We want to clip to [0..1] so make sure that's the value we're targeting.
In particular this avoids cases where for r==g==b we could end up with a
division by zero and undefined results causing random colors to be
written by shaders.
Fixes: #7183
The current context might be the last reference to the context, which
would make it go away when the renderer calls make_current().
See commit 0fa2ae48d4 for a similar case.
the non-shared context's surface must survive the lifetime of the
GL texture, and when the renderer gets unrealized the surface goes away,
but we cannot guarantee that all GL textures have been destroyed by
then.
So better use a context we know will survive becuase it isn't bound to a
surface.
We know it at begin_frame() time, so if we pass it there instead of
end_frame(), we can use it then to make decisions about opacity.
For example, we could notice that the whole surface is opaque and choose
an RGBx format.
We don't do that yet, but now we could.
This is poking into the surface directly, so not a good idea.
And I want to hide that struct in the priv member.
Technically, this code should look at the opaque region, but I am lazy
and the GL renderer is on its way out, so I think it's not worth doing.
Make sure both GL renderers don't leave their contexts alive via the
current context, but ensure they dispose of them properly.
Fixes issues when the corresponding GL resources in the surfaces they
were attached to go away.
GLContexts marked as surface_attached are always attached to the surface
in make_current().
Other contexts continue to only get attached to their surface between
begin_frame() and end_frame().
All our renderer use surface-attached contexts now.
Public API only gives out non-surface-attached contexts.
The benefit here is that we can now choose whenever we want to
call make_current() because it will not cause a re-make_current() if we
call it outside vs inside the begin/end_frame() region.
Or in other words: I want to call make_current() before begin_frame()
without a performance penalty, and now I can.
... and pass the opaque region of the node.
We don't do anything with it yet, this is just the plumbing.
The original function still exists, it passes NULL which is the value
for no opaque region at all.
Similar to the previous commit, to avoid undefined behaviour we need
to avoid evaluating out-of-bounds shifts, even if their result is going
to ignored by being multiplied by 0 later.
Detected by running a subset of the test suite with
-Dsanitize=address,undefined on x86_64.
Signed-off-by: Simon McVittie <smcv@debian.org>
If, for example, e == 0, it is undefined behaviour to compute an
expression involving an out-of-range shift by (125 - e), even if the
result is in fact irrelevant because it's going to be multiplied by 0.
This was already fixed for the memorytexture test in
commit 5d1b839 "testsuite: Fix another ubsan warning", so use the
implementation from that test everywhere. It's in the header as an
inline function to keep the linking of the relevant tests simple:
its only caller in production code is fp16.c, so there will be no
duplication outside the test suite.
Detected by running a subset of the test suite with
-Dsanitize=address,undefined on x86_64.
Signed-off-by: Simon McVittie <smcv@debian.org>
... and plumb the color state through the downloading machinery, where
no matter what path it takes it ends up in
gdk_memory_convert_color_state() or gdk_memory_convert().
The 2nd of those has been expanded to optionally do colorstate
conversion when the 2 colorstates are different.
The GL renderer is using FLOAT32 instead of GL_SRGB, which is screwing
up the node-editor by making it turn on high bit depth unconditionally.
So until someone fixes the GL renderer properly, do this quickfix.
The new renderers don't support them due to the required complexity of
integrating them with Vulkan and the assumptions those nodes make about
the renderer (the GL renderer exports its internal APIs into the
GLShader).
There haven't been any complaints that I'm aware of since 4.14 was
released where the default renderer does not support the nodes, so usage
in public seems to be close to nonexistant.
The 2 uses I know of were workarounds about missing features in GTK that
have stopped since GTK now supports them:
1. GStreamer used in to do premultiplication when the old GL renderer
did not do so in hardware but on the CPU.
2. Adwaita used it for masking before the mask node wa added in 4.10.