Commit Graph

77215 Commits

Author SHA1 Message Date
Benjamin Otte
db2029d931 vulkan: Add GskVulkanDownloadOp
This op queues a download of an image. The image will only be available
once the commands finished executing, so it requires waiting for the
render to finish, which makes the API a bit awkward.

Included is also a download_png_op() useful for debugging.
2023-07-16 13:16:43 +02:00
Benjamin Otte
6f2fd001a0 vulkan: Properly update image layouts
The render pass ops were not updating the image's layout to the final
layout when a render pass ends.

Fix that.

Also make the layouts explicit arguments to the render pass op.
2023-07-16 13:16:43 +02:00
Benjamin Otte
3327a6ba08 vulkan: Simplify render API
Merge reset() and draw() into a single render() function.

Also clean up some naming on the way.
2023-07-16 13:16:43 +02:00
Benjamin Otte
4954e6962f vulkan: Remove the VulkanOp.upload() vfunc
It's not used anymore.
2023-07-16 13:16:43 +02:00
Benjamin Otte
93db1cc89e vulkan: Add an UploadGlyphOp
Now all the uploads have their own op.
2023-07-16 13:16:43 +02:00
Benjamin Otte
68b337d457 vulkan: Split out a function
Split out the function that uploads using a buffer, so that it can be
used with an area to only update parts of the image.

That feature is not used yet, but will be in future commits.
2023-07-16 13:16:43 +02:00
Benjamin Otte
0d5e54986a vulkan: Remove unused functions 2023-07-16 13:16:43 +02:00
Benjamin Otte
822641c161 vulkan: Merge the two upload ops
Now they both use the same upload code.
2023-07-16 13:16:43 +02:00
Benjamin Otte
385ab74922 vulkan: Merge te 2 upload ops
They are about to share a ton of code, sothey should be in the same
source file.

This commit just does the copying, no functional changes.
2023-07-16 13:16:43 +02:00
Benjamin Otte
fcf65c7caa vulkan: Fold functions into only caller
Now that the VulkanOp does begin/end of render passes, there's no need
to have a renderpass function for it anymore.
2023-07-16 13:16:43 +02:00
Benjamin Otte
ece4e59e99 tests: Reduce number of random fonts
We were clowing through all the Pango caches for no benefit.

It made the test generation stuck in fontconfig loops instead of
quickly generating tests.

So don't do that and limit the different fonts to some reasonable list
of options.
2023-07-16 13:16:43 +02:00
Benjamin Otte
6eea08ff99 vulkan: Don't merge too many drawing commands
If a command takes too long to execute, Vulkan drivers will think they
are inflooping and abort what they were doing.

For the simple color shader with smallish nodes, this happens around
10M instances, as tested with the output of
  ./tests/rendernode-create-tests 10000000 colors.node

So just limit it to way lower, so that we barely never hit it, ut still
pick a big number so this optimization stays noticable.
2023-07-16 13:16:43 +02:00
Benjamin Otte
372dcba9c9 vulkan: Simplify
The renderpassop always has a matching end op, so there is no need to
check for the end of operations and emit one manually.
2023-07-16 13:16:43 +02:00
Benjamin Otte
af817a3362 vulkan: Merge function into only caller
The renderpass reshuffling means we can move a bunch of functions now.

This is one of them.
2023-07-16 13:16:43 +02:00
Benjamin Otte
0edd7547c1 vulkan: Don't try that hard to use clear
For small regions, the optimization doesn't matter that much, so we
don't need to do lots of work on the CPU.

In particular, this should catch icons and their backgrounds (32x32),
but I was generous in selecting the number.

Gets my discrete AMD on widget-factory back to the 1900fps it had before
this optimization while making the driver clock the GPU's shader at
1.7GHz instead of the 2.1GHz it used before.
2023-07-16 13:16:43 +02:00
Benjamin Otte
ce042f7ba1 vulkan: Try really hard to use clear
Using clear avoids the shader engine (see last commit), so if we can get
pixels out of it, we should.

So we detect the overlap with the rounded corners of the clip region and
emit shaders for those, but then use Clear() for the rest.

With this in place, widget-factory on my integrated Intel TigerLake gets
a 60% performance boost.
2023-07-16 13:16:41 +02:00
Benjamin Otte
bb2cd7225e vulkan: Add a clear op
The op emits a vkCmdClearAttachments() with a given color. That can be
used with color nodes that are pixel-aligned and opaque to significantly
speed up rendering when the window background is a solid color.

However, currently this fails a bit outside of fullscreen when rounded
clip rectangles are in use to draw rounded corners.
2023-07-16 13:16:15 +02:00
Benjamin Otte
5e1fd56345 vulkan: Adapt a function
I want to use it for more operations when we can break those down to
operations on the pixels directly, and this function is what's needed
for that.
2023-07-16 12:13:00 +02:00
Benjamin Otte
c72588748b vulkan: Implement direct upload for the cairo op 2023-07-16 12:13:00 +02:00
Benjamin Otte
48e1d48e7f vulkan: Upload cairo images "directly"
Instead of using the upload vfunc and going via the code in
GskVulkanImage, copy/paste the relevant code into the command() vfunc.

This is meant to achieve multiple things:
1. Get rid of GskVulkanUploader and its own command buffer and general
   non-integration with operations.
2. Get rid of GskVulkanOp:upload()
3. Get the upload/download code machinery for GskVulkanImage and put it
   with the actual operations.

The current code can't do direct upload/download, that will follow in a
future commit.
2023-07-16 12:13:00 +02:00
Benjamin Otte
70a12c4efb vulkan: Split out a function
This is refactoring for future changes.
2023-07-16 12:13:00 +02:00
Benjamin Otte
6f76c37fed vulkan: Emit a renderpass op
... instead of doing the equivalent things manually by creating a
RenderPass and calling the relevant functions.

Now all renderpass operations are indeed stored in ops.

Also reshuffle the command emission code, because we no longer need to
emit the ops for the base renderpass.

As a result we only submit a single command buffer containing all the
render passes instead of once per render pass.
We also bind vertex buffers and descriptor sets only once now at the
start instead of once per renderpass.
2023-07-16 12:13:00 +02:00
Benjamin Otte
cc5cab65a1 vulkan: Sort the ops
Use the OpClass.stage to order operations:

1. Put upload ops first
   This way we can ensure they are executed first.
2. Move subpasses for offscreens in front of the pass using them.
2023-07-16 12:13:00 +02:00
Benjamin Otte
f3823eff87 vulkan: Store a pointer to the first op
This is not yet useful, but will be soon.
2023-07-16 12:13:00 +02:00
Benjamin Otte
13d6e691c2 vulkan: Indent verbose prints again
This feature was lost when refactoring, restore it.
2023-07-16 12:13:00 +02:00
Benjamin Otte
0bf16d738e vulkan: Rename offscreenp to renderpassop
They should be used for all renderpasses, not just offscreens.
2023-07-16 12:13:00 +02:00
Benjamin Otte
2aba50efa0 vulkan: Move the render ops to the Render
This is a massive refactoring because it collects all the renderops
of all renderpasses into one long array in the Render object.

Lots of code in there is still flaky and needs cleanup. That will
follow in further commits.

Other than that it does work fine though.
2023-07-16 12:13:00 +02:00
Benjamin Otte
63ad234391 vulkan: Batch together multiple draw calls
If multiple instances of the same op appear in order, we can emit one
vkCmdDraw() for all of them together.

So do that.
2023-07-16 12:13:00 +02:00
Benjamin Otte
21d2372396 vulkan: Unify some functions
All the ops that just execute a shader do pretty much the same stuff, so
put it all in a single function that they all call.

It's basically faking a base class for them.
2023-07-16 12:13:00 +02:00
Benjamin Otte
c0b185bee9 vulkan: Make Op->command() return the next op
This way, ops can batch themselves.

They don't dothat yet, but you know where this is going...
2023-07-16 12:13:00 +02:00
Benjamin Otte
da4a4f6a25 vulkan: Add a Stage enum
It's declaring at which stage this command should run. So far nothing is
using it, but that will follow in future commits.
2023-07-16 12:13:00 +02:00
Benjamin Otte
d7764cc6b3 vulkan: Bind descriptor sets early
Simplfies the code and doesn't change anything.
2023-07-16 12:13:00 +02:00
Benjamin Otte
a6b2bcbf24 vulkan: Remove unused arguments from Op vfuncs
Makes code a lot simpler.
2023-07-16 12:13:00 +02:00
Benjamin Otte
7fa159e94a vulkan: Cache VkRenderPasses in render object
Instead of recreating the same renderpass object in every frame and for
every offscreen, just reuse it.

Technically, we can save this per-renderer or even per-display (it
should really be cached by VkDevice), but we have no infrastructure for
that.
2023-07-16 12:13:00 +02:00
Benjamin Otte
05c9f3442c vulkan: Rename function
The function name gsk_vulkan_render_get_pipeline() had been used for
GskVulkanPipeline. Since those are gone now, we can use that name for
VkPipelines.
2023-07-16 12:13:00 +02:00
Benjamin Otte
cef87b102c vulkan: Cache framebuffer in image
Instead of recreating them every frame for every render pass, reuse the
same framebuffer.
2023-07-16 12:13:00 +02:00
Benjamin Otte
70c9521cae vulkan: Put the vertex buffer into the render object
Renderpasses get recreated every frame, but we keep render objects
around. So if we keep the vertex buffer in the render object, we can
also keep it around and just reuse it.

Also, we only need one buffer for all the render passes, which is
another bonus.

The initial buffer size is chosen at 128kB. Maximized Nautilus,
gnome-text-editor with an open file and widget-factory take ~100kB when
doing a full redraw. Other apps are between 30-50kB usually.

So I chose a value that is not too big, but catches ~90% of cases.
2023-07-16 12:13:00 +02:00
Benjamin Otte
1abcf3d48a vulkan: Add an offscreen end op
This is basically a fancy no-op for now, but reordering of ops will need
it to indicate end of offscreen commands.
2023-07-16 12:13:00 +02:00
Benjamin Otte
6363f27f95 vulkan: Don't intern strings
Interning strings is slow, especially if we can instead do direct
pointer compares.

Also refactor the pipeline lookup code a bit to make use of the
refactored code.
2023-07-16 12:13:00 +02:00
Benjamin Otte
f35053b837 vulkan: Add VulkanOp->next
Set it after creating all the ops and then use it for iterating.

Note that we cannot set it while creating the ops because the array may
be realloc()ed into a different memory region which would invalidate all
the pointers.

It currently has no use, but that will come later.

Also put the typedefs into headers in gsk/vulkan, they have nthing to do
outside that directory.
2023-07-16 12:13:00 +02:00
Benjamin Otte
d669e3ab6a vulkan: Remove all the semaphores
They aren't necessary with just one queue.
2023-07-16 12:13:00 +02:00
Benjamin Otte
5707551b79 vulkan: Remove unused stuff from render object
Neither cleanup images nor multiple renderpasses are used anymore since
both of those are now handled inside the render ops.
2023-07-16 12:13:00 +02:00
Benjamin Otte
a7c247bccd vulkan: Pass the node when setting up
Remove the function to add a node from both the GskVulkanRender and the
GskVulkanRenderPass.

That means they are both now meant to draw exactly one node.
2023-07-16 12:13:00 +02:00
Benjamin Otte
d86d4c5597 vulkan: Add infrastructure for printing ops
... and add a GSK_DEBUG=verbose setting making use of it.
2023-07-16 12:13:00 +02:00
Benjamin Otte
73f1dfc762 vulkan: Repurpose mask shader
Use if for mask nodes to do the generic source image + mask image
operation with the 4 available mask modes.
2023-07-16 12:13:00 +02:00
Benjamin Otte
a621bd066b vulkan: Remove op.get_pipeline()
It's unused now that GskVulkanPipeline is gone.
2023-07-16 12:13:00 +02:00
Benjamin Otte
143ca0e17d vulkan: Remove GskVulkanPipeline
Pipelines are handled differently now.
2023-07-16 12:13:00 +02:00
Benjamin Otte
58c318a4dc vulkan: Add gskvulkanprivate.h
It's the new place for all the common stuff.

Because the old place is about to go away.
2023-07-16 12:13:00 +02:00
Benjamin Otte
210cb3eecd vulkan: Turn push constants into an op
This removes the last remaining original op from the gskvulkanrenderpass.c,
so that file got some cleanup, too.
2023-07-16 12:13:00 +02:00
Benjamin Otte
6e6fa3daed vulkan: Make glyphs use new node ops
This is a rudimentary - but working - port.
Glyph uploads are still using the old machinery, a bunch of functions
still exist that probably aren't necessary anymore and each glyph emits
its own node.

This will need to be improved in further commits.
2023-07-16 12:13:00 +02:00