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.
Wait for device to be idle because this function is also called in
window resizes.
And if we destroy old swapchain it also destroy the old VkImages,
those images could be in use by a vulkan render.
This fixes a issue reported in Mesa repository when running
GTK with Xe KMD.
Fixes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9044
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
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.
It's necessary now that we use storage buffers for gradients:
[ VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-descriptorBindingStorageBufferUpdateAfterBind-03008 ] Object 0: handle = 0x1e72d70, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x943cc552 | vkCreateDescriptorSetLayout(): pBindings[0] can't have VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT for VK_DESCRIPTOR_TYPE_STORAGE_BUFFER since descriptorBindingStorageBufferUpdateAfterBind is not enabled. The Vulkan spec states: If VkPhysicalDeviceDescriptorIndexingFeatures::descriptorBindingStorageBufferUpdateAfterBind is not enabled, all bindings with descriptor type VK_DESCRIPTOR_TYPE_STORAGE_BUFFER must not use VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-descriptorBindingStorageBufferUpdateAfterBind-03008)
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.
Instead of having a descriptor set per operation, we just have one
descriptor set and bind all our images into it.
Then the shaders get to use an index into the large texture array
instead.
Getting this to work - because it's a Vulkan extension that needs to be
manually enabled, even though it's officially part of Vulkan 1.2 - is
insane.
Check if the driver supports MAILBOX and prefer using it; in its
absense, checkif the driver supports IMMEDIATE and prefer using
it; finally, if neither of them are supported, use the guaranteed
to be supported FIFO mode.
Basically what GL does, but without any debug or feature flag
to gatekeep it, since the Vulkan backend itself is experimental
already.
Ceil surface sizes, and floor coordinates, to the fractional scale
value.
The Lunarg validation layers seem to have been deprecated in favour
of the Khronos ones. There's no reason not to have both, to accept
loading both - simultaneously, even.
Instead of passing a single, potentially massive rectangle that is
just the extents of the damage rect, collect and pass all damage
rects individually.
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.
We end up with a surface that has size 0x0 at the
time we create the Vulkan context, and that is a
size that Vulkan doesn't like, so ensure we request
at least 1x1.
Fixes: #3147
Conditionally check whether the Vulkan headers version defines
VK_RESULT_RANGE_SIZE, and avoid using it for version >=140. The
following comming in Vulkan-Headers has removed the enum value:
0c5351f5e9 (diff-4febd94c0666d59030d8b1dd20c72403)
This is the Vulkan version of eglSwapBuffersWithDamage(), and
it's always a good idea to limit the number of pixels we're
pushing to the GPU and/or swapping into the display.
If we set c_marshaller manually, then g_signal_newv() will not setup a
va_marshaller for us. However, if we provide c_marshaller as NULL, it will
setup both the c_marshaller (to g_cclosure_marshal_VOID__VOID) and
va_marshaller (to g_cclosure_marshal_VOID__VOIDv) for us.
Some of the flags got lost in the meson transition or were demoted from
error flags to warning flags.
This commit reintroduces them.
It also includes fixes for the code that had warnings with those flags.
The big one being -Wshadow.
We used to pass 2 regions to GdkDrawCotnext.end_frame() but code was
confusing what they meant. So we now don't do that anymore and only pass
the region that matters: The frame region.
This makes the previous gdk_draw_context_is_drawing() function public
under a new name.
I decided against the old name because we use the term "frame" for a
drawing operation, so I wanted to have this boolean flag reuse the term.