If GLES support is enabled on Windows, force GLES mode if we are running
on a ARM64 version of Windows (i.e. Windows 10 for ARM).
This is required as ARM64 versions of Windows only provide a software
implementation of OpenGL 1.1/1.2, which is not enough for our purposes.
Thus, we could make instead use the GLES support provided via Google's
libANGLE (which emulates OpenGL/ES 3 with Direct3D 9/11), so that we
can run GtkGLArea programs under OpenGL/ES in ARM64 versions of Windows.
Note that eventually we could update the libepoxy build files for Windows
to not check nor enable WGL when building for ARM64 Windows, as the WGL
items do not work, although they do build.
We need to use GL_BGRA instead of GL_RGBA when doing glReadPixels() on
EGL on Windows (ANGLE) so that the red and blue bits won't be displayed
inverted.
Also fix the logic where we determine whether to bit blit or redraw
everything.
This is for adding a EGL-based renderer which is done via the ANGLE
project, which translate EGL calls to Direct3D 9/11. This is done as a
possible solution to issue #105, especially for cases where the needed
full GL extensions to map OpenGL to Direct3D is unavailable or
unreliable, or when the OpenGL implementation from the graphics drivers
are problematic.
To enable this, do the following:
-Build ANGLE and ensure the ANGLE libEGL.dll and libGLESv2.dll are
available. A sufficiently-recent ANGLE is needed for things to
work correctly--note that the copy of ANGLE that is included in
qtbase-5.10.1 is sufficient. ANGLE is licensed under a BSD 3-clause
license.
-Build libepoxy on Windows with EGL support enabled.
-Currently, prior to running GTK+ programs, the GDK_DEBUG envvar needs
to be set with gl-gles as at least one of the flags.
Known issues:
-Only OpenGL ES 3 is supported, ANGLE's ES 2 does not support the needed
extensions, notably GL_OES_vertex_array_object, but its ES 3 support is
sufficient.
-There is no autodetection or fallback mechanism to enable using
EGL/Angle automatically yet. There are no plans to do this in this
commit.
...EGL support needs to be explicitly enabled during the build of
libepoxy on Windows as it is not enabled by default on Windows.
With this, we can add an EGL renderer for Windows that make use of
Google's libANGLE, which is a library that translates OpenGL/ES calls
to Direct3D 9/11, which will provide better hardware compatibility
on Windows and would act as one of the foundations to resolve issue #105.
It's not a portable API, so remove it. The corresponding backend
specific functions are still available, if they were implemented, e.g.
gdk_macos_monitor_get_workarea() and gdk_x11_monitor_get_workarea().
Make GdkEvents hold a single GdkDevice. This device is closer to
the logical device conceptually, although it must be sufficient for
device checks (i.e. GdkInputSource), which makes it similar to the
physical devices.
Make the logical devices have a more accurate GdkInputSource where
needed, and conflate the event devices altogether.
Besides the implicit x/y assumptions, devices don't have axes. Those
are actually provided by the GdkDeviceTool driving the device, and
different tools may have different axes.
It does not make sense to offer this API that can change beneath
someone's feet, we now have gdk_device_tool_get_axes() which is static
to the tool.
Looking at the xf86-input-wacom driver code, this is not even a thing
anymore. Drop this device type, in modern days there's
GDK_DEVICE_TOOL_TYPE_MOUSE for this.
When converting DisplayLink frame presentation times, we need to take into
account the arch-specific types. This tracks changes in GNOME/GLib!1566 so
that precision is not lost.
This is fairly substantial rewrite of the GDK backend for quartz and
renamed to macOS to allow for a greenfield implementation.
Many things have come across from the quartz implementation fairly
intact such as the eventloop integration design and discovery of
event windows from the NSEvent.
However much has been changed to fit in with the new GDK design and
how removal of child GdkWindow have been completely eliminated.
Furthermore, the new GdkPopup allows for regular NSWindow to be used
to provide popovers unlike the previous implementation.
The object design more closely follows the ideal for a GDK backend.
Views have been broken out into subclasses so that we can support
multiple GSK renderer paths such as GL and Cairo (and Metal in the
future). However mixed mode GL and Cairo will not be supported. Currently
only the Cairo renderer has been implemented.
A new frame clock implementation using CVDisplayLink provides more
accurate information about when to draw drawing the next frame. Some
testing will need to be done here to understand the power implications
of this.
This implementation has also gained edge snapping for CSD windows. Some
work was also done to ensure that CSD windows have opaque regions
registered with the display server.
** This is still very much a work-in-progress **
Some outstanding work that needs to be done:
- Finish a GL context for macOS and alternate NSView for GL rendering
(possibly using speciailized CALayer for OpenGL).
- Input rework to ensure that we don't loose remapping of keys that was
dropped from GDK during GTK 4 development.
- Make sure input methods continue to work.
- Drag-n-Drop is still very much a work in progress
- High resolution input scrolling needs various work in GDK to land
first before we can plumb that to NSEvent.
- gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need
to be updated to use the macOS backend.
But this is good enough to start playing with and breaking things which
is what I'd like to see.
This was preventing any sort of building on macOS, even though the quartz
backend is currently non-functional. Fixing this is a pre-requisite to
getting a new macOS backend compiling.
Run the gdkkeysyms-update.pl script to pick up several
new keysyms:
GDK_dead_lowline
GDK_dead_aboveverticalline
GDK_dead_belowverticalline
GDK_dead_longsolidusoverlay
GDK_Keyboard
GDK_WWAN
GDK_RFKill
GDK_AudioPreset