[gtk+] gl renderer: Render unblurred outset shadows differently
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk+] gl renderer: Render unblurred outset shadows differently
- Date: Mon, 15 Jan 2018 09:59:14 +0000 (UTC)
commit 4946810960f2cca865961ecb87d87c7584be3ccf
Author: Timm Bäder <mail baedert org>
Date: Mon Jan 15 10:55:40 2018 +0100
gl renderer: Render unblurred outset shadows differently
We don't need to draw anything to a texure for those.
gsk/gl/gskglrenderer.c | 84 ++++++++++++++++---
gsk/gl/gskglrenderopsprivate.h | 24 +++++-
gsk/meson.build | 1 +
gsk/resources/glsl/unblurred_outset_shadow.fs.glsl | 25 ++++++
4 files changed, 117 insertions(+), 17 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index 11c088d..7dfa012 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -209,6 +209,7 @@ struct _GskGLRenderer
Program blur_program;
Program inset_shadow_program;
Program outset_shadow_program;
+ Program unblurred_outset_shadow_program;
Program shadow_program;
Program border_program;
Program cross_fade_program;
@@ -861,6 +862,36 @@ render_inset_shadow_node (GskGLRenderer *self,
}
static inline void
+render_unblurred_outset_shadow_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder,
+ const GskQuadVertex *vertex_data)
+{
+ const float spread = gsk_outset_shadow_node_get_spread (node);
+ GskRoundedRect r = *gsk_outset_shadow_node_peek_outline (node);
+ RenderOp op;
+
+ op.op = OP_CHANGE_UNBLURRED_OUTSET_SHADOW;
+ rgba_to_float (gsk_outset_shadow_node_peek_color (node), op.unblurred_outset_shadow.color);
+
+ gsk_rounded_rect_shrink (&r, -spread, -spread, -spread, -spread);
+
+ rounded_rect_to_floats (self, builder,
+ &r,
+ op.unblurred_outset_shadow.outline,
+ op.unblurred_outset_shadow.corner_widths,
+ op.unblurred_outset_shadow.corner_heights);
+
+ op.unblurred_outset_shadow.spread = gsk_outset_shadow_node_get_spread (node) * self->scale_factor;
+ op.unblurred_outset_shadow.offset[0] = gsk_outset_shadow_node_get_dx (node) * self->scale_factor;
+ op.unblurred_outset_shadow.offset[1] = -gsk_outset_shadow_node_get_dy (node) * self->scale_factor;
+
+ ops_set_program (builder, &self->unblurred_outset_shadow_program);
+ ops_add (builder, &op);
+ ops_draw (builder, vertex_data);
+}
+
+static inline void
render_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
@@ -953,19 +984,12 @@ render_outset_shadow_node (GskGLRenderer *self,
gsk_rounded_rect_init_from_rect (&blit_clip,
&GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height), 0.0f);
- if (blur_radius > 0)
- {
- ops_set_program (builder, &self->blur_program);
- op.op = OP_CHANGE_BLUR;
- op.blur.size.width = texture_width;
- op.blur.size.height = texture_height;
- op.blur.radius = blur_radius;
- ops_add (builder, &op);
- }
- else
- {
- ops_set_program (builder, &self->blit_program);
- }
+ ops_set_program (builder, &self->blur_program);
+ op.op = OP_CHANGE_BLUR;
+ op.blur.size.width = texture_width;
+ op.blur.size.height = texture_height;
+ op.blur.radius = blur_radius;
+ ops_add (builder, &op);
ops_set_clip (builder, &blit_clip);
ops_set_texture (builder, texture_id);
@@ -1536,6 +1560,22 @@ apply_inset_shadow_op (const Program *program,
glUniform4fv (program->inset_shadow.corner_widths_location, 1, op->inset_shadow.corner_widths);
glUniform4fv (program->inset_shadow.corner_heights_location, 1, op->inset_shadow.corner_heights);
}
+
+static inline void
+apply_unblurred_outset_shadow_op (const Program *program,
+ const RenderOp *op)
+{
+ OP_PRINT (" -> unblurred outset shadow");
+ glUniform4fv (program->unblurred_outset_shadow.color_location, 1, op->unblurred_outset_shadow.color);
+ glUniform2fv (program->unblurred_outset_shadow.offset_location, 1, op->unblurred_outset_shadow.offset);
+ glUniform1f (program->unblurred_outset_shadow.spread_location, op->unblurred_outset_shadow.spread);
+ glUniform4fv (program->unblurred_outset_shadow.outline_location, 1, op->unblurred_outset_shadow.outline);
+ glUniform4fv (program->unblurred_outset_shadow.corner_widths_location, 1,
+ op->unblurred_outset_shadow.corner_widths);
+ glUniform4fv (program->unblurred_outset_shadow.corner_heights_location, 1,
+ op->unblurred_outset_shadow.corner_heights);
+}
+
static inline void
apply_outset_shadow_op (const Program *program,
const RenderOp *op)
@@ -1684,6 +1724,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
{ "blur", "blit.vs.glsl", "blur.fs.glsl" },
{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
+ { "unblurred outset shadow", "blit.vs.glsl", "unblurred_outset_shadow.fs.glsl" },
{ "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
{ "border", "blit.vs.glsl", "border.fs.glsl" },
{ "cross fade", "blit.vs.glsl", "cross_fade.fs.glsl" },
@@ -1795,6 +1836,14 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (outset_shadow, corner_widths);
INIT_PROGRAM_UNIFORM_LOCATION (outset_shadow, corner_heights);
+ /* unblurred outset shadow */
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, color);
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, spread);
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, offset);
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, outline);
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_widths);
+ INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_heights);
+
/* shadow */
INIT_PROGRAM_UNIFORM_LOCATION (shadow, color);
@@ -2109,7 +2158,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
break;
case GSK_OUTSET_SHADOW_NODE:
- render_outset_shadow_node (self, node, builder);
+ if (gsk_outset_shadow_node_get_blur_radius (node) > 0)
+ render_outset_shadow_node (self, node, builder);
+ else
+ render_unblurred_outset_shadow_node (self, node, builder, vertex_data);
break;
case GSK_SHADOW_NODE:
@@ -2346,6 +2398,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
apply_border_op (program, op);
break;
+ case OP_CHANGE_UNBLURRED_OUTSET_SHADOW:
+ apply_unblurred_outset_shadow_op (program, op);
+ break;
+
case OP_DRAW:
OP_PRINT (" -> draw %ld, size %ld and program %d\n",
op->draw.vao_offset, op->draw.vao_size, program->index);
diff --git a/gsk/gl/gskglrenderopsprivate.h b/gsk/gl/gskglrenderopsprivate.h
index aaff53c..b700b75 100644
--- a/gsk/gl/gskglrenderopsprivate.h
+++ b/gsk/gl/gskglrenderopsprivate.h
@@ -10,7 +10,7 @@
#include "gskglrendererprivate.h"
#define GL_N_VERTICES 6
-#define GL_N_PROGRAMS 12
+#define GL_N_PROGRAMS 13
enum {
OP_NONE,
@@ -32,8 +32,9 @@ enum {
OP_CHANGE_BORDER = 16,
OP_CHANGE_BORDER_COLOR = 17,
OP_CHANGE_CROSS_FADE = 18,
- OP_CLEAR = 19,
- OP_DRAW = 20,
+ OP_CHANGE_UNBLURRED_OUTSET_SHADOW = 19,
+ OP_CLEAR = 20,
+ OP_DRAW = 21,
};
typedef struct
@@ -95,6 +96,14 @@ typedef struct
int corner_heights_location;
} outset_shadow;
struct {
+ int outline_location;
+ int corner_widths_location;
+ int corner_heights_location;
+ int color_location;
+ int spread_location;
+ int offset_location;
+ } unblurred_outset_shadow;
+ struct {
int color_location;
int widths_location;
} border;
@@ -160,6 +169,15 @@ typedef struct
float color[4];
} outset_shadow;
struct {
+ float outline[4];
+ float corner_widths[4];
+ float corner_heights[4];
+ float radius;
+ float spread;
+ float offset[2];
+ float color[4];
+ } unblurred_outset_shadow;
+ struct {
float color[4];
} shadow;
struct {
diff --git a/gsk/meson.build b/gsk/meson.build
index b852237..d6e1342 100644
--- a/gsk/meson.build
+++ b/gsk/meson.build
@@ -10,6 +10,7 @@ gsk_private_gl_shaders = [
'resources/glsl/blur.fs.glsl',
'resources/glsl/inset_shadow.fs.glsl',
'resources/glsl/outset_shadow.fs.glsl',
+ 'resources/glsl/unblurred_outset_shadow.fs.glsl',
'resources/glsl/shadow.fs.glsl',
'resources/glsl/border.fs.glsl',
'resources/glsl/cross_fade.fs.glsl',
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.fs.glsl
b/gsk/resources/glsl/unblurred_outset_shadow.fs.glsl
new file mode 100644
index 0000000..1ae48ec
--- /dev/null
+++ b/gsk/resources/glsl/unblurred_outset_shadow.fs.glsl
@@ -0,0 +1,25 @@
+uniform float u_spread;
+uniform vec4 u_color;
+uniform vec2 u_offset;
+uniform vec4 u_outline;
+uniform vec4 u_corner_widths;
+uniform vec4 u_corner_heights;
+
+
+void main() {
+ vec4 f = gl_FragCoord;
+
+ f.x += u_viewport.x;
+ f.y = (u_viewport.y + u_viewport.w) - f.y;
+
+ RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
+ u_corner_widths, u_corner_heights);
+ RoundedRect inside = rounded_rect_shrink(outline, vec4(u_spread));
+
+ vec2 offset = vec2(u_offset.x, - u_offset.y);
+ vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
+ color = color * clamp (rounded_rect_coverage (outline, f.xy - offset) -
+ rounded_rect_coverage (inside, f.xy),
+ 0.0, 1.0);
+ setOutputColor(color * u_alpha);
+}
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