We can just check if the subsurfaces contain content - and if they do,
they will be offloading and we can ignore the diff.
This essentially reverts 48740de71a
The 2 callers of gsk_gpu_get_node_as_image() were already computing the
minimum clip region and in particular aligning it to the pixel grid, so
intersecting with node bounds again was causing that alignment to be
busted.
When using a window size and scale that don't multiply to an integer, we
were using the wrong method to adjust it.
The Wayland fractional scaling spec just says:
> For toplevel surfaces, the size is rounded halfway away from zero.
This is meant to be interpreted as "create a large enough buffer to hold
partial pixels) and the compositor will blend it mapping to the pixel
grid" even if that means the buffer slightly overhangs.
Example:
A 11 units wide window at 150% will need a 11 * 1.5 = 16.5 pixel wide
buffer. This should be rounded to 17 pixels but rendered as if only 16.5
pixels are occupied by the window, not as if all 17 pixels are occupied.
This commit is wrong.
It does achieve what it sets out to do, but the method doesn't work.
It confused multiple things in one commit, the commit message only
describes the symptoms it tries to fix and not why the fix is correct,
it includes no tests and it wsn't properly reviewed.
Related: !6871
We want to use a viewport that gives us the right scale back.
This fixes problems where glyph lookups were inefficient because
the scale part of the key would fluctuate ever so slightly.
The previous code was ignoring non-scissor clips, which would make it
overeager at punching holes.
It also was not working with fractional coordinates.
Fixes#6375
We can reach the code that removes the item from the hash table
before or after the weak unref has triggered. Just leave the
weakref in place and let it do its thing, if it hasn't gone
off yet. That matches what we do in free.
Fixes: #6377
We do gc in a timeout, when an arbitrary GL context might be
current, so we need to make sure its ours and we don't free
random textures in another context.
Fixes: #6366
Count dead pixels in textures (ie the number of pixels in GPU
textures that are no longer backed by an alive GdkTexture object),
and when the there's too many, do a gc before rendering the next
frame.
Count the uses of cached texture - from the device (via the linked
list) and from the texture (via render data / weak ref), and only
free the item once the use count reaches zero.
Instead of forever running a timeout to do gc, ensure the timeout
is scheduled whenever we render a frame (this is done by calling
gsk_gpu_device_maybe_gc () before gsk_gpu_frame_render (), and
gsk_gpu_device_queue_gc () after).
Read the GSK_CACHE_TIMEOUT environment variable to override the
default 15s timeout for cache gc. This is mainly meant for debugging.
Since we don't really need two knobs, reuse the gc timeout value
for the max age of items too.
The node processing wasn't skipping 0-size nodes when using the
uber shader, leading to assertions down the road. Since the ngl
renderer doesn't use uber shaders, this only affects vulkan.
Test included.
Fixes: #6370
GL needs version 4.2 before it supports explicit bindings. We use GLES
usually, and Mesa supports GL 4.6, so we didn't hit this case before.
However, MacOS does use GL and Mac OS is stuck on GL 4.1.
Fixes#6363
When a border side has a width of 0 but we're having rounded corners, we
draw content in the edges of that side, and naturally pick its color.
That is wrong though, when the width is zero, we're supposed to keep
using the color of the other side in that corner.
So do that.
Fixes the border-corner-zero-width-rendering.ui reftest.
Count how many dead pixels we have, and free the atlas if more than
half of its pixels are dead.
As part of this, change when glyphs are freed. We now keep them
in the hash table until their atlas is freed and we only do dead
pixel accounting when should_collect is called. This keeps the
glyphs available for use from the cache as long as are in the atlas.
If a stale glyph is sused, we 'revive' it by removing its pixels
from the dead.
This matches more closely what the gl renderer does.
If we gc a cached texture for which the GdkTexture is still alive,
the cached texture object will remain accessible via the render
data, so need to make sure not to leave a dangling pointer behind
here.