This is now tracking the clips added by the clip nodes.
If any particular node can't deal with a clip, it falls back to Cairo
rendering. But if it can, it will render it directly.
Now that every call to GtkCellArea is a snapshot call and no more cairo
calls are left, move the actual differentiation between Cairo and
Snapshot down to the cell renderer.
Little tool that creates a bunch of test files to throw add the
rendernode binary.
They should really be part of a testsuite, but we have none, so OI just
put them here.
Only keep the version that calls gsk_render_node_draw() if people
specify the --fallback option.
The actual renderer selection works just as for regular GTK. The easiest
way to influence it is setting the GSK_RENDERER environment variable.
... and implement it for the Cairo renderer.
It's an API that instructs a renderer to render to a texture.
So far this is mostly meant to be used for testing, but I could imagine
it being useful for rendering DND icons.
That code doesn't do anything.
And what the code should be doing (clearing the abckground) isn't
necessary as cairo drawing is guaranteed to clear the surface.
This does a conversion to/from GBytes and is intended for writing tests.
It's really crude but it works.
And that probably means Alex will (ab)use it for broadway.
I had originally thought I'd use GskShadow for box-shadow, but didn't in
the end.
So now it's only used for text-shadow and icon-shadow, and those don't
have a spread.
VLAs are not supported by Visual Studio and possibly other compilers that
are supported by GTK+-3.90+, and probably never will be, although it is a
C99 specification, and it became optional for C11. It is also not a part
of the newer compiler requirements that are listed out for GTK+-3.90.x.
There exist concerns about the implementation of VLAs in compilers that
support them as well, so change it to a g_newa() approach.
https://bugzilla.gnome.org/show_bug.cgi?id=773299
Instead of a separate allocation for any arrays in the render node
we allocate these as part of the render node itself, using C99
flexible arrays.
This leads to less allocations, which is nice, but the major reason
for this is that it allows us to change the allocation scheme further
in the future. For instance, we want to do stack-like allocation so
that all the render-nodes for an entire frame are allocated in one
(or a few) chunks.
Instead of constantly recalculating this (especially recursively for
parents!) we do it only on construction, because everything is
immutable anyway. Also, most nodes had a bounds already and can
use the new parent member instead.
We also do direct access to the node bounds rather than calling
gsk_render_node_get_bounds in various places, which means
we do less copying.