Instead of the previous approach using GVariant, this new approach uses
human-readable text files as the serialization format for render nodes.
The format is a custom one, but it is inspired by QML and conforms to
the CSS syntax. Because of that, we can use the CSS machinery from GTK
to parse it, and in particular share code to parse properties that GTK's
CSS machinery also supports, such as colors.
This commit breaks all existing usages of node files - such as the
testsuite and various test tools - they will be fixed in further
commits.
This reverts commit 8e74eb382f.
This code is not necessary. It worked around a bug in graphene where
graphene was requiring stricter alignment than glib allocators could
guarantee.
The code is mostly stolen from graphene.
Allocators support any alignment, but their implementation
only calls system aligned allocator functions if malloc()
is not aligned to 16-byte boundaries. If it is aligned,
the implementation just calls malloc() regardless of which
alignment is requested by the caller.
This can be fixed by saving the result of meson malloc()
alignment check and adding a few conditions to the implementation,
but right now GSK and GTK only need 16-byte alignment either way.
This includes a copy of the diff(1) algorithm used by git diff by Davide
Libenzi.
It's used for the common case ofcontainer nodes having only very few
changes for the few nodes of child widgets that changed (like a button
lighting up when hilighted or a spinning spinner).
This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.
Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
If glslc is found, rebuild the shaders from GLSL to SPIR-V; otherwise,
we're just going to use the built files we have committed in the source
repository.