gl: Do linear compositing

This commit is contained in:
Matthias Clasen
2024-06-19 22:23:42 -04:00
parent bdb6552408
commit ca6fe07b27
7 changed files with 196 additions and 14 deletions

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@@ -30,6 +30,13 @@
#include "gskdebugprivate.h"
#ifdef HAVE_PANGOFT
#include <pango/pangofc-font.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_PARAMETER_TAGS_H
#endif
#define MAX_GLYPH_SIZE 128
G_DEFINE_TYPE (GskGLGlyphLibrary, gsk_gl_glyph_library, GSK_TYPE_GL_TEXTURE_LIBRARY)
@@ -218,6 +225,16 @@ render_glyph (cairo_surface_t *surface,
cairo_t *cr;
PangoGlyphString glyph_string;
PangoGlyphInfo glyph_info;
#ifdef HAVE_PANGOFT
FT_Face face;
FT_Bool darken = 1;
FT_Parameter property = { FT_PARAM_TAG_STEM_DARKENING, &darken };
G_GNUC_BEGIN_IGNORE_DEPRECATIONS
face = pango_fc_font_lock_face (PANGO_FC_FONT (key->font));
G_GNUC_END_IGNORE_DEPRECATIONS
FT_Face_Properties (face, 1, &property);
#endif
g_assert (surface != NULL);
@@ -236,6 +253,12 @@ render_glyph (cairo_surface_t *surface,
cairo_destroy (cr);
cairo_surface_flush (surface);
#ifdef HAVE_PANGOFT
G_GNUC_BEGIN_IGNORE_DEPRECATIONS
pango_fc_font_unlock_face (PANGO_FC_FONT (key->font));
G_GNUC_END_IGNORE_DEPRECATIONS
#endif
}
static void

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@@ -102,3 +102,8 @@ GSK_GL_DEFINE_PROGRAM_NO_CLIP (external,
GSK_GL_DEFINE_PROGRAM_NO_CLIP (premultiply,
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("premultiply.glsl")),
GSK_GL_NO_UNIFORMS)
GSK_GL_DEFINE_PROGRAM (colorconvert,
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("colorconvert.glsl")),
GSK_GL_ADD_UNIFORM (1, TO_LINEAR, u_to_linear))

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@@ -34,6 +34,7 @@
#include <gdk/gdkglcontextprivate.h>
#include <gdk/gdksurfaceprivate.h>
#include <gdk/gdksubsurfaceprivate.h>
#include <gdk/gdkcolorstateprivate.h>
#include <glib/gi18n-lib.h>
#include <gsk/gskdebugprivate.h>
#include <gsk/gskrendererprivate.h>
@@ -362,6 +363,7 @@ gsk_gl_renderer_render (GskRenderer *renderer,
GdkSurface *surface;
gboolean clear_framebuffer;
float scale;
GdkColorState *target_color_state;
g_assert (GSK_IS_GL_RENDERER (renderer));
g_assert (root != NULL);
@@ -384,6 +386,17 @@ gsk_gl_renderer_render (GskRenderer *renderer,
gsk_render_node_get_preferred_depth (root),
update_area);
if (gdk_surface_get_gl_is_srgb (surface))
{
g_debug ("Relying on GL to do srgb-linear->srgb conversion");
target_color_state = GDK_COLOR_STATE_SRGB_LINEAR;
}
else
{
g_debug ("Using an offscreen for srgb-linear->srgb conversion");
target_color_state = GDK_COLOR_STATE_SRGB;
}
gdk_gl_context_make_current (self->context);
/* Must be called *AFTER* gdk_draw_context_begin_frame() */
@@ -392,7 +405,7 @@ gsk_gl_renderer_render (GskRenderer *renderer,
gsk_gl_driver_begin_frame (self->driver, self->command_queue);
job = gsk_gl_render_job_new (self->driver, &viewport, scale, render_region, 0, clear_framebuffer);
gsk_gl_render_job_render (job, root);
gsk_gl_render_job_render (job, root, target_color_state);
gsk_gl_driver_end_frame (self->driver);
gsk_gl_render_job_free (job);
@@ -476,7 +489,7 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
{
gsk_gl_driver_begin_frame (self->driver, self->command_queue);
job = gsk_gl_render_job_new (self->driver, viewport, 1, NULL, render_target->framebuffer_id, TRUE);
gsk_gl_render_job_render_flipped (job, root);
gsk_gl_render_job_render_flipped (job, root, GDK_COLOR_STATE_SRGB);
texture_id = gsk_gl_driver_release_render_target (self->driver, render_target, FALSE);
texture = gsk_gl_driver_create_gdk_texture (self->driver, texture_id, gdk_format);
gsk_gl_driver_end_frame (self->driver);

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@@ -33,6 +33,7 @@
#include <gdk/gdkdmabuftexture.h>
#include <gdk/gdksurfaceprivate.h>
#include <gdk/gdksubsurfaceprivate.h>
#include <gdk/gdkcolorstateprivate.h>
#include <gsk/gsktransformprivate.h>
#include <gsk/gskroundedrectprivate.h>
#include <gsk/gskrectprivate.h>
@@ -972,11 +973,28 @@ gsk_gl_render_job_update_clip (GskGLRenderJob *job,
return TRUE;
}
static inline float
srgb_inverse_transfer_function (float v)
{
if (v >= 0.04045)
return powf (((v + 0.055)/(1 + 0.055)), 2.4);
else
return v / 12.92;
}
static inline void
rgba_to_half (const GdkRGBA *rgba,
guint16 h[4])
{
float_to_half4 ((const float *)rgba, h);
float v[4];
v[0] = srgb_inverse_transfer_function (rgba->red);
v[1] = srgb_inverse_transfer_function (rgba->green);
v[2] = srgb_inverse_transfer_function (rgba->blue);
v[3] = rgba->alpha;
float_to_half4 (v, h);
}
/* fill_vertex_data */
@@ -3677,8 +3695,11 @@ gsk_gl_render_job_visit_texture (GskGLRenderJob *job,
g_assert (offscreen.texture_id);
g_assert (offscreen.was_offscreen == FALSE);
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_TO_LINEAR, 0,
1);
gsk_gl_program_set_uniform_texture_with_sync (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -3704,7 +3725,7 @@ gsk_gl_render_job_visit_texture (GskGLRenderJob *job,
g_assert (slices != NULL);
g_assert (n_slices > 0);
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
for (unsigned int i = 0; i < n_slices; i++)
{
@@ -3718,6 +3739,9 @@ gsk_gl_render_job_visit_texture (GskGLRenderJob *job,
if (i > 0)
gsk_gl_render_job_split_draw (job);
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_TO_LINEAR, 0,
1);
gsk_gl_program_set_uniform_texture_with_filter (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -3832,8 +3856,11 @@ gsk_gl_render_job_visit_texture_scale_node (GskGLRenderJob *job,
u1 = (clip_rect.origin.x + clip_rect.size.width - bounds->origin.x) / bounds->size.width;
v1 = (clip_rect.origin.y + clip_rect.size.height - bounds->origin.y) / bounds->size.height;
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_TO_LINEAR, 0,
1);
gsk_gl_program_set_uniform_texture_with_sync (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -3859,7 +3886,7 @@ gsk_gl_render_job_visit_texture_scale_node (GskGLRenderJob *job,
gsk_gl_driver_slice_texture (job->driver, texture, need_mipmap, &slices, &n_slices);
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
for (guint i = 0; i < n_slices; i++)
{
@@ -3877,6 +3904,9 @@ gsk_gl_render_job_visit_texture_scale_node (GskGLRenderJob *job,
if (i > 0)
gsk_gl_render_job_split_draw (job);
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_TO_LINEAR, 0,
1);
gsk_gl_program_set_uniform_texture_with_filter (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -3910,8 +3940,11 @@ gsk_gl_render_job_visit_texture_scale_node (GskGLRenderJob *job,
gsk_gl_driver_cache_texture (job->driver, &key, texture_id);
render_texture:
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
gsk_gl_program_set_uniform1i (job->current_program,
UNIFORM_TO_LINEAR, 0,
1);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -4464,7 +4497,8 @@ gsk_gl_render_job_visit_node_with_offscreen (GskGLRenderJob *job,
void
gsk_gl_render_job_render_flipped (GskGLRenderJob *job,
GskRenderNode *root)
GskRenderNode *root,
GdkColorState *target_color_state)
{
graphene_matrix_t proj;
guint framebuffer_id;
@@ -4506,8 +4540,17 @@ gsk_gl_render_job_render_flipped (GskGLRenderJob *job,
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);
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit)))
GskGLProgram *program;
if (target_color_state == GDK_COLOR_STATE_SRGB)
program = CHOOSE_PROGRAM (job, colorconvert);
else
program = CHOOSE_PROGRAM (job, blit);
if (gsk_gl_render_job_begin_draw (job, program))
{
if (target_color_state == GDK_COLOR_STATE_SRGB)
gsk_gl_program_set_uniform1i (job->current_program, UNIFORM_TO_LINEAR, 0, 0);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
@@ -4528,7 +4571,8 @@ gsk_gl_render_job_render_flipped (GskGLRenderJob *job,
void
gsk_gl_render_job_render (GskGLRenderJob *job,
GskRenderNode *root)
GskRenderNode *root,
GdkColorState *target_color_state)
{
G_GNUC_UNUSED gint64 start_time;
float scale;
@@ -4551,7 +4595,38 @@ gsk_gl_render_job_render (GskGLRenderJob *job,
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);
if (target_color_state == GDK_COLOR_STATE_SRGB_LINEAR)
{
gsk_gl_render_job_visit_node (job, root);
}
else
{
GskGLRenderOffscreen offscreen = {0};
offscreen.bounds = &root->bounds;
offscreen.force_offscreen = TRUE;
offscreen.reset_clip = TRUE;
offscreen.do_not_cache = TRUE;
gsk_gl_render_job_visit_node_with_offscreen (job, root, &offscreen);
g_assert (offscreen.texture_id);
if (gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, colorconvert)))
{
gsk_gl_program_set_uniform1i (job->current_program, UNIFORM_TO_LINEAR, 0, 0);
gsk_gl_program_set_uniform_texture (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id);
job->source_is_glyph_atlas = FALSE;
gsk_gl_render_job_draw_offscreen_rect (job, &root->bounds);
gsk_gl_render_job_end_draw (job);
}
}
gdk_gl_context_pop_debug_group (job->command_queue->context);
gdk_profiler_end_mark (start_time, "Build GL command queue", "");

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@@ -30,7 +30,9 @@ GskGLRenderJob *gsk_gl_render_job_new (GskGLDriver *dri
gboolean clear_framebuffer);
void gsk_gl_render_job_free (GskGLRenderJob *job);
void gsk_gl_render_job_render (GskGLRenderJob *job,
GskRenderNode *root);
GskRenderNode *root,
GdkColorState *color_state);
void gsk_gl_render_job_render_flipped (GskGLRenderJob *job,
GskRenderNode *root);
GskRenderNode *root,
GdkColorState *color_state);

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@@ -0,0 +1,63 @@
// VERTEX_SHADER:
// colorconvert.glsl
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
// colorconvert.glsl
uniform int u_to_linear;
float
srgb_transfer_function (float v)
{
if (v >= 0.04045)
return pow (((v + 0.055)/(1.0 + 0.055)), 2.4);
else
return v / 12.92;
}
float
srgb_inverse_transfer_function (float v)
{
if (v > 0.0031308)
return 1.055 * pow (v, 1.0/2.4) - 0.055;
else
return 12.92 * v;
}
vec4
srgb_to_linear_srgb (vec4 color)
{
return vec4 (srgb_transfer_function (color.r),
srgb_transfer_function (color.g),
srgb_transfer_function (color.b),
color.a);
}
vec4
linear_srgb_to_srgb (vec4 color)
{
return vec4 (srgb_inverse_transfer_function (color.r),
srgb_inverse_transfer_function (color.g),
srgb_inverse_transfer_function (color.b),
color.a);
}
void main() {
vec4 color = GskTexture(u_source, vUv);
if (color.a != 0.0)
color.rgb /= color.a;
if (u_to_linear != 0)
color = srgb_to_linear_srgb (color);
else
color = linear_srgb_to_srgb (color);
gskSetOutputColor(gsk_scaled_premultiply(color, u_alpha));
}

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@@ -4,6 +4,7 @@ gsk_private_gl_shaders = [
'gl/resources/preamble.vs.glsl',
'gl/resources/border.glsl',
'gl/resources/blit.glsl',
'gl/resources/colorconvert.glsl',
'gl/resources/coloring.glsl',
'gl/resources/color.glsl',
'gl/resources/linear_gradient.glsl',