In the case of no offloading, we want to pass through to the child
(which is likely a big texture doing occlusion).
In the case of punching a hole, we want to punch the hole and not draw
anything behind it, so we start an occlusion pass with transparency.
And in the final case with offloading active, we don't draw anything,
so we don't draw anything.
This should fix concerns about drawing the background behind the video
as mentioned for example in
https://github.com/Rafostar/clapper/issues/343#issuecomment-1445425004
Container nodes save their opaque region, so it's quick to access. Use
that to check if the largest opaque region even qualifies for culling -
and if not, just exit.
Speeds up walking node trees by a lot.
Now that we can specify the min size for an occlusion pass, we can
specify that we want the full clip rect to be occluded for occlusion to
trigger.
The benefit of this is that for partial redraws we almost
always get the background color to cover the redrawn rectangle, so
occlusion will kick in.
When trying to cull, try culling from the largest rectangle of the
remaining draw region first. That region has the biggest chance of
containing a large area to skip.
As a side effect, we can stop trying to cull once the largest rectangle
isn't big enough anymore to contain anything worth culling.
When querying clip bounds, also check the scissor rect, because
sometimes that one is tighter than the clip bounds, because the clip
bounds need to track some larger rounded corners.
Makes a few tests harder to break.
Instead of requiring an occlusion pass to cover the whole given scissor
rect, allow using a smaller rect to start the pass.
When starting such a pass, we adjust the scissor rect to the size of
that pass and do not grow it again until the pass is done.
The rectangle subtraction at the end will then take care of subtraction
that rectangle from the remaining pixels.
To not end up with lots of tiny occlusion passes, add a limit for how
small such a pass may be.
For now that limit is arbitrarily chosen at 100k pixels.
gsk_gpu_node_processor_rect_to_device() is a useful function to have,
even if it has to return FALSE sometimes when there is no simple 1:1
mapping - ie when the modelview contains a rotation.
Instead of just iterating over all the rectangles of the region,
always draw the first rectangle of the region and subtract it when done.
This sounds more complicated, but it will allow us to modify the
rectangle in future commits.
Add a function that tracks whether a render node's content is
in a wide gamut color state (in practice, that means non-sRGB).
This will be used in render_texture to determine the color
state to use when creating a texture.
When creating images for use with different colorstates, ensure that
they have the depth of that colorstate. Otherwise we might lose accuracy
due to quantization.
Fixes mipmaps in rec2100 being rendered as RGBA8.
Pass the ccs, opacity and GdkColors to the op to let it make
decisions about color conversion. Also, reorder the offset to
follow the same order as the color ops.
Update the callers.
We can't use gsk_gpu_node_processor_color_states_self() for ops which
apply alt to colors that don't come from textures, since those are
always unpremultiplied.
This fixes the + and - in disabled spin buttons appearing completely
white.
Allow defining cicp color states with an @-rule:
@cicp "jpeg" {
primaries: 1;
transfer: 13;
matrix: 6;
range: full;
}
And allow using them in color() like this:
color("jpeg" 50% 0.5 1 / 75%)
Note that custom color states use a string, unlike default color
states which use an ident.
Test included.
And allow using color states for colors with a syntax similar
to modern css color syntax.
color(srgb 50% 0.5 1 / 75%)
Both floating point numbers and percentages can be used.
Currently, this is only supported for color nodes.
Test included.
Use the color state returned by this function instead of assuming
the color of a color node is always sRGB.
Node colors are converted to the css on the cpu. That is necessary
since we don't know if they are in one of the default color states,
and our shaders can't deal with non-default color states.
Make color-related ops take the ccs and a GdkColor, and make
decisions about color conversion on the cpu vs the gpu.
This makes the node processor code simpler, and lets use convert
the color directly into the op instance without extra copying.
We also pass opacity to the op, so it can be applied when we
write the color into the instance.
Lastly, rorder the offset to come right after the opacity argument.
Treat the color and rounded color ops the same way.
Update all callers.
With this, the prepare_color apis in gskgpunodeprocessor.c are
no longer used and have been dropped.
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