This is mostly an empty shell for now. We only have static instances
for srgb and srgb-linear, which we will use as markers during our
node processing.
In the future, this object may grow more instances, as well as the
ability to create them from and save them to icc profiles or cicp
data. And a color conversion API.
* The variables are const. Keep them const when casting
* Print float16 values
* Print integer values as hex. This is better for detecting
byteswapping, off by one, and such. Besides, we tend to use values
that have the same 2 hex digits, so detecting corruption is also easy.
On failures, don't immediately abort, just g_test_fail().
This allows running the test with -k to get full output.
Also print something useful as the error message, namely the bytes that
are different.
1MB textures can lead to 20s runtimes - which with asan CI being a lot
slower can be a loooong time and cause timeouts.
Limiting them to 16kB still allows hitting max texture size sometimes
but makes sure the test only runs for 3-4s worst case.
I hope that doesn't trigger timeouts even under asan.
Copy what gcc's libstdc++ does for vectors to avoid overflows:
1. Define a max size macro and assert against it
Note that we don't assert but actually check, because this needs
to abort even if assertions are disabled.
2. Don't do fancy math to compute new capacity.
Just size *= 2 instead and be careful about overflow.
We want to store some metadata in our symbolic pngs, so make it
possible to get options when loading a png, along with the texture.
Update all callers.
Rename things so they make more sense. The dest/source naming got
a bit unclear when we added background into the mix. Now we're going
for:
source_rect - the texture region to display
texture_rect - dimensions of the subsurface showing the texture
background_rect - dimensions of the background subsurface
bounds - union of texture_rect and background_rect
Also use this opportunity to add some api docs.
Make it possible for subsurfaces to have a black background on a
secondary subsurface below the actual subsurface. Using a single-pixel
buffer for that background increases the changes that the compositor
will use direct scanout for the actual subsurface.
This changes the private subsurface API. All callers have been
updated to pass an empty background rect.
Allow to specify a D₂ transform when attaching a texture to a
subsurface, to handle flipped and rotated content. The Wayland
implementation handles these transforms by setting a buffer
transform on the subsurface.
All callers have been updated to pass GDK_TEXTURE_TRANSFORM_NORMAL.
It includes a fallback list of fourccs. Otherwise we might miss some
DRM_FORMAT definition.
This happens in SLES12:
```
../testsuite/gdk/dmabufformats.c: In function ‘test_dmabuf_formats_basic’:
../testsuite/gdk/dmabufformats.c:29:56: error: ‘DRM_FORMAT_ABGR16161616F’ undeclared (first use in this function); did you mean ‘DRM_FORMAT_ABGR2101010’?
29 | g_assert_true (gdk_dmabuf_formats_contains (formats, DRM_FORMAT_ABGR16161616F, DRM_FORMAT_MOD_LINEAR));
```
This will let us use a subset of the full texture, which can
be necessary in the case that converters put padding around
content in dmabufs. The naming follows the Wayland viewporter
spec.
For now, make all callers pass the full texture rect.
The dmabuf texture tests are failing, so we don't run them in
ci, but the format tests are perfectly fine, so split them off.
Add some tests for GdkDmabufFormatsBuilder and for the new
gdk_dmabuf_formats_equal(), too.
The Vulkan renderer can just be public API, because it doesn't expose
any Vulkan-specific APIs.
And it can just exist when compiled without Vulkan, because it can fail
to realize.
Also move get rid of the gsk/vulkan/gskvulkanrenderer.h header. It was
experimental and isn't necessary now that the renderer is included via
gsk.h.
gdk_texture_save_to_png_bytes() cannot fail, so ensure that it doesn't.
Testsuite has been updated to check for this case.
Note that we do not load the PNG file that we generate here.
Loading is a lot more scary than saving after all.
If people want to load oversized PNG files, they should use a real PNG
loader.
We want to introduce a new one next.
Technically, this breaks API, because gsk_vulkan_renderer_new() is going
away, but practically, we're gonna bring it back once we introduce that
renderer in a few commits.
We did have 4 ordering variations of ARGB straight,
but only 3 premultiplied. Add the missing one.
Update all the places where we switch over memory formats.