Commit Graph

80930 Commits

Author SHA1 Message Date
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
fa33af248e cairo: Improve gdk_texture_download_to_surface()
Previously, we were always downloading into CAIRO_FORMAT_ARGB32.
Now we check the texture depth and pick a suitable format.

This improves rendering for high depth content, but it's slower.

That's why we're not yet making sure the depth is suitable for the
colorspace conversion. That would force all SRGB textures into float
surfaces as we don't consider conversions suitable for U8 in our generic
code.
2024-07-11 14:57:20 +02:00
Benjamin Otte
e6cfbc00fc gdk: Support more formats in gdk_texture_new_for_surface() 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
527f305690 vulkan: Compare different depths by their Vulkan format
GdkMemoryFormats can be identical for different Vulkan formats, in
particular in the srgb vs non-srgb case.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b05c9c26bd vulkan: Add support for SRGB formats 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
Benjamin Otte
4fa6f791f4 cairo: Use the draw context's color state
This just passes through the sRGB set by the GDK backends instead of
hardcoding sRGB, so no functional changes.
2024-07-11 14:57:20 +02:00
Benjamin Otte
6287eaa745 cairo: Add colorstate to GskRenderNode::draw and use it
This adds the following:
- ccs argument to GskRenderNode::draw
  This is the compositing color state to use when drawing.

- make implementations use the CCS argument
  FIXME: Some implementations are missing

- gsk_render_node_draw_with_color_state()
  Draws a node with any color state, by switching to its compositing
  color state, drawing in that color state and then converting to the
  desired color state.
  This does draw the result OVER the previous contents in the passed in
  color state, so this function should be called with the target being
  empty.

- gsk_render_node_draw_ccs()
  This needs to be passed a css and then draws with that ccs.
  The main use for this is chaining up in rendernode draw()
  implementations.

- split out shared Cairo functions into gdkcairoprivate.h
  gskrendernode.c and gskrendernodeimpl.c need the same functions.
  Plus, there's various code in GDK that wants to use it, so put it in
  gdk/ not in gsk/

gsk_render_node_draw() now calls gsk_render_node_draw_with_color_state()
with GDK_COLOR_STATE_SRGB.
2024-07-11 14:57:20 +02:00
Benjamin Otte
2ae13229ea colorstate: Add utility function to convert GdkRGBA
This should end up in GdkColor, but that doesn't exist yet.

It's also why the bad name doesn't concern me much.
2024-07-11 14:57:20 +02:00
Matthias Clasen
2879d35f3d gdk: Add a fast-path
Special case u8 RGBA8p, which is the common case.
2024-07-11 14:57:20 +02:00
Benjamin Otte
ab7d969700 gdk: Add color state arg to gdk_texture_download_surface()
All callers set it to SRGB at the moment.
2024-07-11 14:57:20 +02:00
Matthias Clasen
e1031ac5ad gdk: Add gdk_memory_format_convert_color_state
This allows in-place color state conversions.
2024-07-11 14:57:20 +02:00
Benjamin Otte
1b1e7f4296 drawcontext: Make begin_frame() set colorstate + depth
Make begin_frame() set a rendering colorstate and depth, and provide it
to the renderers via gdk_draw_context_get_depth() and
gdk_draw_context_get_color_state().

This allows the draw contexts to define their own values, so that ie the
Cairo and GL renderer can choose different settings for rendering (in
particular, GL can choose GL_SRGB and do the srgb conversion; while
Cairo relies on the renderer).
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
4253bb9922 memoryformat: Add test for depth merging
We want to ensure a few invariants:
- merge (a, a) == a
- merge (a, b) == merge (b, a)

Add tests to verify that this is now the case.
2024-07-11 14:57:20 +02:00
Benjamin Otte
1bbf5f7a17 gdk: Add GDK_MEMORY_NONE depth
That's basically the "undefined" value. We need that when drawing
nothing, which so far only happens with empty container nodes.

But empty container nodes can be children of other nodes, and that makes
things propagate. So instead of catching them, force the whole rest of
the code to deal with an undefined depth.

We also can't just set a random depth, because that will cause merging
to fail.
2024-07-11 14:57:20 +02:00
Benjamin Otte
9abc83fdad gdk: Make gdk_memory_depth_merge() use a table
This makes it clearer how depths are merged.

Also use the actual desired merge modes, the previous code had some
weird behaviors.
2024-07-11 14:57:20 +02:00
Matthias Clasen
8d5325b816 glx: Create srgb drawables if possible
Make our visual selection code prefer fbconfigs that are
'srgb framebuffer capable', and mark the surface as 'is srgb'
in this case.

This arranges things so that GSK knows not to use an offscreen
for converting contents back to srgb in the end.
2024-07-11 14:57:20 +02:00
Matthias Clasen
ad6fd451fb gdk: Create our egl surface with srgb colorspace
For GDK_MEMORY_U8_SRGB depth, try to create an SRGB surface.

This requires the EXT_KHR_gl_colorspace extension, which
isn't super-common in the wild (37%), so we fall back to regular U8 if
that fails.

But if we have the extension, create our egl surface with the
srgb colorspace, and report that fact in gdk_surface_gl_is_srgb().
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
dfd181d7d5 gdk: Add gdk_surface_get_gl_is_srgb()
This is a way to query whether the framebuffer we use is using GL_SRGB
or equivalent. Currently, it just returns FALSE.
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
b707568fc1 egl: Pass depth through the fbconfig selection code
We still only differentiate between high bit depth or not, but we now
choose at the end instead of the start, which makes it easier to adapt
to a different method of choosing.
2024-07-11 14:57:20 +02:00
Benjamin Otte
16c29a7db5 texture: Add gdk_texture_get_depth()
... and use it.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b5b0002d24 rendernode: Return the right depth for colors
This makes sure we return U8_SRGB for GdkRGBA colors with linear
compositing.
2024-07-11 14:57:19 +02:00
Benjamin Otte
127b92e3db color_state: Make U8_SRGB the depth for COLOR_STATE_SRGB
This will only be used with linear compositing, so we force U8 when
we're not compositing linear.
2024-07-11 14:57:19 +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