If one of the descriptor sets doesn't have any items, don't include it
in the sets passed to vkUpdateDescriptorSets().
This has no effect right now, because we either have both images and
samplers or neither, but it will become relevant once we also support
buffers.
- 25 chars sounds about right for the texts we use
- don't use min width so we allow shrinking the widget (large text or
small mobile devices)
- ellipsize the text instead of clipping it.
There were 3 different random numbers set to determine the sidebar width
and all of them were wrong. Remove them.
Instead, propagate the natural width of the listitems.
Sometimes, GLX can decide to use the previous request serial when faking
XErrors via __glXSendError() (look through the Mesa sources to enjoy).
This can cause the error trap we just installed to not feel responsible
for the error. And that makes GDK decide to immediately abort the
application.
That is not what we or GLX want.
So we use a no-op X Request to bump the request number so that when GLX
does its shenanigans, it uses a serial that our error trap will catch.
Fixes a crash in mutter's CI which apparently manages to drive GLX
without an X server.
In error cases, glXCreateContextAttribsARB() will always return NULL so
it is enough to run the loop until the first non-NULL context is
returned.
And at that point, we can just look at the return value and ignore all
errors.
Respect the matrix in use at time of encountering a repeat node so that
the offscreen uses roughly the same device pixel density as the target.
Fixes the handling of the clipped-repeat test.
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.
We want to always reserve space for the clear icon,
but let the text widget use that space when the icon
isn't shown. A plain box layout can't do that, so
do our own size allocation.
Sometimes the GPU is still busy when the next frame starts (like when
no-vsync benchmarking), so we need to keep all those resources alone and
create new ones.
That's what the render object is for, so we just create another one.
However, when we create too many, we'll starve the CPU. So we'll limit
it. Currently, that limit is at 4, but I've never reached it (I've also
not starved the GPU yet), so that number may want to be set lower/higher
in the future.
Note that this is different from the number of outstanding buffers, as
those are not busy on the GPU but on the compositor, and as such a
buffer may have not finished rendering but have been returend from the
compositor (very busy GPU) or have finished rendering but not been
returned from the compositor (very idle GPU).
The idea here is that we can do more complex combinations and use that
to support texture-scale nodes or use fancy texture formats (suc as
YUV).
I'm not sure this is actually necessary, but for now it gives more
flexibility.
For blend and crossfade nodes, one of the children may exist and
influence the rendering, while the other does not.
Previously, we would skip the node, which would cause the required
rendering to not happen. We now send a valid texture id for the
invalid offscreen, thereby actually rendering the required parts.
Fixes the blend-invisible-child compare test
Current state for compare tests:
Ok: 397
Expected Fail: 0
Fail: 26
Unexpected Pass: 0
Skipped: 2
Timeout: 0