Functions should behave as I expect, and I just spent an hour debugging
a refcount issue because I assumed our image creation functions return
refrences. Which is a very sane assumption.
GL_SRGB is doing postmultiplied alpha, so if the texture is
premultiplied, we can't use this optimization.
The optimization still works for unpremultiplied and opaque images,
because those don't do that step.
If desired, try creating GL_SRGB images. Pass a try_srgb boolean down to
the image creation functions and have them attempt to create images like
that.
When it is not possible to create srgb images in the given format, just
fall back to regular images. The calling code is meant to check the
GSK_GPU_IMAGE_SRGB flags to determine the actual format of the resulting
image.
Some maps are used for read only and do not require uploading contents
back to the GPU afterwards. In other cases, we can often upload less than
the fully allocated buffer size.
The pango code that is drawing hex boxes, invisible glyphs, etc,
is depending on the width being set in the PangoGlyphInfo. Once
we set that, everything falls into place.
Testcase included.
This ensures both that we signal a semaphore for a dmabuf when we export
an image and that we import semaphores for dmabufs and wait on them.
Fixes Vulkan node-editor displaying the Vulkan renderer in the sidebar.
This adds GSK_GPU_IMAGE_CAN_MIPMAP and GSK_GPU_IMAGE_MIPMAP flags and
support to ensure_image() and image creation functions for creating a
mipmapped image.
Mipmaps are created using the new mipmap op that uses
glGenerateMipmap() on GL and equivalent blit ops on Vulkan.
This is then used to ensure the image is mipmapped when rendering it
with a texture-scale node.
The main reason here is that we want to not fail when the texture size
is larger than the supported GpuImage size.
When that happens, for now we just fallback slowly - ulitmately to
drawing with Cairo, which is going to be clipped.
Because GL flips its shit sometimes (ie when it's the framebuffer),
pass the height of the target as the flip variable, so commands
that need to operate on the pixels can flip the y axis around this value.
This heaves over an inital chunk of code from the Vulkan renderer to
execute shaders.
The only shader that exists for now is a shader that draws a single
texture.
We use that to replace the blit op we were doing before.
For now, it just renders using cairo, uploads the result to the GPU,
blits it onto the framebuffer and then is happy.
But it can do that using Vulkan and using GL (no idea which version).
The most important thing still missing is shaders.
It also has a bunch of copy/paste from the Vulkan renderer that isn't
used yet.
But I didn't want to rip it out and then try to copy it back later