This allows us to avoid updating uniforms if that is not necessary. This
in turn allows us to sometimes reuse the same draw op by just extending the
vertex array size we draw rather than doing a separate glDraw call.
For example, in the fishbowl demo, all the icons added at the same
time will have the same time and size, so we emit single draw calls
with 100s of triangles instead of 100s of draw calls with 2 triangles.
Add adds a demo showing off GskGLShaderNode in various ways.
It has a transistion widget, using some examples from
gl-transitions.com, with child widgets being both images, a GL area
and real widgets (that let you edit the transition shaders
themselves.
It also has a fancy fire effect on hove on the buttons.
For vulkan/broadway this just means to ignore it, but for the gl
backend we support (with up to 4 texture inputs, which is similar to
what shadertoy does, so should be widely supported).
A GskGLShader is an abstraction of a GLSL fragment shader that
can produce pixel values given inputs:
* N (currently max 4) textures
* Current arguments for the shader uniform
Uniform types are: float,(u)int,bool,vec234)
There is also a builder for the uniform arguments which are
passed around as immutable GBytes in the built form.
A GskGLShaderNode is a render node that renders a GskGLShader inside a
specified rectangular bounds. It renders its child nodes as textures
and passes those as texture arguments to the shader. You also pass it
a uniform arguments object.
Print out the full assembled shader sources when
GSK_DEBUG=shaders is given. This is very verbose,
but may be useful to see what we actually pass
to the compiler.
This way the child widgets can rely on the renderer (for example what
type it is) to decide details about how they render (such as if they
should use OpenGL shaders).
This adds a gsk prefix to the stuff in the preamble, as we want to
avoid it conflicting with things in the main shader. Especially once
we start allow some customization of shaders.
Almost always the source is created by combining various sources, which
means the line numbers in the error messages are hard to use. Adding
the line numbers to the source in the error message helps with this.
There is no real reason to have this on the side indexed via the
index, as it is stored next to each other anyway. Plus, storing them
together lets use use `Program` structures not in the array.
This property was only used until now when
there was neither an icon nor a label set,
for arrow direction and popover placement.
Starting with Gtk4, a GtkMenuButton with a
label shows an arrow at the right (in LTR)
of the label. Allow disabling the arrow or
changing its direction using the direction
property, to have a way to restore a Gtk3-
like look or to improve popover placement.
Fixes#2811.
Kinetic scrolling (and begin/end tracking) broke with commit cab1dcb696
since the pointing device used on X11 does not get as much GdkInputSource
granularity as the source device used to have in GTK3.
Actually this is kinda pointless, devices incapable of smooth scroll
should send discrete events, without those devices in the picture, we
want kinetic scroll to apply on every other device capable of smooth
scroll, so just do that.
Fixes: https://gitlab.gnome.org/GNOME/gtk/-/issues/3210
The texture that produce is upside-down, compared to what
GSK expects, so flip things around with a transform.
This fixes the shadertoy demo being upside-down after a
recent fix to avoid downloading and reuploading the texture.
... or gradients or borders or shadows. Instead, ensure that affines
have non-negative scale factors. Otherwise add a transform node.
The only place where this check is not necessary is color nodes, but
special casing them seems not worth it.
I added libcloudproviders to the base image, but
now I see that we already enabled libcloudproviders
in the build anyway, so I'm a bit confused.
Fixes: #2480
"inout" for the parameter ITER passed. This means that bindings would misjudge what
the function does. In the case of guile-gi, it would be misjudged for a predicate,
see gulie-gi bug 87.
I found that the gears demo was spending 40% cpu
downloading a GL texture every frame, only to
upload it again to another context.
While the GSK rendering and the GtkGLArea use different
GL contexts, they are (usually) connected by sharing data
with the same global context, so we can just use the
texture without the download/upload dance. This brings
gears down to < 10% cpu.
Currently, only if PangoFT2 is present and used it is supported
to retrieve the languages that are supported by a particular font.
If we don't have PangoFT2, remove the language filtering and the
sample text selection.
Based on earlier work by Chun-wei Fan, see
https://gitlab.gnome.org/GNOME/gtk/-/merge_requests/2614
Copy the format conversion code from GdkMemoryTexture
so we can produce all formats, and test them all.
The upload fast paths assume that the stride is a
multiple of four, so some of the padding values cause
it to fail. Apart from that, things seem to work for
all combinations.
Create textures with various characteristics (alpha, premultiplication,
stride) that trigger different code paths in the gl texture upload
function, and show the resulting images. If all goes well, they all
should look the same.
On my system, this tests texture upload for memory formats
GDK_MEMORY_B8G8R8A8_PREMULTIPLIED, GDK_MEMORY_R8G8B8A8, and
GDK_MEMORY_R8G8B8, and it works with both gl and gles.