Instead of asserting only in debug builds (which are generally not
shipped in distributions) we should deliver a critical log-level message
so that these can be found sooner when not developing with jhbuild,
Flatpak, etc.
Also assert that we've setup the state correctly when realizing the
GskGLRenderer object.
Fixes#4625
Those property features don't seem to be in use anywhere.
They are redundant since the docs cover the same information
and more. They also created unnecessary translation work.
Closes#4904
Having the initial layout set to VK_IMAGE_LAYOUT_GENERAL causes issues
when going from the final layout to the initial layout since the image
layout is expected to be the general layout. Setting the initial layout
to undefined doesn't have this restriction.
We now collect this information during node
construction, so use it here.
The concrete change here is that we now avoid
offscreens for container nodes with multiple children,
as long as they don't overlap. In particular, this
avoid offscreens for ellipsized dim labels.
This fixes two issues with the offscreen rendering code for nodes with
bounds not aligned with the pixel grid:
1.) When drawing to an offscreen buffer the size of the offscreen buffer
was rounded up, but then later when used as texture the vertices
correspond to the original bounds with the unrounded size. This could
then result in the offscreen texture being drawn onscreen at a slightly
smaller size, which then lead to it being visually shifted and blurry.
This is fixed by adjusting the u/v coordinates to ignore the padding
region in the offscreen texture that got added by the size increase from
rounding.
2.) The viewport used when rendering to the offscreen buffer was not
aligned with the pixel grid for nodes at coordinates not aligned with
the pixel grid. Then because the content of the offscreen buffer is not
aligned with the pixel grid and later when used as textures sampling
from it will result in interpolated values for an onscreen pixel. This
could also result in shifting and blurriness, especially for nested
offscreen rendering at different offsets.
This is fixed by adding similar padding at the beginning of the
texture and also adjusting the u/v coordinates to ignore this region.
Fixes: https://gitlab.gnome.org/GNOME/gtk/-/issues/3833
This moves a lot of the texture atlas control out of the driver and into
the various texture libraries through their base GskGLTextureLibrary class.
Additionally, this gives more control to libraries on allocating which can
be necessary for some tooling such as future Glyphy integration.
As part of this, the 1x1 pixel initialization is moved to the Glyph library
which is the only place where it is actually needed.
The compact vfunc now is responsible for compaction and it allows for us
to iterate the atlas hashtable a single time instead of twice as we were
doing previously.
The init_atlas vfunc is used to do per-library initialization such as
adding a 1x1 pixel in the Glyph cache used for coloring lines.
The allocate vfunc purely allocates but does no upload. This can be useful
for situations where a library wants to reuse the allocator from the
base class but does not want to actually insert a key/value entry. The
glyph library uses this for it's 1x1 pixel.
In the future, we will also likely want to decouple the rectangle packing
implementation from the atlas structure, or at least move it into a union
so that we do not allocate unused memory for alternate allocators.
This removes the sharing of atlases across various texture libraries. Doing
so is necessary so that atlases can have different semantics for how they
allocate within the texture as well as potentially allowing for different
formats of texture data.
For example, in the future we might store non-pixel data in the textures
such as Glyphy or even keep glyphs with color content separate from glyphs
which do not and can use alpha channel only.
This allows the gskglprograms.defs a bit more control over how a shader
will get generated and if it needs to combine sources. Currently, none of
the built-in shaders do that, but upcoming shaders which come from external
libraries will need the ability to inject additional sources in-between
layers.
If the max_entry_size is zero, then assume we can add anything to the
atlas. This allows for situations where we might be uploading an arc list
to the atlas instead of pixel data for GPU font rendering.
When large viewports are passed to gsk_renderer_render_texture(), don't
fail (or even return NULL).
Instead, draw multiple tiles and assemble them into a memory texture.
Tests added to the testsuite for this.
There are situations where our "default framebuffer" is not actually
zero, yet we still want to apply a scissor rect.
Generally, 0 is the default framebuffer. But on platforms where we need
to bind a platform-specific feature to a GL_FRAMEBUFFER, we might have a
default that is not 0. For example, on macOS we bind an IOSurfaceRef to
a GL_TEXTURE_RECTANGLE which then is assigned as the backing store for a
framebuffer. This is different than using gsk_gl_renderer_render_texture()
in that we don't want to incur an extra copy to the destination surface
nor do we even have a way to pass a texture_id into render_texture().