When transforming back from a complex transform to a simpler transform,
the resulting clip might turn out to clip everything, because clips can
grow while transforming, but the scissor rect won't. So when this
process happens, we can end up with an empty clip by transforming:
1. Set a clip that also sets the scissor
2. transform in a way that grows the clip, say rotate(45)
3. modify the clip to shrink it
4. transform in a way that simplifies the transform, say another
rotate(45)
5. Figure out that this clip and the scissor rect do no longer overlap
Catch this case and avoid drawing anything.
This test checks a that a specific combination of mask with alpha
inside opacity works as expected. We were treating the mask color
as premultiplied here, although it isn't.
This creates a new color node that is meant to be identical to
an existing one, so we need to use gsk_color_node_new2 to preserve
the color state information.
Test included.
Allow defining cicp color states with an @-rule:
@cicp "jpeg" {
primaries: 1;
transfer: 13;
matrix: 6;
range: full;
}
And allow using them in color() like this:
color("jpeg" 50% 0.5 1 / 75%)
Note that custom color states use a string, unlike default color
states which use an ident.
Test included.
The fix in commit 5e7f227d broke shadows while trying to make them
faster.
So use a better way to make them faster.
With the normalized blur radius, we can now conclude that all the values
too far from p.y will cause the gauss() call to return close to 0, so we
can skip any y value that is too far from p.y.
And that allows us to put an upper limit on the loop iterations.
Tests included
Fixes#6888
Instead of allocating one large descriptor pool and hoping we never run
out of descriptors, allocate small ones dynamically, so we know we never
run out.
Test incldued, though the test doesn't fail in CI, because llvmpipe
doesn't care about pool size limits. It does fail on my AMD though.
A fun side note about that test is that the GL renderer handles it best
in normal operationbecause it caches offscreens per node and we draw the
same node repeatedly.
But, the replay test expands them to duplicated unique nodes, and then
the GL renderer runs out of command queue length, so I had to disable
the test on it.
Everyone should draw the error pink here, because that's what the
renderers not supporting it do, and it's also what the default shader
does.
So no matter if a renderer supports GL shaders or not, it should draw
the same pink.
We need to check that the clip is inside the opaque region, not that the
opaque region is inside the clip.
Test included, using the only not that hits the fallback path with an
opaque region smaller than its bounds.
Tests are node files dumped into testsuite/gsk/opaque
They are named "name-X-Y-W-H.node" with X Y W H being the expected
opaque rectangle or "name.node" if there is no opacity.
A simple example is included here.
We can in fact meet complex transforms here. Asserting that they
are simple doesn't make it so. Instead, simply bail out if a
transform is too complex; in this case we can't offload anyway,
so no need to walk the tree further.
Test included.
Fixes: #6824
When getting a texture as image, we were always returning the texture
unconditionally.
However, we want to mipmap textures when the scale factor is too large,
and this code path did not do that.
The same codepath on the GL renderer doesn't do that either, so the test
is disabled for it.
The compare tests use an empty container node, but running them with
--replay ends up with empty nodes in snapshots due to how containers are
replayed.
Related: !7396
Related: #6761
Add a custom fontconfig setup and ship Cantarell as part of it.
This should hopefully make it so that the tests always see the
same default font, as long as you have FONTCONFIG_FILE set up
correctly.
Update all affected tests.
Due to rounding errors, it is possible after intersecting a lot of
rectangles to end up with a tiny size for an offscreen. And because we
allow an epsilon before ceil()ing to an integer (see commit afc7b46264
for details) it is now possible that we end up with a size of 0.
Avoid that by always enforcing a minimum size of 1px.
Test included
The test uses a different codepath to arrive at the same problem - it
specifies the small size instead of triggering it via rounding errors
and clipping like the original bug (and most likely the more common case
to encounter this problem.
Fixes#6656
The goal is to generate an offscreen at 1x scale.
When not ceil()ing the numbers the offscreen code would do it *and*
adjust the scale accordingly, so we'd end up with something like a
1.01x scale.
And that would cause the code to reenter this codepath with the goal to
generate an offscreen at 1x scale.
And indeed, this would lead to infinite recursion.
Tests included.
Fixes#6553
In a very particular situation, it could happen that our renderpass
reordering did not work out.
Consider this nesting of renderpasses (indentation indicates subpasses):
pass A
subpass of A
pass B
subpass of B
Out reordering code would reorder this as:
subpass of B
subpass of A
pass A
pass B
Which doesn't sound too bad, the subpasses happen before the passes
after all.
However, a subpass might be a pass that converts the image for a texture
stored in the texture cache and then updates the cached image.
If "subpass of A" is such a pass *and* if "subpass of B" then renders
with exactly this texture, then "subpass of B" will use the result of
"subpass of A" as a source.
The fix is to ensure that subpasses stay ordered, too.
The new order moves subpasses right before their parent pass, so the
order of the example now looks like:
subpass of A
pass A
subpass of B
pass B
The place where this would happen most common was when drawing thumbnail
images in Nautilus, the GTK filechooser or Fractal.
Those images are usually PNG files, which are straight alpha. They are then
drawn with a drop shadow, which requires an offscreen for drawing as
well as those images as premultipled sources, so lots of subpasses happen.
If there is then a redraw with a somewhat tricky subregion, then the
slicing of the region code could end up generating 2 passes that each draw
half of the thumbnail image - the first pass drawing the top half and the
second pass drawing the bottom half.
And due to the bug the bottom half would then be drawn from the
offscreen before the actual contents of the offscreen would be drawn,
leading to a corrupt bottom part of the image.
Test included.
Fixes: #6318
Add a --colorflip option to the compare-render test. This applies
a color matrix to the node, which has the intended side-effect of
convincing the Vulkan renderer to use its uber shader, so we get
test results comparing the uber output to its non-uber siblings.
Test included.
The test is disabled for Cairo because the Cairo blurring code can't
deal with scaling, which makes things come out wrong for the test that
checks that we do the right thing with the blur radius when scaling.
Related: !6977
These tests check that we round glyph positions to integral device
pixel coordinates when hinting is enabled, and to device subpixel
positions if it isn't.
The glyph in this test has extents that will be made smaller
by hinting, which poses some challenge for our renderers.
The scaled glyph rendering is too big for the 'small texture'
text setup, so we allow the test to fail there.
The goal is to fix all the context that influences the rendering
of text nodes in the node file. This will help with better font
testing.
The newly accepted properties are
hint-style: none/slight/full
antialias: none/gray
We are omitting font options and values that aren't supported
in GSK or have no influence on the rendering.
Note that these settings will get incorporated in the PangoFont
that gets set on the resulting text node.
Parser tests included.
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.