The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
When we are rendering a texture node to an offscreen,
and we have a clip, we must force the offscreen rendering.
Otherwise, the code will notice: Hey, it already is a texture
node, so no need to render it to a texture again. But when
clipping is involved, that is exactly what we want to do.
Testcase included.
Fixes: #3651
Using GtkCssSection in public headers here may be
ok from the C perspective, since it all ends up in
the same library anyway. But it causes circular
dependency problems for our gir files that are still
split by namespace.
To avoid this problem, copy the GtkCssLocation struct
struct as GskParseLocation, and pass take two of them
instead of a GtkCssSection in the error callback.
Update all users.
Fixes: #2454
Use a single environment variable for everything:
- select the ATContext implementation
- select the test ATContext
- disable ATContext entirely
We use the same pattern as GSK_RENDERER, GTK_DEBUG, etc.
The documentation needs to be updated to include the environment
variable.
When encoding big blobs of data in base64, insert newlines.
Base64 allows it, CSS allows it, so not need to make GtkTextView
struggle with multi-megabyte lines.
Update nodeparser tests to reflect this change.
GTK will not up front know how to correctly calculate a size, since it
will not be able to reliably predict the constraints that may exist
where it will be mapped.
Thus, to handle this, calculate the size of the toplevel by having GDK
emitting a signal called 'compute-size' that will contain information
needed for computing a toplevel window size.
This signal may be emitted at any time, e.g. during
gdk_toplevel_present(), or spontaneously if constraints change.
This also drops the max size from the toplevel layout, while moving the
min size from the toplevel layout struct to the struct passed via the
signal,
This needs changes to a test case where we make sure we process
GDK_CONFIGURE etc, which means we also needs to show the window and
process all pending events in the test-focus-chain test case.
meson seems somewhat weak when it comes to handling
test output. We need to get the output from different
test runs into different locations, and the only
way to communicate from a test setup with the actual
test code seems the environment, so use that.
Make all tests that produce output in files respect
a TEST_OUTPUT_SUBDIR environment variable which specifies
the name of a subdirectory to use. This is combined
with the existing --output argument, which specifies
a per-test location.
Affected tests are reftests, css performance tests
and gsk compare tests.
If the inner clip intersects with the corners of the outer clip, we
potentially need a texture. We should add more fine-grained checks for
this in the future though.
Test case included.
This makes meson actually parse the individual test
results. Most of the time, it does not make a difference,
but one case where it does is when all the individual
tests of a binary are skipped, meson will mark the
test as skipped.
This adds a GDK_DEBUG=default-settings flag which disables reads
from xsettings and Xft resources, and enables this for the testsuite.
This is one less way to get different testresults depending on the
environment. In particular, it was failing the css tests for me
due to getting the wrong font size because i have a different dpi.
Properly handle diff(1) failing.
In this particular case, the test passed a NULL input file to the diff
(that was fixed, too) and then diff only found one input file and
aborted.
But without this fix, we'd also not catch other abortion reasons for
diff() - as long as it exited in any way, we were happy.
These are too sensitive to rendering differences
between renderers to run reliably in ci, but we
still want to keep them around. In particular,
the big glyph tests are useful to exercise the
GL glyph cache.