We don't want the new transform while drawing things on a texture.
Instead, only apply the new transform matrix when adding the final
texture drawing ops.
This fixes the stack cube rotation transition to at least look somewhat
better.
When sending render nodes from the client to the daemon we add an id,
and whenever we're about to re-send the entire tree node we instead
send the old id. We track all the nodes for the previous frame
of the surface this way.
Having the id on the daemon side will allow us do to much better deltas.
gsk/gskenums.h:181: Error: Gsk: multiple "@GSK_TRANSFORM_CATEGORY_2D" parameters for identifier "GskTransformCategory":
* @GSK_TRANSFORM_CATEGORY_2D: The matrix is a 2D matrix. This is equivalent
^
gsk/gsktransform.c:1342: Warning: Gsk: gsk_transform_to_2d: unknown parameter 'm' in documentation comment, should be 'self'
gsk/gsktransform.c:1368: Warning: Gsk: gsk_transform_to_2d: invalid return annotation
gsk/gsktransform.c:1461: Warning: Gsk: gsk_transform_to_translate: unknown parameter 'm' in documentation comment, should be 'self'
This reinstates diffing in the same way that it worked for offset nodes.
It would be possible to add diffing for affine transforms or even all
transforms, but I think this is unnecessary right now - and also quite
expensive to compute.
Make the API expect a tranform of the proper category instead of
doing the check ourselves and returning TRUE/FALSE.
The benefit is that the mai use case is switch (transform->category)
statements and in those we know the category and don't need to check
TRUE/FALSE.
Using the wrong matrix will now cause a g_warning().
... instead of computing it every time we need it.
This should be faster and we want to use it a lot more prominently.
Also, we have the struct memory available anyway.
In particular, add a per-category querying API for the matrix:
- gsk_transform_to_translate()
- gsk_transform_to_affine()
- gsk_transform_to_2d()
- gsk_transform_to_matrix()
This way, code can use the relevant one for the given category.
Since we can do partial redraws, dropping every shadow that's been
unused for one frame happens too fast. This is also a problem when a
shadow gets drawn on a texture for a few frames.
This can happen for certain transform nodes. The transform node's
child's bounds are fine, but the transform node bounds are all nan.
Just ignore those bounds since we can't meaningfully render them anyway.
If the given matrix is explicitly of category IDENTITY, we don't need to
do anything, and in the 2D_TRANSLATE case, just offset the child bounds.
Those are the two most common cases.
The code didn't change, it was just shuffled around to make the
with_bounds() versions of the text rendering unnecessary and instead
pass through the generic append_node() path.
They were a neat idea while they lasted. But now, it's time for
categorized transform nodes, where matrices with
GSK_MATRIX_CATEGORY_2D_TRANSLATE are the exact replacement.
Renderers have not been adapted for this purpose, so they (continue to)
run slow paths.
The first set of glyphs is created with a timestamp of 1. Later we
subtract the glyph timestamp from the cache timestamp, meaning we end up
with numbers ending in 9, e.g. 59. Now unfortunately !(60 <= 59), so we
do not end up incrasing the old_pixels count of the cache. Later we then
call lookup() and DEcrease the old_pixels count, which makes the
unsigned int wrap and cause a huge old_pixels value, which causes us to
drop the cache.