Commit Graph

320 Commits

Author SHA1 Message Date
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
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
Benjamin Otte
2d6ebbb4d5 vulkan: Add a glyph shader
This shader is an updated version of the mask shader, but I want to use
the mask name for the mask node and that's a different functionality.

Also, add an operation for it and partially implement the mask node
using it, so we can test that this shader works.

Replacing the shader used for text rendering is the next step.
2023-07-16 12:12:59 +02:00
Benjamin Otte
efa4cae949 vulkan: Remove hacky function arguments
They're unused now that we removed the old render ops.
2023-07-16 12:12:36 +02:00
Benjamin Otte
5e72914c48 vulkan: Port linear gradient to new ops
This was the last user of GskVulkanOpRender, so delete that one, too.
2023-07-16 12:12:36 +02:00
Benjamin Otte
f3aab662c3 vulkan: Make border shader use new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
c598fa9147 vulkan: Add a blur op and use it
This removes the last old user of offscreens, so those functions are now
gone, too.
2023-07-16 12:12:36 +02:00
Benjamin Otte
b2296a1918 vulkan: Port inset and outset shadow to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
594595d9cd vulkan: Port blend mode to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
9ac36aeb42 vulkan: Add cross-fade op
The benefit here is that we can now properly cross-fade when one of
start/end is fully clipped out by just replacing it with an opacity op
for the other.

This was not possible with the old way we did things.
2023-07-16 12:12:36 +02:00
Benjamin Otte
a61fe61318 vulkan: Factor out call to opacity op
I want to reuse it for crossfades (see next commit).
2023-07-16 12:12:36 +02:00
Benjamin Otte
99085605a8 vulkan: Convert color op to new method
This is a straightforward and simple port.
2023-07-16 12:12:36 +02:00
Benjamin Otte
9da1055575 vulkan: Create pipeline differently for ops
Instead of creating a pipeline GObject, just ask for the VkPipeline.

And instead of having the Op handle it, just let the renderpass look
up/create the relevant pipeline while creating commands so that it can
insert vkCmdBindPipeline calls as-needed.
2023-07-16 12:12:36 +02:00
Benjamin Otte
b049990356 Revert "vulkan: Always render clip extents"
This reverts commit 0f184d3270.

The renderer is good enough to make use of the clip region.

Or rather: If it isn't, the renderpass should take care of that, not the
render object.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8207c548cc vulkan: Combine textures and samplers again
This reverts most of commit f420c143e0
again because it turns out GPUs like combined images and samplers.

But: The one thing we don't revert is allowing the C code to select any
combination of sampler and image:
gsk_vulkan_render_get_image_descriptor() now takes a 2nd argument
specifying the sampler.

This allows the same flexibility as before, we just combine things
early.

This change was inspired by
https://developer.nvidia.com/blog/vulkan-dos-donts/
2023-07-16 12:12:36 +02:00
Benjamin Otte
83960622e3 vulkan: Store shaders in the display
Have a resource path => vkShaderModule hash table instead of doing fancy
custom objects.

A benefit is that shader modules are now shared between all renderers
and pipelines.
2023-07-16 12:12:36 +02:00
Benjamin Otte
7cf7870254 vulkan: Initialize ops differently
Instead of creating the op manually, just pass in the renderpass and
have the op created from there.

This way ops aren't really initialized anymore, they are more appended
to the queue, so instead of foo_op_init() we can just call the function
foo_op().
2023-07-16 12:12:36 +02:00
Benjamin Otte
7763e883d6 vulkan: Use VkPipeline instead of GskVulkanPipeline
This is in preparation for getting rid of GskVulkanPipelines.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8bacfad171 vulkan: Use new ops for repeat nodes
The new code always uses an offscreen, even for children that are
exactly fitting texture nodes.
I would have had to write more code and didn't consider it worth it,
especially because it would have required complicating the
get_as_image() function.

This was the last node using the texture pipeline.
2023-07-16 12:12:36 +02:00
Benjamin Otte
53e7277584 vulkan: Implement fallback using new nodes
With Cairo upload and texture nodes being available, we can do that now.
2023-07-16 12:12:36 +02:00
Benjamin Otte
e43b7902be vulkan: Pass bounds to texture op
This way the node can do the normalization (and maybe stop doing it
in the future).
2023-07-16 12:12:36 +02:00
Benjamin Otte
f1d81bb7df vulkan: Add a Cairo upload node
... and use it for cairo nodes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
84cf6de36d vulkan: Port opacity to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
aaa219497b vulkan: Add offscreen and color-matrix op
.. and use them for color-matrix operations.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8515224921 vulkan: Split out a function
We'll need it elsewhere soon.
2023-07-16 12:12:36 +02:00
Benjamin Otte
f53da409e5 vulkan: Add an argument to vfunc
We need this in the future.
2023-07-16 12:12:36 +02:00
Benjamin Otte
b45a2025d9 vulkan: Remove nonexisting function from header 2023-07-16 12:12:36 +02:00
Benjamin Otte
0946b0b333 vulkan: Split out a function
Making that function externally usable allows having render passes
managed externally.

Also remove a nonexisting function from the header.
2023-07-16 12:12:36 +02:00
Benjamin Otte
1d9ad55c54 vulkan: Use new ops for TextureScale nodes 2023-07-16 12:12:36 +02:00
Benjamin Otte
94a64329c2 vulkan: Add new renderops for texture rendering
Adds 2 ops:

- Upload
  Creates a new Vulkan image and uploads data into it

- Texture
  Draws a given image

These 2 ops are then used for GskTextureNodes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
ba502a5009 vulkan: Split texture caching code
Instead of having one function that gets the image for the texture and
uploads it if it doesn't exist yet, make it 2 functions:

One to get the texture if it exists.
One to assign an uploaded image to the texture.

This way, we can potentially do the upload ourselves.
2023-07-16 12:12:36 +02:00
Benjamin Otte
e1d2477485 vulkan: Actually run the op_finish()
It's a no-op for all current ops, so it isn't really necessary. But
that's about to change.
2023-07-16 12:12:36 +02:00
Benjamin Otte
2fef53b154 vulkan: Pass context, not uploader
We don't need the uploader when creating the image, only when uploading.
2023-07-16 12:12:36 +02:00
Benjamin Otte
742ef96748 vulkan: Create the first real VulkanOp
Split out the scissor op into its own implementation as a proof of
concept of how ops are meant to look when they are actually working.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8d928ad340 vulkan: Allocate render ops differently
Allocate the memory up front instead of passing the Op into it.

This way, we can split ops into their own source file and use
init/finish style to use them.
2023-07-16 12:12:36 +02:00
Benjamin Otte
32e123fa67 vulkan: Invent a new abstraction
GskVulkanOp is meant to be a proper abstraction of operations
the Vulkan renderer will be doing.

For now it's an atrocious clunky piece of junk wedged into the
renderpass codebase.

It's so temporary that I didn't even adjust indentation of the code.
2023-07-16 12:12:36 +02:00
Benjamin Otte
df0dd296e9 vulkan: Use the actual RenderOp type
... instead of the generic one.

This is again preparation for future changes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
34e13556b4 vulkan: Use a byte array for render ops
This allows allocating only as much memory as is needed for each op.

We don't do that yet, this is still preparation.
2023-07-16 12:12:36 +02:00
Benjamin Otte
bdbb1398db vulkan: Split out a function
This is preparation for future changes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
3523d56122 vulkan: Change the clip intersection check
Intersection with a roudned clip takes too long.

Instead, rename the function to may_intersect() to be clear about what
it does and then just intersect with the regular rectangle.
2023-07-11 01:39:25 +02:00
Benjamin Otte
5c601b673e vulkan: intersect rects also for CLIP_NONE
If we don't clip anything, we stil have bounds - either the framebuffer
size or (more likely) the scissor rect. And we don't want to draw
anything that is outside these bounds.

So clip in those cases, too.

Stops gtk4-demo --run=listbox from trying to render the whole listbox
instead of only the visible parts.
2023-07-10 06:32:01 +02:00
Matthias Clasen
40707a6af0 Merge branch 'ebassi/issue-5934' into 'main'
Lower the Python requirement

Closes #5934

See merge request GNOME/gtk!6167
2023-07-05 10:57:45 +00:00
Emmanuele Bassi
9b71c9dfc6 Do not use bleeding edge Python
The match operator was added in Python 3.10, which is a bit too new for
some downstreams.

While at it, let's fix the flake8 errors and warnings.

Fixes: #5934
2023-07-05 10:19:18 +01:00
Benjamin Otte
84737a5159 build: Include the right things
If we build our own targets, we need to include those.

This is only relevant when adding new shaders because meson will
complain that the (unused) sources don't exist as it tries to include
those.
And that will make the build.ninja file not be generated which would
have build those shaders and would have allowed to copy them into the
sources.

Note that this makes builds with glslc not care about all the shader
files being included with the sources, but we have CI to check that.
2023-07-03 22:02:44 +02:00
Benjamin Otte
6c85ed1ba1 vulkan: Generate vertex array headers from shaders
The script is pretty dumb but it does its job.
2023-06-27 07:11:48 +02:00
Benjamin Otte
2e58274f23 vulkan: Rename crossfade => cross-fade
Preparation for the future.
2023-06-27 06:46:57 +02:00
Benjamin Otte
4ade0afe03 vulkan: Rename blendmode to blend-mode
Preparation for future changes, nothing to see here.
2023-06-27 06:46:57 +02:00
Benjamin Otte
684a015c98 vulkan: Add a pipeline cache
Make the display handle the cache, because we only need one.

We store the cache in
  $CACHE_DIR/gtk-4.0/vulkan-pipeline-cache/$UUID.$VERSION
so we regenerate caches for each different device (different UUID) and
each different driver version.

We also keep track of the etag of the cache file, so if 2 different
applications update the cache, we can detect that.
Vulkan allows merging caches, so the 2nd app reloads the new cache file
and merges it into its cache before saving.
2023-06-26 20:28:11 +02:00
Benjamin Otte
169355f771 vulkan: Rebuild the precompiled shaders
We forgot that with all the changes.
2023-06-20 20:17:06 +02:00
Benjamin Otte
299c6a3d6f vulkan: Take offscreen fromat from context
We want to create offscreens in compatible formats, and in particular we
want to ideally use the same format as rendering would use.
2023-06-20 20:15:12 +02:00
Benjamin Otte
17698bfd2e vulkan: Use 3 descriptor sets, not 3 bindings
It turns out variable length is only supported for the last binding in
a set, not for every binding.
So we need to create one set for each of our arrays.

[ VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-pBindingFlags-03004 ] Object 0: handle = 0x33a9f10, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xd3f353a | vkCreateDescriptorSetLayout(): pBindings[0] has VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT but 0 is the largest value of all the bindings. The Vulkan spec states: If an element of pBindingFlags includes VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT, then all other elements of VkDescriptorSetLayoutCreateInfo::pBindings must have a smaller value of binding (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-pBindingFlags-03004)
2023-06-20 20:15:12 +02:00
Benjamin Otte
377592cb62 vulkan: Use the right flags
Somebody (me) had flipped the 2 flags in commit ba28971a18:

[ VUID-vkCmdCopyBufferToImage-srcBuffer-00174 ] Object 0: handle = 0x3cfaac0, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x430000000043, type = VK_OBJECT_TYPE_BUFFER; | MessageID = 0xe1b276a1 | Invalid usage flag for VkBuffer 0x430000000043[] used by vkCmdCopyBufferToImage. In this case, VkBuffer should have VK_BUFFER_USAGE_TRANSFER_SRC_BIT set during creation. The Vulkan spec states: srcBuffer must have been created with VK_BUFFER_USAGE_TRANSFER_SRC_BIT usage flag (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdCopyBufferToImage-srcBuffer-00174)
2023-06-20 20:15:12 +02:00
Benjamin Otte
0a5e5023a8 vulkan: Remove unused declaration from shader 2023-06-20 20:15:12 +02:00
Benjamin Otte
aa6c670f15 vulkan: Add support for high bit depth 2023-06-19 15:08:00 +02:00
Benjamin Otte
746d0d8fde vulkan: Don't create unnecessary render passes
Pass the render pass to the pipeline creation function instead of
creating an extra one just for pipeline creation.
2023-06-19 15:08:00 +02:00
Benjamin Otte
35b09c727a vulkan: Put the framebuffer in the renderpass
... instead of having fancy caching.

That caching is complicated and it's not necessary.
2023-06-19 15:08:00 +02:00
Benjamin Otte
c35f491795 vulkan: Store the VkFormat in GskVulkanImage
... and use that info when creating renderpasses.
2023-06-19 15:08:00 +02:00
Benjamin Otte
5b64ca7e0a vulkan: Pick high depth texture for high depth nodes
If a node has a higher depth, pick the RGBA format that has that depth
as the texture format we're renderig to with render_texture().

Support for adapting the swapchain is not part of this.
2023-06-19 15:08:00 +02:00
Benjamin Otte
d61737ac7a vulkan: Add format fallback
When a GdkMemoryFormat isn't supported, pick close formats that have a
higher chance of being supported.
Make sure this works recursively and the whole loop always ends up at
R8G8B8A8_UNORM because that one is mandatory.

Roughly, follow these rules:
1. Drop the unpremultiplied
2. Expand channels to include all of RGBA
3. pick swizzle that is RGBA
4. pick next largest depth
5. pick R8G8B8A8_UNORM
2023-06-19 15:08:00 +02:00
Benjamin Otte
ba28971a18 vulkan: Allow mapping images as "read" and/or "write"
This way, we unify the code paths for memory access to textures.

We also technically gain the ability to modify images, though I have no
use case for this.
2023-06-19 15:08:00 +02:00
Benjamin Otte
7b4846bc25 vulkan: Pass format to offscreen creation function
That way, the offscreen can create images of different types.

Its not used in this commit, but will come in handy when we want to
support high bit depth.
2023-06-19 15:08:00 +02:00