This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
This node essentially implements the feColorMatrix SVG filter. I got the
idea yesterday after looking at the opacity implementation.
It can be used for opacity (not sure if we want to) and to implement a
bunch of the CSS filters.
This does a conversion to/from GBytes and is intended for writing tests.
It's really crude but it works.
And that probably means Alex will (ab)use it for broadway.
I had originally thought I'd use GskShadow for box-shadow, but didn't in
the end.
So now it's only used for text-shadow and icon-shadow, and those don't
have a spread.
... and make the icon rendering code use it.
This requires moving even more shadow renering code into GSK, but so be
it. At least the "shadows not implemented" warning is now gone!
The node draws a solid CSS border, which can be used to cover everything
but dashed and dotted borders (double, groove, inset, ...).
For different border styles, we overlay multiple nodes and set their
colors to transparent for sides with non-matching styles.
Instead of appending a container node and adding the nodes to it as they
come in, we now collect the nodes until gtk_snapshot_pop() is called and
then hand them out in a container node.
The caller of gtk_snapshot_push() is then responsible for doing whatever
he wants with the created node.
Another addigion is the keep_coordinates flag to gtk_snapshot_push()
which allows callers to keep the current offset and clip region or
discard it. Discarding is useful when doing transforms, keeping it is
useful when inserting effect nodes (like the ones I'm about to add).
Instead of having a setter for the transform, have a GskTransformNode.
Most of the oprations that GTK does do not require a transform, so it
doesn't make sense to have it as a primary attribute.
Also, changing the transform requires updating the uniforms of the GL
renderer, so we're happy if we can avoid that.
gsk_render_node_get_bounds() still exists and is computed via vfunc
call:
- containers dynamically compute the bounds from their children
- surface and texture nodes get bounds passed on construction
If we ever feel, we need this function again, we can readd it later.
But nobody is using it other than for overriding opactiy. And you can
just override opacity directly if you care.
Creating render nodes is fire-and-forget, so all one should do is create
a container, append, append, append and then send it off to the
renderer. So there's no need to replace, insert between or anything
else.
GskRenderNode is, at its core, a write-only API; you're supposed to set
up the render nodes instead of querying them for state.
Querying render nodes is left to the GskRenderer implementation.
The renderer will always use nearest-neighbor filters because it renders
at 1:1 pixel to texel ratio.
On the other hand, render nodes may be scaled, so we need to offer a way
to control the minification and magnification filters.
If we already have a GL texture we definitely don't want to use
gdk_cairo_draw_from_gl() to draw on a Cairo context if we're going
to take the Cairo surface to which we draw and put it into an OpenGL
texture.
The child-transform is useful only if we also provide clipping to the
parent nodes, otherwise children will just be drawn outside of the
parent's bounds.
We'll introduce child transforms either at a higher layer, or once we
add clipping support to GskRenderNode.
The naming is consistent with other scene graph libraries, as it
represents an additional translation transformation applied on top of
the provided transformation matrices.
We can also simplify the implementation by applying the translation when
we compute the world matrix.