gsk/gskenums.h:181: Error: Gsk: multiple "@GSK_TRANSFORM_CATEGORY_2D" parameters for identifier "GskTransformCategory":
* @GSK_TRANSFORM_CATEGORY_2D: The matrix is a 2D matrix. This is equivalent
^
gsk/gsktransform.c:1342: Warning: Gsk: gsk_transform_to_2d: unknown parameter 'm' in documentation comment, should be 'self'
gsk/gsktransform.c:1368: Warning: Gsk: gsk_transform_to_2d: invalid return annotation
gsk/gsktransform.c:1461: Warning: Gsk: gsk_transform_to_translate: unknown parameter 'm' in documentation comment, should be 'self'
They were a neat idea while they lasted. But now, it's time for
categorized transform nodes, where matrices with
GSK_MATRIX_CATEGORY_2D_TRANSLATE are the exact replacement.
Renderers have not been adapted for this purpose, so they (continue to)
run slow paths.
Adding the offset node broke serialization in 2 ways:
1. We store the enum value in the node, so make sure to not change it
for existing values
2. The offset node was missing in the deserialization lookup table
This is a special case of the transform node that does a 2D translation.
The implementation in the Vulkan and GL renderers is crude and just does
the same as the transform node.
Nothing uses that node yet.
This node essentially implements the feColorMatrix SVG filter. I got the
idea yesterday after looking at the opacity implementation.
It can be used for opacity (not sure if we want to) and to implement a
bunch of the CSS filters.
... 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!
The node draws a solid CSS border, which can be used to cover everything
but dashed and dotted borders (double, groove, inset, ...).
For different border styles, we overlay multiple nodes and set their
colors to transparent for sides with non-matching styles.
Instead of having a setter for the transform, have a GskTransformNode.
Most of the oprations that GTK does do not require a transform, so it
doesn't make sense to have it as a primary attribute.
Also, changing the transform requires updating the uniforms of the GL
renderer, so we're happy if we can avoid that.
GSK is conceptually split into two scene graphs:
* a simple rendering tree of operations
* a complex set of logical layers
The latter is built on the former, and adds convenience and high level
API for application developers.
The lower layer, though, is what gets transformed into the rendering
pipeline, as it's simple and thus can be transformed into appropriate
rendering commands with minimal state changes.
The lower layer is also suitable for reuse from more complex higher
layers, like the CSS machinery in GTK, without necessarily port those
layers to the GSK high level API.
This lower layer is based on GskRenderNode instances, which represent
the tree of rendering operations; and a GskRenderer instance, which
takes the render nodes and submits them (after potentially reordering
and transforming them to a more appropriate representation) to the
underlying graphic system.