The copy of the PangoGlyphString we do here was showing up
in some profiles. To avoid it, allocate the PangoGlyphInfo array
as part of the node itself. Update all callers to deal with
the slight api change required for this.
Rename the surface getter to peek, following other render
node getters, and make the surface-based constructor private,
since it is not something we want to encourage.
Update all callers.
This patch makes that work using 1 of 2 options:
1. Add all missing enums to the switch statement
or
2. Cast the switch argument to a uint to avoid having to do that (mostly
for GdkEventType).
I even found a bug while doing that: clearing a GtkImage with a surface
did not notify thae surface property.
The reason for enabling this flag even though it is tedious at times is
that it is very useful when adding values to an enum, because it makes
GTK immediately warn about all the switch statements where this enum is
relevant.
And I expect changes to enums to be frequent during the GTK4 development
cycle.
-Wint-conversion is important because it checks casts from ints to
pointers.
-Wdiscarded-qualifiers is important to catch cases where we don't
strings when we should.
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!
It turns out, some simple getters - such as
gdk_drawing_context_get_clip() - love copying things before returning
them.
I guess somebody has to burn cycles...
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.
That way we can capture both the actual changes (clip region) and the
area that was redrawn (render region), which in OpenGL might not be
identical.
Nothing shows the render region yet though...
- Make the rows larger
- Display the elapsed time between renderings
- Display if it was a full or a partial redraw
- Add a toggle button to display profiler info