This shader uses samplerExternalOES to sample an external texture
and blit it into a 'normal' texture. It only works in GLES, but
we won't use it outside of GLES.
Allow our shaders to use samplerExternalOES, by declaring
that we use the relevant extension. Unfortunately, this
only works for gles, and requires different extensions for
gles2 and gles3. Yay
Add a GSK_GL_DEFINE_PROGRAM_NO_CLIP, which is like
GSK_GL_DEFINE_PROGRAM but compiles the shader just once,
with NO_CLIP defined.
This will be used in the future for shaders that do
texture conversion.
Prepare the plumbing in the GL renderer for textures that use
target GL_TEXTURE_EXTERNAL_OES. These need to use a special sampler,
so make sure our sampler machinery does not run over it.
This is a simple helper that feed a GdkTexture
through a renderer and returns the resulting
texture. This will be used to convert dmabuf
textures to 'native' textures.
Restore the bigendian support that was lost in b0e26873f6,
by just not using GL_BGRA with GLES on bigendian. Should be a
very rare combination, but still.
We did have 4 ordering variations of ARGB straight,
but only 3 premultiplied. Add the missing one.
Update all the places where we switch over memory formats.
The glyph and icon libaries were also checking for GLES to
decide if data needs to be transformed from BGRA to RGBA.
Use the new has_bgra getter instead.
This will probably break on bigendian, because the
GL_BGRA + GL_UNSIGNED_BYTE combination is not equivalent
to the cairo format on bigendian, but this was already
broken for the gl format information that we get from
gdk_memory_format_gl_format.
Make gdk_memory_format_gl_format take the GdkGLContext,
instead of just a gles boolean. This will let us
check for extensions that may be needed for certain
formats.
Update all callers.
This is useful for colorizing in the same fashion we do for the glyph
texture atlas. In fact, for small GdkTexture, you will end up in something
like the icon texture atlas.
The primary motivator for this optimization is to draw various glyph-like
features from VTE such as many forms of boxes, lines, arrows, etc.
We don't need to be calling type node conformity checking from the tight
loop of the renderjob. Hoist that into the private header and use that
intead through via the Class pointer.
Anything that includes gskrendernodeprivate.h will get an alternate form
of ref/unref for render nodes which does not need to do type checking on
the parameter. We can expect that things are correct within GTK itself and
this saves excessive amounts of TypeNode conformities checking.
Like the previous change, this uses GdkArrayImpl instead of GArray for
tracking modelview changes. This is less important than clip tracking
simple due to being used less, but it keeps the implementation synchronous
with the Clip tracking code.
We can end up spending a lot of time in g_array_maybe_expand() through the
use of g_array_set_size() for clip tracking. That is somewhat due to the
simple nature of GArray being size-dynamic. Instead, we can use
GdkArrayImpl and let the compiler do what it does best to elide some
work and hoist other work into the calling function.
This also fixes a potential UAF in gsk_gl_render_job_push_contained_clip().
When getting a colorized texture we're downloading the texture as a
Cairo surface, and then feeding it to another texture, but we never drop
the reference of the new surface.
When shadows were offset - in particular when offset so the original
source was out of bounds of the result - the drawing code would create a
pattern for it that didn't include enough of it to compose a shadow.
Fix that by not creating those patterns anymore, but instead drawing the
source (potentially multiple times) at the required offsets.
While that does more drawing, it simplifies the shadow node draw code,
and that's the primary goal of the Cairo rendering.
Test included.
Make circle contours use 'foreach coordinates' for
its points. This works here, but not for general
conics. As with the other custom contours, avoid
emitting collapsed conics.
The code now follows gsk_rounded_rect_shrink() and with it the behavior
of the Cairo renderer and Webkit.
The old code did what the GL renderer and Cairo do, but I consider that
wrong.
I did not test Chrome.
Test attached
The source uniform may or may not point
to a glyph atlas. The optimization we do
for color nodes is only possible if it does,
so check this.
Fixes: #6094
Cairo and the GL renderer have a different idea of how to handle
transitioning of colors outside the defined range.
Consider these stops:
black 50%, white 50%
What color is at 0%?
Cairo would transition between the last and first stop, ie it'd do a
white-to-black transition and end up at rgb(0.5,0.5,0.5) at 0%.
GL would behave as it would for non-repeating gradients and use black
for the range [0%..50%] and white for [50%..100%].
The web would rescale the range so the first stop would be at 0% and
the last stop would be at 100%, so this gradient would be illegal.
Considering that it's possible for code to transition between the
different behaviors by adding explicit stops at 0%/100%, I could choose
any method.
So I chose the simplest one, which is what the GL renderer does and
which treats repeating and non-repeating gradients the same.
Tests attached.
We require folks to include gskglrenderer.h in order
to create a GL renderer. So we be careful to only
include header in gskglrenderer.h that won't trigger
ugly warnings.
See !6363
There is no decomposition going on for any contours,
and the tolerance argument is entirely unused.
Decomposition and tolerance is handled entirely
in gskpath.c by its trampoline.
Make gsk_path_builder_add_rect always
produce a clockwise rectangle. This matches
what we do for circles and rounded rects,
which also go clockwise. Note that we
still need to allow negative widths in
the contour code, to implement reverse().
Add a contour that optimizes some things for
rectangles. Also add rectangle detection to the
path parser, and add tests similar to what we
have for the other special contours.
This special contour takes advantage of its
rounded-rect-ness for speeding up bounding
boxes and winding numbers. It falls back
to the standard contour code for everything
else.
Add a private gsk_path_point_to_string that
can be called in the debugger if you want
to see the contents of a GskPathPoint and
are too lazy to cast it to GskRealPathPoint
yourself.
Only do the work for a curve the first time
we need it. This should greatly speed up
use cases where you only create a measure
to get the length of the path.
In order to compute path lengths efficiently, we need
to cache lookup tables. This commit adds API to let
contours allocate and free such measure data, as well
as API to use the data to go length -> point and
vice versa.
...and not around the center of the render node, as one could expect
given that the render node syntax for rotation, transform: rotate(90);,
happens to match the CSS syntax for the same thing, and CSS does rotate
around the center by default.
Signed-off-by: Sergey Bugaev <bugaevc@gmail.com>
We don't need to have the derivative as a curve,
it is enough for us to compute values of the
derivative at a given t, which we can also do
for conics.
Arcs were appealing, but they have a fatal flaw: we can't
split our arcs without changing the ellipse they trace.
That could be fixed by adding an extra parameter, but then
it is no longer any better than conics.
So switch back to conics, which have the advantage that they
are used elsewhere.
Add a new curve type for elliptical arcs
and use it for rounded rectangles and circles.
We use the 'E' command to represent elliptical
arcs in serialized paths.
The magical term to know about (because the GLSL compiler or the
validation layers sure as hell don't) is:
"dynamically uniform expression"
because if you don't have that when indexing a texture or buffer array,
you need to add nonuniformEXT() around the index variable.
Fixes the close icon on AMD having glitches of the previous icon visible
in some pixels.
We must be careful with single-point contours
that contain just a move. These never occur in
practice, but our randomized tests produce them
regularly.