It is good practice for (floating) window managers to respect explicit
position hints from clients (as long as the window wouldn't end up
off-screen etc.).
Before commit 13d3afa56e, GTK had a flag for setting the PPosition hint,
but now does so unconditionally. However the real intention is to *not*
request a fixed position, so don't do that.
Currently we use layout coordinates and widget height when determining
where a click or drag has happened. If the widget has top padding (which it
does inside a GtkEntry, for example), the area where it's possible to select
text is shifted down, so the part of GtkText above the layout is not counted
as the draggable area and instead the equal area below the widget is counted.
Since GtkText is always single-line, there's no need to do any of that and
we can use widget coordinates. Then the draggable area matches the widget
and the problems goes away.
The dummy Win32 window that we use to capture display change events and
to create dummy WGL contexts was created with CS_OWNDC, so we really do
not need to (and should not) call ReleaseDC() on the HDC that we
obtained from it, so drop these calls.
Since the shaders need to be updated for using with GLES (libANGLE at
least), default to WGL for now. Unfortunately it is not that common for
Windows to have GLES support, in which the easiest way to obtain such
support is via Google's libANGLE.
It turns out that the problem of the WGL window not drawing was due to
the fact that I messed up where I placed SwapBuffers() during the
conversion... doh:|
At the same time, stop storing the HDC in the GdkWin32GLContextWGL, but
instead always create it along the surface we created, so that it is ready
for use for operating with WGL when we are not dealing with "surfaceless"
contexts. If we are dealing with "surfaceless" contexts, just use the
HDC of the dummy window that we created when we created the
Gdk(Win32)Display.
WGL contexts should now be in working order at this point.
This commit attempts to split GdkWin32GLContext into two parts, one for
WGL and the other for EGL (ANGLE), and attempts to simplify things a
bit, by:
* We are already creating a Win32 window to capture display changes,
so we can just use that to act as our dummy window that we use to
find out the pixel format that the system supports for WGL. We also
use it to obtain the dummy legacy WGL context that we will always
require to create our more advanced Core WGL contexts.
* Like what is done in X11, store up the WGL pixel format or the
EGLConfig in our GdkWin32Display.
* Ensure we do not create the dummy WGL context unnecessarily.
In this way, we can successfully create the WGL/EGL contexts, however
there are some issues at this point:
* For WGL, the code successfully initializes and realizes the WGL
Contexts, but for some reason things became invisible. When running
gtk4-demo, this can be verified by seeing the mouse cursor changing
when moved to spots where one can resize the window, although they
were invisible.
* For EGL, the code initializes EGL but could not realize the EGL
context as shaders failed to compile. It seems like the shader issue
is definitely outside the scope of this MR.
nvidia sets the default draw buffer to GL_NONE if EGL contexts are
initially bound to EGL_NO_SURFACE which is exactly what we are doing. So
bind them to GL_BACK when drawing, as they should be.
See https://phabricator.services.mozilla.com/D118743 for a discussion
about EGL_NO_CONTEXT and draw buffers.
This way, one can force using WGL on Windows even if EGL support was
enabled. Also update the help text for gl-egl as it will apply for
Windows, albeit a bit later.
This has the benefit that we can refactor it and make sure we deal with
GdkDisplay::init_gl() not being called at all because
GDK_DEBUG=gl-disable had been specified.
It's not used there, but both backends have independent
immplementationgs for it.
I want to get rid of GdkGLContextX11 and moving code from it is the
first step.
Now that we have the display's context to hook into, we can use it to
construct other GL contexts and don't need a GdkSurface vfunc anymore.
This has the added benefit that backends can have different GdkGLContext
classes on the display and get new GLContexts generated from them, so
we get multiple GL backend support per GDK backend for free.
I originally wanted to make this a vfunc on GdkGLContextClass, but
it turns out all the abckends would just call g_object_new() anyway.
Instead of
Display::make_gl_context_current()
we now have
GLContext::clear_current()
GLContext::make_current()
This fits better with the backends (we can actually implement
clearCurrent on macOS now) and makes it easier to implement different GL
backends for backends (like EGL/GLX on X11).
We also pass a surfaceless boolean to make_current() so the calling code
can decide if a surface needs to be bound or not, because the backends
were all doing whatever, which was very counterproductive.
The code to create and manage a fake egl surface to bind to is
complex and completely untested because everyone seems to support this
extension.
nvidia and Mesa do support it and according to Mesa devs, adding support
in a new driver is rather simple and Mesa drivers gain that feature
automatically, so all future drivers shoould have it.
... or more exactly: Only use paint contexts with
gdk_cairo_draw_from_gl().
Instead of paint contexts being the only contexts who call swapBuffer(),
any context can be used for this, when it's used with
begin_frame()/end_frame().
This removes 2 features:
1. We no longer need a big sharing hierarchy. All contexts are now
shared with gdk_display_get_gl_context().
2. There is no longer a difference between attached and non-attached
contexts. All contexts work the same way.
Do not treat the context as already current when the value
of context::in-frame changes.
This is so we can bind to EGL_NO_SURFACE if context::in-frame == false
and to context::surface if context::in-frame == true.
This allows getting rid of the attached property in future commits.
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().
Create it during init and then reuse it for all contexts.
While doing that, also improve error reporting - that's not used yet but
will in later commits.
This is not used yet, but it allows surfaceless GL contexts.
For that purpose, we need to make the display a construct-only property,
so that it can be set when the surface isn't.
This adds a bunch of very picky checks in the constructor so nothing bad
can happen.
... and move some members from the GdkDisplay struct.
We've always wanted to add one to isolate the display from the backends
a bit more, but so far it's never happened.
Now that I'm about to add more data to GdkDisplay, it's a good excuse to
start.
We try EGL first, but are very picky about what we accept.
If that fails, we try to go with GLX instead.
And if that also fails, we try EGL again, but this time accept anything.
The idea here is that EGL is the preferred method going forward, but GLX is
the tried and tested method that we know works. So if we detect issues with
EGL, we want to avoid using it in favor of GLX.
Also add a GDK_DEBUG=gl-egl option to force EGL at all costs and not try
GLX.
That way, we can give a useful error message when things break down for
users.
These error messages could still be improved in places (like looking at
the actual EGL error codes), but that seemed overkill.
Query the EGL_VISUAL_ID from the egl Config and select a config with the
matching Visual.
This is currently broken on Mesa because it does not expose any RGBA
X Visuals in any EGL config, so we always end up with opaque Windows.
https://gitlab.freedesktop.org/mesa/mesa/-/issues/149