| Commit message (Collapse) | Author | Age | Files | Lines |
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GTK traditionally lets you activate keyboard shortcuts
even if they are for a non-active layout. But it is meant
to only activate with a keysym from a non-active layout
when that symbol is not present in the current layout.
That last condition was lost when key event handling
was redone for GTK4. Bring it back.
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Print out what we think the active keyboard layout is,
when it changes, with GDK_DEBUG=input.
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We were forgetting to do this in when layout changes are
communicated via handle_modifiers.
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Somehow an x got lot and the tarball got very big. Oops...
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Wip/otte/for master
See merge request GNOME/gtk!3297
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We were calling _gdk_surface_update_size() every frame, even if the
window size didn't change. This would cause us to discard all cached
buffers and redraw the whole screen.
This was BAD.
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Also remove unscaled_width/height members in the win32 backend.
Both of those are unused.
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We check the extents, so there's no need to check overlap before.
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With gi-docgen based docs, we can try to go back to
including the docs in the main release tarball.
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window: Add a way to disable F10 shortcut
Closes #3727
See merge request GNOME/gtk!3296
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This is needed for terminal emulators.
Fixes: #3727
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Assorted ngl improvements
See merge request GNOME/gtk!3295
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Recognize a common pattern: A rounded clip with
a color node, followed by a border node, with the
same outline. This is what CSS backgrounds frequently
produce, and we can render it more efficiently with
a combined shader.
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Now that colors aren't uniforms anymore, we don't
win much by using the inset_shadow shader. The fragment
shaders of inset_shadow and border are identical. And
the regular border setup does nine-slicing.
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Add a variant of gskSetOutputColor that saves a
few multiplications, and use it where possible.
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Since we are now passing a float anyway, we can avoid
the branch in the fragment shader.
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Use a define for MAX_COLOR_STOPS, and give the loop
a fixed limit.
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Make this more compact, and thus easier to read.
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Colors are not state that we carry across draw ops,
so setting the color on the render job doesn't make
much sense. Instead, pass the color to the various
draw calls. Add a few new ones for that purpose.
Also, shorten the names of some by going from
'load_vertices_from_offscreen' to 'draw_offscreen'.
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With color sorting out of the picture, this can
be much simpler.
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Its not going to make much of a difference, but we
can just as well be consistent.
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This got messed up when color was changed from
a uniform to an attribute in 06d5c8e72dee3d6339.
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(cherry picked from commit f5a34b53afed6f75a257c21dc52b07592ea76681)
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(cherry picked from commit 21039681d6df9824599d186934aaa53fd4ba722f)
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ngl: Fix the coloring shader on GLES 2.0
See merge request GNOME/gtk!3294
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Integer varyings didn’t exist in GLSL ES 1.00, neither did the flat
attribute.
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(cherry picked from commit 70ee21db71e5b8de0aff406d3d9f1decddebfa09)
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docs: Fix the dependencies links
See merge request GNOME/gtk!3284
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We are building them, but not installing them.
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Use the GitLab pages location until we can link to a proper space on
developer.gnome.org.
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Ngl textview cursor
See merge request GNOME/gtk!3292
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When we have a block cursor, we need to discard the
cached node of the line containing the cursor, in order
to get a blinking cursor.
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Don't place the insertion cursor render nodes in the
middle of the text nodes for all the text. This helps
the renderer batching the text draw calls together.
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When we have a block cursor, we need to discard the
cached node of the line containing the cursor, in order
to get a blinking cursor.
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ngl: apply fewer uniforms
See merge request GNOME/gtk!3289
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This reduces how many changes we make when recording uniform state, which
increases the chances that the data offset will be the same when applying
uniforms.
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Since we make full snapshots when recording uniform state of batches, we
need to perform some deduplication to avoid so many repeated uniform calls.
This uses a closed hashtable to determine if we are likely changing the
value to something new.
This does not currently compare values, it instead only compares that we
are going to point at a new offset into the uniform buffer. We could go
further if we compare upon updating values (we did that early on in the
prototype) so that offsets are less likely to be changed.
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readme: Fix broken doc links
See merge request GNOME/gtk!3291
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Ngl vertex attributes
See merge request GNOME/gtk!3290
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Add a comment with a name to each shader. That makes
identifying the shaders in apitrace much easier.
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Make a text with lots of Emoji and text. This
is exercising the GL renderers switching between
different shaders for color and plain glyphs.
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When the color passed is transparent black, use
the color from the texture as source, instead of
as mask. This lets use use the coloring program
both for regular and color glyphs, avoiding
program changes in text with Emoji.
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Instead of using uniforms for color used in multiple
programs, pass it as vertex attributes. This will let
us batch more draw calls, since we don't have to change
uniforms so often. In particular, for syntax-highlighted
text.
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We may want to change the interface between the
shaders and the renderer for ngl, and therefore,
sharing the shaders between gl and ngl will not
be practical, going forward.
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gdksurface-win32.c: Fix window menu positioning (issue #3704)
Closes #3704
See merge request GNOME/gtk!3286
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