These are 2x2 combinations that:
1. Use a texture child node vs a color child node
This should force an offscreen vs straight up use a texture.
2. Switch opacity and color-matrix
Either put the color matrix into the opacity node or put the opacity
into the color matrix.
This is worth testing because renderers often combine opacity into the
color matrix to avoid offscreens.
And they do that because applications often create faded out symbolic
images, which end up as a combination of these nodes.
Check that the right filter is chosen and that that filter is
implemented correctly.
The test is disabled for Cairo because Cairo (or rather Pixman)
doesn't follow the filtering specifications for GL/Vulkan and in
particular the nearest filter picks a different pixel.
We need to provide color stops to avoid rounding errors with different
shaders.
That makes the empty linear gradient somewhat less empty, but I think
it's the emptiest we can make it.
When shadows were offset - in particular when offset so the original
source was out of bounds of the result - the drawing code would create a
pattern for it that didn't include enough of it to compose a shadow.
Fix that by not creating those patterns anymore, but instead drawing the
source (potentially multiple times) at the required offsets.
While that does more drawing, it simplifies the shadow node draw code,
and that's the primary goal of the Cairo rendering.
Test included.
The code now follows gsk_rounded_rect_shrink() and with it the behavior
of the Cairo renderer and Webkit.
The old code did what the GL renderer and Cairo do, but I consider that
wrong.
I did not test Chrome.
Test attached
Cairo and the GL renderer have a different idea of how to handle
transitioning of colors outside the defined range.
Consider these stops:
black 50%, white 50%
What color is at 0%?
Cairo would transition between the last and first stop, ie it'd do a
white-to-black transition and end up at rgb(0.5,0.5,0.5) at 0%.
GL would behave as it would for non-repeating gradients and use black
for the range [0%..50%] and white for [50%..100%].
The web would rescale the range so the first stop would be at 0% and
the last stop would be at 100%, so this gradient would be illegal.
Considering that it's possible for code to transition between the
different behaviors by adding explicit stops at 0%/100%, I could choose
any method.
So I chose the simplest one, which is what the GL renderer does and
which treats repeating and non-repeating gradients the same.
Tests attached.
Without an explicit width, height, and viewBox, there is no single
correct way to render an SVG. In the absense of said information,
librsvg is capable of making a guess by rendering the SVG to a Cairo
surface and then analyzing that surface; however, this process is
merely heuristic.
There are three GTK tests for SVG images that are missing dimensions.
While this is not a violation of the SVG specification, it does
implicitly couple the test to the librsvg rendering heuristic. In this
commit we add that dimension information so that the expected result
is unambiguous.
This tests the merging of nested color matrix nodes feature of
GtkSnapshot, which was broken before commit 082fdfdb24.
Signed-off-by: Sergey Bugaev <bugaevc@gmail.com>
Inverted alpha masks have an effect on the source, even if the mask
doesn't cover the source at all - or worse, is completely clipped out.
The GL renderer handles this fine, but Cairo and Vulkan had
optimizations that got this wrong.
In particular, fix the combination of luminance and alpha. We want to do
mask = luminance * alpha
and for inverted
mask = (1.0 - luminance) * alpha
so add a test that makes sure we do that and then fix the code and
existing tests to conform to it.
Make it use an alpha value that is well defined, ie 0.4 instead of 0.5.
0.4 * 255 = 102
0.5 * 255 = 127.5
This avoids rounding issues where some math may cause the resulting
alpha value to be 127, and some other math ends up with 128.
This one tests a crossfade between two non-overlapping nodes with a clip
region that covers neither of the two nodes.
This tests that renderers can deal with clip regions that doesn't
overlap nodes in a situation where they will most likely want to create
an offscreen.
As offscreens are typically clipped to the clip region, this would cause
an empty offscreen and that can cause failures.
This was an experiment where an offscreen was translated inside an
existing clip.
Because renderers try to limit offscreens to the clip rect, this is
interesting, because they might get the translation wrong.
The repeated tests were not careful enough to produce
the correct reference image to match what the repeat
node does.
With these changes, all cairo tests pass.
Add options to the gsk compare-render test for
modifying the node (and do a matching change to
the reference image).
flip: negative scale flipping things horizontally
rotate: 90 degree rotation
repeat: 2x2 grid
In constrast to our other tests, these use
textures that are big enough to force slicing
with setting GSK_MAX_TEXTURE_SIZE, which we
will use in the following commits to improve
test coverage.
The GL renderer was creating sripes for nodes that were scaled in
particular ways, probably due to rounding errors.
This testsuite focuses on one of those stripes to make sure they are
gone.
This test fails if we naively create fullscale
intermediate offscreens. This was fixed in the
previous commits.
This tests the fixes in 22ba6b1f33 (for
cairo) and 3a0152b65f (for GL).
When large viewports are passed to gsk_renderer_render_texture(), don't
fail (or even return NULL).
Instead, draw multiple tiles and assemble them into a memory texture.
Tests added to the testsuite for this.
Tests that overdrawing of content inside an opacity node happens before
the opacity is applied.
This is broken in the GL renderer and causes the opacity.ui reftest to
fail.
Compare clipped repeat nodes. Must skip cairo here
since it blurred the child by scaling after rendering.
Also skip the gl renderer, since it hasn't been fixed
for this yet. ngl passes this test.
When we are rendering a texture node to an offscreen,
and we have a clip, we must force the offscreen rendering.
Otherwise, the code will notice: Hey, it already is a texture
node, so no need to render it to a texture again. But when
clipping is involved, that is exactly what we want to do.
Testcase included.
Fixes: #3651
If the inner clip intersects with the corners of the outer clip, we
potentially need a texture. We should add more fine-grained checks for
this in the future though.
Test case included.
We don't need to just look at the scale of the new modelview matrix, but
at the one we get when multiplying the new one with the current one.
Test case attached.
Use cairo-script-interpreter to parse the scripts that generate cairo
nodes.
This requires libcairoscriptinterpreter.so to work properly, but if
it isn't found we disable this (unimportant for normal functioning)
code and just emits a parser warning.
The testsuite requires it however or it will fail.
A new test is included that tests all of this.
Test that rendering empty nodes succees. For a lot of nodes the
resulting rendering isn't clearly defined, in those cases we overdraw
those regions (sometimes the whole image) with black.
Instead of encoding the raw data, encode the full image to a PNG.
And instead of stuffing that encoding into a string, use a full
data: url.
And then remove the width and height properties, because they're now
implicitly included in the data.
And then change the parser to match.
And because the parser now parses regular urls on top of data: urls, we
can now load any random file.