Commit Graph

76620 Commits

Author SHA1 Message Date
Matthias Clasen
51f4ad55cf wayland: Free seat globals in dispose
This matches what we do for the display globals.
2023-06-05 20:50:09 -04:00
Matthias Clasen
94d65f6ef1 gdk: Dispose seats when a display is closed
We dispose the display itself. It does not make
sense to hold onto seat resources beyond that point.
2023-06-05 20:50:09 -04:00
Matthias Clasen
c3f446a95a wayland: Don't leak all globals 2023-06-05 20:50:09 -04:00
Matthias Clasen
ad8e5c3a39 wayland: Drop an unused field
Nobody is using the wl_input_device field.
2023-06-05 20:50:09 -04:00
Matthias Clasen
6b26a4f9be Revert "ci: More verbose output from asan"
This reverts commit 4f65c121b7.
2023-06-05 14:52:15 -04:00
Matthias Clasen
40f215ea46 Post-release version bump 2023-06-05 07:39:28 -04:00
Matthias Clasen
55dd5f4780 4.11.3 2023-06-05 07:26:41 -04:00
Matthias Clasen
1e878d3928 Merge branch 'search-entry-allocation' into 'main'
text: Make the placeholder non-intrusive

See merge request GNOME/gtk!6060
2023-06-05 10:17:46 +00:00
Benjamin Otte
66c57a8f4e Merge branch 'wip/otte/for-main' into 'main'
testsuite: Adapt color-matrix testcase

See merge request GNOME/gtk!6018
2023-06-05 04:07:27 +00:00
Benjamin Otte
ee22f8f52f stringsorter: Handle NULL strings
NULL is a valid string GValue, so we need to handle it.
The utf8 normalizing and collating functions do not, so we better catch
it early.
2023-06-05 05:33:07 +02:00
Benjamin Otte
9070c457d6 testsuite: Make clipped-repeat test work universally
Cover the rounded corners so that they cause no visible difference in
the end result.
2023-06-05 05:33:07 +02:00
Benjamin Otte
bba324ce30 rendernode: Scale repeat offscreens properly
Respect the matrix in use at time of encountering a repeat node so that
the offscreen uses roughly the same device pixel density as the target.

Fixes the handling of the clipped-repeat test.
2023-06-05 05:33:07 +02:00
Benjamin Otte
c322ab34c7 rendernode: Use cairo_set_device_offset()
Simplifies the code.
2023-06-05 05:33:07 +02:00
Benjamin Otte
8c5e046574 testsuite: Adapt color-matrix testcase
Make it use an alpha value that is well defined, ie 0.4 instead of 0.5.

0.4 * 255 = 102
0.5 * 255 = 127.5

This avoids rounding issues where some math may cause the resulting
alpha value to be 127, and some other math ends up with 128.
2023-06-05 05:33:07 +02:00
Benjamin Otte
8860a2a688 testsuite: fix memleak
Also use the actual diff command we found instead of searching for it
again.
2023-06-05 05:33:07 +02:00
Matthias Clasen
5ca40c3660 Merge branch 'matthiasc/for-main' into 'main'
gl: Free all tracked buffers

See merge request GNOME/gtk!6061
2023-06-05 03:03:01 +00:00
Matthias Clasen
a9f9fb2022 gl: Free all tracked buffers
This was overlooked when the number of tracked
buffers was bumped from 2 to 4 in 46e3454eb7.
2023-06-04 22:17:56 -04:00
Matthias Clasen
a8a49d270b searchentry: Improve size allocation
We want to always reserve space for the clear icon,
but let the text widget use that space when the icon
isn't shown. A plain box layout can't do that, so
do our own size allocation.
2023-06-04 21:50:35 -04:00
Matthias Clasen
419c431f29 text: Make the placeholder non-intrusive
We never want to let the placeholder cause
the widget to grow, so set its max-width-chars
to a small value to make it ellipsize.
2023-06-04 21:47:11 -04:00
Benjamin Otte
fd5d15004e Merge branch 'wip/otte/vulkan' into 'main'
Vulkan hacking going overboard

See merge request GNOME/gtk!5992
2023-06-04 18:21:21 +00:00
Benjamin Otte
5409f0b350 vulkan: Create multiple render objects
Sometimes the GPU is still busy when the next frame starts (like when
no-vsync benchmarking), so we need to keep all those resources alone and
create new ones.
That's what the render object is for, so we just create another one.

However, when we create too many, we'll starve the CPU. So we'll limit
it. Currently, that limit is at 4, but I've never reached it (I've also
not starved the GPU yet), so that number may want to be set lower/higher
in the future.

Note that this is different from the number of outstanding buffers, as
those are not busy on the GPU but on the compositor, and as such a
buffer may have not finished rendering but have been returend from the
compositor (very busy GPU) or have finished rendering but not been
returned from the compositor (very idle GPU).
2023-06-04 19:42:01 +02:00
Benjamin Otte
f1b1aacc34 vulkan: Stop differentiating rounded from cicular corners
Our shaders can handle both, so don'ttry to tell them apart anymore.

Removes a lot of unnecessary fallbacks.
2023-06-04 19:42:01 +02:00
Benjamin Otte
e7201968d6 vulkan: Cleanup: Initialize constants at the top 2023-06-04 19:42:01 +02:00
Benjamin Otte
67f2ad817e vulkan: Add support for texture-scale nodes 2023-06-04 19:42:01 +02:00
Benjamin Otte
f420c143e0 vulkan: Split textures and samplers
The idea here is that we can do more complex combinations and use that
to support texture-scale nodes or use fancy texture formats (suc as
YUV).

I'm not sure this is actually necessary, but for now it gives more
flexibility.
2023-06-04 19:42:01 +02:00
Benjamin Otte
1cf6dfab2f vulkan: Add a hackish way to handle empty children
For blend and crossfade nodes, one of the children may exist and
influence the rendering, while the other does not.

Previously, we would skip the node, which would cause the required
rendering to not happen. We now send a valid texture id for the
invalid offscreen, thereby actually rendering the required parts.

Fixes the blend-invisible-child compare test

Current state for compare tests:
Ok:                 397
Expected Fail:      0
Fail:               26
Unexpected Pass:    0
Skipped:            2
Timeout:            0
2023-06-04 19:42:01 +02:00
Benjamin Otte
330a8b1cdb vulkan: Convert blend shader
Same work as crossfade shader pretty much.
2023-06-04 19:42:01 +02:00
Benjamin Otte
8d19db6732 vulkan: Update the cross-fade shader
This also fixes it rendering weird things when the bounds of start and
end node don't match.
2023-06-04 19:42:01 +02:00
Benjamin Otte
0f1b039306 vulkan: Implement bindless texture rendering
Instead of having a descriptor set per operation, we just have one
descriptor set and bind all our images into it.

Then the shaders get to use an index into the large texture array
instead.

Getting this to work - because it's a Vulkan extension that needs to be
manually enabled, even though it's officially part of Vulkan 1.2 - is
insane.
2023-06-04 19:42:01 +02:00
Benjamin Otte
b791aa0301 vulkan: Clip using scissors
If we have a rectangular clip without transforms, we can use
scissoring. This works particularly well because it allows intersecting
rounded rectangles with regular rectangles in all cases:
Use the scissor rect for the rectangle and the normal clipping code for
the rounded rectangle.
2023-06-04 19:42:01 +02:00
Benjamin Otte
7fd94c1828 vulkan: Make scissoring an explicit operation
The idea is to use it for clip nodes when they are integer-aligned.

To do that, we need to track the scissor rect in the parse state, so we
do that, too.

Also move the viewport offset out of the projection matrix, as it is
part of the transform between clip and scissor, so it needs to live in
the offset.
2023-06-04 19:42:01 +02:00
Benjamin Otte
dd4c1167b2 vulkan: Remove unneeded struct member
We can use gsk_vulkan_pipeline_get_vertex_stride() whenever we need that
value.
2023-06-04 19:42:01 +02:00
Benjamin Otte
d411912396 vulkan: Bind vertex buffers only once
We can index into the same buffer from every pipeline due to the aligned
buffer writes (see previous commit).

So we do that.
2023-06-04 19:42:01 +02:00
Benjamin Otte
0e93ad8671 vulkan: Align vertex data
We align the data to a multiple of vertex stride, that way we use more
memory, but we could compute an offset into the vertex buffer without
changing the offset.
2023-06-04 19:42:01 +02:00
Benjamin Otte
d98991a0ad vulkan: Set offsets when counting
We can set the vertex offset while counting the data, this gets rid of
the need of passing all the counting machinery into the actual data
collection code.
2023-06-04 19:42:01 +02:00
Benjamin Otte
1f7dcc1286 vulkan: Simplify switch statement
All branches do the same thing now, so pull them all into the same
branch.
2023-06-04 19:42:01 +02:00
Benjamin Otte
328cdf7b2a vulkan: Simplify collect_vertex_data()
We don't have any size arguments to it, so don't use them.
2023-06-04 19:42:01 +02:00
Benjamin Otte
79a227bc64 vulkan: Remove a function from pipeline impls
That function is available already in the structs we feed to Vulkan.

Store it from there and reuse it.
2023-06-04 19:42:01 +02:00
Benjamin Otte
0fee26252c vulkan: Don't draw fully clipped nodes
... if they are container nodes. Other nodes will get culled by the
vertex shader.
2023-06-04 19:42:01 +02:00
Benjamin Otte
d48b6b9ad5 vulkan: Add optimization for transforms
When attempting a complex transform, check if the clip can be ignored
and do that if possible.

That way we don't cause fallbacks when transforming the clip is too
complex.
2023-06-04 19:42:01 +02:00
Benjamin Otte
d4618ea8a6 vulkan: Don't crash with overly large nodes
... when these nodes are used as children of a complex transform nodes
and we lose the clip.
2023-06-04 19:42:01 +02:00
Benjamin Otte
a73530f952 vulkan: Update texture shader to do AA 2023-06-04 19:42:01 +02:00
Benjamin Otte
3e620a8fe5 vulkan: Split generic code off
No need to duplicate code in shaders when it can be shared.
2023-06-04 19:42:01 +02:00
Benjamin Otte
6d8c8199d9 vulkan: Use rounded rect APIs to improve clips
There are a bunch of intersection APIs available these days.
Let's use them.
2023-06-04 19:42:01 +02:00
Benjamin Otte
968ceb71d5 gsk: Add (private) gsk_rounded_rect_intersection()
The idea is that for a rectangle intersection, each corner of the
result is either entirely part of one original rectangle or it is
an intersection point.

By detecting those 2 cases and treating them differently, we can
simplify the code to compare rounded rectangles.
2023-06-04 19:42:01 +02:00
Benjamin Otte
7f5504bea4 vulkan: Set the initial clip rect
Instead of rendering unclipped, set the clip region to the extents of
the current clip region.
2023-06-04 19:42:01 +02:00
Benjamin Otte
4b2b239550 vulkan: Only draw one rect
Instead of emitting the render commands once per rectangle of the clip
region, just emit them once with the region's extents.

This is generally faster because it emits fewer commands to the GPU,
even though it may touch significantly more pixels.

For a proper method, we'd need to record the commands per clip rectangle
instead of emitting all of them all the time.
2023-06-04 19:42:01 +02:00
Benjamin Otte
23c10d434c vulkan: Use CLAMP_TO_EDGE in sampler
We don't want to clamp to the border, that causes fade-outs at the
edges.
2023-06-04 19:42:01 +02:00
Benjamin Otte
87c9503293 vulkan: Rewrite AA shaders to respect scale
The border and color shaders - the ones that do AA - now multiply their
coordinates by the scale factor, which gives them better rounding
capabilities.

This in particular improves the case where they are used in fractional
scaling situations, where the scale is defined at the root element.
2023-06-04 19:42:01 +02:00
Benjamin Otte
76634cb68b vulkan: Don't allocate no descriptor sets
If we don't need them, exit early.

Shuts up the validation layers when running simple denos without
textures.
2023-06-04 19:42:01 +02:00