This is fairly substantial rewrite of the GDK backend for quartz and
renamed to macOS to allow for a greenfield implementation.
Many things have come across from the quartz implementation fairly
intact such as the eventloop integration design and discovery of
event windows from the NSEvent.
However much has been changed to fit in with the new GDK design and
how removal of child GdkWindow have been completely eliminated.
Furthermore, the new GdkPopup allows for regular NSWindow to be used
to provide popovers unlike the previous implementation.
The object design more closely follows the ideal for a GDK backend.
Views have been broken out into subclasses so that we can support
multiple GSK renderer paths such as GL and Cairo (and Metal in the
future). However mixed mode GL and Cairo will not be supported. Currently
only the Cairo renderer has been implemented.
A new frame clock implementation using CVDisplayLink provides more
accurate information about when to draw drawing the next frame. Some
testing will need to be done here to understand the power implications
of this.
This implementation has also gained edge snapping for CSD windows. Some
work was also done to ensure that CSD windows have opaque regions
registered with the display server.
** This is still very much a work-in-progress **
Some outstanding work that needs to be done:
- Finish a GL context for macOS and alternate NSView for GL rendering
(possibly using speciailized CALayer for OpenGL).
- Input rework to ensure that we don't loose remapping of keys that was
dropped from GDK during GTK 4 development.
- Make sure input methods continue to work.
- Drag-n-Drop is still very much a work in progress
- High resolution input scrolling needs various work in GDK to land
first before we can plumb that to NSEvent.
- gtk/ has a number of things based on GDK_WINDOWING_QUARTZ that need
to be updated to use the macOS backend.
But this is good enough to start playing with and breaking things which
is what I'd like to see.
This was preventing any sort of building on macOS, even though the quartz
backend is currently non-functional. Fixing this is a pre-requisite to
getting a new macOS backend compiling.
Run the gdkkeysyms-update.pl script to pick up several
new keysyms:
GDK_dead_lowline
GDK_dead_aboveverticalline
GDK_dead_belowverticalline
GDK_dead_longsolidusoverlay
GDK_Keyboard
GDK_WWAN
GDK_RFKill
GDK_AudioPreset
* GDK_ARRAY_BY_VALUE
#define this to get GArray-like behavior
* gdk_array_splice (v, 0, 0, NULL, 25)
Adding items but passing NULL as the items will zero() them.
* gdk_array_set_size()
A nicer way to call gdk_array_splice()
* constify getters
This is a scary idea where you #define a bunch of preprocessor values
and then #include "gdkarrayimpl.c" and end up with a dynamic array for
that data type.
See https://en.wikipedia.org/wiki/X_Macro for what's going on.
What are the advantages over using GArray or GPtrArray?
* It's typesafe
Because it works like C++ templates, we can use the actual type of
the object instead of having to use gpointer.
* It's one less indirection
instead of 2 indirections via self->array->data, this array is
embedded, so self->array is the actual data, and just one indirection
away. This is pretty irrelevant in general, but can be very noticable
in tight loops.
* It's all inline
Because the whole API is defined as static inline functions, the
compiler has full access to everything and can (and does) optimize
out unnecessary calls, thereby speeding up some operations quite
significantly, when full optimizations are enabled.
* It has more features
In particular preallocation allows for avoiding malloc() calls, which
can again speed up tight loops a lot.
But there's also splice(), which is very useful when used with
listmodels.
This uses the idle-inhibit protocol from wayland-protocols, to attach an
inhibitor to the GdkSurface. The inhibit function can be called as many
times as the user wants, but the uninhibit function MUST be called as
many times to unset the idle inhibition.
This has been tested on Sway.
Not all compositors support _NET_WM_FRAME_DRAWN. In cases
where the compositor doesn't support _NET_WM_FRAME_DRAWN we don't
need to do all the fancy damage tracking and fence watching.
Furthermore, if the compositor doesn't support _NET_WM_FRAME_DRAWN,
it's possible that one frame will start before the previous frame has
made it through the pipeline, leading to a blown assertion.
This commit side-steps the unnecessary code and associated assertion
when _NET_WM_FRAME_DRAWN isn't supported.
Fixes: https://gitlab.gnome.org/GNOME/gtk/-/issues/2927
If we create an implicit grab on a surface, leave the surface, and
release the button, we would get 2 XI_Leave events, one with mode
XINotifyNormal when the pointer leaves the surface, and another with
mode XINotifyUngrab when the button is released.
Meanwhile, the upper layers rely on crossing events being paired,
and particularly in no crossing event being sent until the implicit
grab is dismissed (either by releasing it, or via more pervasive
grabs).
Ignoring the set of XINotifyNormal events while an implicit grab
is active adapts the X11 backend to this behavior. If the grab were
released or taken away by another grab, a crossing event with one
of the other XINotify*Grab/XINotify*Ungrab will be generated.
Fixes: https://gitlab.gnome.org/GNOME/gtk/-/issues/2879
Since commit 972134abe4 a frame getting
drawn has three states (with the vendor nvidia driver at least):
1. drawn by gtk waiting on the GPU
2. drawn by GPU waiting on the compositor
3. drawn by compositor
Those three states are encoded in two flags: frame_pending and
frame_still_painting.
frame_pending means step 1 is done, but step 2 and 3 are still
in progress. frame_still_painting means step 2 is still in progress.
After step 1 is finished the surface is frozen until step 3 is finished.
When the compositor notifies gtk it's done with step 3, with a
_NET_WM_FRAME_DRAWN client message, the toolkit thaws the surface to
allow the next frame to proceed.
The compositor sometimes sends gtk a _NET_WM_FRAME_DRAWN client message
between steps 1 and 2. This message should be ignored because it's not
a reply to the current frame.
Unfortunately, gtk currently assumes if it gets a _NET_WM_FRAME_DRAWN
client message while waiting for step 2 that it's actually at step 3,
and proceeds to draw a new frame while the existing frame is still
pending, leading to a blown assertion.
This commit addresses the problem by ignoring _NET_WM_FRAME_DRAWN
client messages from the compositor unless actually expecting one.
Fixes: #2902
Since commit 972134abe4 we now call
glClientWaitSync for the vendor nvidia driver, to know when a frame
is ready for the compositor to process.
If a surface is hidden while a frame is still being rendered by the GPU,
the surface will never produce the damage event the code relies on to
trigger the call to glClientWaitSync. This leaves the fence dangling,
and the next time the surface is shown, it will start a fresh frame
and blow an assertion since the fence from the last frame is still
hanging around.
This commit ensures a frame gets fully wrapped up before hiding a
surface.
Include docstrings and format the list of supported
values better.
Also, add the same warning we have for GTK_DEBUG when
the environment variable is ignored.
This kind of transient state sets the expectative that events update
devices, while it's more accurate to say that devices generate events.
It does not make to expose this function anymore.
Crossing events are now detached from widget state, all tricky consequences
from getting multiple crossing events are now somewhat moot. Resort to sending
all generated crossing events, and drop this barely (ever?) used API.
Commit a0f6ff101e made sure that a
context was bound before calling glClientWaitSync, but it doesn't
check that the context shares objects with the context that created
the fence.
This commit does a little more validation before deciding the current
context is good enough.
Since commit 972134abe4 we now call
glClientWaitSync for the vendor nvidia driver, to know when a frame
is ready for the compositor to process.
glClientWaitSync can be called regardless of which context is currently
bound, but if no context is bound at all, it returns 0 without
doing anything.
This commit checks for that edge case, and ensures a context gets
made current in the event no context is already current, before calling
glClientWaitSync.
When given a 0 timeout, glClientWaitSync is only supposed to return one
of three possible values:
- GL_ALREADY_SIGNALED - fence fired
- GL_WAIT_FAILED - there was an error
- GL_TIMEOUT_EXPIRED - fence hasn't fired yet
In addition, it can also return GL_CONDITION_SATISFIED if a non-zero
timeout is passed, and the fence fires while waiting on the timeout.
Since commit 972134abe4 we now call
glClientWaitSync (with a 0 timeout), but one user is reporting it's
returning some value that's not one of the above four.
This commit changes the g_assert to a g_error so we can see what
value is getting returned.
May help with https://gitlab.gnome.org/GNOME/gtk/-/issues/2858
Fix scheduling of the frame clock when we don't receive "frame drawn"
messages from the compositor.
If we received "frame drawn" events recently, then the "smooth frame
time" would be in sync with the vsync time. When we don't receive frame
drawn events, the "smooth frame time" is simply incremented by constant
multiples of the refresh interval. In both cases we can use this smooth
time as the basis for scheduling the next clock cycle.
By only using the "smooth frame time" as a basis we also benefit from
more consistent scheduling cadence. If, for example, we got "frame
drawn" events, then didn't receive them for a few frames, we would still
be in sync when we start receiving these events again.
When an animation is started while the application is idle, that often
happens as a result of some external event. This can be an input event,
an expired timer, data arriving over the network etc. The result is that
the first animation clock cycle could be scheduled at some random time,
as opposed to follow up cycles which are usually scheduled right after a
vsync.
Since the frame time we report to the application is correlated to the
time when the frame clock was scheduled to run, this can result in
uneven times reported in the first few animation frames. In order to fix
that, we measure the phase of the first clock cycle - i.e. the offset
between the first cycle and the preceding vsync. Once we start receiving
"frame drawn" signals, the cadence of the frame clock scheduling becomes
tied to the vsync. In order to maintain the regularity of the reported
frame times, we adjust subsequent reported frame times with the
aforementioned phase.
Use better matching format modifiers/specifiers, initialise some things
which in theory wont be written to because of getters using g_return_if_fail(),
a cast, and gsize as input for malloc because gsize!=glong on 64bit Windows.
GTK 4.0 was currently using GL_EXT_framebuffer_object, which is
deprecated as the ARB version has been merged into OpenGL 3.0 as well as
OpenGL ES 2.0, and provides laxer requirements.
This is a port of !2076 for 4.x.