Ever since we added surface-to-widget transforms,
the autofading of the fps overlay did not work anymore,
since it was given the transient transform node, most
of the time.
Fix this by passing both the root of the node tree and
the node for the toplevel widget to prepare_render, and
hande the widget node to the overlays. Update the
affected overlays that need to have their positioning
adjusted.
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.
We have a region for the border here, but the color is defined as
transparent black because we don't want to render anything for it.
This way, the generated .node file for the listbox demo in gtk4-demo
with enabled layout borders is 3.5MB instead of 3.8MB.
For readonly properties, we show the serialized value
in a label. If we don't take precautions, this can cause
our window to grow extremely wide, and break things.
So, ellipsize things at a reasonable size.
Fixes: #3278
Show the object path of the object on the a11y bus,
this is can be useful information. While we are here,
make sure that the Inspector does not throw criticals
when used with GTK_NO_A11Y=1.
For the various uses of GDK_WINDOWING_QUARTZ, we need to use
alternatives from GDK_WINDOWING_MACOS.
Some minor loss of functionality is here, such as icons sent with
application menus. That can certainly be added back at a future
point.
A GskGLShader is an abstraction of a GLSL fragment shader that
can produce pixel values given inputs:
* N (currently max 4) textures
* Current arguments for the shader uniform
Uniform types are: float,(u)int,bool,vec234)
There is also a builder for the uniform arguments which are
passed around as immutable GBytes in the built form.
A GskGLShaderNode is a render node that renders a GskGLShader inside a
specified rectangular bounds. It renders its child nodes as textures
and passes those as texture arguments to the shader. You also pass it
a uniform arguments object.
GtkBuildable's get_name()/set_name() methods may shadow
GtkWidget's methods. Avoid that by renaming the API to
get_buildable_id()/set_buildable_id(), which also reflects
the name of the XML attribute the API refers to.
https://gitlab.gnome.org/GNOME/gtk/-/issues/3191
We were connecting signal handlers to the display
and seats here, and never cleaning them up, leading
to crashes after the inspector is closed. This is
fairly easy to reproduce under Wayland, where the
scroll device is only created the first time we
create a scroll event.
Change the apis in GtkListView, GtkColumnView and
GtkGridView to be explicitly about GtkSelectionModel,
to make it obvious that the widgets handle selection.
Update all users.