Commit Graph

165 Commits

Author SHA1 Message Date
Benjamin Otte
14a7b4b4b4 vulkan: Remove unused features
Now that we don't use the fancy features anymore, we don't need to
enable them.
And that also means we don't need an env var to disable it for testing.
2024-07-22 19:40:24 +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
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
Arjan Molenaar
6e7893d527 Let GdkDisplay decide if shadows should be drawn
Replace the `#ifdef` blocks by a backend call.
2024-01-25 12:09:10 +01:00
Benjamin Otte
3ac50b81f2 vulkan: Make gdk_display_create_vulkan_context() take a surface
This is so we can deprecate gdk_surface_create_vulkan_context() which is
public API in the next commit.
2024-01-07 14:47:22 +01:00
Benjamin Otte
03cd652063 gpu: Disable the ubershader when shaders aren't nonuniform
If shaders don't support nonuniform indexing, we emulate it via if/else
ladders (or switch ladders) which get inlined by the GLSL compiles and
massively blow up the code.

And that makes compilation of the shaders take minutes and results in
shader code that isn't necessarily faster.

So we disable it on GL entirely and on Vulkan if the required features
aren't available.

As it's only an optimization and does not fall back to Cairo anymore,
this should be fine.
2024-01-07 08:18:36 +01:00
Benjamin Otte
62d917eb08 vulkan: Use vulkan feature flags for incremental present
I did it because it unifies the code.

But it also gains the benefit of being debuggable because it can
now be turned off via GDK_VULKAN_SKIP=incremental-present
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
7dcb7d7d0f gpu: Add Vulkan feature flags for more advanced features
Code continues if those features aren't available, buit is probably
broken.
2024-01-07 07:22:51 +01:00
Benjamin Otte
ee93f88268 vulkan: Add support for enumerating dmabuf formats
This code does not add a downloader, so we do not claim support for all
the new formats.

It just queries the formats. But this can be used to import dmabufs
directly into the Vulkaan renderer.
2024-01-07 07:22:51 +01:00
Benjamin Otte
223d1343de gpu: Add GdkDisplay::vulkan_features
use it to collect the optional features we are interested in and turn
them on only if available.

For now we add the dmabuf features, but we don't use them yet.
2024-01-07 07:22:51 +01:00
Benjamin Otte
568eed9477 dmabuf: Turn the downloader into an interface
This way, we can move the actual downloader code into GSK - by just
implementing the interface in the GskGLRenderer.
2023-12-20 10:59:25 +01:00
Matthias Clasen
8f90ddb906 dmabuf: Cache egl formats
Only call eglQueryDmaBufModifiersEXT once, and reuse the results.
2023-10-24 21:53:09 -04:00
Matthias Clasen
494154beb6 dmabuf: Add an EGL downloader
Add an implementation of GdkDmabufDownloader that uses
gsk_renderer_render_texture + GL texture download.

Since gsk isn't threadsafe, we do the download in the main thread,
taking care to not disturb the current GL context of whatever is
going on there at the time.

And since gsk renderers are expensive to create, we cache it
in the display.

Note that gsk does not yet have any special support for
dmabuf textures, so for now, they will always get downloaded
and then reuploaded as GL textures.
2023-10-22 16:42:17 -04:00
Matthias Clasen
463307655c display: Check for more EGL extensions
We are going to rely on this in future commits.
2023-10-22 16:39:24 -04:00
Benjamin Otte
612b5416af dmabuf: Init the dmabuf subsystem before creating texture
We did not do that, so when the dmabuf building looked at the list of
downloaders, it was empty and the result was an error. That's not good.
2023-10-19 19:12:46 +02:00
Benjamin Otte
570e80a9ff dmabuf: Split out GdkDmabuf and GdkDmabufDownloader
GdkDmabuf is a struct encapsulating all the values of a dmabuf, so
nothing to see here.

GdkDmabufDownloader is a vtable for a thing that can download dmabufs.
For now only one implementation exists, so this just looks like a ton
of work for no benefit.

The only neat thing is that gdkdmabuftexture.c got a whole lot tidier.
2023-10-16 18:56:52 -04:00
Matthias Clasen
4936965fb6 display: Get supported dmabuf formats
These are the dmabuf formats that we can import
into a GL context as an EGLImage, and successfully
download.

We skip the GdkDisplay:dmabuf-formats property
in the default value tests, since the nominal
default value is NULL, but the actual value is
constructed on demand.
2023-10-11 15:43:01 -04:00
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
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
63edecd857 vulkan: Make gsk_renderer_realize() work with NULL surface
Pretty much copy what GL does and just use the default display to create
GPU-related resources without the need for a display.

This also adds gdk_display_create_vulkan_context() but I've
kept it private because the Vulkan API is generally considered in flux,
in particular with our pending attempts to redo how renderers work.
2023-06-19 14:13:03 +02:00
Benjamin Otte
9d0448756f display: Remove ::create_surface() vfunc
Instead, have a toplevel_type and popup_type in GdkDisplay and
call g_object_new() with those types.
2023-04-26 21:03:34 +02:00
Benjamin Otte
7ef5f6ef1a display: Remove x/y/w/h from create_surface() 2023-04-26 21:03:34 +02:00
Marc-André Lureau
d69cdf6c05 gdk: drop libangle GLES minimum version
GLES 2.0 version is fine now with current gtk according to B. Otte.
Let's use the same minimum requirement for all implementations.

Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
2023-04-17 04:50:17 +00:00
Matthias Clasen
a1c5a806b3 Convert headers to #pragma once
The conversion was done by guard2one.
2023-03-31 15:11:10 -04:00
Matthias Clasen
60aaf38f39 gdk: Clean up gdkprivate.h
Move apis to more specific headers.
2022-11-17 22:49:56 -05:00
Matthias Clasen
c24a69549d Rename gdkdebug.h to gdkdebugprivate.h
This is the naming convention for private headers.
2022-09-23 23:12:01 -04:00
Christian Hergert
5316eb0c35 gdk: use EGL_KHR_swap_buffers_with_damage
It appears that NVIDIA does not implement EGL_EXT_swap_buffers_with_damage
on their EGL implementation, but does implement the KHR variant of it.
This checks for a suitable implementation and stores a pointer to the
compatible implementation within the GdkGLContextPrivate struct.
2022-03-03 01:22:01 -08:00
Chun-wei Fan
43839898b3 GDK: Force GLES 3.0+ on libANGLE
...when libANGLE is being used on Windows, by checking for a
Windows-specific an ANGLE-specific extension.
2022-01-19 11:56:32 +08:00
Benjamin Otte
dc6e831524 gdk: hdr => high depth
The term "hdr" is so overloaded, we shouldn't use them anywhere, except
from maybe describing all of this work in blog posts and other marketing
materials.

So do renames:
* hdr => high_depth
* request_hdr => prefers_high_depth

This more accurately describes what is going on.
2021-10-06 22:50:07 +02:00
Benjamin Otte
cdc85232b2 egl: Implement HDR support
If EGL supports:
* no-config contexts
* >8bits pixel formats
* (optionally) floating point pixel formats

Then select such a profile as the HDR format and use it when HDR is
requested.
2021-10-06 03:44:59 +02:00
Benjamin Otte
bc7c0d05f8 egl: Support EGL_KHR_no_config_context
If the extension is supported, we create configless contexts.

This will come in handy real soon now, we use different configs for HDR
and SDR.
2021-10-06 03:44:37 +02:00
Benjamin Otte
f8b9b309b0 egl: Move extension checks to GdkDisplay
We check the same extensions anyway, so no need to duplicate the code.
2021-10-06 03:44:36 +02:00
Benjamin Otte
bfb158d773 egl: Move initialization code and port Wayland
Moves the EGL initialization code to gdk/ so it can be shared between
backends.

Also port the Wayland backend to this code, so I know that it works.
2021-10-06 03:43:47 +02:00
Benjamin Otte
9f1d6e1f44 gl: Move vfunc
Instead of
  Display::make_gl_context_current()
we now have
  GLContext::clear_current()
  GLContext::make_current()

This fits better with the backends (we can actually implement
clearCurrent on macOS now) and makes it easier to implement different GL
backends for backends (like EGL/GLX on X11).

We also pass a surfaceless boolean to make_current() so the calling code
can decide if a surface needs to be bound or not, because the backends
were all doing whatever, which was very counterproductive.
2021-07-22 16:27:32 +02:00
Benjamin Otte
430b6f8fb1 gdk: Add GdkDisplay::init_gl vfunc
The vfunc is called to initialize GL and it returns a "base" context
that GDK then uses as the context all others are shared with. So the GL
context share tree now looks like:

+ context from init_gl
  - context1
  - context2
  ...

So this is a flat tree now, the complexity is gone.

The only caveat is that backends now need to create a GL context when
initializing GL so some refactoring was needed.

Two new functions have been added:

* gdk_display_prepare_gl()
  This is public API and can be used to ensure that GL has been
  initialized or if not, retrieve an error to display (or debug-print).
* gdk_display_get_gl_context()
  This is a private function to retrieve the base context from
  init_gl(). It replaces gdk_surface_get_shared_data_context().
2021-07-22 16:23:56 +02:00
Benjamin Otte
581e01b2da gdk: Add a private struct to GdkDisplay
... and move some members from the GdkDisplay struct.

We've always wanted to add one to isolate the display from the backends
a bit more, but so far it's never happened.

Now that I'm about to add more data to GdkDisplay, it's a good excuse to
start.
2021-07-22 16:23:56 +02:00
Matthias Clasen
ba108f261f gdk: Drop some unused private api
No users of gdk_display_peek_event, gdk_display_has_pending
_gdk_display_event_data_copy or _gdk_display_event_data_free,
so drop all of these, and related vfuncs.
2020-10-07 21:02:22 -04:00
Matthias Clasen
b3786b7b07 gdk: Slim down gdkinternals.h more
Move things to the private headers they belong in.
2020-08-14 07:45:53 -04:00
Matthias Clasen
7df070d681 gdk: Move default group api to the X11 backend
This is the only place where it is implemented.
2020-07-29 22:58:37 -04:00
Carlos Garnacho
25ea17a6fc gdk: Drop source_device argument from _gdk_display_device_grab_update()
It's just passed around and used nowhere.
2020-07-29 01:27:51 +02:00
Benjamin Otte
3078b180fe Replace "gdouble" with "double" 2020-07-25 00:47:36 +02:00
Benjamin Otte
d375dce9f5 Replace "gchar" with "char" 2020-07-25 00:47:36 +02:00
Carlos Garnacho
5f29b8fcec gdk: Drop GdkGrabOwnership
We no longer expose such low level tweaks, this is essentially
unused.
2020-06-23 23:42:53 +02:00
Emmanuele Bassi
1c856a208f Rename master and slave device
We already use the "logical/virtual" and "physical" names in the
documentation, there's no reason to use loaded terms just because X11
uses them.
2020-06-18 19:22:20 +01:00
Matthias Clasen
346bba6592 Bring back gdk_display_put_event
It is still needed in WebKit.
2020-05-29 09:26:50 -04:00
Matthias Clasen
48f8affb2c gdk: Make event-related apis private
Without a way to create events, there is no point
in allowing gdk_display_put_event to be used from
the outside. And little good can come out of using
the other apis, so just make them all private.
2020-05-28 14:53:08 -04:00
Matthias Clasen
d6818475d7 gdk: Simplify gdk_display_supports_input_shapes
Make this a display property, and do away with
the vfunc in favor of a private setter, to match
how we handle other display characteristics.
2020-05-17 22:05:24 -04:00
Matthias Clasen
287c40276a gdk: Drop gdk_display_supports_shapes
The apis to set shapes on surfaces are gone,
so there is no point in providing this information
on GdkDisplay.
2020-05-17 21:52:15 -04:00
Benjamin Otte
4c7914dc49 display: Remove unneeded getters
Applications can use the listmodel instead.
2020-05-17 07:32:37 +02:00