This fixes two issues with the offscreen rendering code for nodes with
bounds not aligned with the pixel grid:
1.) When drawing to an offscreen buffer the size of the offscreen buffer
was rounded up, but then later when used as texture the vertices
correspond to the original bounds with the unrounded size. This could
then result in the offscreen texture being drawn onscreen at a slightly
smaller size, which then lead to it being visually shifted and blurry.
This is fixed by adjusting the u/v coordinates to ignore the padding
region in the offscreen texture that got added by the size increase from
rounding.
2.) The viewport used when rendering to the offscreen buffer was not
aligned with the pixel grid for nodes at coordinates not aligned with
the pixel grid. Then because the content of the offscreen buffer is not
aligned with the pixel grid and later when used as textures sampling
from it will result in interpolated values for an onscreen pixel. This
could also result in shifting and blurriness, especially for nested
offscreen rendering at different offsets.
This is fixed by adding similar padding at the beginning of the
texture and also adjusting the u/v coordinates to ignore this region.
Fixes: https://gitlab.gnome.org/GNOME/gtk/-/issues/3833
This moves a lot of the texture atlas control out of the driver and into
the various texture libraries through their base GskGLTextureLibrary class.
Additionally, this gives more control to libraries on allocating which can
be necessary for some tooling such as future Glyphy integration.
As part of this, the 1x1 pixel initialization is moved to the Glyph library
which is the only place where it is actually needed.
The compact vfunc now is responsible for compaction and it allows for us
to iterate the atlas hashtable a single time instead of twice as we were
doing previously.
The init_atlas vfunc is used to do per-library initialization such as
adding a 1x1 pixel in the Glyph cache used for coloring lines.
The allocate vfunc purely allocates but does no upload. This can be useful
for situations where a library wants to reuse the allocator from the
base class but does not want to actually insert a key/value entry. The
glyph library uses this for it's 1x1 pixel.
In the future, we will also likely want to decouple the rectangle packing
implementation from the atlas structure, or at least move it into a union
so that we do not allocate unused memory for alternate allocators.
This removes the sharing of atlases across various texture libraries. Doing
so is necessary so that atlases can have different semantics for how they
allocate within the texture as well as potentially allowing for different
formats of texture data.
For example, in the future we might store non-pixel data in the textures
such as Glyphy or even keep glyphs with color content separate from glyphs
which do not and can use alpha channel only.
This allows the gskglprograms.defs a bit more control over how a shader
will get generated and if it needs to combine sources. Currently, none of
the built-in shaders do that, but upcoming shaders which come from external
libraries will need the ability to inject additional sources in-between
layers.
If the max_entry_size is zero, then assume we can add anything to the
atlas. This allows for situations where we might be uploading an arc list
to the atlas instead of pixel data for GPU font rendering.
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.
There are situations where our "default framebuffer" is not actually
zero, yet we still want to apply a scissor rect.
Generally, 0 is the default framebuffer. But on platforms where we need
to bind a platform-specific feature to a GL_FRAMEBUFFER, we might have a
default that is not 0. For example, on macOS we bind an IOSurfaceRef to
a GL_TEXTURE_RECTANGLE which then is assigned as the backing store for a
framebuffer. This is different than using gsk_gl_renderer_render_texture()
in that we don't want to incur an extra copy to the destination surface
nor do we even have a way to pass a texture_id into render_texture().
If the rendering operation is over an opaque region, we can potentially
avoid clearing a large section of the framebuffer destination. Some cases
you do want to clear, such as when clearing the whole contents as some
drivers have fast paths for that to avoid bringing data back into the
framebuffer.
Since now we have the shaders working on Windows under GLES with libANGLE using
a 3.0+ context, drop the check to fall back to the Cairo renderer when GLES is
being used.
Various transforms are normalized with their next transform, and if they
end up being the identity transform will return NULL.
For example a translation by (x,y,z) and followed by (-x,-y,-z) will
result in NULL.
Document the return value and more importantly, specify that a call to
`gsk_renderer_realize()` needs to be matched with a call
`gsk_renderer_unrealize()`.
Prevents issues like https://gitlab.gnome.org/GNOME/gtk/-/issues/4625
Instead of just passing major/minor, pass them twice, once for GL and
once for GLES. This way, we don't need to check for GL and GLES
separately.
If something is supported unconditionally, passing 0/0 works fine.
That said, I'd like to group the arguments somehow, because otherwise
it's just a confusing list of numbers - but I have no idea how to do
that.
Limit the diff region to 30 rectangles (randomly chosen because it
looked big enough to not trigger by accident and small enough to not
cause performance issues).
If the diff region gets more complicated, we abort to the parent node
and use its bounds as the diff region instead and then continue diffing
the rest of the node tree.
Fixes: #4560Fixes: #2396
For libANGLE to work with our shaders, we must use "300 es" for
the #version directive in our shaders, as well as using the non-legacy/
non-GLES codepath in the shaders. In order to check whether we are
using the GLSL 300 es shaders, we check whether we are using a GLES 3.0+
context. As a result, make ->glsl_version a const char* and make sure
the existing shader version macros are defined apprpriately, and add a
new macro for the "300 es" shader version string.
This will allow the gtk4 programs to run under Windows using EGL via
libANGLE. Some of the GL demos won't work for now, but at least this
makes things a lot better for using GL-accelerated graphics under Windows
for those that want to or need to use libANGLE (such as those with
graphics drivers that aren't capable of our Desktop (W)GL requirements in
GTK.
On Windows with nVidia drivers at least, when we create a legacy context
via wglCreateContext(), we may still get a (W)GL 4.x context. Allow
such contexts to also use GLSL version 130 instead of 110, so that
things do continue to work.
But don't call it too early, we only want to call it once we have
prepared the target.
This way, we guarantee that a GL context is always available and that it
is bound to the correct target.
Don't pass texture + rect, but instead have
gdk_memory_texture_new_subtexture()
and use it to generate subtextures and pass them.
This has the advantage of downloading the a too large texture only once
instead of N times.
It does not belong in GdkGLContext, it's a renderer thing.
It's also the only user of that API.
Introduce gdk_gl_context_check_version() private API to make version
checks simpler.
It turns out glReadPixels() cannot convert pixels and you are only
allowed to pass a single value into the function arguments. You need to
know which ones or things will explode.
GL is great.
Pass a format do GdkTextureClass::download(). That way we can download
data in any format.
Also replace gdk_texture_download_texture() with
gdk_memory_texture_from_texture() which again takes a format.
The old functionality is still there for code that wants it: Just pass
gdk_texture_get_format (texture) as the format argument.
Make a deep texture, if the render nodes have
high depth content.
For now, we use 32F here for the deep format,
since using 16F causes small rounding errors
that break the memorytexture roundtrip tests.
Look at the framebuffer and the rendernode to
determine what format to use for intermediate
textures.
Our preference here is to use fp16, if we have it
and it makes sense for the framebuffer we're given.
Add private api to find out if the content
of a render node should be considered 'deep'.
The information is collected at creation time,
so there is no tree-walking involved when we
are using this information in the renderer.
Currently, this comes down to whether there are
any texture nodes with high depth textures in the subtree.
In the future, we may want to allow marking gradient
nodes in this way as well.
For MemoryTexture, this is a simple change.
For GLTexture, we need to query the format at texture creation. This
sounds like a bad idea and extra work until one realizes that we'd
need to do that anyway when using the texure the first time - either
when downloading, or when trying to use it in a rendernode, where we
will soon need that information to determine if the texture prefers high
depth.
Also, now make gdk_memory_convert() the only conversion functions
and allow conversions between any 2 formats by going via a float[4].
This could be optimized via fast-paths, but so far it isn't.
We never put large icons into the icon cache,
so all its items are always atlased, but we do
put large glyphs in to the glyph cache, and we
were never freeing those items, even when they
go unused. Fix that.
This reverts commit 87af45403a.
I've found that this change is needed to ensure that the
bounding boxes of text nodes encompass all the glyphd drawing.
Without it, we overdraw the widget boundaries and cut off
glyphs.
We are rendering the glyphs on a larger surface,
and we should avoid introducing unnecessary
rounding errors here. Also, I've found that
we always need to enlarge the surface by one
pixels in each direction to avoid cutting off
the tops of large glyphs.
For 2D transforms, we can read the scale
factors more directly off the matrix.
This should eventually be moved out into a
function to decompose a 2D transform into
scale + rotation + skew + translation.
We avoid an offscreen if we know the child node
can 'handle' the transform. Shadow nodes can if their
child node does - either the child node is a text node
in which case the shortcuts we take for shadow nodes
will work fine with the transform (we just render the
text node offset), or the child is not a text node,
in which case we render the shadow to an offscreen
anyway.
This change makes the label-shadows reftest pass with
the GL renderer, not by fixing the issue but by avoiding
it.
For shadow nodes, we try pretty hard to avoid
rendering shadows, and and we have a shortcut
that just renders text offset, but we can try
harder to do nothing - if the text is offset
by zero, we don't need to draw it at all.
We need to use an offscreen whenever there is overlapping
children somewhere in the tree below, just checking the
direct child of the opacity node is not enough.
Fixes: #4261
The cairo_t that we create to render glyphs for
the glyph cache needs to match the font options
that are supposedly governing how glyphs are
drawn.
Since we allow font options to be different per
widget in gtk, we need to have them at least at
the level of individual render nodes. Adding them
to the lookup key for the glyph cache has the
side effect of solving another problem: We are
not flushing the cache when font options change.
Since font options affect how the glyphs get rendered,
we need to pass the font options down from the gtk level
to where the glyph cache is populated.
Add a new gsk_text_node_new_full api that takes a
cairo_font_options_t in addition to the other parameters.
This is needed as GskRenderNode is its own fundamental type and has its
own GValue infrastructure. And I want to put render nodes into the
clipboard which uses GValues.
Long time ago, Cairo shadows in both GTK3 and 4 were drawn at a size about
twice their radius. Eventually this was fixed but the shadow extents are
still calculated for the previous size and appear unreasonably large: for
example, 141px for a 50px radius shadow. This can get very noticeable in
places such as invisible window frame which gets included into screenshots.
https://gitlab.gnome.org/GNOME/gtk/-/merge_requests/3419 just divides the
radius by 2 when drawing a shadow with Cairo, do the same when calculating
extents.
See https://gitlab.gnome.org/GNOME/gtk/-/issues/3841
harfbuzz has all the information we need, so we
can avoid poking directly at freetype apis. Also
drop the caching of color glyph information until
it turns out to be a problem.
The vfunc is called to initialize GL and it returns a "base" context
that GDK then uses as the context all others are shared with. So the GL
context share tree now looks like:
+ context from init_gl
- context1
- context2
...
So this is a flat tree now, the complexity is gone.
The only caveat is that backends now need to create a GL context when
initializing GL so some refactoring was needed.
Two new functions have been added:
* gdk_display_prepare_gl()
This is public API and can be used to ensure that GL has been
initialized or if not, retrieve an error to display (or debug-print).
* gdk_display_get_gl_context()
This is a private function to retrieve the base context from
init_gl(). It replaces gdk_surface_get_shared_data_context().
Scale factors can be negative, but we were not
looking out for that, triggering an assertion when
trying to create a render target with negative
width of height. Avoid that.
Fixes: #4096
We are pretty good at batching commands now, and we can easily
produce batches that exceed the maximum number of elements per
draw call that the hw can handle. Query that number, and respect
it when merging batches.
This fixes the rendering of the overview map in GtkSourceView.
Remove a boatload of "or %NULL" from nullable parameters
and return values. gi-docgen generates suitable text from
the annotation that we don't need to duplicate.
This adds a few missing nullable annotations too.
Make gsk_ngl_texture_library_pack always return
the position including the padding. And compute
texture coordinates accurately in all cases (we
were fudging the padding for standalone textures.
We can't use this flag for any code that may get run
outside the __builtin_cpu_supports() check, and meson
doesn't allow per-file cflags. So we have to split this
code off into its own static library.
When we clean up the uniform allocations after a frame,
it can happen that our space requirements actually increase,
due to padding that depends on the order of allocations.
Instead of asserting that it doesn't happen, just make
it work by growing our allocation.
Fixes: #3853
We need to use __cpuid() to check for the presence of F16C instructions on
Visual Studio builds, and call the half_to_float4() or float_to_half4()
implementation accordingly, as the __builtin_cpu...() functions are strictly
for GCC or CLang only.
Also, since __m128i_u is not a standard intrisics type across the board, just
use __m128i on Visual Studio as it is safe to do so there for use for
_mm_loadl_epi64().
Like running on Darwin, we cannot use the alias __attribute__ as __attribute__
is also for GCC and CLang only.
When 9-slicing shadows, omit the center tile when it is
entirely contained in the outline (that is not always
the case, depending on corners and offsets).
gsk_rounded_rect_contains_rect was calling
gsk_rounded_rect_contains_point, which potentially
checks all four corners, for a total of up to 16
corner/point checks. But there is no need to do
more than 4 such checks to answer the question.
Opportunistically use the coloring program for
drawing underlines instead of the color program.
This avoids program changes in the middle of
text.
For the Emoji text scrolling benchmark, this reduces
the program changes per frame from > 1000 to around 100.
Use an IFUNC resolver to determine whether we can use
intrinsics for FP16 conversion. This requires the functions
to be no longer inline.
Sadly, it turns out that __builtin_cpu_supports ("f16c")
doesn't compile on the systems where we want it to prevent
us from getting a SIGILL at runtime.
We only have one shader that uses the color2 attribute,
and it doesn't use the uv attribute, so save vertex
memory by putting those in the same space.
This reduce the per vertex space from 32 to 24 bytes.
This reduces the size of our Vertex struct from
48 to 32 bytes. It would be nicer if we could store
the colors in fp16 format in the rendernodes, and
avoid conversion here. But this is still good.
Move the resources of each renderer to its subdirectory.
We've previously done that for the ngl renderer, but it
is better to be consistent and do it for all the renderers.
Arrange things so that non-child parameters
are always printed before the children. This
greatly helps with readability, which really
suffers when there's hundreds of lines of indented
children between the node start and its parameters.
Update all affected tests.
Instead of rendering the unclipped child to a texture
(and risking blowing the texture size limit, and bad
downscaling), just render the clipped region, and live
with the fact that we can't cache the rendered texture.
This avoid bad artifacts when scrolling long textviews
in rounded clips.
There was confusion here about the handling of the
modelview transform. The modelview transform we are
getting is already set up for rendering the node
we are given, so keep it - except for possible adding
an extra scale on top when the texture would otherwise
be too big.
Move some work out of the loop in visit_text_node.
This takes advantage of the fact that the yoffset
of most glyphs is zero, so yphase generally does
not change in a line of text.
Allow comparing container nodes to any other
node, by pretending the other node is a single
child container (if it isn't one already).
This fixes a glitch where we redraw the full
entry text when the blinking cursor goes to
opacity 0, since GskSnapshot then optimizes
away first the opacity node, and then the
single-child container.
Previously, we translated the uniform key (an enum) into a location within
the shader program in GskNglProgram. A number of performance improvements
were focused around having low nubers for the uniform locations. Generally
this is the case, but some drivers such as old Intel drivers on Windows
may use rather large numbers for those.
To combat this, we can push the translation of uniform keys into locations
at the GskNglUniformState level so that we work with unranslated keys
through the process until applying them.
Fixes#3780
The effectiveness of the front cache is limited by
subpixel positioning making it very likely that we
will meet the same glyph in different x phases inside
a single line of text.
Factoring the xphase into the front cache key makes things
better. For the string eeeeeeeeeeeeeeeeeee
before: 0% front cache hits
after: >90% front cache hits
We don't want to be responsible for duplicating the effort of the hash
table, we just want to speed up subsequent lookups. Otherwise, we risk
not marking glyph usage when tracking usage for compaction.
This required finishing up the begin_frame/end_frame semantics for
GskNglTextureLibraryw which was apparently overlooked.
The driver was changed to provide more information to the library when
beginning frames. We do not need to use end_frame so that was removed.
The frame age is the same as GL (60) but I do wonder if that is based
on seconds if we should be using something longer for situations where
we have higher frame rates.
Fixes#3771
If cairo is a subproject, it's not necessarily installed when gtk
is built. In the build tree, libcairo-script-interpreter is not stored
in the same directory as other cairo libraries.
Recognize a common pattern: A rounded clip with
a color node, followed by a border node, with the
same outline. This is what CSS backgrounds frequently
produce, and we can render it more efficiently with
a combined shader.
Now that colors aren't uniforms anymore, we don't
win much by using the inset_shadow shader. The fragment
shaders of inset_shadow and border are identical. And
the regular border setup does nine-slicing.
Colors are not state that we carry across draw ops,
so setting the color on the render job doesn't make
much sense. Instead, pass the color to the various
draw calls. Add a few new ones for that purpose.
Also, shorten the names of some by going from
'load_vertices_from_offscreen' to 'draw_offscreen'.
This reduces how many changes we make when recording uniform state, which
increases the chances that the data offset will be the same when applying
uniforms.
Since we make full snapshots when recording uniform state of batches, we
need to perform some deduplication to avoid so many repeated uniform calls.
This uses a closed hashtable to determine if we are likely changing the
value to something new.
This does not currently compare values, it instead only compares that we
are going to point at a new offset into the uniform buffer. We could go
further if we compare upon updating values (we did that early on in the
prototype) so that offsets are less likely to be changed.
When the color passed is transparent black, use
the color from the texture as source, instead of
as mask. This lets use use the coloring program
both for regular and color glyphs, avoiding
program changes in text with Emoji.
Instead of using uniforms for color used in multiple
programs, pass it as vertex attributes. This will let
us batch more draw calls, since we don't have to change
uniforms so often. In particular, for syntax-highlighted
text.
We may want to change the interface between the
shaders and the renderer for ngl, and therefore,
sharing the shaders between gl and ngl will not
be practical, going forward.