vulkan: Modernize blend pipeline

- Rename from blit => blend
- Use instances
- Add clip versions
This commit is contained in:
Benjamin Otte 2017-01-01 23:47:53 +01:00
parent 2f5737cc1c
commit f05f0377df
18 changed files with 246 additions and 53 deletions

View File

@ -7,14 +7,12 @@ struct _GskVulkanBlendPipeline
GObject parent_instance;
};
typedef struct _GskVulkanVertex GskVulkanVertex;
typedef struct _GskVulkanBlendInstance GskVulkanBlendInstance;
struct _GskVulkanVertex
struct _GskVulkanBlendInstance
{
float x;
float y;
float tex_x;
float tex_y;
float rect[4];
float tex_rect[4];
};
G_DEFINE_TYPE (GskVulkanBlendPipeline, gsk_vulkan_blend_pipeline, GSK_TYPE_VULKAN_PIPELINE)
@ -25,22 +23,22 @@ gsk_vulkan_blend_pipeline_get_input_state_create_info (GskVulkanPipeline *self)
static const VkVertexInputBindingDescription vertexBindingDescriptions[] = {
{
.binding = 0,
.stride = 4 * sizeof (float),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
.stride = sizeof (GskVulkanBlendInstance),
.inputRate = VK_VERTEX_INPUT_RATE_INSTANCE
}
};
static const VkVertexInputAttributeDescription vertexInputAttributeDescription[] = {
{
.location = 0,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = 0,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = G_STRUCT_OFFSET (GskVulkanBlendInstance, rect),
},
{
.location = 1,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = 2 * sizeof (float),
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = G_STRUCT_OFFSET (GskVulkanBlendInstance, tex_rect),
}
};
static const VkPipelineVertexInputStateCreateInfo info = {
@ -88,7 +86,7 @@ gsk_vulkan_blend_pipeline_new (GskVulkanPipelineLayout *layout,
gsize
gsk_vulkan_blend_pipeline_count_vertex_data (GskVulkanBlendPipeline *pipeline)
{
return sizeof (GskVulkanVertex) * 6;
return sizeof (GskVulkanBlendInstance);
}
void
@ -96,14 +94,16 @@ gsk_vulkan_blend_pipeline_collect_vertex_data (GskVulkanBlendPipeline *pipeline,
guchar *data,
const graphene_rect_t *rect)
{
GskVulkanVertex *vertices = (GskVulkanVertex *) data;
GskVulkanBlendInstance *instance = (GskVulkanBlendInstance *) data;
vertices[0] = (GskVulkanVertex) { rect->origin.x, rect->origin.y, 0.0, 0.0 };
vertices[1] = (GskVulkanVertex) { rect->origin.x + rect->size.width, rect->origin.y, 1.0, 0.0 };
vertices[2] = (GskVulkanVertex) { rect->origin.x, rect->origin.y + rect->size.height, 0.0, 1.0 };
vertices[3] = (GskVulkanVertex) { rect->origin.x, rect->origin.y + rect->size.height, 0.0, 1.0 };
vertices[4] = (GskVulkanVertex) { rect->origin.x + rect->size.width, rect->origin.y, 1.0, 0.0 };
vertices[5] = (GskVulkanVertex) { rect->origin.x + rect->size.width, rect->origin.y + rect->size.height, 1.0, 1.0 };
instance->rect[0] = rect->origin.x;
instance->rect[1] = rect->origin.y;
instance->rect[2] = rect->size.width;
instance->rect[3] = rect->size.height;
instance->tex_rect[0] = 0.0;
instance->tex_rect[1] = 0.0;
instance->tex_rect[2] = 1.0;
instance->tex_rect[3] = 1.0;
}
gsize
@ -113,8 +113,8 @@ gsk_vulkan_blend_pipeline_draw (GskVulkanBlendPipeline *pipeline,
gsize n_commands)
{
vkCmdDraw (command_buffer,
n_commands * 6, 1,
offset, 0);
6, n_commands,
0, offset);
return n_commands * 6;
return n_commands;
}

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@ -314,7 +314,9 @@ gsk_vulkan_render_get_pipeline (GskVulkanRender *self,
const char *name;
GskVulkanPipeline * (* create_func) (GskVulkanPipelineLayout *layout, const char *name, VkRenderPass render_pass);
} pipeline_info[GSK_VULKAN_N_PIPELINES] = {
{ "blit", gsk_vulkan_blend_pipeline_new },
{ "blend", gsk_vulkan_blend_pipeline_new },
{ "blend-clip", gsk_vulkan_blend_pipeline_new },
{ "blend-clip-rounded", gsk_vulkan_blend_pipeline_new },
{ "color", gsk_vulkan_color_pipeline_new },
{ "color-clip", gsk_vulkan_color_pipeline_new },
{ "color-clip-rounded", gsk_vulkan_color_pipeline_new },

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@ -122,18 +122,30 @@ gsk_vulkan_render_pass_add_node (GskVulkanRenderPass *self,
case GSK_CAIRO_NODE:
if (gsk_cairo_node_get_surface (node) == NULL)
return;
if (!gsk_vulkan_clip_contains_rect (&constants->clip, &node->bounds))
if (gsk_vulkan_clip_contains_rect (&constants->clip, &node->bounds))
pipeline_type = GSK_VULKAN_PIPELINE_BLEND;
else if (constants->clip.type == GSK_VULKAN_CLIP_RECT)
pipeline_type = GSK_VULKAN_PIPELINE_BLEND_CLIP;
else if (constants->clip.type == GSK_VULKAN_CLIP_ROUNDED_CIRCULAR)
pipeline_type = GSK_VULKAN_PIPELINE_BLEND_CLIP_ROUNDED;
else
FALLBACK ("Cairo nodes can't deal with clip type %u\n", constants->clip.type);
op.type = GSK_VULKAN_OP_SURFACE;
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, GSK_VULKAN_PIPELINE_BLIT);
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, pipeline_type);
g_array_append_val (self->render_ops, op);
return;
case GSK_TEXTURE_NODE:
if (!gsk_vulkan_clip_contains_rect (&constants->clip, &node->bounds))
if (gsk_vulkan_clip_contains_rect (&constants->clip, &node->bounds))
pipeline_type = GSK_VULKAN_PIPELINE_BLEND;
else if (constants->clip.type == GSK_VULKAN_CLIP_RECT)
pipeline_type = GSK_VULKAN_PIPELINE_BLEND_CLIP;
else if (constants->clip.type == GSK_VULKAN_CLIP_ROUNDED_CIRCULAR)
pipeline_type = GSK_VULKAN_PIPELINE_BLEND_CLIP_ROUNDED;
else
FALLBACK ("Texture nodes can't deal with clip type %u\n", constants->clip.type);
op.type = GSK_VULKAN_OP_TEXTURE;
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, GSK_VULKAN_PIPELINE_BLIT);
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, pipeline_type);
g_array_append_val (self->render_ops, op);
return;
@ -292,7 +304,7 @@ fallback:
g_assert_not_reached ();
return;
}
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, GSK_VULKAN_PIPELINE_BLIT);
op.render.pipeline = gsk_vulkan_render_get_pipeline (render, GSK_VULKAN_PIPELINE_BLEND);
g_array_append_val (self->render_ops, op);
}
#undef FALLBACK

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@ -10,7 +10,9 @@
G_BEGIN_DECLS
typedef enum {
GSK_VULKAN_PIPELINE_BLIT,
GSK_VULKAN_PIPELINE_BLEND,
GSK_VULKAN_PIPELINE_BLEND_CLIP,
GSK_VULKAN_PIPELINE_BLEND_CLIP_ROUNDED,
GSK_VULKAN_PIPELINE_COLOR,
GSK_VULKAN_PIPELINE_COLOR_CLIP,
GSK_VULKAN_PIPELINE_COLOR_CLIP_ROUNDED,

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@ -0,0 +1,57 @@
#version 420 core
struct RoundedRect {
vec4 bounds;
vec4 corners;
};
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in flat vec4 inClipBounds;
layout(location = 3) in flat vec4 inClipWidths;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
layout(location = 0) out vec4 color;
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float clip(vec2 pos, RoundedRect r) {
vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
float pixels_per_fragment = length(fwidth(pos.xy));
float nudge = 0.5 * pixels_per_fragment;
vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
pos.x > ref_tr.x && pos.y < ref_tr.y,
pos.x > ref_br.x && pos.y > ref_br.y,
pos.x < ref_bl.x && pos.y > ref_bl.y);
float distance_from_border = dot(vec4(is_out),
max(vec4(0.0, 0.0, 0.0, 0.0), distances));
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
//distance_from_border -= 0.5;
return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
}
void main()
{
RoundedRect r = RoundedRect(vec4(inClipBounds.xy, inClipBounds.xy + inClipBounds.zw), inClipWidths);
color = texture (inTexture, inTexCoord) * clip (inPos, r);
}

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@ -0,0 +1,53 @@
#version 420 core
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
} push;
layout(location = 0) out vec2 outPos;
layout(location = 1) out vec2 outTexCoord;
layout(location = 2) out flat vec4 outClipBounds;
layout(location = 3) out flat vec4 outClipWidths;
out gl_PerVertex {
vec4 gl_Position;
};
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
vec4 intersect(vec4 a, vec4 b)
{
a = vec4(a.xy, a.xy + a.zw);
b = vec4(b.xy, b.xy + b.zw);
vec4 result = vec4(max(a.xy, b.xy), min(a.zw, b.zw));
if (any (greaterThanEqual (result.xy, result.zw)))
return vec4(0.0,0.0,0.0,0.0);
return vec4(result.xy, result.zw - result.xy);
}
void main() {
vec4 rect = intersect(inRect, push.clip_bounds);
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outPos = pos;
outClipBounds = push.clip_bounds;
outClipWidths = push.clip_widths;
vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
rect.zw / inRect.zw);
texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
inTexRect.zw * texrect.zw);
outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
}

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@ -8,5 +8,5 @@ layout(location = 0) out vec4 color;
void main()
{
color = texture (inTexture, inTexCoord);
color = texture (inTexture, inTexCoord);
}

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@ -0,0 +1,46 @@
#version 420 core
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
} push;
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
vec4 intersect(vec4 a, vec4 b)
{
a = vec4(a.xy, a.xy + a.zw);
b = vec4(b.xy, b.xy + b.zw);
vec4 result = vec4(max(a.xy, b.xy), min(a.zw, b.zw));
if (any (greaterThanEqual (result.xy, result.zw)))
return vec4(0.0,0.0,0.0,0.0);
return vec4(result.xy, result.zw - result.xy);
}
void main() {
vec4 rect = intersect(inRect, push.clip_bounds);
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
rect.zw / inRect.zw);
texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
inTexRect.zw * texrect.zw);
outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
}

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@ -0,0 +1,12 @@
#version 420 core
layout(location = 0) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
layout(location = 0) out vec4 color;
void main()
{
color = texture (inTexture, inTexCoord);
}

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@ -0,0 +1,31 @@
#version 420 core
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
} push;
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
void main() {
vec2 pos = inRect.xy + inRect.zw * offsets[gl_VertexIndex];
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outTexCoord = inTexRect.xy + inTexRect.zw * offsets[gl_VertexIndex];
}

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@ -1,22 +0,0 @@
#version 420 core
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inTexCoord;
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
} push;
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = push.mvp * vec4 (inPosition, 0.0, 1.0);
outTexCoord = inTexCoord;
}

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