These don't take a duration, instead they call g_get_monotonic_time() to
and subtract the start time for it.
Almost all our calls are like this, and this makes the callsites clearer
and avoids inlining the clock call into the call site.
When we use if (GDK_PROFILER_IS_RUNNING) this means we get an
inlined if (FALSE) when the compiler support is not compiled in, which
gets rid of all the related code completely.
We also expand to G_UNLIKELY(gdk_profiler_is_running ()) in the supported
case which might cause somewhat better code generation.
usec is the scale of the monotonic timer which is where we get almost
all the times from. The only actual source of nsec is the opengl
GPU time (but who knows what the actual resulution of that is).
Changing this to usec allows us to get rid of " * 1000" in a *lot* of
places all over the codebase, which are ugly and confusing.
This allows us to avoid hand-rolling g_strdup_printf calls,
but also moves the printf into the called function where
it doesn't bloat the code of the calling function if the profiler
is not running.
This is similar to how we share texture atlases. Some added complexity
in that the program state also needed to be shared, so it had to move to
the shared Programs object.
With this change realization of additional GskRenderers when opening
popups went from ~60msec to ~35 msec on average.
We need to investigate release-specific failures, and possibly fix our
test suite to deal with debug-specific poking through the internal
state.
For the time being, allow the release job to fail, but this is strictly
a temporary measure.
We are going to need to hide the report generation into the test runner
script, as we want the job to produce the reports even in case of
failure, instead of bailing out immediately.
Now that we figured out why the build was failing on Fedora when the
profiling code was enabled, we can go back to building both shared and
static libraries by default.
We should have a single job for building both static and shared
versions of GTK. On the other hand, having a separate job for the
release build would be a plus.
Additionally, we shouldn't use an opaque script to build GTK; the only
step in the process that requires hand-holding is running the tests
suites under Xvfb, and having the build options visible from the YAML
file gives us a better idea of what kind of build we're running.
As pointed out in https://gitlab.gnome.org/GNOME/gtk/issues/1481
and seen from critical warnings with swinging revealers in widget-factory
there are some size allocation issues in GtkRevealer.
What happens is that we request a size of the revealer itself
based on the child natural size and the current stage of the transition
by applying a scale to the natural size. We then round up to nearest
int size. However, we want the widget to render as if it did get the
natural size so we can transform it, rather than the scaled down size.
For example, a label should not start ellipsizing in the animation.
So we inverse the scale when allocating the child.
Unfortunately, for very small scales the inversion of the scale can
result in very large sizes, and for such scales we rounded up the
requested size to 1, so we will be allocating huuuuge children.
In order to avoid such issue we pick an arbitrary maximum upscale
scale factor of 100. This means that in the case where the allocated
size is 1 we never allocate the child at > 100 px. This means
that in large downscaling cases we may run into the clipping issue
described above. However, at these downscaling levels (100 times!)
we're unlikely to notice much detail anyway.
I was getting assertions that normalize_angle() failed the
result < 260 check. Doing some research on this it turns out
to be a precision issue. If the incomming angle is very slightly
below zero, then adding 360 to it may end up with exactly 360.
I simplified the code a bit to avoid division and rounding, because in
practice most angles will be "just outside" the 0-360 degree anyway.
And i also added a workaround for the "result is 360" case by just
setting it to 0.
When rendering ops to an offscreen texture we take max-texture-size
in consideration and modify the scale we use such that the required
texture does not exceed the limit.
This means some rendering will be blocky/fuzzy, but that is better
than it being clipped.
We can't just use the outline rect and apply the border radius because
the outline box is the border box grown by the outline offset, which
will also grow the resulting border radius.
Fixes#2425