The pango code that is drawing hex boxes, invisible glyphs, etc,
is depending on the width being set in the PangoGlyphInfo. Once
we set that, everything falls into place.
Testcase included.
It is a bit annoying that one has to specify the glyph width
when specifying glyphs numerically for a text node, since this
information really is part of the font.
Make the parser more flexible, and allow to specify just the glyph
ids, without an explicit width. In this case, the width will be
determined from the font.
With this, glyphs can now be specified in any of the follwing
ways:
glyphs: "ABC"; (ASCII)
glyphs: 23, 45, 1001; (Glyph IDs)
glyphs: 23 10, 100 11.1; (Glyph IDs and advance widths)
glyphs: 23 10 1 2 color; (with offsets and flags)
Tests have been updated to cover these variants.
We were just assuming they were if the format matches.
Fixes crashes in Webkit where the external texture is actually a dmabuf
imported as an EGL image.
Avoids getting the scale wrong when due to a rounding error our
pixel-aligned rectangle is 5.000000003px big and we ceil() to 6px
and produce blurry output.
Fixes#6439
The code was written under the assumption that the corners of
the rounded rect are disjoint. If they aren't, there are a few
more cases to consider.
Fixes: #6440
We lost this when a bunch of rect code was inlined in
commit 36314f28e2, and as it turns out, that broke some
applications. So, bring it back.
Fixes: #6435
Fixes blurriness in shadows.
Not sure to do a proper test for this feature. Usually proper pixel
alignment is tested by drawing a crips line and checking that it is
indeed crisp. But we are testing the blur operation here...
Fixes#6380
This isn't really a useful thing in itself, because none of the callers
handle the NULL return.
But the resulting crash is easier to debug when it's a NULL image than
when add_node() is called on an uninitializes NodeProcessor.
In GSK the following pattern is used four times:
```
switch (self->filter)
{
default:
g_assert_not_reached ();
G_GNUC_FALLTHROUGH;
case GSK_GPU_BLIT_LINEAR:
filter = GL_LINEAR;
break;
case GSK_GPU_BLIT_NEAREST:
filter = GL_NEAREST;
break;
}
```
The G_GNUC_FALLTHROUGH macro is not required. When G_DISABLE_ASSERT
is defined the body of the `default` case is empty, thus there is
no need. When G_DISABLE_ASSERT is not defined the body of the `default`
case contains g_assert_not_reached() thus it won't fallthrough.
This resolves the following:
```
[221/1379] Compiling C object gsk/libgsk.a.p/gpu_gskgpublitop.c.o
[...]
error: fallthrough annotation in unreachable code [-Werror,-Wimplicit-fallthrough]
1 error generated.
```
This can be helpful to see that there is an enormous scale blowing
things up. We omit the matrix, since it is 16 floats that are hard
to interpret at a glance.
Unless the renderer has been explicitly selected via the
GSK_RENDERER environment variable, don't use it with llvmpipe.
It is important that we allow explicit setting to override
this, so we can continue to use ngl in ci, where we don't
have hw and want to test with llvmpipe.
This should address many of the "performance is terrible in
GNOME OS" complaints that are coming from people running in
VMs, etc.
Look for nodes like subsurface { clip { texture {} } }, and use
the clip to provide a source rectangle for subsetting the texture.
Update affected tests, and add a new one.
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.
We are going to introduce another rect, so better to be clear in
naming. We are following the naming of the Wayland viewporter spec
and call the rectangle that we drawing into the dest(ination).
We were collecting diffs based on the can_offload/can_raise
information, but attaching the texture to the subsurface can
fail (e.g. if its not a dmabuf texture), in which case can_offload
turned out to be wrong. So move the diff collection to the end
and do it based on the whether we actually succeeded in attaching
the texture.
We can just check if the subsurfaces contain content - and if they do,
they will be offloading and we can ignore the diff.
This essentially reverts 48740de71a
Instead of relying on diffing subsurface nodes, we track damage
generated by offloaded contents inside GskOffload.
There are 3 stages a subsurface node can be in:
1. not offloaded
Drawing is done by the renderer
2. offloaded above
The renderer draws nothing
3. offloaded below
The renderer needs to punch a hole.
Whenever the stage changes, we need to repaint.
And that can happen without the subsurface's contents changing, like
when a widget is put above the subsurface and it needs to to go from
offloaded above to below.
So we now recruit GskOffload for tracking these changes, instead of
relying on the subsurface diffing.
But we still need the subsurface diffing code to work for the
non-offloaded case, because then the offloading code is not used.
So we keep using it whenever that happens.
Not that when a subsurface transitions between being offloaded and not
being offloaded, we may diff it twice - once in the offload code and
once in the node diffing - but that shouldn't matter.
When a subsurface goes from not offloaded to offloaded (or vice versa),
we need to add the whole node to the diff region, because we switch from
whatever contents were drawn to a punched hole.
The 2 callers of gsk_gpu_get_node_as_image() were already computing the
minimum clip region and in particular aligning it to the pixel grid, so
intersecting with node bounds again was causing that alignment to be
busted.
When using a window size and scale that don't multiply to an integer, we
were using the wrong method to adjust it.
The Wayland fractional scaling spec just says:
> For toplevel surfaces, the size is rounded halfway away from zero.
This is meant to be interpreted as "create a large enough buffer to hold
partial pixels) and the compositor will blend it mapping to the pixel
grid" even if that means the buffer slightly overhangs.
Example:
A 11 units wide window at 150% will need a 11 * 1.5 = 16.5 pixel wide
buffer. This should be rounded to 17 pixels but rendered as if only 16.5
pixels are occupied by the window, not as if all 17 pixels are occupied.
This commit is wrong.
It does achieve what it sets out to do, but the method doesn't work.
It confused multiple things in one commit, the commit message only
describes the symptoms it tries to fix and not why the fix is correct,
it includes no tests and it wsn't properly reviewed.
Related: !6871