Instead of getting the translation x/y everytime we use the modelview,
get it once, when extracting the metadata. Do the same with the scale.
And save if the matrix is "simple" at all, i.e. if it only consists of a
translation and/or scale. This will be helpful later when we start
drawing transformed nodes on textures.
We do this for every single node, which is a little costly, especially
since the common case for the modelview matrix these days is a simple
translation. So, check whether the new modelview matrix is only a
translation matrix and if so, don't do a full matrix multiplication per
node.
Some of the _diff implementations did a whole bunch of work just to
throw it away afterwards and invalidate the entire union of the two
render nodes, most notably the two clip nodes. Fix this to only call
gsk_render_node_diff_impossible if the previous if-condition is FALSE
and not always.
This reverts commit 8e74eb382f.
This code is not necessary. It worked around a bug in graphene where
graphene was requiring stricter alignment than glib allocators could
guarantee.
Any data that is later fed to graphene must be
allocated with proper alignment, if graphene
uses SSE2 or GCC vector instructions.
This adds custom array code (a streamlined copy
of GArray with all unnecessary bells and whistles removed),
which is then used for the state_stack instead of GArray.
There's also a runtime check for the size of GtkSnapshotState
itself being a multiple of 16. If that is not so, any array
elements past the 0th element will lose alignment.
There are probably struct attributes that can
make GtkSnapshotState always have size that is a multiple
of 16, but we'll burn that bridge if we cross it.
The code is mostly stolen from graphene.
Allocators support any alignment, but their implementation
only calls system aligned allocator functions if malloc()
is not aligned to 16-byte boundaries. If it is aligned,
the implementation just calls malloc() regardless of which
alignment is requested by the caller.
This can be fixed by saving the result of meson malloc()
alignment check and adding a few conditions to the implementation,
but right now GSK and GTK only need 16-byte alignment either way.
1. Include the broadway renderer (so we can test it properly fails on
Wayland or X11)
2. List all potential renderers, print useful information when Vulkan
is not compiled in instea dof omitting it
3. Improve docs
As they require a draw context and the draw context is already bound to
the surface, it makes much more sense and reduces abiguity by moving
these APIs to the draw context.
As a side effect, we simplify GdkSurface APIs to a point where
GdkSurface now does not concern itself with drawing anymore at all,
apart from being the object that creates draw contexts.
Previously, we got the damage, then computed the changed area, then
started a frame with that changed area.
But starting a frame computes the damage for us.
So now we start a frame, then get the damage area from that, then
compute the change area.
This does nothing but disallow passing NULL to gdk_surface_begin_paint()
and instead require this context.
The ultimate goal is to split out Cairo drawing into its own source file
so it doesn't clutter up the generic rendering path.
And of course, gsk_render_node_get_name() is gone, too.
The replacement is of course debug nodes.
As a side effect, GskRenderNode is now *really* immutable.
We pulled out the bounds calculation for performance reasons, but the
caller can't know how to properly compute them. Inside gtk+, we can do
that but it's not good enough for public API.
When the max cost for finding a path gets to high, the diff can now be
aborted.
Because render nodes have a fallback method (by just marking the whole
bounds of the nodes as different), we use this to improve performance
of diffs.
This brings fishbowl (which is basically a container node with N images
that change every frame) back to close to previous performance.
Now that we have the full render nodes available, there is not much
benefit in fine-grained control over multiple rectangles.
In particular, it's causing pain with complex regions.
There might be a benefit in clipping to the region's rectangles in cases
like widget-factory where the whole diff is made up of the 2 rectangles
of spinner and the pulsing progress bar, but it needs a good heuristic
for where this is useful.
... and diff the previous node with the current one to determine the
clip region.
This doubles the work necessary to track clip regions, but the following
commits will clean that up.
It doesn't need to be exported anymore.
As a side effect, the inspector no longer has any information about the
render region, so remove the code that was taking care of that.
This includes a copy of the diff(1) algorithm used by git diff by Davide
Libenzi.
It's used for the common case ofcontainer nodes having only very few
changes for the few nodes of child widgets that changed (like a button
lighting up when hilighted or a spinning spinner).
... and gsk_render_node_can_diff(). Those are vfuncs to compute a region
containing all the pixels that differ between the two nodes.
This is just the plumbing that chains into node classes. No node
implements it yet.
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 way, we can postpone the actual rendeing of the node until the
renderer. This allows the renderer to choose the right scale to
render at, so it can decide to use 2x scale for hidpi on its own.
Last but not least, it makes all nodes independent of the context they
are created in, because they do not need to know at snapshot time what
they will ultimately be rendered into.
This is an automatic rename of various things related
to the window->surface rename.
Public symbols changed by this is:
GDK_MODE_WINDOW
gdk_device_get_window_at_position
gdk_device_get_window_at_position_double
gdk_device_get_last_event_window
gdk_display_get_monitor_at_window
gdk_drag_context_get_source_window
gdk_drag_context_get_dest_window
gdk_drag_context_get_drag_window
gdk_draw_context_get_window
gdk_drawing_context_get_window
gdk_gl_context_get_window
gdk_synthesize_window_state
gdk_surface_get_window_type
gdk_x11_display_set_window_scale
gsk_renderer_new_for_window
gsk_renderer_get_window
gtk_text_view_buffer_to_window_coords
gtk_tree_view_convert_widget_to_bin_window_coords
gtk_tree_view_convert_tree_to_bin_window_coords
The commands that generated this are:
git sed -f g "GDK window" "GDK surface"
git sed -f g window_impl surface_impl
(cd gdk; git sed -f g impl_window impl_surface)
git sed -f g WINDOW_IMPL SURFACE_IMPL
git sed -f g GDK_MODE_WINDOW GDK_MODE_SURFACE
git sed -f g gdk_draw_context_get_window gdk_draw_context_get_surface
git sed -f g gdk_drawing_context_get_window gdk_drawing_context_get_surface
git sed -f g gdk_gl_context_get_window gdk_gl_context_get_surface
git sed -f g gsk_renderer_get_window gsk_renderer_get_surface
git sed -f g gsk_renderer_new_for_window gsk_renderer_new_for_surface
(cd gdk; git sed -f g window_type surface_type)
git sed -f g gdk_surface_get_window_type gdk_surface_get_surface_type
git sed -f g window_at_position surface_at_position
git sed -f g event_window event_surface
git sed -f g window_coord surface_coord
git sed -f g window_state surface_state
git sed -f g window_cursor surface_cursor
git sed -f g window_scale surface_scale
git sed -f g window_events surface_events
git sed -f g monitor_at_window monitor_at_surface
git sed -f g window_under_pointer surface_under_pointer
(cd gdk; git sed -f g for_window for_surface)
git sed -f g window_anchor surface_anchor
git sed -f g WINDOW_IS_TOPLEVEL SURFACE_IS_TOPLEVEL
git sed -f g native_window native_surface
git sed -f g source_window source_surface
git sed -f g dest_window dest_surface
git sed -f g drag_window drag_surface
git sed -f g input_window input_surface
git checkout NEWS* po-properties po docs/reference/gtk/migrating-3to4.xml
This renames the GdkWindow class and related classes (impl, backend
subclasses) to surface. Additionally it renames related types:
GdkWindowAttr, GdkWindowPaint, GdkWindowWindowClass, GdkWindowType,
GdkWindowTypeHint, GdkWindowHints, GdkWindowState, GdkWindowEdge
This is an automatic conversion using the below commands:
git sed -f g GdkWindowWindowClass GdkSurfaceSurfaceClass
git sed -f g GdkWindow GdkSurface
git sed -f g "gdk_window\([ _\(\),;]\|$\)" "gdk_surface\1" # Avoid hitting gdk_windowing
git sed -f g "GDK_WINDOW\([ _\(]\|$\)" "GDK_SURFACE\1" # Avoid hitting GDK_WINDOWING
git sed "GDK_\([A-Z]*\)IS_WINDOW\([_ (]\|$\)" "GDK_\1IS_SURFACE\2"
git sed GDK_TYPE_WINDOW GDK_TYPE_SURFACE
git sed -f g GdkPointerWindowInfo GdkPointerSurfaceInfo
git sed -f g "BROADWAY_WINDOW" "BROADWAY_SURFACE"
git sed -f g "broadway_window" "broadway_surface"
git sed -f g "BroadwayWindow" "BroadwaySurface"
git sed -f g "WAYLAND_WINDOW" "WAYLAND_SURFACE"
git sed -f g "wayland_window" "wayland_surface"
git sed -f g "WaylandWindow" "WaylandSurface"
git sed -f g "X11_WINDOW" "X11_SURFACE"
git sed -f g "x11_window" "x11_surface"
git sed -f g "X11Window" "X11Surface"
git sed -f g "WIN32_WINDOW" "WIN32_SURFACE"
git sed -f g "win32_window" "win32_surface"
git sed -f g "Win32Window" "Win32Surface"
git sed -f g "QUARTZ_WINDOW" "QUARTZ_SURFACE"
git sed -f g "quartz_window" "quartz_surface"
git sed -f g "QuartzWindow" "QuartzSurface"
git checkout NEWS* po-properties
And then clip the texture using the current (maybe also rounded) clip.
This way, the result is correct. We don't necessarily have to do the
offscreen drawing in any case, but got the safe route for now.
Put GdkGLTexture into its own file and rename the API to
gdk_gl_texture_foo() instead of gdk_texture_foo_for_gl().
Apart from naming, no actual code changes.
An alternative GskTextNode constructor that does no text measuring. That
way, we can measure the text before and check if the node will be
outside of the current clip anyway.
Remove all the old 2.x and 3.x version annotations.
GTK+ 4 is a new start, and from the perspective of a
GTK+ 4 developer all these APIs have been around since
the beginning.
This happens when deserializing testcases and it really confuses
valgrind into thinking we're longjmp()ing.
And deserializing rendernodes is slow anyway, so who cares about a few
more malloc()s.
We can't just unconditionally create a larger texture here, since the
incoming cairo surface might have a device scale that doesn't fit our
scale_factor. Instead, look up the surface device scale and use that.
Add a setter for per-renderer debug flags, and use
them where possible. Some places don't have easy access
to a renderer, so this is not complete.
Also, use g_message instead of g_print throughout.
We already ceil() the given float texture sizes here, so if they are
valid, the result should definitely be > 0. Textures with size 0 can't
be properly used, especially not as render targets, where they will
trigger an assertion failure later in a glCheckFramebuffer call.
Text nodes will almost always end up using the exact same texture and
the same program. So, in that case we can simply add vertex data for all
the characters we need to draw and use just one draw call.
Render nodes can end up with bounds < 1 since they are floats, and the
implicit cast to int ends up creating a texture with 0 width or height.
Use ceil() instead in create_texture so we don't have to do that on the
caller side everywhere.
VkImage contains a reference to the VkDeviceMemory and, because
the current code frees the VkDeviceMemory before destroying the
VkImage that references it, a warning is triggered by the validation
layers.
This is not critical, since we release both resources at the same
place. But the warning triggered by the validation layers sums up
adding 1 MB per second of extra debug logging, making the debugging
process much more painful.
This commit simply swaps the destruction order, and destroys the
VkImage first, then the now unused VkDeviceMemory.
This means we can directly upload these as textures, rather than
create a new surface and draw it into that. We still have to upload,
but there isn't a lot we can do about this as for these nodes
we generally redraw everything each time.
We cannot unrealize a renderer in the dispose function, because that
would cause this chain to happen:
gsk_gl_renderer_dispose
gsk_renderer_dispose
gsk_renderer_unrealize
gsk_gl_renderer_unrealize
So we would call into thje GL renderers unrealize when it has already
(partially) disposed itself and ause accesses to dead variables.
This fixes blurry text and icons whenever we apply shadows
in a hidpi window. Shadow nodes are the last ones that we
still use fallback for, and this was causing us to render
the text blurry.
Pass a scale factor when caching glyphs or looking them
up in the cache. The glyphs in the cache are rendered
with subpixel precision determined by the scale. Update
all callers to pass a scale factor according to the window
scale. This lets us render crisp glyphs on hidpi systems.
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.
The color-matrix shader was creating pixels with r,g,b > a in
some cases, which leads to unexpected test failures. In particular
this as visible the opacity render node test for opacity 0.
We were node handling coordinates correctly when dealing
with differently sized child nodes in a blendmode node.
This was showing up in the gtk4-demo css blendmode example,
for blendmodes other than normal.
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.
In some cases, we were creating gigantic intermediate textures
only to clip out a small section afterwards (e.g. in the listbox
example in gtk4-demo). This is wasteful if we apply effects on
the texture, such as blur or color-matrix. So, clip the dimensions
of the intermediate texture with the current clip. To make this
feasible, we move the texture coordinate computation out of the
pipeline setup functions into the node_as_texture function where
this clipping happens.
One extra complication we encounter is that the node might get
clipped away completely. Since Vulkan does not allow to create
empty images, we bail out in this case and not draw anything.
With these changes, the listbox example in gtk4-demo goes from
32M pixels of intermediate texture to 320000.
Instead of having a function with lots of arguments in
GskVulkanRender that we call from GskVulkanRenderPass which
then just calls back into GskVulkanRenderPass, just create
the new render pass object locally, and an api to add it
to the list that GskVulkanRender keeps. This makes it
a lot easier to preserve all the relevant parameters from
the parent render pass.
Move away from the idea of intra-frame sampling, since we only
push samples once per frame, anyway. Instead, make the profiler
keep a rolling average of the last n frames.
Whenever we need a node as a texture, we now start a new render
pass that renders the node into a new intermediate texture, and
set up a semaphore to make the current render pass wait for it.
As part of this reorganization, much of the setup and drawing
code moved from gskvulkanrender.c to gskvulkanrenderpass.c.
Allow to pass in semaphores to wait for before executing
and to signal after executing the command buffer. This
just exposes the capabilities of the underlying Vulkan
api. Update all callers to pass no semaphores, for now.
We will use this in the future.
I've finally figured out the right combination of src and dest
stage and access flags to make all validation warnings go away.
This commit only fixes the direct upload code.
This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
We were looking at uninitialized memory here, instead
of the type of the source clip, as we should.
This showed up as mispositioned clip in the first frame
of a crossfade stack transition, and also as overdraw in
sliding stack transitions.
We already move the descriptor set layout out of it,
so we can just as well keep the pipeline layouts in
the render object as well, and get rid of this extra
object. Update all callers.
Instead of doing multiple copy commands with a tiny buffer
for each glyph, we can just batch them all together. This
also avoids the issue of creating multiple barriers for the
same image.
By tracking the last transition we can build the appropriate barriers.
Also use the most appropriate initial layout/access at creation :
for linear image : predefined (we prepare the content ourself through memcpy)
for everything else : undefined (we don't care about the content, will most likely be erase)
Move the glyph caching api to something that can support using
multiple textures. We now split the text render ops into multiple
ops for different textures, and make each op render just a substring
of the text node's glyph string.
This is just a proof of concept - we use a single 1024x1024 surface,
and just give up when we run out of space. The cache is populated
incrementally, and items are never removed.
This commit takes several steps towards rendering text
like we want to.
The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.
The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
This fixes the proper dependencies getting set up for generating
the shaders and only the necessary things getting rebuilt on
resources changing in gsk.
Currently, this information is not used since cairo_show_glyphs
deals with color glyphs for us. But when we get to uploading
glyphs to a texture atlas, we will need it to do the right thing.
We don't look at individual glyphs here, but just whether the
font has the has-color flag set. In practice, all glyphs in
such a font will be color glyphs, and we can avoid loading all
the glyphs this way.
The memory alignment requirements are different from the image layout.
We want the rowPitch to know where to upload the lines.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=786485
Spooky action at a distance is not really allowed in Meson, so the rules
to generate the SPV files should go in their own directory.
Tested by: Rico Tzschichholz <ricotz@ubuntu.com>
If glslc is found, rebuild the shaders from GLSL to SPIR-V; otherwise,
we're just going to use the built files we have committed in the source
repository.
We have to work around some ordering problems here. We still
manage to keep most of the guts in modules/input/meson.build,
so it's not too ugly overall.
(The autotools build solves this with a 'make -C ../../input/modules'
inside gtk/Makefile, but that's not something we can or want to do.)
Add back dependencies on libgdk_dep and libsk_dep which are declared
dependencies. We removed this before because these declarations had
link_with: lines that dragged in the static libgdk.a and libgsk.a libs
which are linked into libgtk-4.so anyway and thus shouldn't be used
when linking internal exes/tools against libgtk-4. Remove the static
libs from the declared dependencies and have libgtk link those in
explicitly, so that the declared deps now just provide all the built
dependencies and include dirs and such for declared libgtk_dep users
such as the internal exes/tools, which want all the generated gsk/gdk/gtk
headers to exist before attempting to compile anything against the
gtk+ headers.
gtk_shader_builder_add_define should check both define_name and
define_value for not-NULL and not-empty, but the second precondition
check checks define_name again for not-empty-ness.
If you set GTK_INSPECTOR_RENDERER to the same type of
values that GSK_RENDERER takes this can change the renderer
used for the inspector. This is useful if you're debugging
one renderer and don't want to affect the inspector.
Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.
That preprocessor define is set in the Makefile.
Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
That way we don't need to move the clip rounded rect manually through
the vertex shader into the fragment shader but can just look at the push
constants.
Simplifies shaders a lot.
This way, we ensure that files that are built during make always get
properly listed. And we ensure that creating the resources actually
depends on them.
This was showing up quite high on the profiles, and there is
no real reason for copy to normalize, as the source is a
GskRoundedRect which should be normalized already unless
you did something very strange (and then you should have normalized
manually).
It was suggested that the project files to be moved to win32/, so that we can
have one less layer of directories we need to go down into to reach the project files.
Instead of relying on --generate-dependencies and the resource file,
actually list the resources in Make variables.
Fixes make not building new shaders because they're not inside the
resource file.
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.
...but disable them for now. Configs will be added for the projects to
support Vulkan-enabled builds which will then enable the builds of these
sources. Extra commands and items will be needed for the GSK resources
along with ensuring GSK_RENDERER_GSK being defined for the build of GDK,
GDK-Win32 and GSK so that the builds of Vulkan-enabled builds can be done
properly.
Filter out the Vulkan sources from the 'dist hook' rules in
gsk/Makefile.am as we don't want to in turn include them twice in the
projects when the 'make dist' is performed on a system with Vulkan
builds enabled.
One cannot use #if...#endif within macro calls in Visual Studio and
possibly other compilers, and there are more uses of VLAs that need to be
replaced with g_newa().
There were also checks for the clip type in gskvulkanrenderpass.c which
were possibly not done right (using the address of the type value to check
for a type value), which triggered errors as one is attempting to compare
a pointer type to an enum/int type.
https://bugzilla.gnome.org/show_bug.cgi?id=773299
Use g_newa() instead of VLAs, as VLAs may never be supported by some
compilers as it became optional in C11 and there are concerns about their
implementations in compilers that do support it.
https://bugzilla.gnome.org/show_bug.cgi?id=773299
Forces a full redraw every frame.
This is done generically, so it's supported on every renderer.
For widget-factory first page (with the spinner spinning and progressbar
pulsing), I get these numbers per frame:
action clipped full redraw
snapshot 0ms 7-10ms
cairo rendering 0ms 10-15ms
Vulkan rendering 3-5ms 18-20ms
Vulkan expected * 0ms 1-2ms
GL rendering unsupported 55-62ms
* expected means disabling rendering of unsupported render nodes,
instead of doing fallback drawing. So it overestimates the performance,
because borders and box-shadows are disabled.
It's faster to render once for every rectangle in the clip region than
rendering the outline of the clip region.
Especially because this reduces the time necessary to build up the frame
data.
In widget-factory (where we have 3 rectangles), this leads to a 5x
speedup in the rendering time rendering alone.
Snapshotting time goes from 10ms to ~1ms, which is another huge
improvement.
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.
So in testcases with translucent gradients, it's actually Cairo that is
wrong.
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.
... 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.