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488 commits

Author SHA1 Message Date
reuk
add3a5de0d
Android: Fix issues with input stream special members
Fixes bugs in AndroidInputStreamWrapper introduced in
0d2e34f34c

- Now that AndroidInputStreamWrapper is moveable, its destructor must be
  able to handle the situation where stream is null
- The move assignment operators of AndroidInputStreamWrapper and
  AndroidContentUriInputStream could previously end up calling
  themselves recursively
2024-09-05 12:17:12 +01:00
reuk
25e2fa44ff
Direct2D: Correctly recreate ID2D1DeviceContext when moving transparent windows between devices 2024-09-05 12:16:02 +01:00
reuk
14d52769dc
Direct2D: Revert to using grayscale text antialisaing exclusively
Reverts b12088a1f6

After some investigation, it appears that ClearType rendering is
unsuitable when
- the render target has translucent pixels underneath rendered text, or
- the render ouput is rotated, scaled, subpixel-translated, or otherwise
  transformed before display.

This necessitates avoiding ClearType when rendering into transparent
bitmaps.

Unfortunately, a commmon use-case for transparent bitmaps is buffered
component images. Even if ClearType were enabled for opaque targets,
ClearType text could then end up displaying next to non-ClearType text
rendered to an intermediate texture, leading to an inconsistent
appearance.

There's also not a straightforward way of exposing a ClearType rendering
option in all of the places that it would be required, and a change of
this size is difficult to justify given that subpixel text rendering
controls would only have an effect on Windows.
2024-09-05 12:15:31 +01:00
reuk
109ec550b9
Direct2D: Fix typo in tests
This typo caused the Graphics tests to fail when the random seed was
0xb14c264a426e6987.
2024-09-05 12:14:03 +01:00
Anthony Nicholls
2d360165c5 macOS: Prevent negative corner sizes for rounded rectangles 2024-08-28 11:53:21 +01:00
Anthony Nicholls
514ac22d6d macOS: Prevent an image mask from filling outside the clipping bounds 2024-08-23 15:53:43 +00:00
reuk
9a93fb03a4 Direct2D: Add null check in PresentationQueue 2024-08-23 13:51:40 +01:00
reuk
b12088a1f6 Direct2D: Match system preferences for text antialiasing 2024-08-23 13:51:40 +01:00
reuk
6cd018a679
Direct2D: Fix implementation of Direct2DPixelData::fromDirect2DBitmap
Previously, this function didn't store/copy the provided bitmap, so the
resulting image was blank. This also broke createSnapshot(), which would
always return a blank image.
2024-08-22 18:18:17 +01:00
reuk
348d638581
Direct2D: Temporarily disable window transparency for D2D windows 2024-08-22 18:18:17 +01:00
reuk
d344c2bf71
Direct2D: Allow drawing to arbitrary bitmaps using Direct2DImageContext
This change also moves the startFrame and endFrame calls out of the
plain Direct2DImageContext and into a special-purpose "flushing" context
that is private to Direct2DPixelData.
2024-08-22 18:18:15 +01:00
reuk
8a1bf07f14
Direct2D: Adjust return type of getPaintAreas in Direct2DHwndContext 2024-08-22 18:18:15 +01:00
reuk
570fd4b65c
Direct2D: Track UpdateRegions in D2DContext rather than the Direct2DHwndContext 2024-08-22 18:18:15 +01:00
reuk
c94b8e1712
Direct2D: Refactor paintAreas handling in graphics contexts 2024-08-22 18:18:15 +01:00
reuk
e2b9dd9a05
Direct2D: Remove redundant adapter member from Direct2DGraphicsContext 2024-08-22 18:18:15 +01:00
reuk
45305dbfa7
Direct2D: Remove redundant adapter member from SavedState 2024-08-22 18:18:15 +01:00
reuk
68441e0726
Direct2D: Refactor DeviceResources helper 2024-08-22 18:18:15 +01:00
reuk
58c267106f
Direct2D: Move UpdateRegion helper to shared DirectX header 2024-08-22 18:18:14 +01:00
reuk
8bbcfe4d6b
Direct2D: Move DeviceContext helpers to shared DirectX header 2024-08-22 18:18:14 +01:00
reuk
f3a74896fc
Direct2D: Move bitmap helpers to shared DirectX header 2024-08-22 18:18:14 +01:00
reuk
bb53174196
Direct2D: Add null check before reading from D2D texture 2024-08-22 18:18:14 +01:00
reuk
025a05d210
Windows: Remove clearWindowRedirectionBitmap() 2024-08-22 18:18:14 +01:00
reuk
1b69ba3997
Direct2DResources: Refactor CompositionTree 2024-08-22 18:18:13 +01:00
Anthony Nicholls
25ee1b9e68 macOS: Simplify the CoreGraphics pointer types and add some new ones 2024-08-09 17:20:36 +01:00
Anthony Nicholls
997c92797c macOS: Improve performance for some graphics draw functions 2024-08-09 14:29:53 +01:00
attila
29327144db
StackBasedLowLevelGraphicsContext: Prefer using RectangleListRegion clip when possible
This reverts a tiny part of 19061e6d17.
2024-08-06 17:36:19 +01:00
Anthony Nicholls
cc96592e7c Graphics: Improve drawing performance for stroking paths on macOS 2024-08-02 10:28:15 +01:00
reuk
8642cfe6b3
Direct2D: Remove rectangular clip assertion
This assertion was intended to emulate a performance warning that could
be emitted by the D2D debug layer, but it often gets in the way during
development. To check for this performance issue, users can change
D2D1_DEBUG_LEVEL_NONE to D2D1_DEBUG_LEVEL_INFORMATION in
juce_DirectX_windows.h
2024-07-09 12:47:30 +01:00
reuk
4c1a93e8d8 FreeTypeTpeface: Avoid recreating FTTypefaceList at shutdown
Calling getInstance may recreate the list singleton if it has already
been destroyed. This should only happen if a Typeface instance is being
destroyed after the app/plugin has been shutdown, e.g. if the typeface
has static storage duration.
2024-07-08 13:16:57 +01:00
reuk
a4022df686
Direct2D: Fix issue where contexts would not clear properly after pushing multiple clip layers
This issue could be seen when calling setBufferedToImage on a component
with a transparent background with a size different to the component's
size.

The details are unclear to me, but it seems like both calling Clear on
the device context, and using the COPY blend mode, ignore alpha values
and instead use a constant alpha of 1.0 when there is a geometric
clipping layer active.

As a workaround for this issue, when clearing a rectangle we now pop all
active layers, fill their intersection using the COPY blend mode while
there are no layers active, and then reinstate the layers.

The new implementation is likely to be very slow, however I think this
code path is unlikely to be used frequently in practice. The main
use-case for rendering clear transparent areas is the rendering of
buffered component images, but such cases normally use axis-aligned
clipping regions, which should be able to use the faster path.
2024-07-04 13:03:56 +01:00
reuk
f3dfd0d9be
Direct2D: Update formatting in clipToImageAlpha 2024-07-04 13:03:35 +01:00
reuk
6402641d49
Direct2D: Avoid applying pending clip list in excludeClipRectangle unless the transform is non-trivial
Frequently, excludeClipRectangle will be called several times in a row,
in order to trim away borders on each side of a rectangle. When this
happens, we want to avoid creating geometric clip layers which exclude
only two or three of the borders, and instead wait until all borders
have been excluded before applying the clip list. This way, it may be
possible to simplify the clip list to a single rectangle, which can be
implemented using the faster axis-aligned clipping layer.
2024-07-04 13:03:35 +01:00
reuk
b0bd58c5e6
Direct2D: Refactor layer storage to keep strong references to geometries and opacity brushes
Also switches to the slightly newer layer parameters type.
2024-07-04 13:03:35 +01:00
reuk
e67e78803c
Direct2D: Tidy up implementation of createBitmap and remove lineStride parameter
The lineStride parameter is only required to be set when the 'data'
pointer is also set.
2024-07-04 13:03:34 +01:00
reuk
9dda9d65a7
RenderingHelpers: Allow software renderer to replace content of filled rects 2024-06-27 18:10:22 +01:00
reuk
592e2795b8
Direct2D: Fix regression that caused closed paths to remain open 2024-06-27 18:10:22 +01:00
reuk
7bb71cc1ba Direct2D: Make path-rendering behaviour consistent with CoreGraphics and the software renderer
The other renderers implicitly start a new supath at the last path
location when a line or bezier segment is added without explicitly
starting a new subpath.
2024-06-26 14:33:26 +01:00
reuk
815da2ec6d Direct2D: Tidy up clearWindowRedirectionBitmap 2024-06-26 14:33:26 +01:00
reuk
fe1a11908e Direct2D: Fix data race when creating Direct2DPixelData instances on a background thread 2024-06-26 14:33:25 +01:00
Matt Gonzalez
0789048777 Direct2D: Set transform for tiled image brush 2024-06-26 14:33:25 +01:00
reuk
9ae52f3d7a Direct2D: Update backbuffer implementation
Problem description
===================

Firstly, the linked-list of pending presentations acted as a stack
(FILO).  If the swap chain thread and main thread processed frames at
varying rates, then the following sequence of events was possible:

Main thread           Swap chain thread       Queue state
---------------------------------------------------------
Push frame (1)                                [1]
Push frame (2)                                [2, 1]
                      Pop frame (2)           [1]
Push frame (3)                                [3, 1]
                      Pop frame (3)           [1]
                      Pop frame (1)           [] <--  Out of sequence!

Secondly, the swap chain's sequential flip model can only maintain a
valid back-buffer state as long as the list of dirty rects is correct,
and every pixel within the dirty rects is painted incrementally.

In the example above, if the main thread were to produce two frames
before the swap chain thread could present any frame, then presenting
*only* the frame 2 (skipping frame 1) may produce incorrect results when
combined with the existing back buffer. This is because regions updated
in frame 1 may not be updated in frame 2, so regions *only* updated in
frame 1 will be omitted from the back buffer.

Mitigation
==========

This patch removes the old stack of presentations and replaces it with a
slightly more complex mechanism that tracks two different Presentation
objects. At any time, up to one Presentation may be in use by the swap
chain thread (i.e. actively presenting), up to one Presentation may be
accumulating updated/dirty regions (i.e. painting), and up to one region
may be ready, awaiting display.

This scheme resolves the first issue described above by ensuring that
old frame data is not kept around. There is never more than one frame
awaiting display, which means that if the swap chain thread attempts to
display twice in a row (before the main thread produces a new frame),
the second attempt will be a no-op.

The second issue is resolved by accumulating changes into a single
Presentation whenever the main thread produces two or more frames in a
row. If there is already a 'ready' Presentation when the main thread
finishes painting, then all updated regions from the newest Presentation
will be added to the 'ready' Presentation, rather than replacing it.
When the swap chain thread is ready to present, it will therefore see
the result of all the accumulated Presentations produced by the main
thread, instead of just the newest Presentation.
2024-06-26 14:33:25 +01:00
reuk
2301f398aa
Fonts: Replace heavyweight leak detector in FTFaceWrapper 2024-06-20 17:52:22 +01:00
reuk
8acd81e587
Direct2D: Allow drawing rects with very small widths/heights 2024-06-11 11:34:05 +01:00
reuk
2a264390e8
Direct2D: Update assertion to check for alignment against screen rather than current transform
This assertion is intended to mirror the behaviour of an
informational/performance diagnostic message raised by the D2D debugging
layer.

It seems the D2D diagnostic is raised when the proposed clip region is
aligned to the screen, not to the current transform.

Before this change, the assertion could incorrectly fire when clipping
to transformed rectangles. This could be seen when clicking the
star-shaped buttons in the ComponentTransformsDemo.

With this change in place, the assertion will still fire when e.g.
calling Graphics::reduceClipRegion on a screen-aligned rectangular path,
but will not fire when this path is skewed/rotated etc.
2024-06-11 11:34:04 +01:00
reuk
659de5842f
Direct2D: Fix flickery resizing when using an internal resizer
Resizing using window manager functionality (e.g. clicking and dragging
in the non-client area) will send WM_SIZING to the window, which in turn
will enable continuous repainting in the D2D renderer until the resize
operation ends.

Continuous repainting is required in order for the window to display
correctly during the resize. Without continuous repainting, some frames
may not be completely painted, and may display with black areas,
producing a flickery effect.

When a resize is controlled entirely by the client, e.g. using the
corner resizer in the AudioPluginDemo standalone, WM_SIZING is never
posted. Instead, we assume that if the window has captured the cursor
during a setBounds call then it is probably resizing. We enable
continuous repainting in this case, and stop repainting once the window
releases the mouse.

An alternative appropach would be to add some kind of start/stop resize
API to ComponentPeer. I'm currently reluctant to do that because the
ComponentPeer API is already so large.
2024-05-31 11:43:30 +01:00
Matt Gonzalez
00c958ff3e
DirectWrite: Rework custom font collection loader
Removes redundant memory copies and sorts out issues with ownership of the font data
2024-05-31 11:43:29 +01:00
attila
51955453ef Remove TextLayout::createNativeLayout() 2024-05-30 12:21:35 +01:00
Matt Gonzalez
99adac2871
Direct2D: Skip invalid path elements when converting a Path to a Geometry 2024-05-28 16:08:55 +01:00
Matt Gonzalez
77f6eb00ff
Direct2D: Reset pending clip list after setting device space origin
https://forum.juce.com/t/the-juce-8-preview-branch-is-available-now/60950/144?u=matt
2024-05-28 16:08:55 +01:00
Matt Gonzalez
dfb21da572
Direct2D: Use axis-aligned clip layer when possible in clipToImageAlpha 2024-05-28 16:08:55 +01:00