Commit Graph

667 Commits

Author SHA1 Message Date
Benjamin Otte
b1e441d18a gpu: Introduce GskGpuShaderImage
It's a struct collecting all relevant info for a texture passed to a
shader.

The ultimate goal is to get rid of the descriptors and let ops
manage them on thir own.
2024-07-22 18:37:07 +02:00
Benjamin Otte
4639b3bc4c gpu: Make cache keep track of time
If GskGpuCache has an idea of what time it is, cached items can use that
time to update their last-use time instead of having to carry it around
throught function calls everywhere.
2024-07-22 17:10:37 +02:00
Benjamin Otte
821eb92dfb gpu: Handle corner-case
Port an optimization of the GL renderer where it fast-paths crossfades
with progress <= 0 and >=1 - which should really never happen because
nobody should emit them in the first place, but oh well.
2024-07-22 17:10:37 +02:00
Benjamin Otte
0370043775 gpu: Add missing string
This made debug output kinda not so good.
2024-07-22 17:10:37 +02:00
Benjamin Otte
82bcc05ca1 gpu: Move code around
Move the atlas code to the top of the file, so that other code can use
it.

No functional changes.
2024-07-22 17:10:37 +02:00
Benjamin Otte
c1e008fa86 gpu: Improve cache stats printing
We no longer hardcode the few different classes we have, but generically
walk over all classes.

As a side effect we now get new classes added to stats automatically.

The content itself did not change.
2024-07-22 02:03:00 +02:00
Benjamin Otte
c47a3c54fd vulkan: Make images track the device
Now that the cache is a separate object, there are no longer cyclic
uncollectable references, so images can use the device like everyone
else.
2024-07-22 01:28:40 +02:00
Benjamin Otte
3bc1e0534f gpu: Clean up headers
After the device/cache split, this was forgotten.
2024-07-22 01:28:40 +02:00
Benjamin Otte
7fb11dfeb0 gpu: Print filename in exceptions
I want to know which shader I screwed up.
2024-07-22 01:28:40 +02:00
Benjamin Otte
6d09eed90e gpu: Remove unused argument
It's always passing NULL.
2024-07-22 01:28:40 +02:00
Benjamin Otte
2a9056b49e ngl: Fix crash at startup
Commit 1580490670 included a reordering of
acquiring the frame before making the context current.

Sometimes (like at startup) new frames need to be created.

Setting up a new frame assumed the GL context was current.

Change it so that we delay the one GL setup we do in frames until later.
2024-07-19 21:37:48 +02:00
Benjamin Otte
300639e537 vulkan: Use right check for waiting on external image semaphore
Commit 3aa6c27c26 changed the initial layout of imported dmabuf images,
but did not adapt this check.
2024-07-17 22:59:23 +02:00
Benjamin Otte
ad218f0786 gpu: Pass the pass to frame_submit()
We will need that in the next commit.
2024-07-17 22:59:23 +02:00
Benjamin Otte
4966f8cdf8 vulkan: Add an acquire semaphore to frames
Vulkan requires us waiting on the image acquired from
vkAcquireNextImageKHR() before we start rendering to it, as that
function is allowed to return images that are still in use by the
compositor.
Because of that requirement, vkAcquireNextImageKHR() requires a
semaphore or fence to be passed that it can signal once it's done.

We now use a side channel to begin_frame() - calling
set_draw_semaphore() - to pass that semaphore so that the
vkAcquireNextImageKHR() call inside begin_frame() can use it, and then
we can wait on it later when we submit.

And yes, this is insanely convoluted, the Vulkan developers should
totally have thought about GTK's internal designs before coming up
with that idea.
2024-07-17 22:59:23 +02:00
Benjamin Otte
1580490670 gpu: add gsk_gpu_frame_begin/end()
These are just factoring out gdk_draw_context_begin/end_frame() so I can
add one tiny thing there later.

And I did both even though I only need one, because it felt wrong to
just do one.
2024-07-17 22:59:23 +02:00
Benjamin Otte
3cf5e8cf4e gpu: Move gc calls further to the edges of the function
Make the function look like that:

1. handle special case
2. maybe GC
3. draw
4. queue next gc
5. cleanup

This seems like the sanest approach to avoid gc() collecting things
necessary for drawing in the future.

And I need to refactor stuff, so having it out of the way is a good
idea.
2024-07-17 22:59:23 +02:00
Benjamin Otte
d21ac80178 gpu: Simplify a function
Now that we only ever use 2 images max per shader due to the removal of
the ubershader, we can just hardcode it in the function.
2024-07-17 22:59:23 +02:00
Benjamin Otte
11543a229a texturedownloader: Add color state
... and plumb the color state through the downloading machinery, where
no matter what path it takes it ends up in
gdk_memory_convert_color_state() or gdk_memory_convert().

The 2nd of those has been expanded to optionally do colorstate
conversion when the 2 colorstates are different.
2024-07-16 21:23:44 +02:00
Benjamin Otte
37bea9d162 gpu: Don't transition invalid cache items
When a cache item is invalid, don't move it into the hash table.
Instead, just delete it.

Something like this could happen:

1. A texture is cached
In the case of #6867 this would be a webpage in epiphany.

2. The texture cache item is garbage-collected
For example, epiphany might switch to a new tab, and the previous page's
texture will remain. After 15s or so, we collect our item for that
texture.

3. The texture is cached again, but in the target colorspace
We now decide we need the texture again, but not in any colorspace, we
need it in the target colorspace. This might be because we run an
effect on it (like a crossfade) or because we want mipmaps (like in the
overview map, where its zoomed out).

4. The old invalid item is transitioned into the hash table
We now have an invalid item in the hash table. This is extra bad,
because it had only one reference (from the texture), but we treat it
like it has 2 (from us in the hash table and from the texture).
So depending on if the texture is freed before we reuse it, we get
different results: If it was free, we get invalid memory accesses, if it
was not freed, we treat it like a valid cache item and think the image
inside is still valid.

Fixes #6867
2024-07-16 03:15:36 +02:00
Michael Catanzaro
4c40395a38 gpu: fix memory corruption in cache_gc_cb()
gsk_gpu_device_gc() may release the last ref on the GskGpuDevice,
leading to memory corruption when setting priv->cache_gc_source = 0.

Includes a bit of refactoring, so the ref/unref wraps nicely around the
actual code.

Fixes crashes seen after using the inspector and closing the window,
thereby closing all windows of a display and releasing all references to
the device.

Fixes #6861
2024-07-14 21:54:57 +02:00
Benjamin Otte
5f8e83d75d gpu: Fix memleak in texture-scale code 2024-07-14 21:54:40 +02:00
Matthias Clasen
54e5cc296f colorstate: Add rec2100-pq and rec2100-linear
These are wide-gamut, HDR colorstates that we will need for HDR support.
2024-07-13 15:11:07 -04:00
Matthias Clasen
457fd68168 gpu: Make color conversion extensible
Change the glsl convert_color function to proceed in stages:
- first unpremultiply
- then linearize
- then transform linearly
- then delinearize
- then premultiply
All the steps are only taken if needed.
2024-07-13 15:09:12 -04:00
Benjamin Otte
648c780e91 gpu: Respect colorstate for offscreens
We want to render in at least the minimum required depth of the used
colorstate.
2024-07-13 14:51:49 -04:00
Benjamin Otte
6d263f8680 gpu: Add GSK_GPU_BLEND_NONE
Allows writing without blending. This is useful when copying/converting
textures.

In particular, we use it for colorspace conversions.
2024-07-13 10:56:47 +02:00
Benjamin Otte
d9ab6495ef gpu: Fix color convert path to not crash
The occlusion culling reorganization messed up this branch.

Make it work again.
2024-07-13 10:56:47 +02:00
Benjamin Otte
d54b68b93c gpu: Convert values to float[4] from GdkRGBA
We need to make sure our clear values are in the right colorstate, not
in sRGB.

The occluision culling managed to sneak through the big transition for
that.
2024-07-13 02:07:15 +02:00
Benjamin Otte
761346ed5a gpu: Remove unused macro
This is a leftover from the pre-color-managed times
2024-07-13 02:07:15 +02:00
Benjamin Otte
1c1b78aa1c gpu: Implement tiling for texture-scale nodes
This is actually the node Loupe is using, so having tiling work with it
is important.

Because of the previous commit, different filters are supported fine.

Fixes: #6324
2024-07-12 18:09:46 +02:00
Benjamin Otte
cdb2308ddd gpu: Add filter support to tiled images
This allows mipmapping if downscaled a lot, like we do for non-tiled
images.

A side effect is that due to the simpler caching for tiles, we can only
cache the mipmapped images in one colorstate. But we need to pick a
potentially non-default one, because we want to mipmap in a linear
colorstate.

So this is somewhat suboptimal. Patches with improvements accepted.
2024-07-12 17:31:36 +02:00
Benjamin Otte
c581f722bd gpu: Split out a function
We'll need mapping scaling filters to samplers elsewhere soon.
2024-07-12 17:31:36 +02:00
Benjamin Otte
340c98c6cd gpu: Split a function
Split drawing the tiles from setting up the offscreen for drawing the
tiles.
2024-07-12 17:31:36 +02:00
Benjamin Otte
39f5c5bf49 gpu: Implement tiling for texture nodes
Use the new cache feature to split oversized textures into tiles the
size given by the new device API.

Then number those tiles from left to right and top to bottom and use
that number as the tile id.
2024-07-12 17:31:36 +02:00
Benjamin Otte
392f6855ca gpu: Add gsk_gpu_device_get_tile_size()
This allows managing tiling of images. And I'd like this value to live
somewhere prominent instead of as a hardcoded number in the
nodeprocessor.
2024-07-12 17:31:36 +02:00
Benjamin Otte
1cae48ab93 gpu: Add a tile cache
Nobody is using it yet, but it's the API.

It's very simple and just allows adding tiles by an index. What that
index means is up to the caller.
2024-07-12 17:31:36 +02:00
Benjamin Otte
d0f8ef09a0 gpu: Do a GC run after every tile of large images
When we draw large images, we absolutely do not want to keep memory that
we do not need. So do a GC run after every tile. That otentially slows
down things, but it also improves the chances of not running out of
memory.

Here's the node for the image I managed to create after I applied this
patch:

repeat {
  bounds: 0 0 50000 50000;
  child: text {
    font: "Noto Color Emoji 10000px";
    glyphs: 661 0 0 0 color;
    offset: 0 10000;
    hint-style: none;
  }
}
2024-07-12 16:57:23 +02:00
Benjamin Otte
0516dca116 vulkan: Don't try to use nonexisting formats
Handle the error that new rgba format exists.
2024-07-12 16:56:23 +02:00
Benjamin Otte
ebc6a043c9 gpu: Cleanups 2024-07-12 16:56:23 +02:00
Benjamin Otte
8e2ae79875 gpu: Change function to (transfer full)
Functions should behave as I expect, and I just spent an hour debugging
a refcount issue because I assumed our image creation functions return
refrences. Which is a very sane assumption.
2024-07-12 16:55:59 +02:00
Benjamin Otte
27ac764653 gpu: Don't multiply by 1/x, divide by x
This is less error-prone with floating point math, even though it is
somewhat slower.
2024-07-12 16:55:59 +02:00
Benjamin Otte
e40ad5faa5 gpu: Cache textures when doing copies
The texture and texture-scale node code is creating image copies
for mipmaps and to adapt to the compositing colorstate.

Those texture should be cached.
2024-07-11 14:57:20 +02:00
Benjamin Otte
dd393a4a0e gpu: Split out texture lookup function
It's unused in 3 function and has become somewhat unwieldy.
2024-07-11 14:57:20 +02:00
Benjamin Otte
881954dfca gpu: Rework texture caching
We want to cache textures in the compositing color state, not in their
original color state. However, the compositing color state may change
(think multimonitor setups).

So we additionally keep a cache per colorstate.

That means texture lookup is now a 3-step process:

1. Look up in the compositing colorstate's cache

2. Look up in the general cache

3. Upload
2024-07-11 14:57:20 +02:00
Benjamin Otte
cf12503fec gpu: Don't replace cache items
Instead, keep them. This is not useful yet, but will become so in the
next commits.
2024-07-11 14:57:20 +02:00
Benjamin Otte
ad757cccb6 Don't use GL_SRGB for premultiplied textures
GL_SRGB is doing postmultiplied alpha, so if the texture is
premultiplied, we can't use this optimization.

The optimization still works for unpremultiplied and opaque images,
because those don't do that step.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b801eae00f gpu: All ops obey the ccs now
Remove the macro used for the not-yet converted ops.
2024-07-11 14:57:20 +02:00
Benjamin Otte
2fe9ff7918 gpu: Make mask op obey ccs
No colorstate conversions allowed here, though technically we could use
the alternate color state for the source most of the time, as the mask's
colorstate is only relevant for luminance.
2024-07-11 14:57:20 +02:00
Benjamin Otte
c407582096 gpu: Make blur op obey ccs
Blend ops don't do colorspace conversion, so this commit just hardcodes
that and rewrites the shader to use recent APIs.
2024-07-11 14:57:20 +02:00
Benjamin Otte
0fc3dbaa9b gpu: Make texture op obey ccs
Well, texture ops actually don't do any colorspace stuff, but let's
explicitly hardcode that.
2024-07-11 14:57:20 +02:00
Benjamin Otte
77ed264714 gpu: Introduce gsk_gpu_color_states_create_equal()
This is a function that's meant to be used whenever both color states
of the shader are equal. In that case no colorspace conversion code
needs to be created and shaders can be shared.
2024-07-11 14:57:20 +02:00
Benjamin Otte
a14efce914 gpu: Make blur op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
df46eeafdb gpu: Make colormatrix op obey ccs
The colormatrix needs to be applied to unpremultiplied values, so we use
the alternative colorstate for that.
2024-07-11 14:57:20 +02:00
Benjamin Otte
0029286a1e gpu: Remove unused function
The colormatrix shader is no longer used for opacity.
2024-07-11 14:57:20 +02:00
Benjamin Otte
0e46d4eb98 gpu: Pass sampler to the image op
That way, we can use it in one other place where we want to use mipmaps.

I don't really like it because it adds yet another argument,
but then the one new caller was selecting suboptimal shaders, and that's
worse.
2024-07-11 14:57:20 +02:00
Benjamin Otte
f80e3fff92 gpu: Don't use the colormatrix shader for opacity
The colormatrix shade does a whole matrix multiplication, which is
absolutely not necessary.

The convert shader has builtin opacity handling and when the colorstates
match will do no conversion.
2024-07-11 14:57:20 +02:00
Benjamin Otte
504c6ba792 gpu: Don't use color matrix for opacity
We can use the regular image op which will select the fastest shader.
2024-07-11 14:57:20 +02:00
Benjamin Otte
c0aba9aee1 gpu: Make crossfade op obey ccs
I didn't have an idea what to use the alternate color state for, so I
don't use it.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b97cf2b9d9 gpu: Track image colorstate
So far we only track the image colorstate and convert if necessary.

There is no caching of the converted images happening.
2024-07-11 14:57:20 +02:00
Benjamin Otte
f81e7b2112 gpu: Make conic gradient op obey ccs
Straight copy of the linear gradient changes.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b59e4a929e gpu: Make radial gradient op obey ccs
Straight copy of the linear gradient changes.
2024-07-11 14:57:20 +02:00
Benjamin Otte
099d72f037 gpu: Make box shadow op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
73acb41931 gpu: Make colorize op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
ebb7fdb099 gpu: Make linear gradient op obey ccs
The alternative color state is used as the interpolation color state.
Colors are transformed into that space on the CPU.

For now we set the interpolation color state to SRGB, because ultimately
we want to let callers specify it, so having something that's easy to
map to that behavior is desirable.
Otherwise we might have chosen to interpolate in the compositing
colorstate.

It also means that we need to premultiply colors on the CPU now because
of the limitations of the shader colorstates APIs.
2024-07-11 14:57:20 +02:00
Benjamin Otte
ec3cb0ad9a gpu: Make border op obey ccs 2024-07-11 14:57:20 +02:00
Benjamin Otte
7ffef6792f gpu: Make rounded-color op obey ccs
This is the same as the color op.
2024-07-11 14:57:20 +02:00
Benjamin Otte
383148dc31 gpu: Make color op obey ccs
This makes use of the GskGpuColorStates by setting the ccs as output
colorstate and the color's colorstate as alternative color state.

The shader adaption is very straightforward because of that.
2024-07-11 14:57:20 +02:00
Benjamin Otte
a31601ccfc gpu: Make clear op obey ccs
This is the first op to obey the compositing color state. This means
from now on until all ops obey the ccs rendering is broken when ccs is
not set to linear.

I'll keep individual ops in seperate commits for easier review, because
they all need different adaptations.
2024-07-11 14:57:20 +02:00
Benjamin Otte
a587492cad gpu: Handle target not being composite colorstate
Render to an offscreen and add a final conversion if the target
colorstate is not a rendering colorstate.

This now allows the GPU renderer to render to any colorstate.
2024-07-11 14:57:20 +02:00
Benjamin Otte
f65d4914e4 gpu: Port convert op to GskGpuColorStates
Make it handle straight alpha, too, by checking if the alt colorspace is
premultiplied - which is the colorspace of the source.
2024-07-11 14:57:20 +02:00
Benjamin Otte
88dc49a5b6 gpu: Print the color states of shader ops
Makes the verbose output (a lot) more verbose, but it makes the
colorstates used in the shaders very visible.

And it will be relevant once people start using different colorstates
everywhere (like oklab for gradients/colors and so on).
2024-07-11 14:57:20 +02:00
Benjamin Otte
91d970e9c5 gpu: Add shaders for the new specialization constant
This adds the following functions:

output_color_from_alt()
alt_color_from_output()
  Converts between the two colors

output_color_alpha()
alt_color_alpha()
  Multiplies a color with an alpha value
2024-07-11 14:57:20 +02:00
Benjamin Otte
6c5ae48a05 gpu: Pass color states as specialization constant
This adds a GdkColorStates that encodes 2 of the default GdkColorStates
and wether their values are premultiplied or not.

Neither do the shaders do anything with this information yet, nor do the
shaders do anything with it yet, this is just the plumbing.
2024-07-11 14:57:20 +02:00
Benjamin Otte
d85ec2cbb4 gpu: create SRGB images
If desired, try creating GL_SRGB images. Pass a try_srgb boolean down to
the image creation functions and have them attempt to create images like
that.

When it is not possible to create srgb images in the given format, just
fall back to regular images. The calling code is meant to check the
GSK_GPU_IMAGE_SRGB flags to determine the actual format of the resulting
image.
2024-07-11 14:57:20 +02:00
Benjamin Otte
05b79bc378 gpu: Handle SRGB in render_texture()
When GDK_MEMORY_U8_SRGB is desired by the node, and a SRGB image is
created, pick SRGB_LINEAR as the colorspace to pass to frame_render().
2024-07-11 14:57:20 +02:00
Matthias Clasen
3ba63315d5 gpu: Pass compositing color states
Make the node processor and the pattern writer track the current
compositing color state. Color state nodes change it. We pass
the surface color state down via the frame apis.

The name of the variable is "ccs" for "compositing color space". It's an
unused variable name and it's common enough to deserve a short and sweet
name.
2024-07-11 14:57:20 +02:00
Benjamin Otte
eccdb594eb gpu: Remove straightalpha shader
As the new convert shader can do everything this shader could, use it
instead.
2024-07-11 14:57:20 +02:00
Matthias Clasen
a78796f22c gpu: Add a color convert shader
This shader converts between two color states, by using the
same functions that we use on the cpu. The conversion to perform
is passed as part of the variation.

As premultiplication is part of color states on the shader, we also
encode the premultiplication in the shader.
And because opacity is a useful optimization, we also allow setting
opacity.

For now, the only possible color states are srgb and srgb-linear.
2024-07-11 14:57:20 +02:00
Matthias Clasen
5a7d7cc9f5 gsk: Show srgb information in verbose output
Show which offscreens are using an srgb format.
2024-07-11 14:57:20 +02:00
Matthias Clasen
db3b3c62bb ngl: Mark backbuffers as srgb
When the surface tells us that a surface is using an sRGB backbuffer,
set the corresponding flag on the backbuffer.
2024-07-11 14:57:20 +02:00
Matthias Clasen
de76045939 vulkan: Mark swapchain images as GSK_GPU_IMAGE_SRGB
Detect if an SRGB format is in use and mark the images as such.

So far this doesn't happen, but once it does, things will work.
2024-07-11 14:57:20 +02:00
Benjamin Otte
a7ceb8ce66 gdk: Add GDK_MEMORY_U8_SRGB depth
This is an experiment for now, but it seems that encoding srgb inside
the depth makes sense, as we not just use depth to decide on the
GL fbconfigs/Vulkan formats to pick, depth also encodes how the [0...1]
color values are quantized when stored.

Let's see where this goes.
2024-07-11 14:57:19 +02:00
Benjamin Otte
6dea23128a gpu: Add the GSK_GPU_IMAGE_SRGB flag
This commit just adds the flag, but I wanted to make it an individual
commit to explain the purpose:

The SRGB flag is meant to be used for images that have an SRGB format.
In Vulkan terms, that means VK_FORMAT_*_SRGB.
In GL, it means GL_SRGB or GL_SRGB_ALPHA.

As these formats have been madatory since GL 3.0, we can (ab)use them
uncoditionally. Images in these formats are renderable, too, so it's
not just usable for uploading.

What these images allow is treating the data as sRGB while shaders
access them as linear, thereby getting sRGB<=>linear conversions for
free.

It is also possible to switch off the linearization of these images and
treat them as sRGB, which allows all sorts of shenanigans, though one
has to be careful if that turning off applies to the relevant GL/Vulkan
code in question.
2024-07-11 14:57:19 +02:00
Benjamin Otte
2f4e19d514 gdk: Allow querying GL SRGB formats
Nobody is using this yet.
2024-07-11 14:57:19 +02:00
Benjamin Otte
1273413c7b vulkan: Import GL textures via dmabufs
If the GL texture is exportable to a dmabuf, we can just use our dmabuf
importing code to get that texture into Vulkan.
There is no need to go via host memory in that case.

And if it doesn't work, we just fall back, like before.
2024-07-11 14:14:35 +02:00
Benjamin Otte
ef3f48a2be vulkan: Refactor gsk_vulkan_image_new_for_dmabuf()
It now works with just a dmabuf and doesn't take a texture anymore.

Which means it can be used from other codepaths in the future.
2024-07-11 14:14:35 +02:00
Benjamin Otte
fff78b60e9 gpu: All nodes are implemented
Unimplemented nodes are a failure now.

We make this a soft failure with a g_warning() so that during
development when adding new nodes, the renderer doesn't instantly crash,
but instead prnts a warning.

But we do consider unimplemented nodes a bug now.

Because of that, add_fallback_node() is now renamed to add_cairo_node().
2024-07-11 13:34:37 +02:00
Benjamin Otte
9abc7fc80b gpu: Don't hand Cairo invalid nodes
When encountering an invalid node, exit asap. Don't draw it with Cairo,
Cairo won't know what to do with it either.
2024-07-11 13:34:37 +02:00
Benjamin Otte
d8059ebdd2 gpu: "Implement" GL shader nodes
Instead of falling back to Cairo, draw the pink error rectangle
directly.
2024-07-11 13:34:36 +02:00
Benjamin Otte
4f2b639a24 gpu: We can handle 90 degree rotations quite easily 2024-07-10 22:06:24 +02:00
Benjamin Otte
3e01924ca3 gpu: Handle dihedral transforms in occlusion culling 2024-07-10 22:06:24 +02:00
Benjamin Otte
9272bf96f6 gpu: Handle affine transforms without touching matrix
By moving negative affines to be treated like dihedrals, because they
also need support of the modelview, we can free up the affine branch for
doing work without it.

Not a big win I guess, but it makes scaling more efficient.
2024-07-10 21:34:12 +02:00
Benjamin Otte
ae3efb2d2f gpu: Implement transform support for dihedral transforms
This allows handling them without ever needing to offscreen for losing
the clip, because the clip can always be transformed.

Also, all the optimizations keep working, like occlusion culling,
clears, and so on.

The main benefit of this work is the ability for offloading to now
handle dihedral transforms of the video buffer.

The other big advantage is that we can now start our rendering with a
dihedral transform from the compositor.
2024-07-10 21:34:12 +02:00
Benjamin Otte
b9ecae84f5 gpu: Shuffle some transform flags around
No need to check for negative numbers now that we can just use the
category that doesn't give us any.
2024-07-10 21:34:12 +02:00
Benjamin Otte
cd3286c71a gpu: Switch to GskFineTransformCategory
This is purely replacing the enums, no functional changes.
2024-07-10 21:34:12 +02:00
Matthias Clasen
ed4f51436c Merge branch 'matthiasc/for-main' into 'main'
Add a missing include

Closes #6842

See merge request GNOME/gtk!7433
2024-07-09 03:04:25 +00:00
Matthias Clasen
7837354c6c Add a missing include
When building without Vulkan, we don't get this include for free.
So add it explicitly.

Fixes: #6842
2024-07-08 22:18:11 -04:00
Benjamin Otte
5dc6f134c5 gpu: Make offscreening code use process()
... instead of init_draw(); add_node(); finish_node();

We hook into the infrastructure one step earlier and close to where the
default renderer_render() and renderer_render_texture() arrive in the
nodeprocessor.

Why is this relevant?
Because process() does occlusion culling.

TL;DR: offscreens do culling now
2024-07-08 23:22:55 +02:00
Benjamin Otte
6daeb7e504 gpu: Transition exported textures into GENERAL layout
We import them as general, so they should be exported like that.

This was a longstanding issue that I never got around to fixing and I'm
touching this code anyway atm.
See commit 3aa6c27c26 for more details.
2024-07-08 23:22:41 +02:00
Benjamin Otte
fcf59ad135 gpu: Allow NULL as clear color
NULL disables clearing. We only implement this for GL as in Vulkan we'd
need to create different renderpasses with different attachment
descriptions and that would require more plumbing.
2024-07-08 23:07:36 +02:00
Benjamin Otte
1dd905d976 gpu: Fix wrong rect check in occlusion fallback path
We need to check that the clip is inside the opaque region, not that the
opaque region is inside the clip.

Test included, using the only not that hits the fallback path with an
opaque region smaller than its bounds.
2024-07-08 23:07:36 +02:00
Benjamin Otte
155f7cdeec gpu: Chceck if a container node is opaque as fallback
Sometimes container nodes contain lots of overlapping opaque items. In
that case we can use the container node itself as the first node even
though none of the children cover the whole paint area.

The use case for this is a grid of cells like in a terminal where all
the cells are opaque and we want to avoid drawing the background behind
them.
2024-07-08 23:07:36 +02:00
Benjamin Otte
e02de45537 gpu: Add GSK_GPU_DISABLE=occlusion
This simply disables add_first_node() usage.

Useful to find bugs in its implementation or track performance
with/without it.
2024-07-08 15:28:14 +02:00
Benjamin Otte
29fbda49bb gpu: Implement add_first_node() for rounded clip nodes
This is a bit more expensive than clip nodes, because we have to check
the rounded edges are outside of the clip.
2024-07-08 15:28:14 +02:00
Benjamin Otte
1b155341bd gpu: Implement add_first_node() for clip nodes
Clip nodes often appear in the widget tree.

And the implementation can be trivial because of the sanity checks
already performed before calling the vfunc.
2024-07-08 15:28:14 +02:00
Benjamin Otte
96c02c1eb4 gpu: Implement add_first_node() for transform nodes
This is required because transform nodes appear everywhere.

We just exit for all transforms that can't transform the clip rect
losslessly. Both because they are rare and because we'd make the
coverage possibilities much lower.
2024-07-08 15:28:14 +02:00
Benjamin Otte
116d662e0f gpu: Add early exit to add_first_node()
A node must cover the full clip region to be eligible for being the
first opaque node.

Do an early exit for all nodes that aren't big enough for that.
2024-07-08 15:28:14 +02:00
Benjamin Otte
d81cd4751f gpu: Add add_first_node for colors
Color nodes can set the default background of the renderpass, instead of
doing a clear op or running a shader.
2024-07-08 15:28:14 +02:00
Benjamin Otte
dd33068943 gpu: Implement add_first_node for containers
Containers can walk the list of children back to front, trying to find
the topmost node that fully covers the viewport.

And then they can skip drawing all the nodes before that one.
2024-07-08 15:28:14 +02:00
Benjamin Otte
09c1e51b8a gpu: Add gsk_gpu_node_processor_add_first_node()
Asks a node to add itself if it is fully covering the clip rectangle.
In that case, it is the first node that needs to be added.

If the node is not fully covering the clip, it should not draw itself,
because there might be stuff needing to be drawn below.

If a node adds itself, it should call gsk_gpu_render_pass_begin_op().
2024-07-08 15:28:14 +02:00
Benjamin Otte
af9a9422c4 gpu: Allow passing a background color to renderpasses
It's not used yet, everybody is passing GDK_RGBA_TRANSPARENT.
2024-07-08 15:28:14 +02:00
Benjamin Otte
df3c85ea7f gpu: Move renderpass handling into the nodeprocessor
There's no need for the frame to do this.
2024-07-08 15:28:14 +02:00
Benjamin Otte
058252e895 vulkan: Can't blit to/from formats with a swizzle
Fixes grayscale images appearing red on some hardware.

Related: https://gitlab.freedesktop.org/mesa/mesa/-/issues/11467
2024-07-08 10:51:37 +02:00
Benjamin Otte
c594de8302 vulkan: Code more defensively
Check for identity swizzle too, even though we don't use it.
2024-07-08 10:51:37 +02:00
Benjamin Otte
ba05963729 gpu: Make get_node_as_image() always return premultiplied images
We wanted premultiplied images in all cases anyway, and moving that
requirement means we can also move the caching code for re-caching
textures into the texture specific code.
2024-07-07 14:39:07 +02:00
Benjamin Otte
f14f7e7df6 gpu: Add GSK_GPU_DISABLE=offscreen
This uses offscreens for every call to get_node_as_image().

This is useful both for benchmarking benefits of those implementations
as well as checking that the node-specific paths produce identical
results.
2024-07-07 14:39:07 +02:00
Benjamin Otte
daa97d4b79 gpu: Refactor functions
gsk_gpu_node_processor_ensure_image() was a weird amalgamation of stuff
withe weird required and disallowed flags.

Refactor it to make the two operations we actually do there more
explicit: Removing straight alpha and generating mipmaps.

This untangling is also desirable in the future when we also want to
handle colorstates here.
2024-07-07 14:39:07 +02:00
Benjamin Otte
4822b85cb0 gpu: Make gsk_gpu_node_processor_get_node_as_image() more restrictive
Always return premultiplied images.

2 fallback cases for clip and transform nodes did not require that. If
those cases turn out to be important, they can call
gsk_gpu_get_node_as_image() directly as that's the more flexible option.
2024-07-07 14:39:07 +02:00
Benjamin Otte
7f61d7ac8b gpu: Implement get_node_as_image() for subsurface nodes
Pass through to the child instead of offscreening.

I mainly implemented it for the assertion, because this might be a
sneaky way to introduce bugs without exhaustive checking that we don't
offload stuff that is offscreened.

No actual bugs that I'm aware of, so no tests.
Strictly defensive coding.
2024-07-07 14:39:04 +02:00
Benjamin Otte
010ca5feef gpu: Implement get_node_as_image() for debug nodes
Just pass through to the child instead of offscreening.
2024-07-07 12:54:05 +02:00
Benjamin Otte
31a907be35 gpu: Make sure textures used as image are mipmapped
When getting a texture as image, we were always returning the texture
unconditionally.

However, we want to mipmap textures when the scale factor is too large,
and this code path did not do that.

The same codepath on the GL renderer doesn't do that either, so the test
is disabled for it.
2024-07-07 12:54:05 +02:00
Benjamin Otte
ab37fed974 gpu: vfuncify get_node_as_image()
The switch statement was ugly.

Plus, the code should be close to the add_node() vfunc implementation,
so they can be modified together.

See future commits for an example where this matters.
2024-07-07 12:54:05 +02:00
Benjamin Otte
d7308f2d73 gsk: Rename GSK_DEBUG=glyphcache to GSK_DEBUG=cache
1. I mistype it all the time
2. It's shorter
3. We use it for all caching these days, not just glyphs.
2024-07-07 05:24:45 +02:00
Benjamin Otte
012c4b9425 gpu: Remove the ubershader
It didn't bring any noticable benefits and it isn't compatible with the
way we intend to do colorstate support.

And nobody seems to want to spend time on it, so let's get rid of it.

We can bring it back later if someone wants to work on it.
2024-07-07 05:19:32 +02:00
Benjamin Otte
9c249fefc3 gpu: Improve periodic cache debug message
I was watching the log in my terminal and nothing happened.
And I wasn't sure if that was because nothing was printed or because the
same thing was printed every few seconds.

Fix that by printing a timestamp, so that in a few seconds something
else will be printed.
2024-07-03 20:36:56 +02:00
Benjamin Otte
eae7ee6c25 gpu: Track atlas differently
Previously we tracked the dead pixels, but that meant we didn't know the
alive pixels (because there's also unused pixels never accounted for).
And we would free the current atlas randomly due to that.

Now we track if any pixels are alive, and if so, we never gc the current
atlas.
2024-07-03 20:36:56 +02:00
Benjamin Otte
bf7f302ff5 gpu: gc atlas, too
After 60s, we gc the atlas, too. This ensures that after that time, we
free all cache resources, so if an application gets moved to the
background, it will no longer use GPU resources. (Well, at least the
cache won't.)
2024-07-03 19:55:18 +02:00
Benjamin Otte
0d6981bd54 gpu: Make the cache track if it's empty
Only if a non-stale item is in the cache do we consider the cache not
empty.

Once the cache is empty, the device frees it and stops running the
periodic GC.
2024-07-03 19:55:18 +02:00
Benjamin Otte
148d7bcc25 gpu: Don't remove gc timeout unless cache is empty
If the cache isn't empty, we want to rerun the GC.
2024-07-03 19:55:18 +02:00
Benjamin Otte
71161b6352 gpu: Split cache and device
This is for 3 reasons:

1. Separation of concerns
   The device is meant to manage the Vulkan/GL device and check stuff
   like image sizes.
   Caching is not part of that.

2. Refcounting
   Images etc want to reference the device, but the cache wants to
   reference images. If the cache is the device, that's a refcycle.

3. Flexibility
   It's now easier to implement >1 cache, say one per depth or one per
   color state.
2024-07-03 19:55:15 +02:00
Benjamin Otte
72a4fae8dc vulkan: More slight refactoring
This applies the same refactoring as commit
5fbdec2a29 to another function.
2024-06-29 07:13:27 -04:00
Matthias Clasen
36c7d05445 gpu: Keep actual clear values in clear op
Keeping the GdkRGBA requires doing later conversions, which isn't
necessary if we just keep the already converted float[4].

It also prepares for future color states, where the color will need to
be converted using the colorstate.
2024-06-29 07:12:28 -04:00
Matthias Clasen
51012c1802 ngl: Export dmabuf textures from render_texture
We want dmabufs because we can import them into Vulkan, amongst
other things.
2024-06-22 08:02:31 -04:00
Benjamin Otte
5fbdec2a29 vulkan: Slight refactoring for future changes
No functional changes.
2024-06-21 19:53:46 +02:00
Matthias Clasen
36993ac707 gpu: Print some more details
Print the variations of mask and blendmode operations.
Just because we can.
2024-06-15 14:00:46 -04:00
Matthias Clasen
34fb08af6e Fix a copy-paste error
This was obviously meant to compare two different colors.
2024-06-14 12:30:06 -04:00
Matthias Clasen
0ec29c4176 gsk: Pass the memory format for back buffer
We can now get this information from the Vulkan context,
so use it to accurately represent the back buffer.

Related: #6767
2024-06-09 15:59:56 -04:00
Matthias Clasen
18b3b4feed gpu: Print more info for images
Show the memory format.

This helps debugging our depth selection.
2024-06-09 15:59:32 -04:00
Maximiliano Sandoval
3d1f914271
gskglrenderer: Document GL renderers 2024-05-31 11:47:30 +02:00
Chun-wei Fan
9dbdbaca43 gskvulkandevice.c: Put Vk[Pipeline|RenderPass] in structures
This way, we can simply duplicate the keys as separate pointers to store
the corresponding Vulkan handles so that we can safely hash them, as
Vulkan handles may or may not be pointers depending on the target
platform.

This will fix builds on 32-bit Windows at least.
2024-05-29 18:16:22 +08:00
Chun-wei Fan
4c677e4dcd gskvulkanmemory.c: Use VK_NULL_HANDLE for VkDeviceMemory
...rather than NULL, so that things will build fine on non-LLP, non-64-bit
systems.
2024-05-29 12:57:07 +08:00
Chun-wei Fan
be2ff60787 gsk: Call glDeleteSync() directly
This function does not use the standard __cdecl calling convention on
Windows, meaning using g_clear_pointer() on it directly will cause
crashes on 32-bit Windows.  Just call it directly if the GLsync it uses
exists.
2024-05-25 11:07:37 +08:00
Alejandro Piñeiro
130a6fe0cf gsk: use the correct memory type index
https://gitlab.gnome.org/GNOME/gtk/-/issues/6726
2024-05-22 19:43:03 +02:00
Georges Basile Stavracas Neto
c45a6ad52d gsk/gpu: Use G_GSIZE_FORMAT for printing gsizes
On Windows, gsize is a long long unsigned. The compiler complains about
that.

Use G_GSIZE_FORMAT which translates to %llu on Windows, %lu on most
platforms, and sometimes just %u on rare cases.
2024-05-03 12:30:39 -03:00
Matthias Clasen
ef1ff8313f gsk: Improve logging
Log the shader compilation with sufficient detail.
2024-04-30 07:36:42 -04:00
Benjamin Otte
e6700405c9 dmabuf: Use narrow range instead of full range
It's way more common, and Mutter uses it, too.

Avoid visual glitches when going in/out of offload.

Fixes #6672
2024-04-29 14:30:56 +02:00
Matthias Clasen
a3bd0a3e17 gsk: Cosmetics
Tweak a profiler counter name.
2024-04-28 23:54:55 -04:00
Benjamin Otte
719021e1f4 gpu: Handle tiny offscreens
Due to rounding errors, it is possible after intersecting a lot of
rectangles to end up with a tiny size for an offscreen. And because we
allow an epsilon before ceil()ing to an integer (see commit afc7b46264
for details) it is now possible that we end up with a size of 0.

Avoid that by always enforcing a minimum size of 1px.

Test included

The test uses a different codepath to arrive at the same problem - it
specifies the small size instead of triggering it via rounding errors
and clipping like the original bug (and most likely the more common case
to encounter this problem.

Fixes #6656
2024-04-28 13:51:42 +02:00
Matthias Clasen
c45199e388 gsk: Fix a profiler mark
I messed this up in f26efd9adf.
2024-04-27 10:23:45 -04:00
Matthias Clasen
a1fdf06d80 gsk: Add a warning for inefficient texture import
With GSK_DEBUG=fallback, warn if a non-memory texture has to be
downloaded for importing it into Vulkan or GL.
2024-04-26 11:04:47 -04:00
Matthias Clasen
1c9a55d185 Merge branch 'vulkan-msvc' into 'main'
gskvulkandescriptors.c: Don't return value from void-rettype function

See merge request GNOME/gtk!7175
2024-04-25 01:37:49 +00:00
Georges Basile Stavracas Neto
3aa6c27c26 vulkan/image: Use GENERAL for initial layout of DMA-BUF textures
The VK_IMAGE_LAYOUT_UNDEFINED layout means that the data hold by the
texture can be discarded, and we don't want to discard it. Because the
Vulkan spec is unclear (see [1] for a discussion), err on the side of
caution and use VK_IMAGE_LAYOUT_GENERAL.

Fixes import failures with WebKit.

[1] https://github.com/ValveSoftware/gamescope/issues/356
2024-04-24 17:21:51 -03:00
Chun-wei Fan
016354b6dd gskvulkandescriptors.c: Don't return value from void-rettype function
Fixes builds on Visual Studio with Vulkan enabled, as later GLib releases
consider this as an error on Visual Studio builds.
2024-04-24 16:19:43 +08:00
Matthias Clasen
f26efd9adf gsk: Add a profiler mark for pipeline creation
This is the Vulkan equivalent of shader compilation, it could be
expensive, so lets add a mark around it.
2024-04-22 20:47:25 -04:00
Matthias Clasen
cc8db1805d gsk: Be safer against bad font options
Some combinations of hint-style and hint-metrics lead to bad glyph
placement in the glyph cache, so avoid them.
2024-04-09 19:12:49 -04:00
Benjamin Otte
3080e2974d gpu: ceil() offscreen size before generating offscreen
The goal is to generate an offscreen at 1x scale.
When not ceil()ing the numbers the offscreen code would do it *and*
adjust the scale accordingly, so we'd end up with something like a
1.01x scale.

And that would cause the code to reenter this codepath with the goal to
generate an offscreen at 1x scale.
And indeed, this would lead to infinite recursion.

Tests included.

Fixes #6553
2024-04-09 17:39:32 +02:00
Benjamin Otte
9fe9ea34fd vulkan: Handle generating mipmaps for 1x1 images
Testcase included.
2024-04-08 21:06:54 +02:00
Matthias Clasen
d50b780551 gsk: Keep metrics hinting on when rendering
It turns out that we mispositioned glyphs with some cff fonts
when metrics hinting is off, and hinting is on. Since we don't
fully understand the interactions of these settings at this point,
lets preserve metrics hinting as it was on the font we got.

This at least gives folks a workaround for when they experience
clipped rendering with cff fonts: Turn on hint-metrics.

We forced hint metrics off here because it made Pango do some
creative wfh for hex boxes at small sizes, but I've dropped that
on the Pango side.
2024-04-02 09:10:46 +02:00
Benjamin Otte
195ebf6848 Merge branch 'wip/otte/gl-map-buffer' into 'main'
Add GLBuffer implementation w/ persistent mapping

See merge request GNOME/gtk!7042
2024-03-17 00:27:51 +00:00
Benjamin Otte
aff34e8d1b gpu: Sort passes correctly
In a very particular situation, it could happen that our renderpass
reordering did not work out.
Consider this nesting of renderpasses (indentation indicates subpasses):

pass A
  subpass of A
pass B
  subpass of B

Out reordering code would reorder this as:

subpass of B
subpass of A
pass A
pass B

Which doesn't sound too bad, the subpasses happen before the passes
after all.

However, a subpass might be a pass that converts the image for a texture
stored in the texture cache and then updates the cached image.
If "subpass of A" is such a pass *and* if "subpass of B" then renders
with exactly this texture, then "subpass of B" will use the result of
"subpass of A" as a source.

The fix is to ensure that subpasses stay ordered, too.

The new order moves subpasses right before their parent pass, so the
order of the example now looks like:

subpass of A
pass A
subpass of B
pass B

The place where this would happen most common was when drawing thumbnail
images in Nautilus, the GTK filechooser or Fractal.
Those images are usually PNG files, which are straight alpha. They are then
drawn with a drop shadow, which requires an offscreen for drawing as
well as those images as premultipled sources, so lots of subpasses happen.
If there is then a redraw with a somewhat tricky subregion, then the
slicing of the region code could end up generating 2 passes that each draw
half of the thumbnail image - the first pass drawing the top half and the
second pass drawing the bottom half.
And due to the bug the bottom half would then be drawn from the
offscreen before the actual contents of the offscreen would be drawn,
leading to a corrupt bottom part of the image.

Test included.

Fixes: #6318
2024-03-16 23:44:59 +01:00
Benjamin Otte
47307dc7c1 vulkan: Prefer cached buffer memory
We write the buffers in small chunks, and we even sometimes read it. So
prefer it when it's cached.

Speeds up the text benchmarks by a factor of 3x on my dedicated GPU.
2024-03-16 22:32:49 +01:00
Benjamin Otte
96b800fa0c gl: Add buffer implementation using persistent mapping
If glBufferStorage() is available, we can replace our usage of
glBufferSubData() with persistently mapped storage via
glMappedBufferRange().

This has 1 disadvantage:

1. It's not supported everywhere, it requires GL 4.4 or
   GL_EXT_buffer_storage. But every GPU of the last 10 years should
   implement it. So we check for it and keep the old code.
   The old code can also be forced via GDK_GL_DISABLE=buffer-storage.

But it has 2 advantages:

1. It is what Vulkan does, so it unifies the two renderers' buffer
   handling.

2. It is a significant performance boost in use cases with large vertex
   buffers. Those are pretty rare, but do happen with lots of text at a
   small font size. An example would be a small font in a maximized VTE
   terminal or the overview in gnome-text-editor.

A custom benchmark tailored for this problem can be created with:

  tests/rendernode-create-tests 1000000 text.node

This creates a node file called "text.node" that draws 1 million text
nodes.
(Creating that test takes a minute or so. A smaller number may be useful
on less powerful hardware than my Intel Tigerlake laptop.)
The difference can then be compared via:

  tools/gtk4-rendernode-tool benchmark --runs=20 text.node
and
  GDK_GL_DISABLE=buffer-storage tools/gtk4-rendernode-tool benchmark --runs=20 text.node

For my laptop, the difference is:
before: 1.1s
after:  0.8s

Related: !7021
2024-03-16 20:55:26 +01:00
Benjamin Otte
e7a2baf78c gpu: Remove unused arguments
It's not just unused, it's also wrong.

We are reading from the buffer when reallocating the vertex buffer
and memcpy()ing the old into the new buffer - at that point we read from
it.
2024-03-16 19:46:37 +01:00
Matthias Clasen
438d86fcf5 gsk: Move the buffer upload counter
Move the sysprof counter for buffer uploads to the generic
code, so it works for both ngl and Vulkan. This partially
reverts commit ecf1b7c18a.
2024-03-16 19:39:16 +01:00
Benjamin Otte
43373e6350 gpu: Rename env var GSK_GPU_SKIP to GSK_GPU_DISABLE
See previous commits.
2024-03-16 14:11:08 +01:00
Benjamin Otte
f725bdad25 gl: Move GL_ARB_base_instance check
It's a GLContext feature check, not a GpuRenderer thing.

So put it there.
2024-03-16 13:52:28 +01:00
Benjamin Otte
cfbe3709bf gpu: Respect the GDK_GL_DISABLE flag
It's now possible to disable sync support.
2024-03-16 13:52:21 +01:00
Benjamin Otte
141769fb46 gl: Turn has_foo flags into GdkGLFeatures
The goal is to have it mirror GdkVulkanFeatures, and in particular
having an environment variable to turn individual flags off.
2024-03-16 13:44:02 +01:00
Benjamin Otte
93cdcc5e88 gpu: Merge multiple ops into one ShaderOp
When ops get allocated that use the same stats as the last op, put them
into the same ShaderOp. This reduces the number of ShaderOps we need to
record, which has 3 benefits:

1. It's less work when iterating over all the ops.
   This isn't a big win, but it makes submit() and print() run a bit
   faster.
2. We don't need to manage data per-op.
   This is a large win because we don't need to ref/unref descriptors
   as much anymore, and refcounting is visible on profiles.
3. We save memory.
   This is a pretty big win because we iterate over ops a lot, and when
   the array is large enough (I've managed to write testcases that makes
   it grow to over 4GB) it kills all the caches and that's bad.

The main benefit of all this are glyphs, which used to emit 1 ShaderOp
per glyph and can now end up with 1 ShaderOp for multiple text nodes,
even if those text nodes use different fonts or colors - because they
can all share the same ColorizeOp.
2024-03-15 20:25:02 +01:00
Matthias Clasen
d51912c0b4 gsk: Add gsk_gpu_frame_get_last_op
This function will be used in the future to find the previous
op during node processing, so we can make optimization decisions
based on that.
2024-03-15 20:25:02 +01:00
Benjamin Otte
bad6e1e102 gpu: Change the way we merge draw calls
With potentially multiple ops per ShaderOp, we may encounter situations
where 1 ShaderOp contains more ops than we want to merge. (With
GSK_GPU_SKIP=merge, we don't want to merge at all.)

So we still merge the ShaderOps (now unconditionally), but we then run
a loop that potentially splits the merged ops again - exactly at the
point we want to.

This way we can merge ops inside of ShaderOps and merge ShaderOps, but
still have the draw calls contain the exact number of ops we want.
2024-03-15 20:25:02 +01:00
Benjamin Otte
28a8dc5a14 gpu: Add GskGpuShaderOp.n_ops
This just introduces the variable and sets it to 1 everywhere.

The ultimate goal is to allow one ShaderOp to collect multiple ops into
one, thereby saving memory in the ops array and leading to faster
performance.
2024-03-15 19:49:17 +01:00
Benjamin Otte
975cdd8c30 gpu: Remove unused return value from function
Technically, an alloc() function should return what it allocated. But
the return value is never used.

Maybe we should rename the function?
2024-03-15 19:49:17 +01:00
Benjamin Otte
153b78e2bc gpu: Add a ShaderOp.print_instance vfunc
... and add gsk_shader_op_print() to do the generic stuff.
2024-03-15 19:49:17 +01:00
Benjamin Otte
de2b10e46c gpu: Set variable to NULL after freeing
Saw this while reviewing code.
2024-03-15 19:49:17 +01:00
Benjamin Otte
30dddf2412 gpu: Refactor waiting for frames
Instead of having renderer API to wait for any number of frames, just
have gsk_gpu_frame_wait() to wait for a single frame.

This unifies behavior on Vulkan and GL, because unlike Vulkan, GL does
not allow waiting for multiple fences.

To make up for it, we replace waiting for multiple frames with finding
the frame with the earliest timestamp and waiting for that one.

Also implement wait() for GL.
2024-03-14 06:06:33 +01:00
Benjamin Otte
b43950d0f7 gpu: Don't reuse frames while they're in use
This copies the Vulkan idea of using a fence at the end of command
submission and waiting until it gets signaled before reusing the frame.

This frees up the GL driver from doing the work of making buffers etc
reusable and instead allocates new ones when they're still in use and is
a pretty massive performance win.
2024-03-14 04:53:12 +01:00
Matthias Clasen
380523b41b gsk: Eschew more divisions
Pull out a pango_scale_inv constant, and use it.
2024-03-13 01:26:14 -04:00
Matthias Clasen
2fda256bb0 gsk: Avoid some unnecessary calls
Most of the time, the image we get for the glyphs will be the
same (the atlas), so avoid adding it to the descriptor set over
and over, and check first if have to. This matches what the
pattern variant of this function already does.
2024-03-13 01:03:32 -04:00
Matthias Clasen
c71a66b6f6 gsk: Simplify our inner loop
Pull out the if-else and precompute things before the loop.
2024-03-13 01:03:31 -04:00
Matthias Clasen
cb92778478 gsk: Drop the glyph-align flag
It wasn't doing anymore what it was designed for, and we are not
sure that we need it.
2024-03-13 01:00:49 -04:00
Matthias Clasen
5f79958716 gsk: Simplify some code
Just initialize the rect directly. This matches better what the
pattern variant of this method does, and it also has the nice
side-effect of eliminating the handling of negative scales in
gsk_rect_scale, which we don't need here, since our scales are

always positive.
2024-03-12 16:13:42 -04:00
Matthias Clasen
91992111c3 Merge branch 'matthiasc/for-main' into 'main'
gsk: Rework font reloading again

See merge request GNOME/gtk!7018
2024-03-12 11:47:20 +00:00
Matthias Clasen
9454bad891 gsk: Rework font reloading again
Make a single gsk_reload_font helper that can tweak both
scale and font options, so we can ensure that our scaled
font has hint-metrics turned off (pango pays attention to
hint metrics when sizing and rendering hex boxes, and that
hurts us.
2024-03-12 00:45:14 -04:00
Matthias Clasen
0f3fbed13c Merge branch 'wip/otte/for-main' into 'main'
Don't offscreen subsurface nodes

Closes #6499

See merge request GNOME/gtk!7009
2024-03-11 23:33:24 +00:00
Matthias Clasen
7283c5c22f gsk: Avoid some roundf calls
It seems that gcc has a hard time using intrinsics for round,
so help it out by using floor (x + .5).
2024-03-11 17:41:39 -04:00
Benjamin Otte
1985f2c9ad gpu: Make intersecting rounded rect with NONE clip always succeed
This is a tricky topic, because it can make the clip bounds grow, so
previously we were trying to be careful.

However, this can cause perfectly trivial intersections to fail that are
caused by redraw diff regions.
And in the worst case, that means we offscreen in places where we
absolutely do not want to offscreen - in subtrees with subsurface nodes.

Fixes #6499
2024-03-11 01:39:40 +01:00
Benjamin Otte
01d57a7566 gpu: Initial clip is always NONE
We scissor the initial clip (which is why it's an integer rect that is
assigned to the scissor). And if we scissor, the result is a NONE clip.
2024-03-11 01:39:40 +01:00
Benjamin Otte
7a4b2c10c7 gpu: contained clip is a rectangular clip, too
So we can treat it like rect clip and promote it to NONE after a
successful scissor.
2024-03-11 01:39:40 +01:00
Benjamin Otte
208b2d37b6 gpu: Clarify clip types
CLIP_TYPE_NONE is valid if the clip is implemented by the scissor rect.

We always have a scissor rect and there's no way to draw outside of it.

In theory that means we can reset the clip to NONE at any point we
wish if we know nodes are contained inside a certain pixel-aligned
rectangle we can clip.
In practice that's probably quite hard...
2024-03-11 01:39:40 +01:00
Matthias Clasen
3f1821e372 Merge branch 'matthiasc/for-main' into 'main'
gsk: Make uber shader handle fonts the same

See merge request GNOME/gtk!6995
2024-03-09 02:19:25 +00:00
Matthias Clasen
4f1cc8ec6d gsk: Make uber shader handle fonts the same
The code converting text nodes for the uber shader was missing
some of the recent font handling improvements. Make things match.

Related: #6514
2024-03-08 20:44:42 -05:00
Matthias Clasen
5242205a65 gsk: Ignore transforms for font handling
We were turning off hinting and subpixel positioning if the
transform isn't 2D affine. The idea behind this was that transforms
likely indicate animations, and for animations, this may reduce
jitter. But the heuristic of transform==animation is not very
reliable, and we pay for this with a jump from hinted to unhinted
at the beginning and end of it. Also, the heuristic does not even
work for the most relevant 'animation' we have today: scrolling.

So, lets drop this for now. We can revisit it later.
2024-03-08 20:44:42 -05:00
Christian Hergert
ecf1b7c18a gsk/gpu: add counter for ngl buffer uploads
It's helpful to know how much we're uploading from Sysprof captures.
2024-03-08 14:17:31 -08:00
Christian Hergert
a7c5b53f46 gsk/gpu: avoid unnecessary buffer uploads
Some maps are used for read only and do not require uploading contents
back to the GPU afterwards. In other cases, we can often upload less than
the fully allocated buffer size.
2024-03-08 13:55:57 -08:00
Matthias Clasen
77a2cd4d8d gsk: Fix mis-scaled text rendering
This was happening when rotated text was partially redrawn.

A test that failed before this change is included.

Fixes: #6504
2024-03-06 17:52:35 -05:00
Matthias Clasen
0986981d1a gpu: Empty clip is still empty after transform
When transforming an empty clip, it stays empty.

Previously, we were setting it to CONTAINED, but that's wrong, because
the bounds are not contained in the clip, the clip is contained in the bounds.

This reverts part of commit a51c6aed47.

Related: !6692
2024-03-06 17:52:22 -05:00
Christian Hergert
d181d53762 gsk/gpu: add profiler node for shader loading
This is helpful when tracking down why a frameclock cycle took so long. In
quick recordings it seems to often correlate with a shader compile.
2024-03-04 11:54:13 -08:00
Matthias Clasen
4f2d63b8ac gsk: Handle hinted fonts better
Enforce the following rules:
- No hinting or subpixel positioning in transformed context
- glyph-align determines if we use integral or fractional
  device pixel positions
- For hinting, always use an integral y position (the hinter
  assumes integral positions, and only operates vertically).
2024-03-03 13:08:29 -05:00
Matthias Clasen
16a476fe22 gsk: Stop passing scale to glyph upload op
It is always 1.0 now, so there is no point. Instead of the scale,
print the font when doing verbose logging.
2024-03-02 18:39:14 -05:00
Matthias Clasen
c8ca6930c5 gsk: Use a scaled font for glyph rendering
This changes the approach we take to rendering glyphs in the
presence of a scale transform: Instead of scaling the extents
and rendering to an image surface with device scale, simply
create a scaled font and use it for extents and rendering.

This avoids clipping problems with scaling of extents in
the presence of hinting.
2024-03-02 18:39:14 -05:00
Matthias Clasen
c7806eb908 gsk: Fix handling of hex boxes
The pango code that is drawing hex boxes, invisible glyphs, etc,
is depending on the width being set in the PangoGlyphInfo. Once
we set that, everything falls into place.

Testcase included.
2024-03-01 16:51:58 -05:00
Matthias Clasen
9b5aee0d1b Cosmetics 2024-02-25 18:20:22 -05:00
Matthias Clasen
02a7a30978 Merge branch 'disable-depth-test' into 'main'
GL, NGL: Disable depth test

Closes #6401

See merge request GNOME/gtk!6917
2024-02-19 19:14:36 +00:00
Luca Bacci
79568d2944 gpu: Disable GL_DEPTH_TEST
The call to enable depth testing was copied from the GL
renderer, but it's not needed.

Fixes #6401
2024-02-19 18:16:35 +01:00
Benjamin Otte
4933bc505f gpu: External textures are never mipmap'able
We were just assuming they were if the format matches.

Fixes crashes in Webkit where the external texture is actually a dmabuf
imported as an EGL image.
2024-02-16 20:16:38 +01:00
Benjamin Otte
afc7b46264 gpu: Add an epsilon before ceil()ing for offscreen size
Avoids getting the scale wrong when due to a rounding error our
pixel-aligned rectangle is 5.000000003px big and we ceil() to 6px
and produce blurry output.

Fixes #6439
2024-02-14 20:11:59 +01:00
Benjamin Otte
cb6c720d37 gpu: Render enough of a scaled texture offscreen
We were not thinking about pixel alignment and the potential later
linear blend for the final composite.

Fixes #6428
2024-02-14 20:11:29 +01:00
Matthias Clasen
b2d22d8125 Merge branch 'wip/abono/fallthrough' into 'main'
gsk: Remove unnecessary G_GNUC_FALLTHROUGH

See merge request GNOME/gtk!6898
2024-02-13 22:17:50 +00:00
Benjamin Otte
ee34781a13 gpu: Pixel-align the blur rectangle
Fixes blurriness in shadows.

Not sure to do a proper test for this feature. Usually proper pixel
alignment is tested by drawing a crips line and checking that it is
indeed crisp. But we are testing the blur operation here...

Fixes #6380
2024-02-13 21:56:01 +01:00
Benjamin Otte
9fc80a0bd5 gpu: Update blur code to newer internal API
The recommended way to draw offscreens has been init_draw() for a bit,
but apparently this code wasn't updated.
2024-02-13 21:56:01 +01:00
Benjamin Otte
a1dda0ec3c gpu: Adjust shadows clip by shadow offset
When computing the clip of the shadow rect, don't forget that it will
ultimately be offset by the shadow offset.

Fixes #6425
2024-02-13 21:56:01 +01:00
Benjamin Otte
dbbc16947f gpu: Handle one layer of NULL return
This isn't really a useful thing in itself, because none of the callers
handle the NULL return.
But the resulting crash is easier to debug when it's a NULL image than
when add_node() is called on an uninitializes NodeProcessor.
2024-02-13 21:56:01 +01:00
Benjamin Otte
dc47abc60e gpu: Don't oversize node image
There's no need - even if given clip bounds - to render the parts
outside the node.

So clip to the node bounds.
2024-02-13 21:56:01 +01:00
Alessandro Bono
ca9ba3cc80 gsk: Remove unnecessary G_GNUC_FALLTHROUGH
In GSK the following pattern is used four times:
```
  switch (self->filter)
    {
      default:
        g_assert_not_reached ();
        G_GNUC_FALLTHROUGH;
      case GSK_GPU_BLIT_LINEAR:
        filter = GL_LINEAR;
        break;

      case GSK_GPU_BLIT_NEAREST:
        filter = GL_NEAREST;
        break;
    }
```
The G_GNUC_FALLTHROUGH macro is not required. When G_DISABLE_ASSERT
is defined the body of the `default` case is empty, thus there is
no need. When G_DISABLE_ASSERT is not defined the body of the `default`
case contains g_assert_not_reached() thus it won't fallthrough.

This resolves the following:
```
[221/1379] Compiling C object gsk/libgsk.a.p/gpu_gskgpublitop.c.o
[...]
error: fallthrough annotation in unreachable code [-Werror,-Wimplicit-fallthrough]
1 error generated.
```
2024-02-13 18:29:03 +01:00
Matthias Clasen
ea7a61a763 gpu: Print globals when being verbose
This can be helpful to see that there is an enormous scale blowing
things up. We omit the matrix, since it is 16 floats that are hard
to interpret at a glance.
2024-02-13 06:59:58 -05:00
Matthias Clasen
925d2ba9ae Merge branch 'wip/otte/for-main' into 'main'
gpu: Avoid offscreens for disjoint containers

See merge request GNOME/gtk!6889
2024-02-12 12:58:14 +00:00
Benjamin Otte
2fe1f47e6d gpu: Avoid offscreens for disjoint containers
When opacity is set but the container is disjoint - ie no children
overlap - don't redirect into an offscreen, because it's not necessary.
2024-02-12 08:34:18 +01:00
Benjamin Otte
30afac9a6b offload: No need to pass the offload to the diff
We can just check if the subsurfaces contain content - and if they do,
they will be offloading and we can ignore the diff.

This essentially reverts 48740de71a
2024-02-11 20:24:28 -05:00
Benjamin Otte
1b9002afd3 ngl: Check for GL 3.3
The default check is still for GL 3.0 and we don't support that.
2024-02-11 20:04:54 +01:00
Benjamin Otte
6ed4eece04 gpu: debug-print the used shader clip
When using GSK_DEBUG=verbose, print the clip mode used in the shader.

Use cute little unicode indicators to not overload the debug output.
2024-02-11 20:04:54 +01:00
Benjamin Otte
cfaddb5d47 gpu: Use nodprocessor infrastructure for offscreening
The just copied over function can just use the same infrastructure as
the other functions we already have that create slightly adjusted
offscreens.
2024-02-11 20:04:54 +01:00
Benjamin Otte
7c861d8b59 gpu: Don't clip again after already clipping
The 2 callers of gsk_gpu_get_node_as_image() were already computing the
minimum clip region and in particular aligning it to the pixel grid, so
intersecting with node bounds again was causing that alignment to be
busted.
2024-02-11 20:04:54 +01:00
Benjamin Otte
1c3457adfb gpu: Fix sizing of fractionally scaled backbuffer
When using a window size and scale that don't multiply to an integer, we
were using the wrong method to adjust it.

The Wayland fractional scaling spec just says:

> For toplevel surfaces, the size is rounded halfway away from zero.

This is meant to be interpreted as "create a large enough buffer to hold
partial pixels) and the compositor will blend it mapping to the pixel
grid" even if that means the buffer slightly overhangs.

Example:
A 11 units wide window at 150% will need a 11 * 1.5 = 16.5 pixel wide
buffer. This should be rounded to 17 pixels but rendered as if only 16.5
pixels are occupied by the window, not as if all 17 pixels are occupied.
2024-02-11 20:04:54 +01:00
Benjamin Otte
a2e46c4d39 gpu: Move function
It is only used by the nodeprocessor, so put it where it belongs.
2024-02-11 20:04:54 +01:00
Benjamin Otte
df1d024059 Revert "gpu: Fix scale fluctuation"
This commit is wrong.
It does achieve what it sets out to do, but the method doesn't work.

It confused multiple things in one commit, the commit message only
describes the symptoms it tries to fix and not why the fix is correct,
it includes no tests and it wsn't properly reviewed.

Related: !6871
2024-02-11 20:04:54 +01:00
Matthias Clasen
87b66de109 Merge branch 'mip_size' into 'main'
gsk: Fix blit sizes while generating mipmaps on vk

See merge request GNOME/gtk!6875
2024-02-10 19:13:36 +00:00
M Henning
d08412aaa4 gsk: Fix blit sizes while generating mipmaps on vk
A few lines later we already had the correct equation for the size.
See vulkan 1.3 spec section 12.3.2 "Image Mip Level Sizing"
2024-02-10 10:59:44 -05:00
Matthias Clasen
1ac82528d9 gpu: Fix scale fluctuation
We want to use a viewport that gives us the right scale back.
This fixes problems where glyph lookups were inefficient because
the scale part of the key would fluctuate ever so slightly.
2024-02-09 19:49:54 -05:00
Benjamin Otte
9c0ca8803d gpu: Punch hole with a clear again
This reinstates the clear op when possible so we can avoid blending
changes and benefit for large areas, when the clip is appropriate.

Related: #6375
2024-02-09 04:28:32 +01:00
Benjamin Otte
5b184a10a9 gpu: Add a CLEAR blend mode for subsurface hole punching
The previous code was ignoring non-scissor clips, which would make it
overeager at punching holes.

It also was not working with fractional coordinates.

Fixes #6375
2024-02-09 04:28:32 +01:00
Benjamin Otte
269662c888 gpu: Scale the border offset
The shader was forgetting to apply global scale to the offset, which
would cause lines to be offset improperly on hidpi.

Fixes #6412
2024-02-09 04:28:32 +01:00
Guido Günther
3cce78d02c gpu: Print actually checked GLES version
We check for 3.0 not 2.0.
2024-02-08 16:24:50 +01:00
Benjamin Otte
19fccb13c3 gpu: GL < 4.0 needs the ifelse ladder for textures
GL 4.0 (section 4.1.7) allows dynamically uniform expressions as texture
indexes, GL 3.3 (again section 4.1.7) requires constants.

Related: #6401
2024-02-07 19:09:07 +01:00
Benjamin Otte
2a3a5753c1 gpu: Don't optimize too much
The rect clip can only be ignored if the scissor rect is contained in
the clip. But sometimes it isn't.

Fixes #6389
2024-02-04 21:57:13 +01:00
Benjamin Otte
88bed27f85 blurop: Print the blur radius 2024-02-04 21:57:13 +01:00
Matthias Clasen
f93601ed2b Merge branch 'cache-weak-unref' into 'main'
gpu: Fix a problem with texture caches

Closes #6377

See merge request GNOME/gtk!6824
2024-01-29 13:24:56 +00:00
Matthias Clasen
d790268031 gsk: Move gc calls
maybe_gc() may make a different context current, so do it before
the renderer has made its own context current.
2024-01-29 08:12:27 -05:00
Matthias Clasen
89712fc750 gpu: Fix syntax confusion. 2024-01-29 08:12:27 -05:00
Matthias Clasen
9b62a5c931 gpu: Drop an unused argument
The timestamp wasn't used in atlas creation.
2024-01-29 08:12:27 -05:00
Matthias Clasen
fbf3836502 gpu: Drop excessive logging
This was logging every frame, which is too much.
2024-01-29 08:12:27 -05:00
Matthias Clasen
8d80f97597 gpu: free non-atlased glyphs
"Only free glyphs when their atlas is freed" works great for
glyphs that are on an atlas. Don't forget the others.
2024-01-29 08:12:27 -05:00
Matthias Clasen
e6ec8133a5 gpu: Don't weak unref too much
We can reach the code that removes the item from the hash table
before or after the weak unref has triggered. Just leave the
weakref in place and let it do its thing, if it hasn't gone
off yet. That matches what we do in free.

Fixes: #6377
2024-01-29 08:11:25 -05:00
Matthias Clasen
6b436fdbbb gsk: Move gc calls
maybe_gc() may make a different context current, so do it before
the renderer has made its own context current.
2024-01-29 07:49:59 -05:00
Matthias Clasen
7b2b5469eb gpu: Call make current before gc
We do gc in a timeout, when an arbitrary GL context might be
current, so we need to make sure its ours and we don't free
random textures in another context.

Fixes: #6366
2024-01-29 07:39:57 -05:00
Matthias Clasen
1bac8b439a gpu: Be more aggressive about cache gc
Count dead pixels in textures (ie the number of pixels in GPU
textures that are no longer backed by an alive GdkTexture object),
and when the there's too many, do a gc before rendering the next
frame.
2024-01-28 11:00:07 -05:00
Matthias Clasen
ee52e98b7d gpu: Redo texture caching
Count the uses of cached texture - from the device (via the linked
list) and from the texture (via render data / weak ref), and only
free the item once the use count reaches zero.
2024-01-28 10:50:46 -05:00
Matthias Clasen
5e4eda15c9 gpu: Trigger cache gc from the renderer
Instead of forever running a timeout to do gc, ensure the timeout
is scheduled whenever we render a frame (this is done by calling
gsk_gpu_device_maybe_gc () before gsk_gpu_frame_render (), and
gsk_gpu_device_queue_gc () after).
2024-01-28 10:50:19 -05:00
Matthias Clasen
e861ea4bd2 gpu: Add a knob for cache GC
Read the GSK_CACHE_TIMEOUT environment variable to override the
default 15s timeout for cache gc. This is mainly meant for debugging.

Since we don't really need two knobs, reuse the gc timeout value
for the max age of items too.
2024-01-28 10:49:57 -05:00
Matthias Clasen
8009ed3a3c gpu: Add more details to debug spew
Print the number of items in the cache hash tables.
2024-01-27 19:50:45 -05:00
Matthias Clasen
1d95a171f6 gpu: Don't forget to unage cached textures
Whenever we successfully looking up a cached item, we need to
call use() on it to mark it as fresh.
2024-01-27 19:50:41 -05:00