Commit Graph

2603 Commits

Author SHA1 Message Date
Benjamin Otte
59d062cb3d gpu: Use variations for the mask mode 2024-01-07 07:22:53 +01:00
Benjamin Otte
8032e30a76 gpu: Make linear gradients use variations 2024-01-07 07:22:53 +01:00
Benjamin Otte
2e81e4d452 gpu: Make box shadow shader use variations
Use it do differentiate between inset and outset shadows.
2024-01-07 07:22:53 +01:00
Benjamin Otte
d900407a18 gpu: Introduce the concept of "variation"
A variation is a #define/specialization constant that every shader can
use to specialize itself as it sees fit.

This commit adds the infrastrcture, future commits will add
implementations.
2024-01-07 07:22:53 +01:00
Benjamin Otte
b9651606d3 gpu: Add a cross-fade shader 2024-01-07 07:22:53 +01:00
Benjamin Otte
2a5f6fdde5 gpu: Handle a clipping cornercase properly
If we enter the situation where we need to redirect the clipping to an
offscreen, make sure that:

* the ubershader gets only used when beneficial

* we size the offscreen properly and don't let it grow infinitely.

Fixes the clip-intersection-fail-opacity test
2024-01-07 07:22:53 +01:00
Benjamin Otte
6dbbd65ef8 gpu: Handle opacity in the Cairo path
Fixes random calls to add_fallback_node() from code that wants to handle
opacity.

Also makes Cairo nodes work with opacity, of course.
2024-01-07 07:22:53 +01:00
Benjamin Otte
9947760d87 gpu: Handle alpha in image_op() wrapper
There are various places where the alpha is implicitly assumed to be
handled, so just handle it.

As a bonus, this simplifies a bunch of code and makes the texture node
rendering work with alpha.
2024-01-07 07:22:53 +01:00
Benjamin Otte
493b83ff24 gpu: Optimize box-shadow shader
Like in the border shader, don't draw the (potentially large for the
window's shadow) inside part that is transparent.
2024-01-07 07:22:53 +01:00
Benjamin Otte
b65f6eef59 gpu: Replace a fallback with offscreens
Use an offscreen and mask it if the clips get too complicated.

Technically, the code could be improved to set the rounded clip on the
offscreen instead of rendering it as a mask, but that would require more
sophisticated tracking of clip regions by respecting the scissor, and
the current clip handling can't do that yet.

This removes one of the last places where the GPU renderer was still
using Cairo fallbacks.
2024-01-07 07:22:53 +01:00
Benjamin Otte
f6ff0ee18c gpu: Add gsk_gpu_node_processor_add_images()
This is for generating descriptors for more than 1 image. The arguments
for this function are very awkward, but I couldn't come up with better
ones and the function isn't that important.

And the calling places still look a lot nicer now.
2024-01-07 07:22:53 +01:00
Benjamin Otte
b388c066dc gpu: Add gsk_gpu_node_processor_init_draw/finish_draw()
These initialize/finish an offscreen and start drawing to it.

It simplifies the process of using offscreens quite a bit that way.
2024-01-07 07:22:53 +01:00
Benjamin Otte
9fe011b98f gpu: Add stroke support
Same as for fill nodes, we render the stroke to a mask and then run a
mask shader.

The color node child optimization is included already.
2024-01-07 07:22:53 +01:00
Benjamin Otte
89ab3a8146 gpu: Optimize solid color fills 2024-01-07 07:22:53 +01:00
Benjamin Otte
5dcaca9b3c gpu: Add fill node support
For now this uses Cairo to generate a mask and then runs a mask op.

This is different from just using fallback in that the child is rendered
with the GPU and not via fallback.
2024-01-07 07:22:53 +01:00
Benjamin Otte
69c8278558 gpu: Add a radial gradient shader
This is mainly copy/paste, so now this almost identical gradient code
exists 3 times.
That's kinda suboptimal.
2024-01-07 07:22:53 +01:00
Benjamin Otte
0e9b967bf9 gpu: Add a conic gradient shader 2024-01-07 07:22:53 +01:00
Benjamin Otte
0c32a94d8e gpu: Split linear gradient shader into 2 parts
A generic part that can be shared by all gradient shaders that does the
color stop handling and a gradient-specific part that needs to be
implemented individually by each gradient implementation.
2024-01-07 07:22:53 +01:00
Benjamin Otte
6d20f4bc60 gpu: Change the cairo upload op prototype
Make it take a draw function instead of a node.

This way, we can draw more fancy stuff with Cairo.
2024-01-07 07:22:53 +01:00
Benjamin Otte
8361949ba1 gpu: Handle >7 color stops
If there are more than 7 color stops, we can split the gradient into
multiple gradients with color stops like so:
  0, 1, 2, 3, 4, 5, transparent
  transparent, 6, 7, 8, 9, 10, transparent
  ...
  transparent, n-2, n-1, n
and use the new BLEND_ADD to draw them on top of each other.

Adapt the testcae that tests this to use colors that work with the fancy
algorithm we use now, so that BLEND_ADD and transitions to transparent
do not cause issues.
2024-01-07 07:22:52 +01:00
Benjamin Otte
8372bc00bd gpu: Make the ubershader use the correct coordinates
Instead of scaled coordinates, use the unscaled ones.

This ensure that gradients get computed correctly as they are not safe
against nonorthogonal transforms - like scales with different scale
factors.
2024-01-07 07:22:52 +01:00
Benjamin Otte
5cf3c70db0 gpu: Make blend modes configurable
For now, we only have OVER and ADD blend modes. This commit doesn't use
ADD, it just sets up all the machinery and refactors things.
2024-01-07 07:22:52 +01:00
Benjamin Otte
a031011e5e gpu: Add a linear-gradient shader
The shader can only deal with up to 7 color stops - but that's good
enough for the real world.

Plus, we have the uber shader.

And if that fails, we can still fall back to Cairo.

The code also doesn't handle repeating linear gradients yet.
2024-01-07 07:22:52 +01:00
Benjamin Otte
bd901896ee gpu: Add a mask shader
This shader can take over from the ubershader. And it can be used
instead of launching the ubershader when no offscreens are necessary.

Also includes an optimization that uses the colorize shader when
appropriate.
2024-01-07 07:22:52 +01:00
Benjamin Otte
cb5c994cd9 rgba: Add a few macros
... and use them.

Those macros hopefully make code more readable.
2024-01-07 07:22:52 +01:00
Benjamin Otte
39a0e27513 gpu: Use ubershader for repeat nodes when possible 2024-01-07 07:22:52 +01:00
Benjamin Otte
832ddb31b7 gpu: Add a repeat node renderer
The ubershader has some corner cases where it can't be used, in
particular when the child is massively larger than the repeat node and
the repeat node is used to clip lots of the source.
2024-01-07 07:22:52 +01:00
Benjamin Otte
8bdc7a3289 renderer: Add Vulkan renderer to the list of renderers
It's better than the Cairo renderer, so use it instead.

It's still only picked once GL fails, so it will probably only ever be
picked when people use GDK_DEBUG=gl-disable, but at least it will be
picked.
2024-01-07 07:22:52 +01:00
Benjamin Otte
57521e6242 renderer: Split function
per-backend renderers and GL renderers are a different thing, so treat
them as such.

Also, try the GL renderer unconditionally. The renderer initialization
code will take care of GL not being available.
2024-01-07 07:22:52 +01:00
Benjamin Otte
93d681ae77 vulkan: Add a Vulkan downloader
This is using the Vulkan renderer.

It also allows claiming support for all the formats that only Vulkan
supports, but that neither GL nor native mmap can handle.
2024-01-07 07:22:52 +01:00
Benjamin Otte
a9b27a7de0 gpu: Implement a GdkDmabufDownloader 2024-01-07 07:22:52 +01:00
Benjamin Otte
41d80ac277 gpu: Add a boolean flag allow_dmabuf to the downloadop
It can be set to force the downloadop to not create dmabuf textures.
2024-01-07 07:22:52 +01:00
Benjamin Otte
cf9b8231bd gpu: Update to memoryformat Vulkan code
The existing code for setting up formats was copied from the old Vulkan
renderer and never updated.
2024-01-07 07:22:52 +01:00
Benjamin Otte
c7a69882d3 gpu: Reorganize format handling
Add GSK_GPU_IMAGE_RENDERABLE and GSK_GPU_IMAGE_FILTERABLE and make sure
to check formats for this feature.

This requires reorganizing code to actually do this work instead of just
pretending formats are supported.

This fixes GLES upload tests with NGL.
2024-01-07 07:22:52 +01:00
Benjamin Otte
e5cd813a24 gpu: Add debug messages
Add FALLBACK debug messages when a texture upload format is not
supported.
2024-01-07 07:22:52 +01:00
Benjamin Otte
d4c4e4bbc5 gpu: sync dmabufs via semaphores
This ensures both that we signal a semaphore for a dmabuf when we export
an image and that we import semaphores for dmabufs and wait on them.

Fixes Vulkan node-editor displaying the Vulkan renderer in the sidebar.
2024-01-07 07:22:52 +01:00
Benjamin Otte
cfcc9658b2 gpu: Make VulkanRealDescriptor keep the frame
There's too much interaction between the two to warrant not having it
around.
2024-01-07 07:22:52 +01:00
Benjamin Otte
d8a0cd24d7 gpu: Add support for blend modes 2024-01-07 07:22:52 +01:00
Benjamin Otte
496ecd68f2 gpu: Make Vulkan renderer provide dmabuf textures
Make gsk_renderer_render_texture() create a dmabuf texture if that is
possible.

If it isn't (ie if we're not on Linux or if dmabufs are otherwise not
working) fall back to the previous code of creating a memory texture.
2024-01-07 07:22:52 +01:00
Benjamin Otte
683878c733 gpu: Add gsk_gpu_device_create_download_image()
This way, we can differentiate between regular offscreens and images
that are meant to be used for gsk_renderer_render_texture() or similar.
2024-01-07 07:22:52 +01:00
Benjamin Otte
38c0e2bdf6 gpu: Update the pipeline cache
When a new shader was compiled, queue a save of the pipeline cache.
2024-01-07 07:22:52 +01:00
Benjamin Otte
f0fc2709d6 gpu: Implement support for multiple storage buffers
When using the uber shader a lot, we may overflow the (only 16kB large)
storage buffer.

Stop crashing when that happens and instead just allocate a new one.
2024-01-07 07:22:52 +01:00
Benjamin Otte
1b38cbd410 gpu: Handle storage buffers via descriptors
This makes the (currently single) storage buffer handled by
GskGpuDescriptors.
A side effect is that we now have support for multiple buffers in place.
We just have to use it.

Mixed into this commit is a complete rework of the pattern writer.
Instead of writing straight into the buffer (complete with repeatedly
backtracking when we have to do offscreens), write into a temporary
buffer and copy into the storage buffer on committing.
2024-01-07 07:22:52 +01:00
Georges Basile Stavracas Neto
c2ec97e922 gpu/renderer: Improve scale detection
The GL branch should eventually call into gdk_gl_context_get_scale(),
which is what checks for GDK_DEBUG=gl-fractional; whereas the Vulkan
branch needs no change.
2024-01-07 07:22:52 +01:00
Benjamin Otte
90a278ce46 gpu: Rename some descriptors APIs
We want tosupport buffers here, too, so make the names unambiguous.
2024-01-07 07:22:52 +01:00
Benjamin Otte
2a5fe8cd0c gpu: Only run uber shaders if beneficial
If we have the choice between running the ubershader or a normal shader
with offscreens, make the choice depend on if the ubershader would
offscreen anyway.
If so, just run the normal shader.

This really gets rid of all ubershader invocations in Adwaita
widget-factory.
2024-01-07 07:22:52 +01:00
Benjamin Otte
42d89a0ff1 gpu: Add a color matrix shader
This allows avoiding the uber shader in 2 important cases:

1. opacity - and Adwaita uses that a lot
2. color-matrix - it's used for symbolic icons
2024-01-07 07:22:52 +01:00
Benjamin Otte
9f65cdf3aa gpu: Add support for subsurfaces 2024-01-07 07:22:52 +01:00
Benjamin Otte
35bc08da5e gpu: Rework caching layer
Instead of using an enum, use a usual custom class struct like we use
for GskGpuOp.

As a side effect of that refactoring, the display gained a hash table
for textures where we can't use the render data because the texture is
used in multiple renderers.
The goal here is that a texture is always cached and we can ensure that
there is a 1:1 relation between textures and their GskGpuImage. This is
important in particular for external textures - like dmabufs - where we
absolutely don't want 2 images with 2 device memories, and where we use
toggle references to keep them alive.
2024-01-07 07:22:52 +01:00
Benjamin Otte
723c2493b2 gpu: Handle opacity in a bunch of nodes 2024-01-07 07:22:52 +01:00