Commit Graph

18 Commits

Author SHA1 Message Date
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
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
Benjamin Otte
c29237c75d gpu: Add support for texture-scale nodes
This adds GSK_GPU_IMAGE_CAN_MIPMAP and GSK_GPU_IMAGE_MIPMAP flags and
support to ensure_image() and image creation functions for creating a
mipmapped image.

Mipmaps are created using the new mipmap op that uses
glGenerateMipmap() on GL and equivalent blit ops on Vulkan.

This is then used to ensure the image is mipmapped when rendering it
with a texture-scale node.
2024-01-07 07:22:51 +01:00
Benjamin Otte
32d35b1d01 gpu: Handle flags for images
For now, the flags are just there because, and nobody uses them yet.
The only flag is EXTERNAL, which for now I'm using for YUV buffers,
though it's a bit undefined what that means.
2024-01-07 07:22:51 +01:00
Benjamin Otte
38f64c2357 gpu: Move caching to the upload_texture() function
So when uploading a texture, we will automatically put it into the cache
now.
2024-01-07 07:22:51 +01:00
Benjamin Otte
daadaf8448 gpu: Factor out uploading textures into a vfunc
This way GL and Vulkan can run custom code to import GL textures and
dmabufs.

This function also decides if and how to cache the textures it creates.
2024-01-07 07:22:51 +01:00
Benjamin Otte
53821da4d6 gpu: Refactor image handling
Introduce a new GskGpuImageDescriptors object that tracks descriptors
for a set of images that can be managed by the GPU.
Then have each GskGpuShaderOp just reference the descriptors object they are
using, so that the coe can set things up properly.

To reference an image, the ops now just reference their descriptor -
which is the uint32 we've been sending to the shaders since forever.
2024-01-07 07:22:50 +01:00
Benjamin Otte
e7a59d92ac gpu: Add GSK_GPU_SKIP env var
The env var allows skipping various optimizations in the GPU shader.

This is useful for testing during development when trying to figure
out how to make a renderer as fast as possible.

We could also use it to enable/disable optimizations depending on GL
version or so, but I didn't think about that too much yet.
2024-01-07 07:22:50 +01:00
Benjamin Otte
7431a58617 gpu: Change sorting for ops
The previous algorithm would reverse the order of subpasses, whcih leads
to unexpected behavior if dependent subpasses are not added as children
of a subpass, but just as a previous subpass - like when a subpass is
used multiple times later.

An example for this is a shadow node with multiple shadows - the source
of the shadow is used by the multiple shadows.

So ensure that adjacent subpasses stay in the same order.
2024-01-07 07:22:50 +01:00
Benjamin Otte
0876089f8f gpu: Add repeat nodes
They're done using the pattern shader.

The pattern shader now gained a stack where vec4's can be pushed and
popped back later, which allows storing the position before computing
the new position inside the repeat node's child.
2024-01-07 07:22:50 +01:00
Benjamin Otte
16c804c5e3 gpu: Handle nested buffer writes
when doing get_node_as_image(), that may spawn a new buffer writer that
writes into the samme buffer when rendering an offscreen with patterns.

So as a more or less hacky workaround, we now abort the current buffer
write and restart it once we've created the image.
2024-01-07 07:22:50 +01:00
Benjamin Otte
57c1c95e75 gpu: Make frames carry a timestamp
Frames now carry a timestamp for when they are used.

This is mainly intended to attach timestamps to cached items (textures
or glyphs), but it could in theory also be used when profiling.

We use wallclock time here, not server time, because it's cheaper and
because we're more intereseted in the local machine we're rendering on.
2024-01-07 07:22:50 +01:00
Benjamin Otte
c6e19f0384 gpu: Add float array to shaders and add an ubershader
... and use it for a naive color node implementation using both
so I can test it actually works.
2024-01-07 07:22:50 +01:00
Benjamin Otte
1a85d569e3 gpu: Add ability to run shaders
This heaves over an inital chunk of code from the Vulkan renderer to
execute shaders.

The only shader that exists for now is a shader that draws a single
texture.
We use that to replace the blit op we were doing before.
2024-01-07 07:22:49 +01:00
Benjamin Otte
9ddae8aebc gpu: Add outline of new GPU renderer
For now, it just renders using cairo, uploads the result to the GPU,
blits it onto the framebuffer and then is happy.

But it can do that using Vulkan and using GL (no idea which version).

The most important thing still missing is shaders.

It also has a bunch of copy/paste from the Vulkan renderer that isn't
used yet.
But I didn't want to rip it out and then try to copy it back later
2024-01-07 07:22:49 +01:00