *rounded,
const graphene_rect_t *rect)
{
const graphene_rect_t *rounded_bounds = &rounded->bounds;
graphene_rect_t inner;
float offset_x;
float offset_y;
/* TODO: This is pretty conservative and we could go further,
* more fine-grained checks to avoid offscreen drawing.
*/
offset_x = MAX (rounded->corner[GSK_CORNER_TOP_LEFT].width,
rounded->corner[GSK_CORNER_BOTTOM_LEFT].width);
offset_y = MAX (rounded->corner[GSK_CORNER_TOP_LEFT].height,
rounded->corner[GSK_CORNER_TOP_RIGHT].height);
inner.origin.x = rounded_bounds->origin.x + offset_x;
inner.origin.y = rounded_bounds->origin.y + offset_y;
inner.size.width = rounded_bounds->size.width - offset_x -
MAX (rounded->corner[GSK_CORNER_TOP_RIGHT].width,
rounded->corner[GSK_CORNER_BOTTOM_RIGHT].width);
inner.size.height = rounded_bounds->size.height - offset_y -
MAX (rounded->corner[GSK_CORNER_BOTTOM_LEFT].height,
rounded->corner[GSK_CORNER_BOTTOM_RIGHT].height);
return rect_contains_rect (&inner, rect);
}
static inline gboolean G_GNUC_PURE
rect_intersects (const graphene_rect_t *r1,
const graphene_rect_t *r2)
{
/* Assume both rects are already normalized, as they usually are */
if (r1->origin.x > (r2->origin.x + r2->size.width) ||
(r1->origin.x + r1->size.width) < r2->origin.x)
return FALSE;
else if (r1->origin.y > (r2->origin.y + r2->size.height) ||
(r1->origin.y + r1->size.height) < r2->origin.y)
return FALSE;
else
return TRUE;
}
static inline gboolean
rounded_rect_has_corner (const GskRoundedRect *r,
guint i)
{
return r->corner[i].width > 0 && r->corner[i].height > 0;
}
/* Current clip is NOT rounded but new one is definitely! */
static inline gboolean
intersect_rounded_rectilinear (const graphene_rect_t *non_rounded,
const GskRoundedRect *rounded,
GskRoundedRect *result)
{
gboolean corners[4];
/* Intersects with top left corner? */
corners[0] = rounded_rect_has_corner (rounded, 0) &&
rect_intersects (non_rounded,
&rounded_rect_corner (rounded, 0));
if (corners[0] && !rect_contains_rect (non_rounded,
&rounded_rect_corner (rounded, 0)))
return FALSE;
/* top right ? */
corners[1] = rounded_rect_has_corner (rounded, 1) &&
rect_intersects (non_rounded,
&rounded_rect_corner (rounded, 1));
if (corners[1] && !rect_contains_rect (non_rounded,
&rounded_rect_corner (rounded, 1)))
return FALSE;
/* bottom right ? */
corners[2] = rounded_rect_has_corner (rounded, 2) &&
rect_intersects (non_rounded,
&rounded_rect_corner (rounded, 2));
if (corners[2] && !rect_contains_rect (non_rounded,
&rounded_rect_corner (rounded, 2)))
return FALSE;
/* bottom left ? */
corners[3] = rounded_rect_has_corner (rounded, 3) &&
rect_intersects (non_rounded,
&rounded_rect_corner (rounded, 3));
if (corners[3] && !rect_contains_rect (non_rounded,
&rounded_rect_corner (rounded, 3)))
return FALSE;
/* We do intersect with at least one of the corners, but in such a way that the
* intersection between the two clips can still be represented by a single rounded
* rect in a trivial way. do that.
*/
graphene_rect_intersection (non_rounded, &rounded->bounds, &result->bounds);
for (guint i = 0; i < 4; i++)
{
if (corners[i])
result->corner[i] = rounded->corner[i];
else
result->corner[i].width = result->corner[i].height = 0;
}
return TRUE;
}
static inline void
init_projection_matrix (graphene_matrix_t *projection,
const graphene_rect_t *viewport)
{
graphene_matrix_init_ortho (projection,
viewport->origin.x,
viewport->origin.x + viewport->size.width,
viewport->origin.y,
viewport->origin.y + viewport->size.height,
ORTHO_NEAR_PLANE,
ORTHO_FAR_PLANE);
graphene_matrix_scale (projection, 1, -1, 1);
}
static inline float
gsk_gl_render_job_set_alpha (GskGLRenderJob *job,
float alpha)
{
if (job->alpha != alpha)
{
float ret = job->alpha;
job->alpha = alpha;
job->driver->stamps[UNIFORM_SHARED_ALPHA]++;
return ret;
}
return alpha;
}
static void
extract_matrix_metadata (GskGLRenderModelview *modelview)
{
gsk_transform_to_matrix (modelview->transform, &modelview->matrix);
switch (gsk_transform_get_category (modelview->transform))
{
case GSK_TRANSFORM_CATEGORY_IDENTITY:
modelview->scale_x = 1;
modelview->scale_y = 1;
modelview->dx = 0;
modelview->dy = 0;
break;
case GSK_TRANSFORM_CATEGORY_2D_TRANSLATE:
modelview->scale_x = 1;
modelview->scale_y = 1;
gsk_transform_to_translate (modelview->transform,
&modelview->dx, &modelview->dy);
break;
case GSK_TRANSFORM_CATEGORY_2D_AFFINE:
gsk_transform_to_affine (modelview->transform,
&modelview->scale_x, &modelview->scale_y,
&modelview->dx, &modelview->dy);
break;
case GSK_TRANSFORM_CATEGORY_2D:
{
float xx, xy, yx, yy, dx, dy;
gsk_transform_to_2d (modelview->transform,
&xx, &xy, &yx, &yy, &dx, &dy);
modelview->scale_x = sqrtf (xx * xx + xy * xy);
modelview->scale_y = sqrtf (yx * yx + yy * yy);
}
break;
case GSK_TRANSFORM_CATEGORY_UNKNOWN:
case GSK_TRANSFORM_CATEGORY_ANY:
case GSK_TRANSFORM_CATEGORY_3D:
{
graphene_vec3_t col1;
graphene_vec3_t col2;
/* TODO: 90% sure this is incorrect. But we should never hit this code
* path anyway. */
graphene_vec3_init (&col1,
graphene_matrix_get_value (&modelview->matrix, 0, 0),
graphene_matrix_get_value (&modelview->matrix, 1, 0),
graphene_matrix_get_value (&modelview->matrix, 2, 0));
graphene_vec3_init (&col2,
graphene_matrix_get_value (&modelview->matrix, 0, 1),
graphene_matrix_get_value (&modelview->matrix, 1, 1),
graphene_matrix_get_value (&modelview->matrix, 2, 1));
modelview->scale_x = graphene_vec3_length (&col1);
modelview->scale_y = graphene_vec3_length (&col2);
modelview->dx = 0;
modelview->dy = 0;
}
break;
default:
break;
}
}
static void
gsk_gl_render_job_set_modelview (GskGLRenderJob *job,
GskTransform *transform)
{
GskGLRenderModelview *modelview;
g_assert (job != NULL);
g_assert (job->modelview != NULL);
job->driver->stamps[UNIFORM_SHARED_MODELVIEW]++;
g_array_set_size (job->modelview, job->modelview->len + 1);
modelview = &g_array_index (job->modelview,
GskGLRenderModelview,
job->modelview->len - 1);
modelview->transform = transform;
modelview->offset_x_before = job->offset_x;
modelview->offset_y_before = job->offset_y;
extract_matrix_metadata (modelview);
job->offset_x = 0;
job->offset_y = 0;
job->scale_x = modelview->scale_x;
job->scale_y = modelview->scale_y;
job->current_modelview = modelview;
}
static void
gsk_gl_render_job_push_modelview (GskGLRenderJob *job,
GskTransform *transform)
{
GskGLRenderModelview *modelview;
g_assert (job != NULL);
g_assert (job->modelview != NULL);
g_assert (transform != NULL);
job->driver->stamps[UNIFORM_SHARED_MODELVIEW]++;
g_array_set_size (job->modelview, job->modelview->len + 1);
modelview = &g_array_index (job->modelview,
GskGLRenderModelview,
job->modelview->len - 1);
if G_LIKELY (job->modelview->len > 1)
{
GskGLRenderModelview *last;
GskTransform *t = NULL;
last = &g_array_index (job->modelview,
GskGLRenderModelview,
job->modelview->len - 2);
/* Multiply given matrix with our previous modelview */
t = gsk_transform_translate (gsk_transform_ref (last->transform),
&(graphene_point_t) {
job->offset_x,
job->offset_y
});
t = gsk_transform_transform (t, transform);
modelview->transform = t;
}
else
{
modelview->transform = gsk_transform_ref (transform);
}
modelview->offset_x_before = job->offset_x;
modelview->offset_y_before = job->offset_y;
extract_matrix_metadata (modelview);
job->offset_x = 0;
job->offset_y = 0;
job->scale_x = modelview->scale_x;
job->scale_y = modelview->scale_y;
job->current_modelview = modelview;
}
static void
gsk_gl_render_job_pop_modelview (GskGLRenderJob *job)
{
const GskGLRenderModelview *head;
g_assert (job != NULL);
g_assert (job->modelview);
g_assert (job->modelview->len > 0);
job->driver->stamps[UNIFORM_SHARED_MODELVIEW]++;
head = job->current_modelview;
job->offset_x = head->offset_x_before;
job->offset_y = head->offset_y_before;
gsk_transform_unref (head->transform);
job->modelview->len--;
if (job->modelview->len >= 1)
{
head = &g_array_index (job->modelview, GskGLRenderModelview, job->modelview->len - 1);
job->scale_x = head->scale_x;
job->scale_y = head->scale_y;
job->current_modelview = head;
}
else
{
job->current_modelview = NULL;
}
}
static void
gsk_gl_render_job_push_clip (GskGLRenderJob *job,
const GskRoundedRect *rect)
{
GskGLRenderClip *clip;
g_assert (job != NULL);
g_assert (job->clip != NULL);
g_assert (rect != NULL);
job->driver->stamps[UNIFORM_SHARED_CLIP_RECT]++;
g_array_set_size (job->clip, job->clip->len + 1);
clip = &g_array_index (job->clip, GskGLRenderClip, job->clip->len - 1);
memcpy (&clip->rect, rect, sizeof *rect);
clip->is_rectilinear = gsk_rounded_rect_is_rectilinear (rect);
clip->is_fully_contained = FALSE;
job->current_clip = clip;
}
static void
gsk_gl_render_job_push_contained_clip (GskGLRenderJob *job)
{
GskGLRenderClip *clip;
GskGLRenderClip *old_clip;
g_assert (job != NULL);
g_assert (job->clip != NULL);
g_assert (job->clip->len > 0);
job->driver->stamps[UNIFORM_SHARED_CLIP_RECT]++;
old_clip = &g_array_index (job->clip, GskGLRenderClip, job->clip->len - 1);
g_array_set_size (job->clip, job->clip->len + 1);
clip = &g_array_index (job->clip, GskGLRenderClip, job->clip->len - 1);
memcpy (&clip->rect.bounds, &old_clip->rect.bounds, sizeof (graphene_rect_t));
memset (clip->rect.corner, 0, sizeof clip->rect.corner);
clip->is_rectilinear = TRUE;
clip->is_fully_contained = TRUE;
job->current_clip = clip;
}
static void
gsk_gl_render_job_pop_clip (GskGLRenderJob *job)
{
g_assert (job != NULL);
g_assert (job->clip != NULL);
g_assert (job->clip->len > 0);
job->driver->stamps[UNIFORM_SHARED_CLIP_RECT]++;
job->current_clip--;
job->clip->len--;
}
static inline void
gsk_gl_render_job_offset (GskGLRenderJob *job,
float offset_x,
float offset_y)
{
if (offset_x || offset_y)
{
job->offset_x += offset_x;
job->offset_y += offset_y;
}
}
static inline void
gsk_gl_render_job_set_projection (GskGLRenderJob *job,
const graphene_matrix_t *projection)
{
memcpy (&job->projection, projection, sizeof job->projection);
job->driver->stamps[UNIFORM_SHARED_PROJECTION]++;
}
static inline void
gsk_gl_render_job_set_projection_from_rect (GskGLRenderJob *job,
const graphene_rect_t *rect,
graphene_matrix_t *prev_projection)
{
if (prev_projection)
memcpy (prev_projection, &job->projection, sizeof *prev_projection);
init_projection_matrix (&job->projection, rect);
job->driver->stamps[UNIFORM_SHARED_PROJECTION]++;
}
static inline void
gsk_gl_render_job_set_projection_for_size (GskGLRenderJob *job,
float width,
float height,
graphene_matrix_t *prev_projection)
{
if (prev_projection)
memcpy (prev_projection, &job->projection, sizeof *prev_projection);
graphene_matrix_init_ortho (&job->projection, 0, width, 0, height, ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
graphene_matrix_scale (&job->projection, 1, -1, 1);
job->driver->stamps[UNIFORM_SHARED_PROJECTION]++;
}
static inline void
gsk_gl_render_job_set_viewport (GskGLRenderJob *job,
const graphene_rect_t *viewport,
graphene_rect_t *prev_viewport)
{
if (prev_viewport)
memcpy (prev_viewport, &job->viewport, sizeof *prev_viewport);
memcpy (&job->viewport, viewport, sizeof job->viewport);
job->driver->stamps[UNIFORM_SHARED_VIEWPORT]++;
}
static inline void
gsk_gl_render_job_set_viewport_for_size (GskGLRenderJob *job,
float width,
float height,
graphene_rect_t *prev_viewport)
{
if (prev_viewport)
memcpy (prev_viewport, &job->viewport, sizeof *prev_viewport);
job->viewport.origin.x = 0;
job->viewport.origin.y = 0;
job->viewport.size.width = width;
job->viewport.size.height = height;
job->driver->stamps[UNIFORM_SHARED_VIEWPORT]++;
}
static inline void
gsk_gl_render_job_transform_bounds (GskGLRenderJob *job,
const graphene_rect_t *rect,
graphene_rect_t *out_rect)
{
GskTransform *transform;
GskTransformCategory category;
g_assert (job != NULL);
g_assert (job->modelview->len > 0);
g_assert (rect != NULL);
g_assert (out_rect != NULL);
transform = job->current_modelview->transform;
category = gsk_transform_get_category (transform);
/* Our most common transform is 2d-affine, so inline it.
* Both identity and 2d-translate are virtually unseen here.
*/
if G_LIKELY (category >= GSK_TRANSFORM_CATEGORY_2D_AFFINE)
{
float scale_x = job->current_modelview->scale_x;
float scale_y = job->current_modelview->scale_y;
float dx = job->current_modelview->dx;
float dy = job->current_modelview->dy;
/* Init directly into out rect */
out_rect->origin.x = ((rect->origin.x + job->offset_x) * scale_x) + dx;
out_rect->origin.y = ((rect->origin.y + job->offset_y) * scale_y) + dy;
out_rect->size.width = rect->size.width * scale_x;
out_rect->size.height = rect->size.height * scale_y;
/* Normalize in place */
if (out_rect->size.width < 0.f)
{
float size = fabsf (out_rect->size.width);
out_rect->origin.x -= size;
out_rect->size.width = size;
}
if (out_rect->size.height < 0.f)
{
float size = fabsf (out_rect->size.height);
out_rect->origin.y -= size;
out_rect->size.height = size;
}
}
else
{
graphene_rect_t r;
r.origin.x = rect->origin.x + job->offset_x;
r.origin.y = rect->origin.y + job->offset_y;
r.size.width = rect->size.width;
r.size.height = rect->size.height;
gsk_transform_transform_bounds (transform, &r, out_rect);
}
}
static inline void
gsk_gl_render_job_transform_rounded_rect (GskGLRenderJob *job,
const GskRoundedRect *rect,
GskRoundedRect *out_rect)
{
out_rect->bounds.origin.x = job->offset_x + rect->bounds.origin.x;
out_rect->bounds.origin.y = job->offset_y + rect->bounds.origin.y;
out_rect->bounds.size.width = rect->bounds.size.width;
out_rect->bounds.size.height = rect->bounds.size.height;
memcpy (out_rect->corner, rect->corner, sizeof rect->corner);
}
static inline void
rounded_rect_get_inner (const GskRoundedRect *rect,
graphene_rect_t *inner)
{
float left = MAX (rect->corner[GSK_CORNER_TOP_LEFT].width, rect->corner[GSK_CORNER_BOTTOM_LEFT].width);
float right = MAX (rect->corner[GSK_CORNER_TOP_RIGHT].width, rect->corner[GSK_CORNER_BOTTOM_RIGHT].width);
float top = MAX (rect->corner[GSK_CORNER_TOP_LEFT].height, rect->corner[GSK_CORNER_TOP_RIGHT].height);
float bottom = MAX (rect->corner[GSK_CORNER_BOTTOM_LEFT].height, rect->corner[GSK_CORNER_BOTTOM_RIGHT].height);
inner->origin.x = rect->bounds.origin.x + left;
inner->size.width = rect->bounds.size.width - (left + right);
inner->origin.y = rect->bounds.origin.y + top;
inner->size.height = rect->bounds.size.height - (top + bottom);
}
static inline gboolean
interval_contains (float p1, float w1,
float p2, float w2)
{
if (p2 < p1)
return FALSE;
if (p2 + w2 > p1 + w1)
return FALSE;
return TRUE;
}
static inline gboolean
gsk_gl_render_job_update_clip (GskGLRenderJob *job,
const graphene_rect_t *bounds,
gboolean *pushed_clip)
{
graphene_rect_t transformed_bounds;
gboolean no_clip = FALSE;
gboolean rect_clip = FALSE;
*pushed_clip = FALSE;
if (job->current_clip->is_fully_contained)
{
/* Already fully contained - no further checks needed */
return TRUE;
}
gsk_gl_render_job_transform_bounds (job, bounds, &transformed_bounds);
if (!rect_intersects (&job->current_clip->rect.bounds, &transformed_bounds))
{
/* Completely clipped away */
return FALSE;
}
if (job->current_clip->is_rectilinear)
{
if (rect_contains_rect (&job->current_clip->rect.bounds, &transformed_bounds))
no_clip = TRUE;
else
rect_clip = TRUE;
}
else if (gsk_rounded_rect_contains_rect (&job->current_clip->rect, &transformed_bounds))
{
no_clip = TRUE;
}
else
{
graphene_rect_t inner;
rounded_rect_get_inner (&job->current_clip->rect, &inner);
if (interval_contains (inner.origin.x, inner.size.width,
transformed_bounds.origin.x, transformed_bounds.size.width) ||
interval_contains (inner.origin.y, inner.size.height,
transformed_bounds.origin.y, transformed_bounds.size.height))
rect_clip = TRUE;
}
if (no_clip)
{
/* This node is completely contained inside the clip.
* Record this fact on the clip stack, so we don't do more work
* for child nodes.
*/
gsk_gl_render_job_push_contained_clip (job);
*pushed_clip = TRUE;
}
else if (rect_clip && !job->current_clip->is_rectilinear)
{
graphene_rect_t rect;
/* The clip gets simpler for this node */
graphene_rect_intersection (&job->current_clip->rect.bounds, &transformed_bounds, &rect);
gsk_gl_render_job_push_clip (job, &GSK_ROUNDED_RECT_INIT_FROM_RECT (rect));
*pushed_clip = TRUE;
}
return TRUE;
}
static inline void
rgba_to_half (const GdkRGBA *rgba,
guint16 h[4])
{
float_to_half4 ((const float *)rgba, h);
}
/* fill_vertex_data */
static void
gsk_gl_render_job_draw_coords (GskGLRenderJob *job,
float min_x,
float min_y,
float max_x,
float max_y,
float min_u,
float min_v,
float max_u,
float max_v,
guint16 c[4])
{
GskGLDrawVertex *vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
vertices[0] = (GskGLDrawVertex) { .position = { min_x, min_y }, .uv = { min_u, min_v }, .color = { c[0], c[1], c[2], c[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { min_x, max_y }, .uv = { min_u, max_v }, .color = { c[0], c[1], c[2], c[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { max_u, min_v }, .color = { c[0], c[1], c[2], c[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { max_x, max_y }, .uv = { max_u, max_v }, .color = { c[0], c[1], c[2], c[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { min_x, max_y }, .uv = { min_u, max_v }, .color = { c[0], c[1], c[2], c[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { max_u, min_v }, .color = { c[0], c[1], c[2], c[3] } };
}
/* load_vertex_data_with_region */
static inline void
gsk_gl_render_job_draw_offscreen_with_color (GskGLRenderJob *job,
const graphene_rect_t *bounds,
const GskGLRenderOffscreen *offscreen,
guint16 color[4])
{
float min_x = job->offset_x + bounds->origin.x;
float min_y = job->offset_y + bounds->origin.y;
float max_x = min_x + bounds->size.width;
float max_y = min_y + bounds->size.height;
float y1 = offscreen->was_offscreen ? offscreen->area.y2 : offscreen->area.y;
float y2 = offscreen->was_offscreen ? offscreen->area.y : offscreen->area.y2;
gsk_gl_render_job_draw_coords (job,
min_x, min_y, max_x, max_y,
offscreen->area.x, y1, offscreen->area.x2, y2,
color);
}
static inline void
gsk_gl_render_job_draw_offscreen (GskGLRenderJob *job,
const graphene_rect_t *bounds,
const GskGLRenderOffscreen *offscreen)
{
gsk_gl_render_job_draw_offscreen_with_color (job, bounds, offscreen,
(guint16[]) { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO });
}
/* load_float_vertex_data */
static inline void
gsk_gl_render_job_draw_with_color (GskGLRenderJob *job,
float x,
float y,
float width,
float height,
guint16 color[4])
{
float min_x = job->offset_x + x;
float min_y = job->offset_y + y;
float max_x = min_x + width;
float max_y = min_y + height;
gsk_gl_render_job_draw_coords (job, min_x, min_y, max_x, max_y, 0, 0, 1, 1, color);
}
static inline void
gsk_gl_render_job_draw (GskGLRenderJob *job,
float x,
float y,
float width,
float height)
{
gsk_gl_render_job_draw_with_color (job, x, y, width, height,
(guint16[]) { FP_ZERO, FP_ZERO, FP_ZERO, FP_ZERO });
}
/* load_vertex_data */
static inline void
gsk_gl_render_job_draw_rect_with_color (GskGLRenderJob *job,
const graphene_rect_t *bounds,
guint16 color[4])
{
gsk_gl_render_job_draw_with_color (job,
bounds->origin.x,
bounds->origin.y,
bounds->size.width,
bounds->size.height,
color);
}
static inline void
gsk_gl_render_job_draw_rect (GskGLRenderJob *job,
const graphene_rect_t *bounds)
{
gsk_gl_render_job_draw (job,
bounds->origin.x,
bounds->origin.y,
bounds->size.width,
bounds->size.height);
}
/* load_offscreen_vertex_data */
static inline void
gsk_gl_render_job_draw_offscreen_rect (GskGLRenderJob *job,
const graphene_rect_t *bounds)
{
float min_x = job->offset_x + bounds->origin.x;
float min_y = job->offset_y + bounds->origin.y;
float max_x = min_x + bounds->size.width;
float max_y = min_y + bounds->size.height;
guint16 color[4] = { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO };
gsk_gl_render_job_draw_coords (job,
min_x, min_y, max_x, max_y,
0, 1, 1, 0,
color);
}
static inline void
gsk_gl_render_job_begin_draw (GskGLRenderJob *job,
GskGLProgram *program)
{
job->current_program = program;
gsk_gl_command_queue_begin_draw (job->command_queue,
program->program_info,
job->viewport.size.width,
job->viewport.size.height);
gsk_gl_uniform_state_set4fv (program->uniforms,
program->program_info,
UNIFORM_SHARED_VIEWPORT,
job->driver->stamps[UNIFORM_SHARED_VIEWPORT],
1,
(const float *)&job->viewport);
gsk_gl_uniform_state_set_matrix (program->uniforms,
program->program_info,
UNIFORM_SHARED_MODELVIEW,
job->driver->stamps[UNIFORM_SHARED_MODELVIEW],
&job->current_modelview->matrix);
gsk_gl_uniform_state_set_matrix (program->uniforms,
program->program_info,
UNIFORM_SHARED_PROJECTION,
job->driver->stamps[UNIFORM_SHARED_PROJECTION],
&job->projection);
gsk_gl_uniform_state_set_rounded_rect (program->uniforms,
program->program_info,
UNIFORM_SHARED_CLIP_RECT,
job->driver->stamps[UNIFORM_SHARED_CLIP_RECT],
&job->current_clip->rect);
gsk_gl_uniform_state_set1f (program->uniforms,
program->program_info,
UNIFORM_SHARED_ALPHA,
job->driver->stamps[UNIFORM_SHARED_ALPHA],
job->alpha);
}
#define CHOOSE_PROGRAM(job,name) \
(job->current_clip->is_fully_contained \
? job->driver->name ## _no_clip \
: (job->current_clip->is_rectilinear \
? job->driver->name ## _rect_clip \
: job->driver->name))
static inline void
gsk_gl_render_job_split_draw (GskGLRenderJob *job)
{
gsk_gl_command_queue_split_draw (job->command_queue);
}
static inline void
gsk_gl_render_job_end_draw (GskGLRenderJob *job)
{
gsk_gl_command_queue_end_draw (job->command_queue);
job->current_program = NULL;
}
static inline void
gsk_gl_render_job_visit_as_fallback (GskGLRenderJob *job,
const GskRenderNode *node)
{
float scale_x = job->scale_x;
float scale_y = job->scale_y;
int surface_width = ceilf (node->bounds.size.width * scale_x);
int surface_height = ceilf (node->bounds.size.height * scale_y);
GdkTexture *texture;
cairo_surface_t *surface;
cairo_surface_t *rendered_surface;
cairo_t *cr;
int cached_id;
int texture_id;
GskTextureKey key;
if (surface_width <= 0 || surface_height <= 0)
return;
key.pointer = node;
key.pointer_is_child = FALSE;
key.scale_x = scale_x;
key.scale_y = scale_y;
key.filter = GL_NEAREST;
cached_id = gsk_gl_driver_lookup_texture (job->driver, &key);
if (cached_id != 0)
{
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D, GL_TEXTURE0, cached_id);
gsk_gl_render_job_draw_offscreen_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
return;
}
/* We first draw the recording surface on an image surface,
* just because the scaleY(-1) later otherwise screws up the
* rendering... */
{
rendered_surface = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
surface_width,
surface_height);
cairo_surface_set_device_scale (rendered_surface, scale_x, scale_y);
cr = cairo_create (rendered_surface);
cairo_save (cr);
cairo_translate (cr, - floorf (node->bounds.origin.x), - floorf (node->bounds.origin.y));
/* Render nodes don't modify state, so casting away the const is fine here */
gsk_render_node_draw ((GskRenderNode *)node, cr);
cairo_restore (cr);
cairo_destroy (cr);
}
surface = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
surface_width,
surface_height);
cairo_surface_set_device_scale (surface, scale_x, scale_y);
cr = cairo_create (surface);
/* We draw upside down here, so it matches what GL does. */
cairo_save (cr);
cairo_scale (cr, 1, -1);
cairo_translate (cr, 0, - surface_height / scale_y);
cairo_set_source_surface (cr, rendered_surface, 0, 0);
cairo_rectangle (cr, 0, 0, surface_width / scale_x, surface_height / scale_y);
cairo_fill (cr);
cairo_restore (cr);
#ifdef G_ENABLE_DEBUG
if (job->debug_fallback)
{
cairo_move_to (cr, 0, 0);
cairo_rectangle (cr, 0, 0, node->bounds.size.width, node->bounds.size.height);
if (gsk_render_node_get_node_type (node) == GSK_CAIRO_NODE)
cairo_set_source_rgba (cr, 0.3, 0, 1, 0.25);
else
cairo_set_source_rgba (cr, 1, 0, 0, 0.25);
cairo_fill_preserve (cr);
if (gsk_render_node_get_node_type (node) == GSK_CAIRO_NODE)
cairo_set_source_rgba (cr, 0.3, 0, 1, 1);
else
cairo_set_source_rgba (cr, 1, 0, 0, 1);
cairo_stroke (cr);
}
#endif
cairo_destroy (cr);
/* Create texture to upload */
texture = gdk_texture_new_for_surface (surface);
texture_id = gsk_gl_driver_load_texture (job->driver, texture,
GL_NEAREST, GL_NEAREST);
if (gdk_gl_context_has_debug (job->command_queue->context))
gdk_gl_context_label_object_printf (job->command_queue->context, GL_TEXTURE, texture_id,
"Fallback %s %d",
g_type_name_from_instance ((GTypeInstance *) node),
texture_id);
g_object_unref (texture);
cairo_surface_destroy (surface);
cairo_surface_destroy (rendered_surface);
gsk_gl_driver_cache_texture (job->driver, &key, texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
texture_id);
gsk_gl_render_job_draw_offscreen_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
static guint
blur_offscreen (GskGLRenderJob *job,
GskGLRenderOffscreen *offscreen,
int texture_to_blur_width,
int texture_to_blur_height,
float blur_radius_x,
float blur_radius_y)
{
const GskRoundedRect new_clip = GSK_ROUNDED_RECT_INIT (0, 0, texture_to_blur_width, texture_to_blur_height);
GskGLRenderTarget *pass1;
GskGLRenderTarget *pass2;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
guint prev_fbo;
g_assert (blur_radius_x > 0);
g_assert (blur_radius_y > 0);
g_assert (offscreen->texture_id > 0);
g_assert (offscreen->area.x2 > offscreen->area.x);
g_assert (offscreen->area.y2 > offscreen->area.y);
if (!gsk_gl_driver_create_render_target (job->driver,
MAX (texture_to_blur_width, 1),
MAX (texture_to_blur_height, 1),
job->target_format,
GL_NEAREST, GL_NEAREST,
&pass1))
return 0;
if (texture_to_blur_width <= 0 || texture_to_blur_height <= 0)
return gsk_gl_driver_release_render_target (job->driver, pass1, FALSE);
if (!gsk_gl_driver_create_render_target (job->driver,
texture_to_blur_width,
texture_to_blur_height,
job->target_format,
GL_NEAREST, GL_NEAREST,
&pass2))
return gsk_gl_driver_release_render_target (job->driver, pass1, FALSE);
gsk_gl_render_job_set_viewport (job, &new_clip.bounds, &prev_viewport);
gsk_gl_render_job_set_projection_from_rect (job, &new_clip.bounds, &prev_projection);
gsk_gl_render_job_set_modelview (job, NULL);
gsk_gl_render_job_push_clip (job, &new_clip);
/* Bind new framebuffer and clear it */
prev_fbo = gsk_gl_command_queue_bind_framebuffer (job->command_queue, pass1->framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Begin drawing the first horizontal pass, using offscreen as the
* source texture for the program.
*/
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blur));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen->texture_id);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_BLUR_RADIUS, 0,
blur_radius_x);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_SIZE, 0,
texture_to_blur_width,
texture_to_blur_height);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_DIR, 0,
1, 0);
gsk_gl_render_job_draw_coords (job,
0, 0, texture_to_blur_width, texture_to_blur_height,
0, 1, 1, 0,
(guint16[]) { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO });
gsk_gl_render_job_end_draw (job);
/* Bind second pass framebuffer and clear it */
gsk_gl_command_queue_bind_framebuffer (job->command_queue, pass2->framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Draw using blur program with first pass as source texture */
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blur));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
pass1->texture_id);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_BLUR_RADIUS, 0,
blur_radius_y);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_SIZE, 0,
texture_to_blur_width,
texture_to_blur_height);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_BLUR_DIR, 0,
0, 1);
gsk_gl_render_job_draw_coords (job,
0, 0, texture_to_blur_width, texture_to_blur_height,
0, 1, 1, 0,
(guint16[]) { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO });
gsk_gl_render_job_end_draw (job);
gsk_gl_render_job_pop_modelview (job);
gsk_gl_render_job_pop_clip (job);
gsk_gl_render_job_set_viewport (job, &prev_viewport, NULL);
gsk_gl_render_job_set_projection (job, &prev_projection);
gsk_gl_command_queue_bind_framebuffer (job->command_queue, prev_fbo);
gsk_gl_driver_release_render_target (job->driver, pass1, TRUE);
return gsk_gl_driver_release_render_target (job->driver, pass2, FALSE);
}
static void
blur_node (GskGLRenderJob *job,
GskGLRenderOffscreen *offscreen,
const GskRenderNode *node,
float blur_radius,
float *min_x,
float *max_x,
float *min_y,
float *max_y)
{
const float blur_extra = blur_radius * 2.0; /* 2.0 = shader radius_multiplier */
const float half_blur_extra = (blur_extra / 2.0);
float scale_x = job->scale_x;
float scale_y = job->scale_y;
float texture_width;
float texture_height;
g_assert (blur_radius > 0);
/* Increase texture size for the given blur radius and scale it */
texture_width = ceilf ((node->bounds.size.width + blur_extra));
texture_height = ceilf ((node->bounds.size.height + blur_extra));
/* Only blur this if the out region has no texture id yet */
if (offscreen->texture_id == 0)
{
const graphene_rect_t bounds = GRAPHENE_RECT_INIT (node->bounds.origin.x - half_blur_extra,
node->bounds.origin.y - half_blur_extra,
texture_width, texture_height);
offscreen->bounds = &bounds;
offscreen->reset_clip = TRUE;
offscreen->force_offscreen = TRUE;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, node, offscreen))
g_assert_not_reached ();
/* Ensure that we actually got a real texture_id */
g_assert (offscreen->texture_id != 0);
offscreen->texture_id = blur_offscreen (job,
offscreen,
texture_width * scale_x,
texture_height * scale_y,
blur_radius * scale_x,
blur_radius * scale_y);
init_full_texture_region (offscreen);
}
*min_x = job->offset_x + node->bounds.origin.x - half_blur_extra;
*max_x = job->offset_x + node->bounds.origin.x + node->bounds.size.width + half_blur_extra;
*min_y = job->offset_y + node->bounds.origin.y - half_blur_extra;
*max_y = job->offset_y + node->bounds.origin.y + node->bounds.size.height + half_blur_extra;
}
#define ATLAS_SIZE 512
static inline void
gsk_gl_render_job_visit_color_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GdkRGBA *rgba;
guint16 color[4];
GskGLProgram *program;
GskGLCommandBatch *batch;
rgba = gsk_color_node_get_color (node);
if (RGBA_IS_CLEAR (rgba))
return;
rgba_to_half (rgba, color);
/* Avoid switching away from the coloring program for
* rendering a solid color.
*/
program = CHOOSE_PROGRAM (job, coloring);
batch = gsk_gl_command_queue_get_batch (job->command_queue);
/* Limit the size, or we end up with a coordinate overflow somewhere. */
if (node->bounds.size.width < 300 &&
node->bounds.size.height < 300 &&
batch->any.kind == GSK_GL_COMMAND_KIND_DRAW &&
batch->any.program == program->id)
{
GskGLRenderOffscreen offscreen = {0};
gsk_gl_render_job_begin_draw (job, program);
/* The top left few pixels in our atlases are always
* solid white, so we can use it here, without
* having to choose any particular atlas texture.
*/
offscreen.was_offscreen = FALSE;
offscreen.area.x = 1.f / ATLAS_SIZE;
offscreen.area.y = 1.f / ATLAS_SIZE;
offscreen.area.x2 = 2.f / ATLAS_SIZE;
offscreen.area.y2 = 2.f / ATLAS_SIZE;
gsk_gl_render_job_draw_offscreen_with_color (job,
&node->bounds,
&offscreen,
color);
gsk_gl_render_job_end_draw (job);
}
else
{
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_gl_render_job_draw_rect_with_color (job, &node->bounds, color);
gsk_gl_render_job_end_draw (job);
}
}
static inline void
gsk_gl_render_job_visit_linear_gradient_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskColorStop *stops = gsk_linear_gradient_node_get_color_stops (node, NULL);
const graphene_point_t *start = gsk_linear_gradient_node_get_start (node);
const graphene_point_t *end = gsk_linear_gradient_node_get_end (node);
int n_color_stops = gsk_linear_gradient_node_get_n_color_stops (node);
gboolean repeat = gsk_render_node_get_node_type (node) == GSK_REPEATING_LINEAR_GRADIENT_NODE;
float x1 = job->offset_x + start->x;
float x2 = job->offset_x + end->x;
float y1 = job->offset_y + start->y;
float y2 = job->offset_y + end->y;
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, linear_gradient));
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_LINEAR_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_gl_program_set_uniform1fv (job->current_program,
UNIFORM_LINEAR_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_gl_program_set_uniform4f (job->current_program,
UNIFORM_LINEAR_GRADIENT_POINTS, 0,
x1, y1, x2 - x1, y2 - y1);
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_LINEAR_GRADIENT_REPEAT, 0,
repeat);
gsk_gl_render_job_draw_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_conic_gradient_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
static const float scale = 0.5f * M_1_PI;
const GskColorStop *stops = gsk_conic_gradient_node_get_color_stops (node, NULL);
const graphene_point_t *center = gsk_conic_gradient_node_get_center (node);
int n_color_stops = gsk_conic_gradient_node_get_n_color_stops (node);
float angle = gsk_conic_gradient_node_get_angle (node);
float bias = angle * scale + 2.0f;
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, conic_gradient));
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_CONIC_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_gl_program_set_uniform1fv (job->current_program,
UNIFORM_CONIC_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_gl_program_set_uniform4f (job->current_program,
UNIFORM_CONIC_GRADIENT_GEOMETRY, 0,
job->offset_x + center->x,
job->offset_y + center->y,
scale,
bias);
gsk_gl_render_job_draw_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_radial_gradient_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
int n_color_stops = gsk_radial_gradient_node_get_n_color_stops (node);
const GskColorStop *stops = gsk_radial_gradient_node_get_color_stops (node, NULL);
const graphene_point_t *center = gsk_radial_gradient_node_get_center (node);
float start = gsk_radial_gradient_node_get_start (node);
float end = gsk_radial_gradient_node_get_end (node);
float hradius = gsk_radial_gradient_node_get_hradius (node);
float vradius = gsk_radial_gradient_node_get_vradius (node);
gboolean repeat = gsk_render_node_get_node_type (node) == GSK_REPEATING_RADIAL_GRADIENT_NODE;
float scale = 1.0f / (end - start);
float bias = -start * scale;
g_assert (n_color_stops < MAX_GRADIENT_STOPS);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, radial_gradient));
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_RADIAL_GRADIENT_NUM_COLOR_STOPS, 0,
n_color_stops);
gsk_gl_program_set_uniform1fv (job->current_program,
UNIFORM_RADIAL_GRADIENT_COLOR_STOPS, 0,
n_color_stops * 5,
(const float *)stops);
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_RADIAL_GRADIENT_REPEAT, 0,
repeat);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_RADIAL_GRADIENT_RANGE, 0,
scale, bias);
gsk_gl_program_set_uniform4f (job->current_program,
UNIFORM_RADIAL_GRADIENT_GEOMETRY, 0,
job->offset_x + center->x,
job->offset_y + center->y,
1.0f / (hradius * job->scale_x),
1.0f / (vradius * job->scale_y));
gsk_gl_render_job_draw_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_clipped_child (GskGLRenderJob *job,
const GskRenderNode *child,
const graphene_rect_t *clip)
{
graphene_rect_t transformed_clip;
GskRoundedRect intersection;
gsk_gl_render_job_transform_bounds (job, clip, &transformed_clip);
if (job->current_clip->is_rectilinear)
{
memset (&intersection.corner, 0, sizeof intersection.corner);
graphene_rect_intersection (&transformed_clip,
&job->current_clip->rect.bounds,
&intersection.bounds);
gsk_gl_render_job_push_clip (job, &intersection);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_clip (job);
}
else if (intersect_rounded_rectilinear (&transformed_clip,
&job->current_clip->rect,
&intersection))
{
gsk_gl_render_job_push_clip (job, &intersection);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_clip (job);
}
else
{
GskGLRenderOffscreen offscreen = {0};
offscreen.bounds = clip;
offscreen.force_offscreen = TRUE;
offscreen.reset_clip = TRUE;
offscreen.do_not_cache = TRUE;
gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen);
g_assert (offscreen.texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_offscreen_rect (job, clip);
gsk_gl_render_job_end_draw (job);
}
}
static inline void
gsk_gl_render_job_visit_clip_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const graphene_rect_t *clip = gsk_clip_node_get_clip (node);
const GskRenderNode *child = gsk_clip_node_get_child (node);
gsk_gl_render_job_visit_clipped_child (job, child, clip);
}
static inline void
gsk_gl_render_job_visit_rounded_clip_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *child = gsk_rounded_clip_node_get_child (node);
const GskRoundedRect *clip = gsk_rounded_clip_node_get_clip (node);
GskRoundedRect transformed_clip;
float scale_x = job->scale_x;
float scale_y = job->scale_y;
gboolean need_offscreen;
if (node_is_invisible (child))
return;
gsk_gl_render_job_transform_bounds (job, &clip->bounds, &transformed_clip.bounds);
for (guint i = 0; i < G_N_ELEMENTS (transformed_clip.corner); i++)
{
transformed_clip.corner[i].width = clip->corner[i].width * scale_x;
transformed_clip.corner[i].height = clip->corner[i].height * scale_y;
}
if (job->current_clip->is_rectilinear)
{
GskRoundedRect intersected_clip;
if (intersect_rounded_rectilinear (&job->current_clip->rect.bounds,
&transformed_clip,
&intersected_clip))
{
gsk_gl_render_job_push_clip (job, &intersected_clip);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_clip (job);
return;
}
}
/* After this point we are really working with a new and a current clip
* which both have rounded corners.
*/
if (job->clip->len <= 1)
need_offscreen = FALSE;
else if (rounded_inner_rect_contains_rect (&job->current_clip->rect, &transformed_clip.bounds))
need_offscreen = FALSE;
else
need_offscreen = TRUE;
if (!need_offscreen)
{
/* If the new clip entirely contains the current clip, the intersection is simply
* the current clip, so we can ignore the new one.
*/
if (rounded_inner_rect_contains_rect (&transformed_clip, &job->current_clip->rect.bounds))
{
gsk_gl_render_job_visit_node (job, child);
return;
}
gsk_gl_render_job_push_clip (job, &transformed_clip);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_clip (job);
}
else
{
GskGLRenderOffscreen offscreen = {0};
offscreen.bounds = &node->bounds;
offscreen.force_offscreen = TRUE;
offscreen.reset_clip = FALSE;
gsk_gl_render_job_push_clip (job, &transformed_clip);
if (!gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen))
g_assert_not_reached ();
gsk_gl_render_job_pop_clip (job);
g_assert (offscreen.texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
}
static inline void
gsk_gl_render_job_visit_rect_border_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GdkRGBA *colors = gsk_border_node_get_colors (node);
const float *widths = gsk_border_node_get_widths (node);
const graphene_point_t *origin = &node->bounds.origin;
const graphene_size_t *size = &node->bounds.size;
guint16 color[4];
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
if (widths[0] > 0)
{
rgba_to_half (&colors[0], color);
gsk_gl_render_job_draw_rect_with_color (job,
&GRAPHENE_RECT_INIT (origin->x, origin->y, size->width - widths[1], widths[0]),
color);
}
if (widths[1] > 0)
{
rgba_to_half (&colors[1], color);
gsk_gl_render_job_draw_rect_with_color (job,
&GRAPHENE_RECT_INIT (origin->x + size->width - widths[1], origin->y, widths[1], size->height - widths[2]),
color);
}
if (widths[2] > 0)
{
rgba_to_half (&colors[2], color);
gsk_gl_render_job_draw_rect_with_color (job,
&GRAPHENE_RECT_INIT (origin->x + widths[3], origin->y + size->height - widths[2], size->width - widths[3], widths[2]),
color);
}
if (widths[3] > 0)
{
rgba_to_half (&colors[3], color);
gsk_gl_render_job_draw_rect_with_color (job,
&GRAPHENE_RECT_INIT (origin->x, origin->y + widths[0], widths[3], size->height - widths[0]),
color);
}
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_border_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRoundedRect *rounded_outline = gsk_border_node_get_outline (node);
const GdkRGBA *colors = gsk_border_node_get_colors (node);
const float *widths = gsk_border_node_get_widths (node);
struct {
float w;
float h;
} sizes[4];
float min_x = job->offset_x + node->bounds.origin.x;
float min_y = job->offset_y + node->bounds.origin.y;
float max_x = min_x + node->bounds.size.width;
float max_y = min_y + node->bounds.size.height;
GskRoundedRect outline;
guint16 color[4];
memset (sizes, 0, sizeof sizes);
if (widths[0] > 0)
{
sizes[0].h = MAX (widths[0], rounded_outline->corner[0].height);
sizes[1].h = MAX (widths[0], rounded_outline->corner[1].height);
}
if (widths[1] > 0)
{
sizes[1].w = MAX (widths[1], rounded_outline->corner[1].width);
sizes[2].w = MAX (widths[1], rounded_outline->corner[2].width);
}
if (widths[2] > 0)
{
sizes[2].h = MAX (widths[2], rounded_outline->corner[2].height);
sizes[3].h = MAX (widths[2], rounded_outline->corner[3].height);
}
if (widths[3] > 0)
{
sizes[0].w = MAX (widths[3], rounded_outline->corner[0].width);
sizes[3].w = MAX (widths[3], rounded_outline->corner[3].width);
}
gsk_gl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, border));
gsk_gl_program_set_uniform4fv (job->current_program,
UNIFORM_BORDER_WIDTHS, 0,
1,
widths);
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_BORDER_OUTLINE_RECT, 0,
&outline);
if (widths[0] > 0)
{
GskGLDrawVertex *vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
rgba_to_half (&colors[0], color);
vertices[0] = (GskGLDrawVertex) { .position = { min_x, min_y }, .uv = { 0, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { min_x + sizes[0].w, min_y + sizes[0].h }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { max_x - sizes[1].w, min_y + sizes[1].h }, .uv = { 1, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { min_x + sizes[0].w, min_y + sizes[0].h }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
}
if (widths[1] > 0)
{
GskGLDrawVertex *vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
rgba_to_half (&colors[1], color);
vertices[0] = (GskGLDrawVertex) { .position = { max_x - sizes[1].w, min_y + sizes[1].h }, .uv = { 0, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { max_x - sizes[2].w, max_y - sizes[2].h }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { max_x, max_y }, .uv = { 1, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { max_x - sizes[2].w, max_y - sizes[2].h }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { max_x, min_y }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
}
if (widths[2] > 0)
{
GskGLDrawVertex *vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
rgba_to_half (&colors[2], color);
vertices[0] = (GskGLDrawVertex) { .position = { min_x + sizes[3].w, max_y - sizes[3].h }, .uv = { 0, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { min_x, max_y }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { max_x - sizes[2].w, max_y - sizes[2].h }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { max_x, max_y }, .uv = { 1, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { min_x , max_y }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { max_x - sizes[2].w, max_y - sizes[2].h }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
}
if (widths[3] > 0)
{
GskGLDrawVertex *vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
rgba_to_half (&colors[3], color);
vertices[0] = (GskGLDrawVertex) { .position = { min_x, min_y }, .uv = { 0, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { min_x, max_y }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { min_x + sizes[0].w, min_y + sizes[0].h }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { min_x + sizes[3].w, max_y - sizes[3].h }, .uv = { 1, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { min_x, max_y }, .uv = { 0, 0 }, .color = { color[0], color[1], color[2], color[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { min_x + sizes[0].w, min_y + sizes[0].h }, .uv = { 1, 1 }, .color = { color[0], color[1], color[2], color[3] } };
}
gsk_gl_render_job_end_draw (job);
}
/* A special case for a pattern that occurs frequently with CSS
* backgrounds: two sibling nodes, the first of which is a rounded
* clip node with a color node as child, and the second one is a
* border node, with the same outline as the clip node. We render
* this using the filled_border shader.
*/
static void
gsk_gl_render_job_visit_css_background (GskGLRenderJob *job,
const GskRenderNode *node,
const GskRenderNode *node2)
{
const GskRenderNode *child = gsk_rounded_clip_node_get_child (node);
const GskRoundedRect *rounded_outline = gsk_border_node_get_outline (node2);
const float *widths = gsk_border_node_get_widths (node2);
float min_x = job->offset_x + node2->bounds.origin.x;
float min_y = job->offset_y + node2->bounds.origin.y;
float max_x = min_x + node2->bounds.size.width;
float max_y = min_y + node2->bounds.size.height;
GskRoundedRect outline;
GskGLDrawVertex *vertices;
guint16 color[4];
guint16 color2[4];
if (node_is_invisible (node2))
return;
rgba_to_half (&gsk_border_node_get_colors (node2)[0], color);
rgba_to_half (gsk_color_node_get_color (child), color2);
gsk_gl_render_job_transform_rounded_rect (job, rounded_outline, &outline);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, filled_border));
gsk_gl_program_set_uniform4fv (job->current_program,
UNIFORM_FILLED_BORDER_WIDTHS, 0,
1,
widths);
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_FILLED_BORDER_OUTLINE_RECT, 0,
&outline);
vertices = gsk_gl_command_queue_add_vertices (job->command_queue);
vertices[0] = (GskGLDrawVertex) { .position = { min_x, min_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
vertices[1] = (GskGLDrawVertex) { .position = { min_x, max_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
vertices[2] = (GskGLDrawVertex) { .position = { max_x, min_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
vertices[3] = (GskGLDrawVertex) { .position = { max_x, max_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
vertices[4] = (GskGLDrawVertex) { .position = { min_x, max_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
vertices[5] = (GskGLDrawVertex) { .position = { max_x, min_y }, .color = { color[0], color[1], color[2], color[3] }, .color2 = { color2[0], color2[1], color2[2], color2[3] } };
gsk_gl_render_job_end_draw (job);
}
/* Returns TRUE if applying @transform to @bounds
* yields an axis-aligned rectangle
*/
static gboolean
result_is_axis_aligned (GskTransform *transform,
const graphene_rect_t *bounds)
{
graphene_matrix_t m;
graphene_quad_t q;
graphene_rect_t b;
graphene_point_t b1, b2;
const graphene_point_t *p;
gsk_transform_to_matrix (transform, &m);
gsk_matrix_transform_rect (&m, bounds, &q);
graphene_quad_bounds (&q, &b);
graphene_rect_get_top_left (&b, &b1);
graphene_rect_get_bottom_right (&b, &b2);
for (guint i = 0; i < 4; i++)
{
p = graphene_quad_get_point (&q, i);
if (fabs (p->x - b1.x) > FLT_EPSILON && fabs (p->x - b2.x) > FLT_EPSILON)
return FALSE;
if (fabs (p->y - b1.y) > FLT_EPSILON && fabs (p->y - b2.y) > FLT_EPSILON)
return FALSE;
}
return TRUE;
}
static inline void
gsk_gl_render_job_visit_transform_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
GskTransform *transform = gsk_transform_node_get_transform (node);
const GskTransformCategory category = gsk_transform_get_category (transform);
const GskRenderNode *child = gsk_transform_node_get_child (node);
switch (category)
{
case GSK_TRANSFORM_CATEGORY_IDENTITY:
gsk_gl_render_job_visit_node (job, child);
break;
case GSK_TRANSFORM_CATEGORY_2D_TRANSLATE:
{
float dx, dy;
gsk_transform_node_get_translate (node, &dx, &dy);
gsk_gl_render_job_offset (job, dx, dy);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_offset (job, -dx, -dy);
}
break;
case GSK_TRANSFORM_CATEGORY_2D_AFFINE:
{
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_modelview (job);
}
break;
case GSK_TRANSFORM_CATEGORY_2D:
if (node_supports_2d_transform (child))
{
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_modelview (job);
return;
}
G_GNUC_FALLTHROUGH;
case GSK_TRANSFORM_CATEGORY_3D:
case GSK_TRANSFORM_CATEGORY_ANY:
case GSK_TRANSFORM_CATEGORY_UNKNOWN:
if (node_supports_transform (child))
{
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_pop_modelview (job);
}
else
{
GskGLRenderOffscreen offscreen = {0};
float sx = 1, sy = 1;
offscreen.bounds = &child->bounds;
offscreen.force_offscreen = FALSE;
offscreen.reset_clip = TRUE;
if (!result_is_axis_aligned (transform, &child->bounds))
offscreen.linear_filter = TRUE;
if (category == GSK_TRANSFORM_CATEGORY_2D)
{
graphene_matrix_t m;
double a, b, c, d, tx, ty;
g_assert (transform != NULL);
gsk_transform_to_matrix (transform, &m);
if (graphene_matrix_to_2d (&m, &a, &b, &c, &d, &tx, &ty))
{
sx = sqrt (a * a + b * b);
sy = sqrt (c * c + d * d);
}
else
sx = sy = 1;
if (sx != 1 || sy != 1)
{
GskTransform *scale;
scale = gsk_transform_translate (gsk_transform_scale (NULL, sx, sy), &GRAPHENE_POINT_INIT (tx, ty));
gsk_gl_render_job_push_modelview (job, scale);
transform = gsk_transform_transform (gsk_transform_invert (scale), transform);
}
}
if (gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen))
{
/* For non-trivial transforms, we draw everything on a texture and then
* draw the texture transformed. */
if (transform)
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_offscreen (job, &child->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
if (transform)
gsk_gl_render_job_pop_modelview (job);
}
if (category == GSK_TRANSFORM_CATEGORY_2D)
{
if (sx != 1 || sy != 1)
{
gsk_gl_render_job_pop_modelview (job);
gsk_transform_unref (transform);
}
}
}
break;
default:
g_assert_not_reached ();
}
}
static inline void
gsk_gl_render_job_visit_unblurred_inset_shadow_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRoundedRect *outline = gsk_inset_shadow_node_get_outline (node);
GskRoundedRect transformed_outline;
guint16 color[4];
gsk_gl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_INSET_SHADOW_SPREAD, 0,
gsk_inset_shadow_node_get_spread (node));
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_INSET_SHADOW_OFFSET, 0,
gsk_inset_shadow_node_get_dx (node),
gsk_inset_shadow_node_get_dy (node));
rgba_to_half (gsk_inset_shadow_node_get_color (node), color);
gsk_gl_render_job_draw_rect_with_color (job, &node->bounds, color);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_blurred_inset_shadow_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRoundedRect *node_outline = gsk_inset_shadow_node_get_outline (node);
float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
float offset_x = gsk_inset_shadow_node_get_dx (node);
float offset_y = gsk_inset_shadow_node_get_dy (node);
float scale_x = job->scale_x;
float scale_y = job->scale_y;
float blur_extra = blur_radius * 2.0; /* 2.0 = shader radius_multiplier */
float half_blur_extra = blur_radius;
float texture_width;
float texture_height;
int blurred_texture_id;
GskTextureKey key;
GskGLRenderOffscreen offscreen = {0};
guint16 color[4];
g_assert (blur_radius > 0);
texture_width = ceilf ((node_outline->bounds.size.width + blur_extra) * scale_x);
texture_height = ceilf ((node_outline->bounds.size.height + blur_extra) * scale_y);
key.pointer = node;
key.pointer_is_child = FALSE;
key.scale_x = scale_x;
key.scale_y = scale_y;
key.filter = GL_NEAREST;
blurred_texture_id = gsk_gl_driver_lookup_texture (job->driver, &key);
if (blurred_texture_id == 0)
{
float spread = gsk_inset_shadow_node_get_spread (node) + half_blur_extra;
GskRoundedRect transformed_outline;
GskRoundedRect outline_to_blur;
GskGLRenderTarget *render_target;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
guint prev_fbo;
/* TODO: In the following code, we have to be careful about where we apply the scale.
* We're manually scaling stuff (e.g. the outline) so we can later use texture_width
* and texture_height (which are already scaled) as the geometry and keep the modelview
* at a scale of 1. That's kinda complicated though... */
/* Outline of what we actually want to blur later.
* Spread grows inside, so we don't need to account for that. But the blur will need
* to read outside of the inset shadow, so we need to draw some color in there. */
outline_to_blur = *node_outline;
gsk_rounded_rect_shrink (&outline_to_blur,
-half_blur_extra,
-half_blur_extra,
-half_blur_extra,
-half_blur_extra);
/* Fit to our texture */
outline_to_blur.bounds.origin.x = 0;
outline_to_blur.bounds.origin.y = 0;
outline_to_blur.bounds.size.width *= scale_x;
outline_to_blur.bounds.size.height *= scale_y;
for (guint i = 0; i < 4; i ++)
{
outline_to_blur.corner[i].width *= scale_x;
outline_to_blur.corner[i].height *= scale_y;
}
if (!gsk_gl_driver_create_render_target (job->driver,
texture_width, texture_height,
get_target_format (job, node),
GL_NEAREST, GL_NEAREST,
&render_target))
g_assert_not_reached ();
gsk_gl_render_job_set_viewport_for_size (job, texture_width, texture_height, &prev_viewport);
gsk_gl_render_job_set_projection_for_size (job, texture_width, texture_height, &prev_projection);
gsk_gl_render_job_set_modelview (job, NULL);
gsk_gl_render_job_push_clip (job, &GSK_ROUNDED_RECT_INIT (0, 0, texture_width, texture_height));
prev_fbo = gsk_gl_command_queue_bind_framebuffer (job->command_queue, render_target->framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
gsk_gl_render_job_transform_rounded_rect (job, &outline_to_blur, &transformed_outline);
/* Actual inset shadow outline drawing */
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, inset_shadow));
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_INSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_INSET_SHADOW_SPREAD, 0,
spread * MAX (scale_x, scale_y));
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_INSET_SHADOW_OFFSET, 0,
offset_x * scale_x,
offset_y * scale_y);
rgba_to_half (gsk_inset_shadow_node_get_color (node), color);
gsk_gl_render_job_draw_with_color (job,
0, 0, texture_width, texture_height,
color);
gsk_gl_render_job_end_draw (job);
gsk_gl_render_job_pop_modelview (job);
gsk_gl_render_job_pop_clip (job);
gsk_gl_render_job_set_projection (job, &prev_projection);
gsk_gl_render_job_set_viewport (job, &prev_viewport, NULL);
gsk_gl_command_queue_bind_framebuffer (job->command_queue, prev_fbo);
offscreen.texture_id = render_target->texture_id;
init_full_texture_region (&offscreen);
blurred_texture_id = blur_offscreen (job,
&offscreen,
texture_width,
texture_height,
blur_radius * scale_x,
blur_radius * scale_y);
gsk_gl_driver_release_render_target (job->driver, render_target, TRUE);
gsk_gl_driver_cache_texture (job->driver, &key, blurred_texture_id);
}
g_assert (blurred_texture_id != 0);
/* Blur the rendered unblurred inset shadow */
/* Use a clip to cut away the unwanted parts outside of the original outline */
{
const gboolean needs_clip = !gsk_rounded_rect_is_rectilinear (node_outline);
const float tx1 = half_blur_extra * scale_x / texture_width;
const float tx2 = 1.0 - tx1;
const float ty1 = half_blur_extra * scale_y / texture_height;
const float ty2 = 1.0 - ty1;
if (needs_clip)
{
GskRoundedRect node_clip;
gsk_gl_render_job_transform_bounds (job, &node_outline->bounds, &node_clip.bounds);
for (guint i = 0; i < 4; i ++)
{
node_clip.corner[i].width = node_outline->corner[i].width * scale_x;
node_clip.corner[i].height = node_outline->corner[i].height * scale_y;
}
gsk_gl_render_job_push_clip (job, &node_clip);
}
offscreen.was_offscreen = TRUE;
offscreen.area.x = tx1;
offscreen.area.y = ty1;
offscreen.area.x2 = tx2;
offscreen.area.y2 = ty2;
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
blurred_texture_id);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
if (needs_clip)
gsk_gl_render_job_pop_clip (job);
}
}
static inline void
gsk_gl_render_job_visit_unblurred_outset_shadow_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRoundedRect *outline = gsk_outset_shadow_node_get_outline (node);
GskRoundedRect transformed_outline;
float x = node->bounds.origin.x;
float y = node->bounds.origin.y;
float w = node->bounds.size.width;
float h = node->bounds.size.height;
float spread = gsk_outset_shadow_node_get_spread (node);
float dx = gsk_outset_shadow_node_get_dx (node);
float dy = gsk_outset_shadow_node_get_dy (node);
guint16 color[4];
const float edge_sizes[] = { // Top, right, bottom, left
spread - dy, spread + dx, spread + dy, spread - dx
};
const float corner_sizes[][2] = { // top left, top right, bottom right, bottom left
{ outline->corner[0].width + spread - dx, outline->corner[0].height + spread - dy },
{ outline->corner[1].width + spread + dx, outline->corner[1].height + spread - dy },
{ outline->corner[2].width + spread + dx, outline->corner[2].height + spread + dy },
{ outline->corner[3].width + spread - dx, outline->corner[3].height + spread + dy },
};
rgba_to_half (gsk_outset_shadow_node_get_color (node), color);
gsk_gl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, unblurred_outset_shadow));
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_SPREAD, 0,
spread);
gsk_gl_program_set_uniform2f (job->current_program,
UNIFORM_UNBLURRED_OUTSET_SHADOW_OFFSET, 0,
dx, dy);
/* Corners... */
if (corner_sizes[0][0] > 0 && corner_sizes[0][1] > 0) /* Top left */
gsk_gl_render_job_draw_with_color (job,
x, y, corner_sizes[0][0], corner_sizes[0][1],
color);
if (corner_sizes[1][0] > 0 && corner_sizes[1][1] > 0) /* Top right */
gsk_gl_render_job_draw_with_color (job,
x + w - corner_sizes[1][0], y,
corner_sizes[1][0], corner_sizes[1][1],
color);
if (corner_sizes[2][0] > 0 && corner_sizes[2][1] > 0) /* Bottom right */
gsk_gl_render_job_draw_with_color (job,
x + w - corner_sizes[2][0], y + h - corner_sizes[2][1],
corner_sizes[2][0], corner_sizes[2][1],
color);
if (corner_sizes[3][0] > 0 && corner_sizes[3][1] > 0) /* Bottom left */
gsk_gl_render_job_draw_with_color (job,
x, y + h - corner_sizes[3][1],
corner_sizes[3][0], corner_sizes[3][1],
color);
/* Edges... */;
if (edge_sizes[0] > 0) /* Top */
gsk_gl_render_job_draw_with_color (job,
x + corner_sizes[0][0], y,
w - corner_sizes[0][0] - corner_sizes[1][0], edge_sizes[0],
color);
if (edge_sizes[1] > 0) /* Right */
gsk_gl_render_job_draw_with_color (job,
x + w - edge_sizes[1], y + corner_sizes[1][1],
edge_sizes[1], h - corner_sizes[1][1] - corner_sizes[2][1],
color);
if (edge_sizes[2] > 0) /* Bottom */
gsk_gl_render_job_draw_with_color (job,
x + corner_sizes[3][0], y + h - edge_sizes[2],
w - corner_sizes[3][0] - corner_sizes[2][0], edge_sizes[2],
color);
if (edge_sizes[3] > 0) /* Left */
gsk_gl_render_job_draw_with_color (job,
x, y + corner_sizes[0][1],
edge_sizes[3], h - corner_sizes[0][1] - corner_sizes[3][1],
color);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_blurred_outset_shadow_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRoundedRect *outline = gsk_outset_shadow_node_get_outline (node);
float scale_x = job->scale_x;
float scale_y = job->scale_y;
float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
float blur_extra = blur_radius * 2.0f; /* 2.0 = shader radius_multiplier */
float half_blur_extra = blur_extra / 2.0f;
int extra_blur_pixels_x = ceilf (half_blur_extra * scale_x);
int extra_blur_pixels_y = ceilf (half_blur_extra * scale_y);
float spread = gsk_outset_shadow_node_get_spread (node);
float dx = gsk_outset_shadow_node_get_dx (node);
float dy = gsk_outset_shadow_node_get_dy (node);
GskRoundedRect scaled_outline;
GskRoundedRect transformed_outline;
GskGLRenderOffscreen offscreen = {0};
int texture_width, texture_height;
int blurred_texture_id;
int cached_tid;
gboolean do_slicing;
guint16 color[4];
float half_width = outline->bounds.size.width / 2;
float half_height = outline->bounds.size.height / 2;
rgba_to_half (gsk_outset_shadow_node_get_color (node), color);
/* scaled_outline is the minimal outline we need to draw the given drop shadow,
* enlarged by the spread and offset by the blur radius. */
scaled_outline = *outline;
if (outline->bounds.size.width < blur_extra ||
outline->bounds.size.height < blur_extra ||
outline->corner[0].width >= half_width ||
outline->corner[1].width >= half_width ||
outline->corner[2].width >= half_width ||
outline->corner[3].width >= half_width ||
outline->corner[0].height >= half_height ||
outline->corner[1].height >= half_height ||
outline->corner[2].height >= half_height ||
outline->corner[3].height >= half_height)
{
do_slicing = FALSE;
gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
}
else
{
/* Shrink our outline to the minimum size that can still hold all the border radii */
gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
/* Increase by the spread */
gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
/* Grow bounds but don't grow corners */
graphene_rect_inset (&scaled_outline.bounds, - blur_extra / 2.0, - blur_extra / 2.0);
/* For the center part, we add a few pixels */
scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
do_slicing = TRUE;
}
texture_width = (int)ceil ((scaled_outline.bounds.size.width + blur_extra) * scale_x);
texture_height = (int)ceil ((scaled_outline.bounds.size.height + blur_extra) * scale_y);
scaled_outline.bounds.origin.x = extra_blur_pixels_x;
scaled_outline.bounds.origin.y = extra_blur_pixels_y;
scaled_outline.bounds.size.width = texture_width - (extra_blur_pixels_x * 2);
scaled_outline.bounds.size.height = texture_height - (extra_blur_pixels_y * 2);
for (guint i = 0; i < G_N_ELEMENTS (scaled_outline.corner); i++)
{
scaled_outline.corner[i].width *= scale_x;
scaled_outline.corner[i].height *= scale_y;
}
cached_tid = gsk_gl_shadow_library_lookup (job->driver->shadows_library,
&scaled_outline,
blur_radius);
if (cached_tid == 0)
{
GdkGLContext *context = job->command_queue->context;
GskGLRenderTarget *render_target;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
guint prev_fbo;
gsk_gl_driver_create_render_target (job->driver,
texture_width, texture_height,
get_target_format (job, node),
GL_NEAREST, GL_NEAREST,
&render_target);
if (gdk_gl_context_has_debug (context))
{
gdk_gl_context_label_object_printf (context,
GL_TEXTURE,
render_target->texture_id,
"Outset Shadow Temp %d",
render_target->texture_id);
gdk_gl_context_label_object_printf (context,
GL_FRAMEBUFFER,
render_target->framebuffer_id,
"Outset Shadow FB Temp %d",
render_target->framebuffer_id);
}
/* Change state for offscreen */
gsk_gl_render_job_set_projection_for_size (job, texture_width, texture_height, &prev_projection);
gsk_gl_render_job_set_viewport_for_size (job, texture_width, texture_height, &prev_viewport);
gsk_gl_render_job_set_modelview (job, NULL);
gsk_gl_render_job_push_clip (job, &scaled_outline);
/* Bind render target and clear it */
prev_fbo = gsk_gl_command_queue_bind_framebuffer (job->command_queue, render_target->framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Draw the outline using color program */
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_gl_render_job_draw_with_color (job, 0, 0, texture_width, texture_height,
(guint16[]){ FP16_ONE, FP16_ONE, FP16_ONE, FP16_ONE });
gsk_gl_render_job_end_draw (job);
/* Reset state from offscreen */
gsk_gl_render_job_pop_clip (job);
gsk_gl_render_job_pop_modelview (job);
gsk_gl_render_job_set_viewport (job, &prev_viewport, NULL);
gsk_gl_render_job_set_projection (job, &prev_projection);
/* Now blur the outline */
init_full_texture_region (&offscreen);
offscreen.texture_id = gsk_gl_driver_release_render_target (job->driver, render_target, FALSE);
blurred_texture_id = blur_offscreen (job,
&offscreen,
texture_width,
texture_height,
blur_radius * scale_x,
blur_radius * scale_y);
gsk_gl_shadow_library_insert (job->driver->shadows_library,
&scaled_outline,
blur_radius,
blurred_texture_id);
gsk_gl_command_queue_bind_framebuffer (job->command_queue, prev_fbo);
}
else
{
blurred_texture_id = cached_tid;
}
gsk_gl_render_job_transform_rounded_rect (job, outline, &transformed_outline);
if (!do_slicing)
{
float min_x = floorf (outline->bounds.origin.x - spread - half_blur_extra + dx);
float min_y = floorf (outline->bounds.origin.y - spread - half_blur_extra + dy);
offscreen.was_offscreen = TRUE;
offscreen.texture_id = blurred_texture_id;
init_full_texture_region (&offscreen);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
blurred_texture_id);
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x,
min_y,
texture_width / scale_x,
texture_height / scale_y),
&offscreen,
color);
gsk_gl_render_job_end_draw (job);
return;
}
/* slicing */
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, outset_shadow));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
blurred_texture_id);
gsk_gl_program_set_uniform_rounded_rect (job->current_program,
UNIFORM_OUTSET_SHADOW_OUTLINE_RECT, 0,
&transformed_outline);
{
float min_x = floorf (outline->bounds.origin.x - spread - half_blur_extra + dx);
float min_y = floorf (outline->bounds.origin.y - spread - half_blur_extra + dy);
float max_x = ceilf (outline->bounds.origin.x + outline->bounds.size.width +
half_blur_extra + dx + spread);
float max_y = ceilf (outline->bounds.origin.y + outline->bounds.size.height +
half_blur_extra + dy + spread);
const GskGLTextureNineSlice *slices;
float left_width, center_width, right_width;
float top_height, center_height, bottom_height;
GskGLTexture *texture;
texture = gsk_gl_driver_get_texture_by_id (job->driver, blurred_texture_id);
slices = gsk_gl_texture_get_nine_slice (texture, &scaled_outline, extra_blur_pixels_x, extra_blur_pixels_y);
offscreen.was_offscreen = TRUE;
/* Our texture coordinates MUST be scaled, while the actual vertex coords
* MUST NOT be scaled.
*/
left_width = slices[NINE_SLICE_TOP_LEFT].rect.width / scale_x;
right_width = slices[NINE_SLICE_TOP_RIGHT].rect.width / scale_x;
center_width = (max_x - min_x) - (left_width + right_width);
top_height = slices[NINE_SLICE_TOP_LEFT].rect.height / scale_y;
bottom_height = slices[NINE_SLICE_BOTTOM_LEFT].rect.height / scale_y;
center_height = (max_y - min_y) - (top_height + bottom_height);
/* Top left */
if (nine_slice_is_visible (&slices[NINE_SLICE_TOP_LEFT]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_TOP_LEFT].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x,
min_y,
left_width,
top_height),
&offscreen,
color);
}
/* Top center */
if (nine_slice_is_visible (&slices[NINE_SLICE_TOP_CENTER]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_TOP_CENTER].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x + left_width,
min_y,
center_width,
top_height),
&offscreen,
color);
}
/* Top right */
if (nine_slice_is_visible (&slices[NINE_SLICE_TOP_RIGHT]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_TOP_RIGHT].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (max_x - right_width,
min_y,
right_width,
top_height),
&offscreen,
color);
}
/* Bottom right */
if (nine_slice_is_visible (&slices[NINE_SLICE_BOTTOM_RIGHT]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_BOTTOM_RIGHT].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (max_x - right_width,
max_y - bottom_height,
right_width,
bottom_height),
&offscreen,
color);
}
/* Bottom left */
if (nine_slice_is_visible (&slices[NINE_SLICE_BOTTOM_LEFT]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_BOTTOM_LEFT].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x,
max_y - bottom_height,
left_width,
bottom_height),
&offscreen,
color);
}
/* Left side */
if (nine_slice_is_visible (&slices[NINE_SLICE_LEFT_CENTER]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_LEFT_CENTER].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x,
min_y + top_height,
left_width,
center_height),
&offscreen,
color);
}
/* Right side */
if (nine_slice_is_visible (&slices[NINE_SLICE_RIGHT_CENTER]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_RIGHT_CENTER].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (max_x - right_width,
min_y + top_height,
right_width,
center_height),
&offscreen,
color);
}
/* Bottom side */
if (nine_slice_is_visible (&slices[NINE_SLICE_BOTTOM_CENTER]))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_BOTTOM_CENTER].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x + left_width,
max_y - bottom_height,
center_width,
bottom_height),
&offscreen,
color);
}
/* Middle */
if (nine_slice_is_visible (&slices[NINE_SLICE_CENTER]))
{
if (!gsk_rounded_rect_contains_rect (outline, &GRAPHENE_RECT_INIT (min_x + left_width,
min_y + top_height,
center_width,
center_height)))
{
memcpy (&offscreen.area, &slices[NINE_SLICE_CENTER].area, sizeof offscreen.area);
gsk_gl_render_job_draw_offscreen_with_color (job,
&GRAPHENE_RECT_INIT (min_x + left_width,
min_y + top_height,
center_width,
center_height),
&offscreen,
color);
}
}
}
gsk_gl_render_job_end_draw (job);
}
static inline gboolean G_GNUC_PURE
equal_texture_nodes (const GskRenderNode *node1,
const GskRenderNode *node2)
{
if (gsk_render_node_get_node_type (node1) != GSK_TEXTURE_NODE ||
gsk_render_node_get_node_type (node2) != GSK_TEXTURE_NODE)
return FALSE;
if (gsk_texture_node_get_texture (node1) !=
gsk_texture_node_get_texture (node2))
return FALSE;
return graphene_rect_equal (&node1->bounds, &node2->bounds);
}
static inline void
gsk_gl_render_job_visit_cross_fade_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
const GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
float progress = gsk_cross_fade_node_get_progress (node);
GskGLRenderOffscreen offscreen_start = {0};
GskGLRenderOffscreen offscreen_end = {0};
g_assert (progress > 0.0);
g_assert (progress < 1.0);
offscreen_start.force_offscreen = TRUE;
offscreen_start.reset_clip = TRUE;
offscreen_start.bounds = &node->bounds;
offscreen_end.force_offscreen = TRUE;
offscreen_end.reset_clip = TRUE;
offscreen_end.bounds = &node->bounds;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, start_node, &offscreen_start))
{
gsk_gl_render_job_visit_node (job, end_node);
return;
}
g_assert (offscreen_start.texture_id);
if (!gsk_gl_render_job_visit_node_with_offscreen (job, end_node, &offscreen_end))
{
float prev_alpha = gsk_gl_render_job_set_alpha (job, job->alpha * progress);
gsk_gl_render_job_visit_node (job, start_node);
gsk_gl_render_job_set_alpha (job, prev_alpha);
return;
}
g_assert (offscreen_end.texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, cross_fade));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen_start.texture_id);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_CROSS_FADE_SOURCE2, 0,
GL_TEXTURE_2D,
GL_TEXTURE1,
offscreen_end.texture_id);
gsk_gl_program_set_uniform1f (job->current_program,
UNIFORM_CROSS_FADE_PROGRESS, 0,
progress);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen_end);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_opacity_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *child = gsk_opacity_node_get_child (node);
float opacity = gsk_opacity_node_get_opacity (node);
float new_alpha = job->alpha * opacity;
if (!ALPHA_IS_CLEAR (new_alpha))
{
float prev_alpha = gsk_gl_render_job_set_alpha (job, new_alpha);
if (!gsk_render_node_use_offscreen_for_opacity (child))
{
gsk_gl_render_job_visit_node (job, child);
gsk_gl_render_job_set_alpha (job, prev_alpha);
}
else
{
GskGLRenderOffscreen offscreen = {0};
offscreen.bounds = &child->bounds;
offscreen.force_offscreen = TRUE;
offscreen.reset_clip = TRUE;
/* Note: offscreen rendering resets alpha to 1.0 */
if (!gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen))
return;
g_assert (offscreen.texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
gsk_gl_render_job_set_alpha (job, prev_alpha);
}
}
static inline int
compute_phase_and_pos (float value, float *pos)
{
float v;
*pos = floorf (value);
v = value - *pos;
if (v < 0.125)
return 0;
else if (v < 0.375)
return 1;
else if (v < 0.625)
return 2;
else if (v < 0.875)
return 3;
else
{
*pos += 1;
return 0;
}
}
static inline void
gsk_gl_render_job_visit_text_node (GskGLRenderJob *job,
const GskRenderNode *node,
const GdkRGBA *color,
gboolean force_color)
{
const PangoFont *font = gsk_text_node_get_font (node);
const PangoGlyphInfo *glyphs = gsk_text_node_get_glyphs (node, NULL);
const graphene_point_t *offset = gsk_text_node_get_offset (node);
float text_scale = MAX (fabs (job->scale_x), fabs (job->scale_y)); /* TODO: Fix for uneven scales? */
guint num_glyphs = gsk_text_node_get_num_glyphs (node);
float x = offset->x + job->offset_x;
float y = offset->y + job->offset_y;
GskGLGlyphLibrary *library = job->driver->glyphs_library;
GskGLCommandBatch *batch;
int x_position = 0;
GskGLGlyphKey lookup;
guint last_texture = 0;
GskGLDrawVertex *vertices;
guint used = 0;
guint16 nc[4] = { FP16_MINUS_ONE, FP16_MINUS_ONE, FP16_MINUS_ONE, FP16_MINUS_ONE };
guint16 cc[4];
const guint16 *c;
const PangoGlyphInfo *gi;
guint i;
int yshift;
float ypos;
if (num_glyphs == 0)
return;
if ((force_color || !gsk_text_node_has_color_glyphs (node)) &&
RGBA_IS_CLEAR (color))
return;
rgba_to_half (color, cc);
lookup.font = (PangoFont *)font;
lookup.scale = (guint) (text_scale * 1024);
yshift = compute_phase_and_pos (y, &ypos);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, coloring));
batch = gsk_gl_command_queue_get_batch (job->command_queue);
vertices = gsk_gl_command_queue_add_n_vertices (job->command_queue, num_glyphs);
/* We use one quad per character */
for (i = 0, gi = glyphs; i < num_glyphs; i++, gi++)
{
const GskGLGlyphValue *glyph;
float glyph_x, glyph_y, glyph_x2, glyph_y2;
float tx, ty, tx2, ty2;
float cx;
float cy;
guint texture_id;
lookup.glyph = gi->glyph;
/* If the glyph has color, we don't need to recolor anything.
* We tell the shader by setting the color to vec4(-1).
*/
if (!force_color && gi->attr.is_color)
c = nc;
else
c = cc;
cx = (float)(x_position + gi->geometry.x_offset) / PANGO_SCALE;
lookup.xshift = compute_phase_and_pos (x + cx, &cx);
if G_UNLIKELY (gi->geometry.y_offset != 0)
{
cy = (float)(gi->geometry.y_offset) / PANGO_SCALE;
lookup.yshift = compute_phase_and_pos (y + cy, &cy);
}
else
{
lookup.yshift = yshift;
cy = ypos;
}
x_position += gi->geometry.width;
texture_id = gsk_gl_glyph_library_lookup_or_add (library, &lookup, &glyph);
if G_UNLIKELY (texture_id == 0)
continue;
if G_UNLIKELY (last_texture != texture_id || batch->draw.vbo_count + GSK_GL_N_VERTICES > 0xffff)
{
if G_LIKELY (last_texture != 0)
{
guint vbo_offset = batch->draw.vbo_offset + batch->draw.vbo_count;
/* Since we have batched added our VBO vertices to avoid repeated
* calls to the buffer, we need to manually tweak the vbo offset
* of the new batch as otherwise it will point at the end of our
* vbo array.
*/
gsk_gl_render_job_split_draw (job);
batch = gsk_gl_command_queue_get_batch (job->command_queue);
batch->draw.vbo_offset = vbo_offset;
}
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
texture_id);
last_texture = texture_id;
}
tx = glyph->entry.area.x;
ty = glyph->entry.area.y;
tx2 = glyph->entry.area.x2;
ty2 = glyph->entry.area.y2;
glyph_x = cx + glyph->ink_rect.x;
glyph_y = cy + glyph->ink_rect.y;
glyph_x2 = glyph_x + glyph->ink_rect.width;
glyph_y2 = glyph_y + glyph->ink_rect.height;
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x, glyph_y }, .uv = { tx, ty }, .color = { c[0], c[1], c[2], c[3] } };
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x, glyph_y2 }, .uv = { tx, ty2 }, .color = { c[0], c[1], c[2], c[3] } };
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x2, glyph_y }, .uv = { tx2, ty }, .color = { c[0], c[1], c[2], c[3] } };
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x2, glyph_y2 }, .uv = { tx2, ty2 }, .color = { c[0], c[1], c[2], c[3] } };
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x, glyph_y2 }, .uv = { tx, ty2 }, .color = { c[0], c[1], c[2], c[3] } };
*(vertices++) = (GskGLDrawVertex) { .position = { glyph_x2, glyph_y }, .uv = { tx2, ty }, .color = { c[0], c[1], c[2], c[3] } };
batch->draw.vbo_count += GSK_GL_N_VERTICES;
used++;
}
if (used != num_glyphs)
gsk_gl_command_queue_retract_n_vertices (job->command_queue, num_glyphs - used);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_shadow_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
const GskRenderNode *original_child = gsk_shadow_node_get_child (node);
const GskRenderNode *shadow_child = original_child;
/* Shadow nodes recolor every pixel of the source texture, but leave the alpha in tact.
* If the child is a color matrix node that doesn't touch the alpha, we can throw that away. */
if (gsk_render_node_get_node_type (shadow_child) == GSK_COLOR_MATRIX_NODE &&
!color_matrix_modifies_alpha (shadow_child))
shadow_child = gsk_color_matrix_node_get_child (shadow_child);
for (guint i = 0; i < n_shadows; i++)
{
const GskShadow *shadow = gsk_shadow_node_get_shadow (node, i);
const float dx = shadow->dx;
const float dy = shadow->dy;
GskGLRenderOffscreen offscreen = {0};
graphene_rect_t bounds;
guint16 color[4];
if (RGBA_IS_CLEAR (&shadow->color))
continue;
if (node_is_invisible (shadow_child))
continue;
if (shadow->radius == 0 &&
gsk_render_node_get_node_type (shadow_child) == GSK_TEXT_NODE)
{
if (dx != 0 || dy != 0)
{
gsk_gl_render_job_offset (job, dx, dy);
gsk_gl_render_job_visit_text_node (job, shadow_child, &shadow->color, TRUE);
gsk_gl_render_job_offset (job, -dx, -dy);
}
continue;
}
if (shadow->radius > 0)
{
float min_x;
float min_y;
float max_x;
float max_y;
offscreen.do_not_cache = TRUE;
blur_node (job,
&offscreen,
shadow_child,
shadow->radius,
&min_x, &max_x,
&min_y, &max_y);
bounds.origin.x = min_x - job->offset_x;
bounds.origin.y = min_y - job->offset_y;
bounds.size.width = max_x - min_x;
bounds.size.height = max_y - min_y;
offscreen.was_offscreen = TRUE;
}
else if (dx == 0 && dy == 0)
{
continue; /* Invisible anyway */
}
else
{
offscreen.bounds = &shadow_child->bounds;
offscreen.reset_clip = TRUE;
offscreen.do_not_cache = TRUE;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, shadow_child, &offscreen))
g_assert_not_reached ();
bounds = shadow_child->bounds;
}
gsk_gl_render_job_offset (job, dx, dy);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, coloring));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
rgba_to_half (&shadow->color, color);
gsk_gl_render_job_draw_offscreen_with_color (job, &bounds, &offscreen, color);
gsk_gl_render_job_end_draw (job);
gsk_gl_render_job_offset (job, -dx, -dy);
}
/* Now draw the child normally */
gsk_gl_render_job_visit_node (job, original_child);
}
static inline void
gsk_gl_render_job_visit_blur_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *child = gsk_blur_node_get_child (node);
float blur_radius = gsk_blur_node_get_radius (node);
GskGLRenderOffscreen offscreen = {0};
GskTextureKey key;
gboolean cache_texture;
float min_x;
float max_x;
float min_y;
float max_y;
g_assert (blur_radius > 0);
if (node_is_invisible (child))
return;
key.pointer = node;
key.pointer_is_child = FALSE;
key.scale_x = job->scale_x;
key.scale_y = job->scale_y;
key.filter = GL_NEAREST;
offscreen.texture_id = gsk_gl_driver_lookup_texture (job->driver, &key);
cache_texture = offscreen.texture_id == 0;
blur_node (job,
&offscreen,
child,
blur_radius,
&min_x, &max_x, &min_y, &max_y);
g_assert (offscreen.texture_id != 0);
if (cache_texture)
gsk_gl_driver_cache_texture (job->driver, &key, offscreen.texture_id);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_coords (job,
min_x, min_y, max_x, max_y,
0, 1, 1, 0,
(guint16[]) { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO } );
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_blend_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *top_child = gsk_blend_node_get_top_child (node);
const GskRenderNode *bottom_child = gsk_blend_node_get_bottom_child (node);
GskGLRenderOffscreen top_offscreen = {0};
GskGLRenderOffscreen bottom_offscreen = {0};
top_offscreen.bounds = &node->bounds;
top_offscreen.force_offscreen = TRUE;
top_offscreen.reset_clip = TRUE;
bottom_offscreen.bounds = &node->bounds;
bottom_offscreen.force_offscreen = TRUE;
bottom_offscreen.reset_clip = TRUE;
/* TODO: We create 2 textures here as big as the blend node, but both the
* start and the end node might be a lot smaller than that. */
if (!gsk_gl_render_job_visit_node_with_offscreen (job, bottom_child, &bottom_offscreen))
{
gsk_gl_render_job_visit_node (job, top_child);
return;
}
g_assert (bottom_offscreen.was_offscreen);
if (!gsk_gl_render_job_visit_node_with_offscreen (job, top_child, &top_offscreen))
{
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
bottom_offscreen.texture_id);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &bottom_offscreen);
gsk_gl_render_job_end_draw (job);
return;
}
g_assert (top_offscreen.was_offscreen);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blend));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
bottom_offscreen.texture_id);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_BLEND_SOURCE2, 0,
GL_TEXTURE_2D,
GL_TEXTURE1,
top_offscreen.texture_id);
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_BLEND_MODE, 0,
gsk_blend_node_get_blend_mode (node));
gsk_gl_render_job_draw_offscreen_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_color_matrix_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *child = gsk_color_matrix_node_get_child (node);
GskGLRenderOffscreen offscreen = {0};
float offset[4];
if (node_is_invisible (child))
return;
offscreen.bounds = &node->bounds;
offscreen.reset_clip = TRUE;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen))
g_assert_not_reached ();
g_assert (offscreen.texture_id > 0);
graphene_vec4_to_float (gsk_color_matrix_node_get_color_offset (node), offset);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color_matrix));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_program_set_uniform_matrix (job->current_program,
UNIFORM_COLOR_MATRIX_COLOR_MATRIX, 0,
gsk_color_matrix_node_get_color_matrix (node));
gsk_gl_program_set_uniform4fv (job->current_program,
UNIFORM_COLOR_MATRIX_COLOR_OFFSET, 0,
1,
offset);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_gl_shader_node_fallback (GskGLRenderJob *job,
const GskRenderNode *node)
{
guint16 pink[4] = { 15360, 13975, 14758, 15360 }; /* 255 105 180 */
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, color));
gsk_gl_render_job_draw_rect_with_color (job, &node->bounds, pink);
gsk_gl_render_job_end_draw (job);
}
static inline void
gsk_gl_render_job_visit_gl_shader_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
GError *error = NULL;
GskGLShader *shader;
GskGLProgram *program;
int n_children;
shader = gsk_gl_shader_node_get_shader (node);
program = gsk_gl_driver_lookup_shader (job->driver, shader, &error);
n_children = gsk_gl_shader_node_get_n_children (node);
if G_UNLIKELY (program == NULL)
{
if (g_object_get_data (G_OBJECT (shader), "gsk-did-warn") == NULL)
{
g_object_set_data (G_OBJECT (shader), "gsk-did-warn", GUINT_TO_POINTER (1));
g_warning ("Failed to compile gl shader: %s", error->message);
}
gsk_gl_render_job_visit_gl_shader_node_fallback (job, node);
g_clear_error (&error);
}
else
{
GskGLRenderOffscreen offscreens[4] = {{0}};
const GskGLUniform *uniforms;
const guint8 *base;
GBytes *args;
int n_uniforms;
g_assert (n_children < G_N_ELEMENTS (offscreens));
for (guint i = 0; i < n_children; i++)
{
const GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
offscreens[i].bounds = &node->bounds;
offscreens[i].force_offscreen = TRUE;
offscreens[i].reset_clip = TRUE;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreens[i]))
return;
}
args = gsk_gl_shader_node_get_args (node);
base = g_bytes_get_data (args, NULL);
uniforms = gsk_gl_shader_get_uniforms (shader, &n_uniforms);
gsk_gl_render_job_begin_draw (job, program);
for (guint i = 0; i < n_children; i++)
gsk_gl_program_set_uniform_texture (program,
UNIFORM_CUSTOM_TEXTURE1 + i, 0,
GL_TEXTURE_2D,
GL_TEXTURE0 + i,
offscreens[i].texture_id);
gsk_gl_program_set_uniform2f (program,
UNIFORM_CUSTOM_SIZE, 0,
node->bounds.size.width,
node->bounds.size.height);
for (guint i = 0; i < n_uniforms; i++)
{
const GskGLUniform *u = &uniforms[i];
const guint8 *data = base + u->offset;
switch (u->type)
{
default:
case GSK_GL_UNIFORM_TYPE_NONE:
break;
case GSK_GL_UNIFORM_TYPE_FLOAT:
gsk_gl_uniform_state_set1fv (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_INT:
gsk_gl_uniform_state_set1i (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, *(const gint32 *)data);
break;
case GSK_GL_UNIFORM_TYPE_UINT:
case GSK_GL_UNIFORM_TYPE_BOOL:
gsk_gl_uniform_state_set1ui (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, *(const guint32 *)data);
break;
case GSK_GL_UNIFORM_TYPE_VEC2:
gsk_gl_uniform_state_set2fv (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_VEC3:
gsk_gl_uniform_state_set3fv (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_VEC4:
gsk_gl_uniform_state_set4fv (job->command_queue->uniforms,
program->program_info,
UNIFORM_CUSTOM_ARG0 + i,
0, 1, (const float *)data);
break;
}
}
gsk_gl_render_job_draw_offscreen_rect (job, &node->bounds);
gsk_gl_render_job_end_draw (job);
}
}
static void
gsk_gl_render_job_upload_texture (GskGLRenderJob *job,
GdkTexture *texture,
int min_filter,
int mag_filter,
GskGLRenderOffscreen *offscreen)
{
if (min_filter == GL_LINEAR &&
mag_filter == GL_LINEAR &&
gsk_gl_texture_library_can_cache ((GskGLTextureLibrary *)job->driver->icons_library,
texture->width,
texture->height) &&
!GDK_IS_GL_TEXTURE (texture))
{
const GskGLIconData *icon_data;
gsk_gl_icon_library_lookup_or_add (job->driver->icons_library, texture, &icon_data);
offscreen->texture_id = GSK_GL_TEXTURE_ATLAS_ENTRY_TEXTURE (icon_data);
memcpy (&offscreen->area, &icon_data->entry.area, sizeof offscreen->area);
}
else
{
offscreen->texture_id = gsk_gl_driver_load_texture (job->driver, texture, min_filter, mag_filter);
init_full_texture_region (offscreen);
}
}
static inline void
gsk_gl_render_job_visit_texture_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
GdkTexture *texture = gsk_texture_node_get_texture (node);
int min_filter = GL_LINEAR;
int mag_filter = GL_LINEAR;
int max_texture_size = job->command_queue->max_texture_size;
if G_LIKELY (texture->width <= max_texture_size &&
texture->height <= max_texture_size)
{
GskGLRenderOffscreen offscreen = {0};
gsk_gl_render_job_upload_texture (job, texture, min_filter, mag_filter, &offscreen);
g_assert (offscreen.texture_id);
g_assert (offscreen.was_offscreen == FALSE);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
else
{
float min_x = job->offset_x + node->bounds.origin.x;
float min_y = job->offset_y + node->bounds.origin.y;
float max_x = min_x + node->bounds.size.width;
float max_y = min_y + node->bounds.size.height;
float scale_x = (max_x - min_x) / texture->width;
float scale_y = (max_y - min_y) / texture->height;
GskGLTextureSlice *slices = NULL;
guint n_slices = 0;
gsk_gl_driver_slice_texture (job->driver, texture, &slices, &n_slices);
g_assert (slices != NULL);
g_assert (n_slices > 0);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
for (guint i = 0; i < n_slices; i ++)
{
const GskGLTextureSlice *slice = &slices[i];
float x1, x2, y1, y2;
x1 = min_x + (scale_x * slice->rect.x);
x2 = x1 + (slice->rect.width * scale_x);
y1 = min_y + (scale_y * slice->rect.y);
y2 = y1 + (slice->rect.height * scale_y);
if (i > 0)
gsk_gl_render_job_split_draw (job);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
slice->texture_id);
gsk_gl_render_job_draw_coords (job,
x1, y1, x2, y2,
0, 0, 1, 1,
(guint16[]) { FP16_ZERO, FP16_ZERO, FP16_ZERO, FP16_ZERO });
}
gsk_gl_render_job_end_draw (job);
}
}
static inline void
gsk_gl_render_job_visit_repeat_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
const GskRenderNode *child = gsk_repeat_node_get_child (node);
const graphene_rect_t *child_bounds = gsk_repeat_node_get_child_bounds (node);
GskGLRenderOffscreen offscreen = {0};
if (node_is_invisible (child))
return;
if (!graphene_rect_equal (child_bounds, &child->bounds))
{
/* TODO: implement these repeat nodes. */
gsk_gl_render_job_visit_as_fallback (job, node);
return;
}
/* If the size of the repeat node is smaller than the size of the
* child node, we don't repeat at all and can just draw that part
* of the child texture... */
if (rect_contains_rect (child_bounds, &node->bounds))
{
gsk_gl_render_job_visit_clipped_child (job, child, &node->bounds);
return;
}
offscreen.bounds = &child->bounds;
offscreen.reset_clip = TRUE;
if (!gsk_gl_render_job_visit_node_with_offscreen (job, child, &offscreen))
g_assert_not_reached ();
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, repeat));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
gsk_gl_program_set_uniform4f (job->current_program,
UNIFORM_REPEAT_CHILD_BOUNDS, 0,
(node->bounds.origin.x - child_bounds->origin.x) / child_bounds->size.width,
(node->bounds.origin.y - child_bounds->origin.y) / child_bounds->size.height,
node->bounds.size.width / child_bounds->size.width,
node->bounds.size.height / child_bounds->size.height);
gsk_gl_program_set_uniform4f (job->current_program,
UNIFORM_REPEAT_TEXTURE_RECT, 0,
offscreen.area.x,
offscreen.was_offscreen ? offscreen.area.y2 : offscreen.area.y,
offscreen.area.x2,
offscreen.was_offscreen ? offscreen.area.y : offscreen.area.y2);
gsk_gl_render_job_draw_offscreen (job, &node->bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
static void
gsk_gl_render_job_visit_node (GskGLRenderJob *job,
const GskRenderNode *node)
{
gboolean has_clip;
g_assert (job != NULL);
g_assert (node != NULL);
g_assert (GSK_IS_GL_DRIVER (job->driver));
g_assert (GSK_IS_GL_COMMAND_QUEUE (job->command_queue));
if (node_is_invisible (node))
return;
if (!gsk_gl_render_job_update_clip (job, &node->bounds, &has_clip))
return;
switch (gsk_render_node_get_node_type (node))
{
case GSK_BLEND_NODE:
gsk_gl_render_job_visit_blend_node (job, node);
break;
case GSK_BLUR_NODE:
if (gsk_blur_node_get_radius (node) > 0)
gsk_gl_render_job_visit_blur_node (job, node);
else
gsk_gl_render_job_visit_node (job, gsk_blur_node_get_child (node));
break;
case GSK_BORDER_NODE:
if (gsk_border_node_get_uniform_color (node) &&
gsk_rounded_rect_is_rectilinear (gsk_border_node_get_outline (node)))
gsk_gl_render_job_visit_rect_border_node (job, node);
else
gsk_gl_render_job_visit_border_node (job, node);
break;
case GSK_CLIP_NODE:
gsk_gl_render_job_visit_clip_node (job, node);
break;
case GSK_COLOR_NODE:
gsk_gl_render_job_visit_color_node (job, node);
break;
case GSK_COLOR_MATRIX_NODE:
gsk_gl_render_job_visit_color_matrix_node (job, node);
break;
case GSK_CONIC_GRADIENT_NODE:
if (gsk_conic_gradient_node_get_n_color_stops (node) < MAX_GRADIENT_STOPS)
gsk_gl_render_job_visit_conic_gradient_node (job, node);
else
gsk_gl_render_job_visit_as_fallback (job, node);
break;
case GSK_CONTAINER_NODE:
{
GskRenderNode **children;
guint n_children;
children = gsk_container_node_get_children (node, &n_children);
for (guint i = 0; i < n_children; i++)
{
const GskRenderNode *child = children[i];
if (i + 1 < n_children &&
job->current_clip->is_fully_contained &&
gsk_render_node_get_node_type (child) == GSK_ROUNDED_CLIP_NODE)
{
const GskRenderNode *grandchild = gsk_rounded_clip_node_get_child (child);
const GskRenderNode *child2 = children[i + 1];
if (gsk_render_node_get_node_type (grandchild) == GSK_COLOR_NODE &&
gsk_render_node_get_node_type (child2) == GSK_BORDER_NODE &&
gsk_border_node_get_uniform_color (child2) &&
rounded_rect_equal (gsk_rounded_clip_node_get_clip (child),
gsk_border_node_get_outline (child2)))
{
gsk_gl_render_job_visit_css_background (job, child, child2);
i++; /* skip the border node */
continue;
}
}
gsk_gl_render_job_visit_node (job, child);
}
}
break;
case GSK_CROSS_FADE_NODE:
{
const GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
const GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
float progress = gsk_cross_fade_node_get_progress (node);
if (progress <= 0.0f)
gsk_gl_render_job_visit_node (job, gsk_cross_fade_node_get_start_child (node));
else if (progress >= 1.0f || equal_texture_nodes (start_node, end_node))
gsk_gl_render_job_visit_node (job, gsk_cross_fade_node_get_end_child (node));
else
gsk_gl_render_job_visit_cross_fade_node (job, node);
}
break;
case GSK_DEBUG_NODE:
/* Debug nodes are ignored because draws get reordered anyway */
gsk_gl_render_job_visit_node (job, gsk_debug_node_get_child (node));
break;
case GSK_GL_SHADER_NODE:
gsk_gl_render_job_visit_gl_shader_node (job, node);
break;
case GSK_INSET_SHADOW_NODE:
if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
gsk_gl_render_job_visit_blurred_inset_shadow_node (job, node);
else
gsk_gl_render_job_visit_unblurred_inset_shadow_node (job, node);
break;
case GSK_LINEAR_GRADIENT_NODE:
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
if (gsk_linear_gradient_node_get_n_color_stops (node) < MAX_GRADIENT_STOPS)
gsk_gl_render_job_visit_linear_gradient_node (job, node);
else
gsk_gl_render_job_visit_as_fallback (job, node);
break;
case GSK_OPACITY_NODE:
gsk_gl_render_job_visit_opacity_node (job, node);
break;
case GSK_OUTSET_SHADOW_NODE:
if (gsk_outset_shadow_node_get_blur_radius (node) > 0)
gsk_gl_render_job_visit_blurred_outset_shadow_node (job, node);
else
gsk_gl_render_job_visit_unblurred_outset_shadow_node (job, node);
break;
case GSK_RADIAL_GRADIENT_NODE:
case GSK_REPEATING_RADIAL_GRADIENT_NODE:
if (gsk_radial_gradient_node_get_n_color_stops (node) < MAX_GRADIENT_STOPS)
gsk_gl_render_job_visit_radial_gradient_node (job, node);
else
gsk_gl_render_job_visit_as_fallback (job, node);
break;
case GSK_REPEAT_NODE:
gsk_gl_render_job_visit_repeat_node (job, node);
break;
case GSK_ROUNDED_CLIP_NODE:
gsk_gl_render_job_visit_rounded_clip_node (job, node);
break;
case GSK_SHADOW_NODE:
gsk_gl_render_job_visit_shadow_node (job, node);
break;
case GSK_TEXT_NODE:
gsk_gl_render_job_visit_text_node (job,
node,
gsk_text_node_get_color (node),
FALSE);
break;
case GSK_TEXTURE_NODE:
gsk_gl_render_job_visit_texture_node (job, node);
break;
case GSK_TEXTURE_SCALE_NODE:
gsk_gl_render_job_visit_as_fallback (job, node);
break;
case GSK_TRANSFORM_NODE:
gsk_gl_render_job_visit_transform_node (job, node);
break;
case GSK_CAIRO_NODE:
gsk_gl_render_job_visit_as_fallback (job, node);
break;
case GSK_NOT_A_RENDER_NODE:
default:
g_assert_not_reached ();
break;
}
if (has_clip)
gsk_gl_render_job_pop_clip (job);
}
static gboolean
gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
const GskRenderNode *node,
GskGLRenderOffscreen *offscreen)
{
GskTextureKey key;
guint cached_id;
int filter;
g_assert (job != NULL);
g_assert (node != NULL);
g_assert (offscreen != NULL);
g_assert (offscreen->texture_id == 0);
g_assert (offscreen->bounds != NULL);
if (node_is_invisible (node))
{
/* Just to be safe. */
offscreen->texture_id = 0;
init_full_texture_region (offscreen);
offscreen->was_offscreen = FALSE;
return FALSE;
}
if (gsk_render_node_get_node_type (node) == GSK_TEXTURE_NODE &&
offscreen->force_offscreen == FALSE)
{
GdkTexture *texture = gsk_texture_node_get_texture (node);
gsk_gl_render_job_upload_texture (job, texture, GL_LINEAR, GL_LINEAR, offscreen);
g_assert (offscreen->was_offscreen == FALSE);
return TRUE;
}
filter = offscreen->linear_filter ? GL_LINEAR : GL_NEAREST;
key.pointer = node;
key.pointer_is_child = TRUE; /* Don't conflict with the child using the cache too */
key.parent_rect = *offscreen->bounds;
key.scale_x = job->scale_x;
key.scale_y = job->scale_y;
key.filter = filter;
float offset_x = job->offset_x;
float offset_y = job->offset_y;
gboolean flipped_x = job->scale_x < 0;
gboolean flipped_y = job->scale_y < 0;
graphene_rect_t viewport;
if (flipped_x || flipped_y)
{
GskTransform *transform = gsk_transform_scale (NULL,
flipped_x ? -1 : 1,
flipped_y ? -1 : 1);
gsk_gl_render_job_push_modelview (job, transform);
}
gsk_gl_render_job_transform_bounds (job, offscreen->bounds, &viewport);
float aligned_x = floorf (viewport.origin.x);
float padding_left = viewport.origin.x - aligned_x;
float aligned_width = ceilf (viewport.size.width + padding_left);
float padding_right = aligned_width - viewport.size.width - padding_left;
float aligned_y = floorf (viewport.origin.y);
float padding_top = viewport.origin.y - aligned_y;
float aligned_height = ceilf (viewport.size.height + padding_top);
float padding_bottom = aligned_height - viewport.size.height - padding_top;
/* Tweak the scale factor so that the required texture doesn't
* exceed the max texture limit. This will render with a lower
* resolution, but this is better than clipping.
*/
g_assert (job->command_queue->max_texture_size > 0);
float downscale_x = 1;
float downscale_y = 1;
int texture_width;
int texture_height;
int max_texture_size = job->command_queue->max_texture_size;
if (aligned_width > max_texture_size)
downscale_x = (float)max_texture_size / viewport.size.width;
if (aligned_height > max_texture_size)
downscale_y = (float)max_texture_size / viewport.size.height;
if (downscale_x != 1 || downscale_y != 1)
{
GskTransform *transform = gsk_transform_scale (NULL, downscale_x, downscale_y);
gsk_gl_render_job_push_modelview (job, transform);
gsk_gl_render_job_transform_bounds (job, offscreen->bounds, &viewport);
}
if (downscale_x == 1)
{
viewport.origin.x = aligned_x;
viewport.size.width = aligned_width;
offscreen->area.x = padding_left / aligned_width;
offscreen->area.x2 = 1.0f - (padding_right / aligned_width);
texture_width = aligned_width;
}
else
{
offscreen->area.x = 0;
offscreen->area.x2 = 1;
texture_width = max_texture_size;
}
if (downscale_y == 1)
{
viewport.origin.y = aligned_y;
viewport.size.height = aligned_height;
offscreen->area.y = padding_bottom / aligned_height;
offscreen->area.y2 = 1.0f - padding_top / aligned_height;
texture_height = aligned_height;
}
else
{
offscreen->area.y = 0;
offscreen->area.y2 = 1;
texture_height = max_texture_size;
}
/* Check if we've already cached the drawn texture. */
cached_id = gsk_gl_driver_lookup_texture (job->driver, &key);
if (cached_id != 0)
{
if (downscale_x != 1 || downscale_y != 1)
gsk_gl_render_job_pop_modelview (job);
if (flipped_x || flipped_y)
gsk_gl_render_job_pop_modelview (job);
offscreen->texture_id = cached_id;
/* We didn't render it offscreen, but hand out an offscreen texture id */
offscreen->was_offscreen = TRUE;
return TRUE;
}
GskGLRenderTarget *render_target;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
float prev_alpha;
guint prev_fbo;
if (!gsk_gl_driver_create_render_target (job->driver,
texture_width, texture_height,
get_target_format (job, node),
filter, filter,
&render_target))
g_assert_not_reached ();
if (gdk_gl_context_has_debug (job->command_queue->context))
{
gdk_gl_context_label_object_printf (job->command_queue->context,
GL_TEXTURE,
render_target->texture_id,
"Offscreen<%s> %d",
g_type_name_from_instance ((GTypeInstance *) node),
render_target->texture_id);
gdk_gl_context_label_object_printf (job->command_queue->context,
GL_FRAMEBUFFER,
render_target->framebuffer_id,
"Offscreen<%s> FB %d",
g_type_name_from_instance ((GTypeInstance *) node),
render_target->framebuffer_id);
}
gsk_gl_render_job_set_viewport (job, &viewport, &prev_viewport);
gsk_gl_render_job_set_projection_from_rect (job, &job->viewport, &prev_projection);
prev_alpha = gsk_gl_render_job_set_alpha (job, 1.0f);
prev_fbo = gsk_gl_command_queue_bind_framebuffer (job->command_queue, render_target->framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
if (offscreen->reset_clip)
gsk_gl_render_job_push_clip (job, &GSK_ROUNDED_RECT_INIT_FROM_RECT (job->viewport));
gsk_gl_render_job_visit_node (job, node);
if (offscreen->reset_clip)
gsk_gl_render_job_pop_clip (job);
if (downscale_x != 1 || downscale_y != 1)
gsk_gl_render_job_pop_modelview (job);
if (flipped_x || flipped_y)
gsk_gl_render_job_pop_modelview (job);
gsk_gl_render_job_set_viewport (job, &prev_viewport, NULL);
gsk_gl_render_job_set_projection (job, &prev_projection);
gsk_gl_render_job_set_alpha (job, prev_alpha);
gsk_gl_command_queue_bind_framebuffer (job->command_queue, prev_fbo);
job->offset_x = offset_x;
job->offset_y = offset_y;
offscreen->was_offscreen = TRUE;
offscreen->texture_id = gsk_gl_driver_release_render_target (job->driver,
render_target,
FALSE);
if (!offscreen->do_not_cache)
gsk_gl_driver_cache_texture (job->driver, &key, offscreen->texture_id);
return TRUE;
}
void
gsk_gl_render_job_render_flipped (GskGLRenderJob *job,
GskRenderNode *root)
{
graphene_matrix_t proj;
guint framebuffer_id;
guint texture_id;
guint surface_height;
g_return_if_fail (job != NULL);
g_return_if_fail (root != NULL);
g_return_if_fail (GSK_IS_GL_DRIVER (job->driver));
surface_height = job->viewport.size.height;
graphene_matrix_init_ortho (&proj,
job->viewport.origin.x,
job->viewport.origin.x + job->viewport.size.width,
job->viewport.origin.y,
job->viewport.origin.y + job->viewport.size.height,
ORTHO_NEAR_PLANE,
ORTHO_FAR_PLANE);
graphene_matrix_scale (&proj, 1, -1, 1);
if (!gsk_gl_command_queue_create_render_target (job->command_queue,
MAX (1, job->viewport.size.width),
MAX (1, job->viewport.size.height),
job->target_format,
GL_NEAREST, GL_NEAREST,
&framebuffer_id, &texture_id))
return;
/* Setup drawing to our offscreen texture/framebuffer which is flipped */
gsk_gl_command_queue_bind_framebuffer (job->command_queue, framebuffer_id);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
/* Visit all nodes creating batches */
gdk_gl_context_push_debug_group (job->command_queue->context, "Building command queue");
gsk_gl_render_job_visit_node (job, root);
gdk_gl_context_pop_debug_group (job->command_queue->context);
/* Now draw to our real destination, but flipped */
gsk_gl_render_job_set_alpha (job, 1.0f);
gsk_gl_command_queue_bind_framebuffer (job->command_queue, job->framebuffer);
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
texture_id);
gsk_gl_render_job_draw_rect (job, &job->viewport);
gsk_gl_render_job_end_draw (job);
gdk_gl_context_push_debug_group (job->command_queue->context, "Executing command queue");
gsk_gl_command_queue_execute (job->command_queue, surface_height, 1, NULL, job->default_framebuffer);
gdk_gl_context_pop_debug_group (job->command_queue->context);
glDeleteFramebuffers (1, &framebuffer_id);
glDeleteTextures (1, &texture_id);
}
void
gsk_gl_render_job_render (GskGLRenderJob *job,
GskRenderNode *root)
{
G_GNUC_UNUSED gint64 start_time;
guint scale_factor;
guint surface_height;
g_return_if_fail (job != NULL);
g_return_if_fail (root != NULL);
g_return_if_fail (GSK_IS_GL_DRIVER (job->driver));
scale_factor = MAX (job->scale_x, job->scale_y);
surface_height = job->viewport.size.height;
gsk_gl_command_queue_make_current (job->command_queue);
/* Build the command queue using the shared GL context for all renderers
* on the same display.
*/
start_time = GDK_PROFILER_CURRENT_TIME;
gdk_gl_context_push_debug_group (job->command_queue->context, "Building command queue");
gsk_gl_command_queue_bind_framebuffer (job->command_queue, job->framebuffer);
if (job->clear_framebuffer)
gsk_gl_command_queue_clear (job->command_queue, 0, &job->viewport);
gsk_gl_render_job_visit_node (job, root);
gdk_gl_context_pop_debug_group (job->command_queue->context);
gdk_profiler_add_mark (start_time, GDK_PROFILER_CURRENT_TIME-start_time, "Build GL command queue", "");
#if 0
/* At this point the atlases have uploaded content while we processed
* nodes but have not necessarily been used by the commands in the queue.
*/
gsk_gl_driver_save_atlases_to_png (job->driver, NULL);
#endif
/* But now for executing the command queue, we want to use the context
* that was provided to us when creating the render job as framebuffer 0
* is bound to that context.
*/
start_time = GDK_PROFILER_CURRENT_TIME;
gsk_gl_command_queue_make_current (job->command_queue);
gdk_gl_context_push_debug_group (job->command_queue->context, "Executing command queue");
gsk_gl_command_queue_execute (job->command_queue, surface_height, scale_factor, job->region, job->default_framebuffer);
gdk_gl_context_pop_debug_group (job->command_queue->context);
gdk_profiler_add_mark (start_time, GDK_PROFILER_CURRENT_TIME-start_time, "Execute GL command queue", "");
}
void
gsk_gl_render_job_set_debug_fallback (GskGLRenderJob *job,
gboolean debug_fallback)
{
g_return_if_fail (job != NULL);
job->debug_fallback = !!debug_fallback;
}
static int
get_framebuffer_format (GdkGLContext *context,
guint framebuffer)
{
int size;
if (!gdk_gl_context_check_version (context, 0, 0, 3, 0))
return GL_RGBA8;
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
glGetFramebufferAttachmentParameteriv (GL_FRAMEBUFFER,
framebuffer ? GL_COLOR_ATTACHMENT0
: gdk_gl_context_get_use_es (context) ? GL_BACK
: GL_BACK_LEFT,
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, &size);
if (size > 16)
return GL_RGBA32F;
else if (size > 8)
return GL_RGBA16F;
else
return GL_RGBA8;
}
GskGLRenderJob *
gsk_gl_render_job_new (GskGLDriver *driver,
const graphene_rect_t *viewport,
float scale_factor,
const cairo_region_t *region,
guint framebuffer,
gboolean clear_framebuffer)
{
const graphene_rect_t *clip_rect = viewport;
graphene_rect_t transformed_extents;
GskGLRenderJob *job;
GdkGLContext *context;
GLint default_framebuffer = 0;
g_return_val_if_fail (GSK_IS_GL_DRIVER (driver), NULL);
g_return_val_if_fail (viewport != NULL, NULL);
g_return_val_if_fail (scale_factor > 0, NULL);
/* Check for non-standard framebuffer binding as we might not be using
* the default framebuffer on systems like macOS where we've bound an
* IOSurface to a GL_TEXTURE_RECTANGLE. Otherwise, no scissor clip will
* be applied in the command queue causing overdrawing.
*/
context = driver->command_queue->context;
default_framebuffer = GDK_GL_CONTEXT_GET_CLASS (context)->get_default_framebuffer (context);
if (framebuffer == 0 && default_framebuffer != 0)
framebuffer = default_framebuffer;
job = g_slice_new0 (GskGLRenderJob);
job->driver = g_object_ref (driver);
job->command_queue = job->driver->command_queue;
job->clip = g_array_sized_new (FALSE, FALSE, sizeof (GskGLRenderClip), 16);
job->modelview = g_array_sized_new (FALSE, FALSE, sizeof (GskGLRenderModelview), 16);
job->framebuffer = framebuffer;
job->clear_framebuffer = !!clear_framebuffer;
job->default_framebuffer = default_framebuffer;
job->offset_x = 0;
job->offset_y = 0;
job->scale_x = scale_factor;
job->scale_y = scale_factor;
job->viewport = *viewport;
job->target_format = get_framebuffer_format (job->command_queue->context, framebuffer);
gsk_gl_render_job_set_alpha (job, 1.0f);
gsk_gl_render_job_set_projection_from_rect (job, viewport, NULL);
gsk_gl_render_job_set_modelview (job, gsk_transform_scale (NULL, scale_factor, scale_factor));
/* Setup our initial clip. If region is NULL then we are drawing the
* whole viewport. Otherwise, we need to convert the region to a
* bounding box and clip based on that.
*/
if (region != NULL)
{
cairo_rectangle_int_t extents;
cairo_region_get_extents (region, &extents);
gsk_gl_render_job_transform_bounds (job,
&GRAPHENE_RECT_INIT (extents.x,
extents.y,
extents.width,
extents.height),
&transformed_extents);
clip_rect = &transformed_extents;
job->region = cairo_region_create_rectangle (&extents);
}
gsk_gl_render_job_push_clip (job,
&GSK_ROUNDED_RECT_INIT (clip_rect->origin.x,
clip_rect->origin.y,
clip_rect->size.width,
clip_rect->size.height));
return job;
}
void
gsk_gl_render_job_free (GskGLRenderJob *job)
{
job->current_modelview = NULL;
job->current_clip = NULL;
while (job->modelview->len > 0)
{
GskGLRenderModelview *modelview = &g_array_index (job->modelview, GskGLRenderModelview, job->modelview->len-1);
g_clear_pointer (&modelview->transform, gsk_transform_unref);
job->modelview->len--;
}
g_clear_object (&job->driver);
g_clear_pointer (&job->region, cairo_region_destroy);
g_clear_pointer (&job->modelview, g_array_unref);
g_clear_pointer (&job->clip, g_array_unref);
g_slice_free (GskGLRenderJob, job);
}