Commit Graph

14 Commits

Author SHA1 Message Date
Matthias Clasen
070ddcd14b Change box shadow op api
Pass the ccs, opacity and GdkColor and let the op decide about
color conversions. Update all callers.
2024-08-08 15:43:49 -04:00
Benjamin Otte
126d689086 gpu: Rename function
We want to reuse gsk_gpu_color_to_float() for use with GdkColor and this
function will be replaced. But until that's fully done, we need 2
different names.

So rename this one to something else
2024-08-03 20:59:40 -04:00
Benjamin Otte
1b2156493b gpu: Remove descriptors
They are no longer a thing with the new way we manage textures.
2024-07-22 19:40:24 +02:00
Benjamin Otte
dc9f0869b1 gpu: Pass used images to shader ops
This by itself is just more work refcounting all those images, but
there's actually a goal here, that will become visible in future
commits.

But this is split out for correctness and benchmarking purposes (the
overhead from refcounting seems to be negligible on my computer).
2024-07-22 18:37:07 +02:00
Benjamin Otte
ea6253c1df gpu: Add a member in ShaderOpClass for number of textures
This just puts the number from the header into a strcut where it can be
accessed.
2024-07-22 18:37:07 +02:00
Benjamin Otte
099d72f037 gpu: Make box shadow op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
6c5ae48a05 gpu: Pass color states as specialization constant
This adds a GdkColorStates that encodes 2 of the default GdkColorStates
and wether their values are premultiplied or not.

Neither do the shaders do anything with this information yet, nor do the
shaders do anything with it yet, this is just the plumbing.
2024-07-11 14:57:20 +02:00
Benjamin Otte
153b78e2bc gpu: Add a ShaderOp.print_instance vfunc
... and add gsk_shader_op_print() to do the generic stuff.
2024-03-15 19:49:17 +01:00
Benjamin Otte
6ed4eece04 gpu: debug-print the used shader clip
When using GSK_DEBUG=verbose, print the clip mode used in the shader.

Use cute little unicode indicators to not overload the debug output.
2024-02-11 20:04:54 +01:00
Benjamin Otte
1723ab34e1 gpu: Setup attribute locations
Make the generator generate calls for the correct glBindAttribLocation()
calls.

Usually this was done correctly, but we can't rely on it. So do it
explicitly.
2024-01-07 07:22:53 +01:00
Benjamin Otte
2e81e4d452 gpu: Make box shadow shader use variations
Use it do differentiate between inset and outset shadows.
2024-01-07 07:22:53 +01:00
Benjamin Otte
d900407a18 gpu: Introduce the concept of "variation"
A variation is a #define/specialization constant that every shader can
use to specialize itself as it sees fit.

This commit adds the infrastrcture, future commits will add
implementations.
2024-01-07 07:22:53 +01:00
Benjamin Otte
493b83ff24 gpu: Optimize box-shadow shader
Like in the border shader, don't draw the (potentially large for the
window's shadow) inside part that is transparent.
2024-01-07 07:22:53 +01:00
Benjamin Otte
d8db673fb7 gpu: Add a box shadow shader
Code was inspired mainly by
  https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
and
  https://pcwalton.github.io/_posts/2015-12-21-drawing-css-box-shadows-in-webrender.html

So far the results aren't cached, that's the task of future commits.
2024-01-07 07:22:51 +01:00