When slicing the texture, the GL renderer was
forgetting to apply the viewport origin. This
shows up when rendering things with negative
scales, leading to negative origins.
Our coverage computation only works for well-behaved
rects and rounded rects. But our modelview transform
might flip x or y around, causing things to fail.
Add functions to normalize rects and rounded rects,
and use it whenever we transform a rounded rect in GLSL.
Pass the GLsync object from texture into our
command queue, and when executing the queue,
wait on the sync object the first time we
use its associated texture.
When adding mask nodes, I overlooked that
we have two separate functions for determining
what transforms a node supports without offlines.
Since we claim that mask nodes support general
transform, they must certainly support 2d transforms
as well.
They're not needed and GLES doesn't technically support them, even
though GTK had been using them via epoxy sneakily using the
GL_OES_vertex_array_object extension behind our back.
Fractional scaling with the GL renderer is
experimental for now, so we disable it unless
GDK_DEBUG=gl-fractional is set.
This will give us time to work out the kinks.
This commit combines changes in the Wayland backend,
the GL context frontend, and the GL renderer to switch
them all to use the fractional scale.
In the Wayland backend, we now use the fractional scale
to size the EGL window.
In the GL frontend code, we use the fractional scale to
scale the damage region and surface in begin/end_frame.
And in the GL renderer, we replace gdk_surface_get_scale_factor()
with gdk_surface_get_scale().
When the GL texture already has a mipmap, we don't
have to download and reupload it to generate one.
We differentiate the handling for texture scale nodes,
where we do want to force the mipmap creation even if
it requires us to reupload the GL texture, and plain
texture nodes, where we just take advantage of a
preexisting mipmap to allow trilinear filtering for
downscaling, or create one if we have to upload the
texture anyway.
Store texture coordinates for each slice
instead of assuming 0,0,1,1, and generate
overlapping slices to allow for proper mipmaps.
This almost fixes trilinear filtering with
sliced textures.
We cheat and just set the texture parameters instead and hope nothing
explodes.
So far it didn't.
This is only needed to support GLES 2.0 so it's quite a limited set of
hardware these days.
Instead of uploading a texture once per filter, ensure textures are
uploaded as little as possible and use samplers instead to switch
different filters.
Sometimes we have to reupload a texture unfortunately, when it is an
external one and we want to create mipmaps.
When filtering changes for an already-cached
texture, we need to clear the render data
before setting the new one, otherwise it
does not take and we end up reuploading
the texture every frame.
Allow to set max texture size using the
GSK_MAX_TEXTURE_SIZE environment variable.
We only allow to lower the max (for obvious
reasons), and we don't allow values smaller
than 512 (since our atlases use that size).