The script assumes that the git program is in the PATH which may not be always
the case, so if git was not found, fallback to the former behavior of making
VCS_TAG an empty string if the profile option was not set to 'devel'.
Also fix the call to the script so that we do indeed call GIT on the source GIT
repo so that we can get the right short SHA1 sum.
Re-organize the code a bit in the process, so that things seem cleaner.
The CI pipeline does not do a full clone, so we cannot use `git
rev-parse` to get the short SHA checksum for the current commit.
Of course, since nothing's ever easy, we cannot use vcs_tag() with a
custom command, so we need to generate our out `demo_conf.h` header
straight from a script.
gcc says: error: iteration 2147483649 invokes undefined behavior
[-Werror=aggressive-loop-optimizations]
which of course, never happens because ncols is always >= 2.
Add some assertions to tell the compiler.
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
The demo is called 'Video', so we should actually
use a GtkVideo widget. Doing things this way has
the advantage that we get GL support, which wasn't
working with GtkPicture.
According to OpenGL spec, a shader object will only be flagged
for deletion unless it has been detached; when a program object
is deleted, those shader objects attached to it will be detached
but not deleted unless they have already been flagged for deletion.
So we shall detach a shader object before it is deleted, and delete
it before the program object is deleted best.
1. That's a bad idea UI wise as you can't see the search after you
scrolled.
2. That's a bad idea code-wise because Listviews need to be put into
a ScrolledWindow or they won't scroll.