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