gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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/* gskngldriverprivate.h
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This file is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This file is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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* License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#ifndef __GSK_NGL_DRIVER_PRIVATE_H__
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#define __GSK_NGL_DRIVER_PRIVATE_H__
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#include <gdk/gdkgltextureprivate.h>
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#include "gskngltypesprivate.h"
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#include "gskngltexturepoolprivate.h"
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G_BEGIN_DECLS
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enum {
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UNIFORM_SHARED_ALPHA,
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UNIFORM_SHARED_SOURCE,
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UNIFORM_SHARED_CLIP_RECT,
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UNIFORM_SHARED_VIEWPORT,
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UNIFORM_SHARED_PROJECTION,
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UNIFORM_SHARED_MODELVIEW,
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UNIFORM_SHARED_LAST
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};
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enum {
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UNIFORM_CUSTOM_SIZE = UNIFORM_SHARED_LAST,
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UNIFORM_CUSTOM_TEXTURE1,
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UNIFORM_CUSTOM_TEXTURE2,
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UNIFORM_CUSTOM_TEXTURE3,
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UNIFORM_CUSTOM_TEXTURE4,
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2021-03-23 19:10:12 +00:00
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UNIFORM_CUSTOM_ARG0,
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UNIFORM_CUSTOM_ARG1,
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UNIFORM_CUSTOM_ARG2,
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UNIFORM_CUSTOM_ARG3,
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UNIFORM_CUSTOM_ARG4,
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UNIFORM_CUSTOM_ARG5,
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UNIFORM_CUSTOM_ARG6,
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UNIFORM_CUSTOM_ARG7,
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gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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UNIFORM_CUSTOM_LAST
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};
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typedef struct {
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gconstpointer pointer;
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float scale_x;
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float scale_y;
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int filter;
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int pointer_is_child;
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graphene_rect_t parent_rect; /* Valid when pointer_is_child */
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} GskTextureKey;
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2021-03-12 00:46:15 +00:00
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#define GSK_NGL_NO_UNIFORMS CONCAT_EXPANDED(UNIFORM_INVALID_,__COUNTER__)
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#define CONCAT_EXPANDED(a,b) CONCAT_EXPANDED2(a,b)
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#define CONCAT_EXPANDED2(a,b) a##b
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gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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#define GSK_NGL_ADD_UNIFORM(pos, KEY, name) UNIFORM_##KEY = UNIFORM_SHARED_LAST + pos,
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#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) enum { uniforms };
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# include "gsknglprograms.defs"
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#undef GSK_NGL_DEFINE_PROGRAM
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#undef GSK_NGL_ADD_UNIFORM
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2021-03-12 00:46:15 +00:00
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#undef GSK_NGL_NO_UNIFORMS
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#undef CONCAT_EXPANDED
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#undef CONCAT_EXPANDED2
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gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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#define GSK_TYPE_NGL_DRIVER (gsk_ngl_driver_get_type())
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G_DECLARE_FINAL_TYPE (GskNglDriver, gsk_ngl_driver, GSK, NGL_DRIVER, GObject)
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struct _GskNglRenderTarget
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{
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guint framebuffer_id;
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guint texture_id;
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int min_filter;
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int mag_filter;
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int width;
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int height;
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};
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struct _GskNglDriver
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{
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GObject parent_instance;
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GskNglCommandQueue *shared_command_queue;
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GskNglCommandQueue *command_queue;
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GskNglTexturePool texture_pool;
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GskNglGlyphLibrary *glyphs;
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GskNglIconLibrary *icons;
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GskNglShadowLibrary *shadows;
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GHashTable *textures;
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GHashTable *key_to_texture_id;
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GHashTable *texture_id_to_key;
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GPtrArray *atlases;
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GHashTable *shader_cache;
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GArray *autorelease_framebuffers;
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GPtrArray *render_targets;
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#define GSK_NGL_NO_UNIFORMS
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#define GSK_NGL_ADD_UNIFORM(pos, KEY, name)
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2021-03-07 22:50:19 +00:00
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#define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \
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GskNglProgram *name ## _no_clip; \
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GskNglProgram *name ## _rect_clip; \
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GskNglProgram *name;
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gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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# include "gsknglprograms.defs"
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#undef GSK_NGL_NO_UNIFORMS
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#undef GSK_NGL_ADD_UNIFORM
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#undef GSK_NGL_DEFINE_PROGRAM
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gint64 current_frame_id;
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/* Used to reduce number of comparisons */
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guint stamps[UNIFORM_SHARED_LAST];
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guint debug : 1;
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guint in_frame : 1;
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};
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GskNglDriver *gsk_ngl_driver_from_shared_context (GdkGLContext *context,
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gboolean debug_shaders,
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GError **error);
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GskNglCommandQueue *gsk_ngl_driver_create_command_queue (GskNglDriver *self,
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GdkGLContext *context);
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GdkGLContext *gsk_ngl_driver_get_context (GskNglDriver *self);
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gboolean gsk_ngl_driver_create_render_target (GskNglDriver *self,
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int width,
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int height,
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int min_filter,
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int mag_filter,
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GskNglRenderTarget **render_target);
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guint gsk_ngl_driver_release_render_target (GskNglDriver *self,
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GskNglRenderTarget *render_target,
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gboolean release_texture);
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void gsk_ngl_driver_begin_frame (GskNglDriver *self,
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GskNglCommandQueue *command_queue);
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void gsk_ngl_driver_end_frame (GskNglDriver *self);
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void gsk_ngl_driver_after_frame (GskNglDriver *self);
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GdkTexture *gsk_ngl_driver_create_gdk_texture (GskNglDriver *self,
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guint texture_id);
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void gsk_ngl_driver_cache_texture (GskNglDriver *self,
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const GskTextureKey *key,
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guint texture_id);
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guint gsk_ngl_driver_load_texture (GskNglDriver *self,
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GdkTexture *texture,
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int min_filter,
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int mag_filter);
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GskNglTexture *gsk_ngl_driver_create_texture (GskNglDriver *self,
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float width,
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float height,
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int min_filter,
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int mag_filter);
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void gsk_ngl_driver_release_texture (GskNglDriver *self,
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GskNglTexture *texture);
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void gsk_ngl_driver_release_texture_by_id (GskNglDriver *self,
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guint texture_id);
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GskNglTexture *gsk_ngl_driver_mark_texture_permanent (GskNglDriver *self,
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guint texture_id);
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void gsk_ngl_driver_add_texture_slices (GskNglDriver *self,
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GdkTexture *texture,
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GskNglTextureSlice **out_slices,
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guint *out_n_slices);
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GskNglProgram *gsk_ngl_driver_lookup_shader (GskNglDriver *self,
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GskGLShader *shader,
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GError **error);
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GskNglTextureAtlas *gsk_ngl_driver_create_atlas (GskNglDriver *self);
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#ifdef G_ENABLE_DEBUG
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void gsk_ngl_driver_save_atlases_to_png (GskNglDriver *self,
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const char *directory);
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#endif
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static inline GskNglTexture *
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gsk_ngl_driver_get_texture_by_id (GskNglDriver *self,
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guint texture_id)
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{
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return g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id));
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}
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/**
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* gsk_ngl_driver_lookup_texture:
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* @self: a #GskNglDriver
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* @key: the key for the texture
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*
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* Looks up a texture in the texture cache by @key.
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*
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* If the texture could not be found, then zero is returned.
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*
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* Returns: a positive integer if the texture was found; otherwise 0.
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*/
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static inline guint
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gsk_ngl_driver_lookup_texture (GskNglDriver *self,
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const GskTextureKey *key)
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{
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gpointer id;
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if (g_hash_table_lookup_extended (self->key_to_texture_id, key, NULL, &id))
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{
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GskNglTexture *texture = g_hash_table_lookup (self->textures, id);
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if (texture != NULL)
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texture->last_used_in_frame = self->current_frame_id;
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return GPOINTER_TO_UINT (id);
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}
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return 0;
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}
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static inline void
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gsk_ngl_driver_slice_texture (GskNglDriver *self,
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GdkTexture *texture,
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GskNglTextureSlice **out_slices,
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guint *out_n_slices)
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{
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GskNglTexture *t;
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if ((t = gdk_texture_get_render_data (texture, self)))
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{
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*out_slices = t->slices;
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*out_n_slices = t->n_slices;
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return;
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}
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gsk_ngl_driver_add_texture_slices (self, texture, out_slices, out_n_slices);
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}
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G_END_DECLS
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#endif /* __GSK_NGL_DRIVER_PRIVATE_H__ */
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