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 fixes the widget factory rendering too much.
In the widget-factory, we generally have a pretty small update area (two
spinners and a progressbar). We take the extents of that as a update
area and inital clip.
However, the first clip node we see is from the toplevel window, which
essentially increases the clip again to almost the entire window.
Fix that by ignoring such cases.
Respect that cairo won't create image surfaces larger
than 32767 x 32767.
This makes the one reftest pass that specifically checks
this condition, treeview-crash-too-wide.
If the inner clip intersects with the corners of the outer clip, we
potentially need a texture. We should add more fine-grained checks for
this in the future though.
Test case included.
Don't install headers for code that we don't build.
And don't include those headers in gsk.h.
Just as we do in gdk, require applications to include
the backend-specific headers they need explicitly.
Update the one affected demo, gtk4-node-editor.
Now that the GskRenderNode subclasses are recognised as proper
sub-types, we can annotate the constructors with their type. The C API
remains the same.
The introspection scanner tries to match a type name with a get_type()
function, in order to correctly identify a type as a class.
If the function is not available, we have two choices:
- add some special case inside the introspection scanner, similar to
how GParamSpec subclasses are handled in GObject
- add a simple get_type() function
The latter is the simplest approach, and we don't need to change that
much, since we still register all render nodes at once.
Language bindings—especially ones based on introspection—cannot deal
with custom type hiearchies. Luckily for us, GType has a derivable type
with low overhead: GTypeInstance.
By turning GskRenderNode into a GTypeInstance, and creating derived
types for each class of node, we can provide an introspectable API to
our non-C API consumers, with no functional change to the C API itself.
When we reconfigure, `configure_file()` is called again, and
`*.gresource.xml` files are regenerated, which causes many (all?)
binaries to be relinked. Now we only write those out if the contents
actually changed (or if the output didn't already exist).
This is exactly what Meson already does with `configure_file()` when
`command:` is not used.
While we're at it, also do the same for `gen-c-array.py` and
`gentypefuncs.py` for completeness. Now even if the input to those
changes, re-building of those custom targets may not result in
relinking if the outputted C files have the same contents.
Sprinkle various g_assert() around the code where gcc cannot figure out
on its own that a variable is not NULL and too much refactoring would be
needed to make it do that.
Also fix usage of g_assert_nonnull(x) to use g_assert(x) because the
first is not marked as G_GNUC_NORETURN because of course GTester
supports not aborting on aborts.
Transforming identity by an other transform does not mean we need to
painstakingly apply the individual steps of other to construct a new
transform, it means we can just return other.
Or in math terms:
I * B = B
so just return B.
Some systems (notably macOS) will not allow enumeration of an extension that has been promoted to core OpenGL for context in use. This change assumes that GL_ARB_timer_query is available on OpenGL 3.3+.
I could not find definitive information on whether GL_ARB_debug_output or GL_KHR_debug have been added to core. Other extensions in use were addressed by https://gitlab.gnome.org/GNOME/gtk/merge_requests/1422 .
Compute the pattern matrix directly instead of transforming the cairo_t.
This ensures that when node_size / texture_size is some obscure floating
point value, we don't get rounding issues from scaling by it once we
draw the texture_size rectangle.
I have no actual failure where this comes in handy, but I had written
the code anyway, so decided to keep it.
graphene treats equality for contains() operations as always matching,
so do the same thing.
This is because unlike integer math, floating point cannot do the "as
close as possible to the point, but not reaching it" operation that
integer does by just subtracting 1.
Commit 47c44644b1 was a bit overzealous in fixing
compiler warnings. We still need to call collect_textures,
even if we don't need the number that it returns.
We currently disable when draw()ing nodes using the cairo fallback path,
which means we can't just use cairo_paint(). Use a proper rectangle
instead.
Fixes#2431
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 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.
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're not in the business of adding Cairo APIs. That's Cairo's job.
Also, we don't need this API anywhere like the original commit claimed,
so there's no need to make it available in any way.
This reverts commit afa6cc2369.
It would probably be better to not do this and always render the outline
in plain white, then later recolor it but do this for no, just for
correctness.
sincosf() is really a GCC-specific function that may more may not be
supported on non-GCC compilers, so we want to check for it, otherwise we
use a fallback implementation, not unlike the one in
demos/gtk-demo/gtkgears.c.
We use a compilation symbol in our build to allow the inclusion of
specific headers while building GTK, to avoid the need to include only
the global header.
Each namespace has its own compilation symbol because we used to have
different libraries, and strict symbol visibility between libraries;
now that we have a single library, and we can use private symbols across
namespaces while building GTK, we should have a single compilation
symbol, and simplify the build rules.
Instead of loading the unflipped version first and then flipping it.
Don't do it in add_render_ops either but only in the function actually
adding the render ops for the nodes, since those frequently have
early-out conditions that don't need the vertex data at all.
When attaching renderer-specific data, we need to
make sure that we key it off the renderer that is
in use, and cope with the absence of render data.
This fixes recording nodes in the inspector.
Return a pointer to the IconData struct. This is
closer to the glyph cache api, and will allow us
to add similar shortcuts. For now, just store
texture coords in the form we need, avoiding
converting them over and over.
This is a quick implementation that avoids many
glyph cache lookups. We keep an array of direct
pointers in the text render node, and throw those
cached pointers away whenever any atlases have
been dropped (since that may invalidate the cached
glyphs).
In many cases of the switch, we do not need the vertex data. This moves
the creation of the vertex_data array into a secondary function and only
calculates it the cases for which it is required.
We were putting big glyphs in the cache, in their
own texture, but forgetting to mark the texture
as permanent, so it could be reused, leading to
occasional misrendering. Fix this by marking these
textures as permanent, and explicitly freeing them
when the cache entry gets old.
Every few frames, we do extra work for the
cache aging. Arrange for the glyph and icon
caches to not cause extra work on the same
frame, to smooth things out.
There is no need for us to be very precise about
aging the glyph entries. It is enough to check
occasionally and mark old entries. This reduces
the overhead of work we do every frame on the
caches, at the cost of letting glyphs linger
a bit longer in the cache.
Make this function more similar to the icon
cache equivalent, and simplify it a bit. We
don't use the boolean return, and we don't need
to look at the age of entry when marking it
used.
Remember which atlases were removed, and only
check those when looking for icons or glyphs
to remove. For most frames, we don't have to
check at all since no atlases were removed.
Instead of copying the (rather large) RenderOp to the GArray, we can
simply set the fields directly in the allocated space for the struct.
In most cases, there wont be any allocations to make as the array size
is kept in tact across frame renderings.
We can just use memcmp here because even in the use of lookup keys with
C99 initializers, we can rely on any space between fields added by the
compiler to be zeroed. So we might as well use wider memory cmopares.
UNDEFINED initial layouts may not preserve the contents
of the attachment after transitioning the layout. We want
them to be preserved because we do partial rendering.
Use GENERAL as the initial layout for render passes.
Multiple images in the before barrier array are defined with
VK_ACCESS_TRANSFER_WRITE_BIT and VK_ACCESS_TRANSFER_READ_BIT,
which requires passing VK_PIPELINE_STAGE_TRANSFER_BIT and
VK_PIPELINE_STAGE_HOST_BIT to vkCmdPipelineBarrier().
Pass these flags correctly.
We can't just assume that the pointer we'se using as a cache key will
stay unique forever. The texture might be freed, and a later allocated
texture might have the same addres now, causing the cache to return
incorrect results.