We can't just pretend we have an identity matrix when we are actually
scaling. This fixes the node editor sometimes not drawing things when
rendering to a texture. We were mistakenly discaring render nodes
because the bounds transformation was wrong.
We stuff both gl-drawn and cairo-drawn textures into the same cache, so
we can't really assume that we need to draw any of them flipped or not.
Fix this by drawing fallback stuff upside down and then using
upside-down vertex data for everything.
Fixes#1897
We don't want to return a GFile because GFile can't handle can't deal
with data: urls.
That makes the code a bit more complicated that doesn't deal with those
URLs, but it makes the other code actually work.
GtkCssImageUrl also now decodes data urls immediately instead of only at
the first load. So don't use data urls if you care about performance.
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.
Instead of the previous approach using GVariant, this new approach uses
human-readable text files as the serialization format for render nodes.
The format is a custom one, but it is inspired by QML and conforms to
the CSS syntax. Because of that, we can use the CSS machinery from GTK
to parse it, and in particular share code to parse properties that GTK's
CSS machinery also supports, such as colors.
This commit breaks all existing usages of node files - such as the
testsuite and various test tools - they will be fixed in further
commits.
Change the way we compute border color cutoffs to the same method that
browsers use. This method does not consider the corner sizes at all and
only looks at border-width.
Previously, when borders were too big - ie when a 100x100 rect had only
one 100x100 border, like the black part of ◔ - and then shrinking this
rect by 25px on either side, we'd end up with a 50x50 rect with a 75x75
border, and that's obviously not correct.
Floating point values cannot ever be compared for equality. GLib has a
G_APPROX_VALUE macro that lets us compare two value within a provided
precision, so we should use that instead.
Artisanal, homegrown, locally sourced, vegan reference counting has been
replaced by the appropriate API in GLib, which does small things like
saturation and type checking.
Apparently genTextures and friends only "reserves names", initializing
them will actually create them. Using glObjectLabel on textures before
initializing them will throw a GL_INVALID_VALUE error.
When rendering to a texture, collecting the render ops might bind a
different framebuffer, so bind the one we want again before doing the
actual rendering.
This adds debug groups in various places, including the debug
nodes if those are in use. This makes the traces in tools like
renderdoc much easier to read.
GL keeps the unoform state per-program, but not per-frame. So, we can't
pretend that this works for us. Keep the RenderOpBuilder around for the
entire lifetime of the renderer instead.