We can't really support these on e.g. wayland anyway, and we're trying
to get rid of subwindow at totally in the long term, so lets drop this.
It allows us to drop a lot of complexity.
For subsurfaces, the new state which includes the input shape is not
applied by the compositor if the subsurface is in effective synchronous
mode.
So we need to apply the input shape once parent surface is in effective
desynchronized mode, which is when it's committed, otherwise the input
shape may never be applied if the widget is not using being_paint() /
end_paint() to draw on its subsurface, like clutter does.
We do that only for empty input shape as those won't need update when
the subsurface is resized, for all other non-empty input shape, the
client still has to use begin_paint()/end_paint() for the input shape to
be applied.
https://bugzilla.gnome.org/show_bug.cgi?id=774534
It's using a GtkCssPositionValue, even though that name is wrong. But
the functionality of managing 2 lengths is exactly what we want.
Nobody is using this yet.
- Recognize "gl" as well as "opengl" for the GL renderer
- GSK_RENDERER=help now works
- g_warning() for an unrecognized renderer (typo detection!)
- g_print() the actual renderer that is used (and error messages when
selecting) when a GSK_RENDERER is given, so you'll notice if your
renderer isn't taken.
Previously, code would work fine with --disable-vulkan if the Vulkan
headers were installed - code would happily just use them as they're
installed in /usr/include.
By creating unlimited render objects, we would never wait on the GPU.
This would mean that if the GPU was the bottleneck, we would fill its
queue with render commands faster than it could process them.
And because the nvidia binary driver and my code work surprisingly well
and bugfree, this lead to exhaustion of RAM. I had 50GB of swap
configured and my hard disk was quicker as swap storage than my GPU was
at processing the commands, so stuff still filled up.
At that point my computer became rather unresponsive and I decided to
reboot it, so I that could write this patch.
Add SURFACE and TEXTURE operations. This way, we actually render more
than one node every frame because not everything is a fallback node
anymore that gets composited with its children into a cairo surface.
Instead of pushing the root matrix, push the world matrix for the
current node. That way, the bounds we emit as vertices are actually
properly transformed.
First, we collect all the info about descriptor sets into a hash table,
then we use its size to determine the amount of sets and allocate those
before we finally go ahead and use the hash table's contents to
initialize the descriptor sets.
And then we're ready to render.
We can let the GPU do its stuff without waiting. The GPU knows what it's
doing.
Which means we now get a lot of time to spend on doing CPU things (read:
we're way better in benchmarks).
The old behavior is safer, so we want to keep it around for debugging.
It can be reenabled with GSK_RENDERING_MODE=sync.
And move the actual rendering code there.
A RenderPass is a collection of operations on the same target that
get executed one after another. It roughly targets VkRenderPass or
rather the subpasses of a VkRenderPass.
For now, only the infrastructure is there. No real stuff is happening.
This is refactoring work.
GskVulkanRender is supposed to be the global object for a render
operation, ie GskVulkanRenderer.render() will create this object for
what it does.
The object will be split into stages that perform the operations
necessary to create a drawing.
Instead of using a staging iamge, we require the final image to be
linearly allocated and have host-visible memory.
This improves performance quite a bit.
The old code is still there and can be enabled with a simple change
to a #define in gskvulkanimage.h
Instead, complain if somebody calls gdk_x11_window_get_xid() on a
non-native window.
We cannot make random windows native anymore because there's no GSK
renderer associated with them, so we cannot draw them.
We can now upload vertices.
And we use this to draw a yellow background. Which is clearly superior
to not drawing anything.
Also, we have shaders now. If you modify them, you need glslc installed
so they can be recompiled into Spir-V bytecode.