When the command queue is out of batches, there is
no point in doing further work like allocating uniforms.
This helps us avoid assertions in the uniform code
that we would hit when we run out of uniform space
too.
Pass the GLsync object from texture into our
command queue, and when executing the queue,
wait on the sync object the first time we
use its associated texture.
When adding mask nodes, I overlooked that
we have two separate functions for determining
what transforms a node supports without offlines.
Since we claim that mask nodes support general
transform, they must certainly support 2d transforms
as well.
When the GL texture already has a mipmap, we don't
have to download and reupload it to generate one.
We differentiate the handling for texture scale nodes,
where we do want to force the mipmap creation even if
it requires us to reupload the GL texture, and plain
texture nodes, where we just take advantage of a
preexisting mipmap to allow trilinear filtering for
downscaling, or create one if we have to upload the
texture anyway.
Store texture coordinates for each slice
instead of assuming 0,0,1,1, and generate
overlapping slices to allow for proper mipmaps.
This almost fixes trilinear filtering with
sliced textures.
Instead of uploading a texture once per filter, ensure textures are
uploaded as little as possible and use samplers instead to switch
different filters.
Sometimes we have to reupload a texture unfortunately, when it is an
external one and we want to create mipmaps.
Use the same approach and only create an offscreen
that is big enough for the clipped part of the scaled
texture.
If the clipped part is still too large for a single
texture, we give up and just render the texture without
filters (using the regular texture rendering code path
which supports slicing).
The following commit will add the texture-scale-magnify-10000x
test which fails without this fix.
Add GskMaskNode, and support it in the render node
parser, in the inspector and in GtkSnapshot.
The rendering is just fallback for now.
Based on old work by Timm Bäder.
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