If we see custom fonts when serializeing text nodes, write data
url that contains the font file, the first time we see it.
This does not add blobs standard fonts, like Cantarell or Monospace.
Update all affected nodeparser tests.
This will let us store complete test fonts inside node files,
as data: urls. You can also use a file: url to refer to a local
file.
The syntax is as follows:
text {
font: "FONT DESCRIPTION" url("data:font/ttf;base64,FONT DATA");
}
with the url being optional.
A PangoFont keeps a weak reference to its fontmap. In addition,
keep a strong reference in GskTextNode, so we can be sure that
custom font maps won't go away before the node is finalized.
This clip is different from "none" in that the bounds rect cannot be
ignored and that potential drawing outside the clip must be avoided.
In particular it means that clip nodes cannot be discarded if they
encompass the full clip region.
Fixes#6322
Make sure fallbacks and fill/stroke masks use image surfaces with the
same pixel grid as the target if possible.
Fixes blurriness with some path renderings.
We need to respect the offset when converting to the pixel grid, so pass
the current offset into the function.
Also move the rounded out of gsk_gpu_get_node_as_image() and into the 2
callers, because the offset is not passed into the function and I see no
reason to change that.
Instead of using the bounds of the clip region, emit individual
renderpasses for each rectangle of the clip region.
The benefit of this depends on how many pixels the clip region covers,
but for widget factory it reduces the required rendering by a huge
amount.
This is now the best clipping renderer - Cairo doesn't clip at all and
GL clips based on the extents.
Previously, we would set a scissor rect when doing a partial redraw, but
we would not clip the nodes based on that rectangle.
Do that now.
This massively reduces the amount of ops we emit for small redraws.
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.
If shaders don't support nonuniform indexing, we emulate it via if/else
ladders (or switch ladders) which get inlined by the GLSL compiles and
massively blow up the code.
And that makes compilation of the shaders take minutes and results in
shader code that isn't necessarily faster.
So we disable it on GL entirely and on Vulkan if the required features
aren't available.
As it's only an optimization and does not fall back to Cairo anymore,
this should be fine.
Make the generator generate calls for the correct glBindAttribLocation()
calls.
Usually this was done correctly, but we can't rely on it. So do it
explicitly.
When downscaling more than 2x in either dimension, force mipmap use for
the texture in a texture node.
It improves the quality of textures but takes extra work.
The GL renderer does this, too (for textures that aren't in the icon cache).
This can be disabled via GSK_GPU_SKIP=mipmap.
Fixes the big-checkerboard-scaled-down2 test.
Unless GSK_GPU_SKIP=gradients is given, we sample every point 4x instead
of 1x. That makes the shader run slower (by roughly a factor of 2.5x)
but it improves quality quite a bit.
I'm a bit unsure about using the zero rect in the fallback situtation
where one image doesn't exist, but it seems to work.
This removes the last pattern-only rendernode and with that the last
fallback usage with disabled ubershader.
This way we can toggle opacity handling on/off.
THe shader slowly turns into a fancy texture op - but I don't want to
rename it to "fancytexture" just yet.