Make a deep texture, if the render nodes have
high depth content.
For now, we use 32F here for the deep format,
since using 16F causes small rounding errors
that break the memorytexture roundtrip tests.
Look at the framebuffer and the rendernode to
determine what format to use for intermediate
textures.
Our preference here is to use fp16, if we have it
and it makes sense for the framebuffer we're given.
For MemoryTexture, this is a simple change.
For GLTexture, we need to query the format at texture creation. This
sounds like a bad idea and extra work until one realizes that we'd
need to do that anyway when using the texure the first time - either
when downloading, or when trying to use it in a rendernode, where we
will soon need that information to determine if the texture prefers high
depth.
Also, now make gdk_memory_convert() the only conversion functions
and allow conversions between any 2 formats by going via a float[4].
This could be optimized via fast-paths, but so far it isn't.
We never put large icons into the icon cache,
so all its items are always atlased, but we do
put large glyphs in to the glyph cache, and we
were never freeing those items, even when they
go unused. Fix that.
We are rendering the glyphs on a larger surface,
and we should avoid introducing unnecessary
rounding errors here. Also, I've found that
we always need to enlarge the surface by one
pixels in each direction to avoid cutting off
the tops of large glyphs.
For 2D transforms, we can read the scale
factors more directly off the matrix.
This should eventually be moved out into a
function to decompose a 2D transform into
scale + rotation + skew + translation.
We avoid an offscreen if we know the child node
can 'handle' the transform. Shadow nodes can if their
child node does - either the child node is a text node
in which case the shortcuts we take for shadow nodes
will work fine with the transform (we just render the
text node offset), or the child is not a text node,
in which case we render the shadow to an offscreen
anyway.
This change makes the label-shadows reftest pass with
the GL renderer, not by fixing the issue but by avoiding
it.
For shadow nodes, we try pretty hard to avoid
rendering shadows, and and we have a shortcut
that just renders text offset, but we can try
harder to do nothing - if the text is offset
by zero, we don't need to draw it at all.
We need to use an offscreen whenever there is overlapping
children somewhere in the tree below, just checking the
direct child of the opacity node is not enough.
Fixes: #4261
The cairo_t that we create to render glyphs for
the glyph cache needs to match the font options
that are supposedly governing how glyphs are
drawn.
Since we allow font options to be different per
widget in gtk, we need to have them at least at
the level of individual render nodes. Adding them
to the lookup key for the glyph cache has the
side effect of solving another problem: We are
not flushing the cache when font options change.
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().
Scale factors can be negative, but we were not
looking out for that, triggering an assertion when
trying to create a render target with negative
width of height. Avoid that.
Fixes: #4096