Renderpasses get recreated every frame, but we keep render objects
around. So if we keep the vertex buffer in the render object, we can
also keep it around and just reuse it.
Also, we only need one buffer for all the render passes, which is
another bonus.
The initial buffer size is chosen at 128kB. Maximized Nautilus,
gnome-text-editor with an open file and widget-factory take ~100kB when
doing a full redraw. Other apps are between 30-50kB usually.
So I chose a value that is not too big, but catches ~90% of cases.
Set it after creating all the ops and then use it for iterating.
Note that we cannot set it while creating the ops because the array may
be realloc()ed into a different memory region which would invalidate all
the pointers.
It currently has no use, but that will come later.
Also put the typedefs into headers in gsk/vulkan, they have nthing to do
outside that directory.
Remove the function to add a node from both the GskVulkanRender and the
GskVulkanRenderPass.
That means they are both now meant to draw exactly one node.
Instead of creating the op manually, just pass in the renderpass and
have the op created from there.
This way ops aren't really initialized anymore, they are more appended
to the queue, so instead of foo_op_init() we can just call the function
foo_op().
1. Use a graphene_vec2_t
2. Ensure it's always positive
3. Don't break with fallback
The scale value is nothing more than an indication of how many pixels to
assume per unit of a node.
Instead of tracking a single scale, track x and y scales separately.
Factor out gsk_vulkan_render_pass_new() into a private function that
receives both scales, and pass 'scale_factor' for both.