This is just lots of renaming.
The interface remains private, so the public API does not change, apart
from removing the definition of the Interface object to avoid
subclassing.
The Vulkan renderer creates a fallback surface for each shadow
node, even if we end up not rendering anything to it. Avoiding
this is a nice optimization.
Previously, for compatibility with GTK 3.0, we allowed specifying
numbers without units and interpreted them as pixels, even when the CSS
specification didn't.
Remove that now that we can break API.
We already take ints when setting the translation, so it can't
currently take any other values. Additionally, I was seeing large
costs in int -> double -> int for the rects in
gtk_snapshot_clips_rect(), as all callers really are ints (widget
allocations) and the clip region is int-based.
This change completely cleared a 2% rectangle_init_from_graphene from
the profile and is likely to have nice performance effects elsewhere
too.
I had originally thought I'd use GskShadow for box-shadow, but didn't in
the end.
So now it's only used for text-shadow and icon-shadow, and those don't
have a spread.
Instead of making people intiialize a rectangle and then applying border
radius manually, provide a constructor that does it for them.
While doing that, also allow people to instead request the padding box
or the content box.
Refactor all relevant code to use this new constructor.
... and make the icon rendering code use it.
This requires moving even more shadow renering code into GSK, but so be
it. At least the "shadows not implemented" warning is now gone!
Making sure the surfaces are using the same scale factor makes it more
likely a fast path will be used when pixman gets involved, as pointed
out by Benjamin Otte.
https://bugzilla.gnome.org/show_bug.cgi?id=772075
A lot of time was spend rendering the shadows on windows with CSD, in
particular the corner pieces, since they are the largest parts. This
patch catches this particular case and caches the pre-rendered blur
masks.
This makes the shadow code go from 25% to 8% of the time when resizing
gtk3-demo.
Since these part really are the same in all of the x or y direction
and we don't blur in that direction we can just blur one line and
repeat it during drawing.
https://bugzilla.gnome.org/show_bug.cgi?id=746468
There is no need to e.g. blur in the x-direction for the top part
of a box shadow. Also, there is no need to extend the mask in the
non-blurred direction.
https://bugzilla.gnome.org/show_bug.cgi?id=746468
For radius 1px the current implementation rounds down to a 1 px box
filter which is a no-op. Rather than creating useless shadow masks
in this case we bail out blurring early.
Another alternative would be to make radius 1px round up to a 2 px box
filter, but that would change the rendering of Adwaita which is probably
not a great idea this late in the cycle.
https://bugzilla.gnome.org/show_bug.cgi?id=746468
The spinner is a regular builtin image now. There is no need to go
through the shadows code manually anymore as regular items do get
shadows automatically.
This also allows simplifying the actual spinner drawing code so that it
actually works.
The shadow rendering code had code to exit early if we determine
that the shadow is entirely clipped away. Unfortunately, the check
based on cairo clip extents fails for any clip regions that are
more complicated than axis-aligned rectangles, and we are using
a hollow rounded rectangle here. So, instead, do the check manually,
using the just-introduced API in GtkRoundedBox.
Drawing text with Pango is quite expensive, and drawing text and also
blurring it is *really* expensive. To prevent us from drawing a lot of
text and then blurring it a lot is *really* expensive.
We now cache the blurred pixels for the last layout and shadow we made,
which means we can repeatedly draw labels with a blurred text-shadow
extremely fast.
To detect whether the shadow is up-to-date, we track the serial of the
PangoLayout alongside the radius of the box shadow. We don't support
inset shadows nor spread on text-shadow, so we don't need to track
these.
Calling this on an Xlib surface allows us to keep this in SHM memory,
giving it a potential speedup so we don't have to copy it to SHM memory
for the Composite when we mask later.
It turns out that when we were painting the shadows, we painted the them
with the base color once, which contained the alpha, and then blurred it
and used it as a mask for the fill, which has the fill again.
To fix this, always paint the base surface with full alpha. The existing
code applies the blur conditionally sometimes in weird ways, so the code
shuffling fix may not look correct, but be assured it is. If the blur
happens, the new cr we return has the *default* color applied, which is
fully opaque black, which works perfectly against the A8 surface.
The fallback spinner code needs some modification, since it is
intentionally using the alpha to paint the lobes which are "in the past".
Since we shouldn't be hitting this fallback path very often, we use a
temporary group and paint it with paint_with_alpha, even though it is
slow.