Let the objects track the number of samplers or buffers needed.
This is a required step for making Vulkan work with less featureful
(read: mobile) implementations.
This is relevant went encountering repeat nodes, where the repeat cutoff
will make the fwidth of the position go wild otherwise.
Gradients require more work now, because we need to compute offsets
twice - once for the pixel, once for the offst.
Carry an n_external_textures variable around when selecting programs and
compile different programs for different amounts of external textures.
For now, this code is unused, but dmabufs will need it.
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.
Add a GSK_GPU_IMAGE_STRAIGHT_ALPHA and use it for images that have
straight alpha.
Make sure those images get passed through a premultiplying pass with
the new straight alpha shader.
Also remove the old Postprocess flags from the Vulkan image that were a
leftover from copying that code from the old Vulkan renderer.
There's a well hidden line in the spec that says in
https://registry.khronos.org/vulkan/specs/1.3/html/chap15.html#interfaces-resources-descset
If the combined image sampler enables sampler Y′CBCR conversion,
it **must** be indexed only by constant integral expressions when
aggregated into arrays in shader code, irrespective of the
shaderSampledImageArrayDynamicIndexing feature.
So we'll use the same trick that we use for old GL here and do an
if dance that gives us dynamically uniform expressions.
This now uses all the previously added features to allow displaying YUV
images.
Also add a utility function that turns an image into a toggle ref for a
texture. This makes sure that reffing the image also refs the texture
and that ensures that textures stay alive as long as the image is in
use.
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.
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.
Images can now have samplers - meaning they must be rendered with that
sampler. It also means that sampler must be handled as an immutable
sampler in descriptorsets.
These samplers can be created with a samplerYcbcrConversion, so code has
been added to pass that conversion when creating the imageview.
Also add code to GskVulkanFrame to track immutable samplers.
Nobody is making use of this yet.
Define an array with a compile-time-constant variable size for the
immutable samplers.
A bunch of work is necessary to ensure that at least one element is in
the sampler array, because the GLSL code
sampler2D immutable_textures[0];
is invalid.
This allows having different layouts sothat we can support immutable
samplers, whcih are required for multiplane and YUV formats.
We don't use them yet.
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.
The main reason here is that we want to not fail when the texture size
is larger than the supported GpuImage size.
When that happens, for now we just fallback slowly - ulitmately to
drawing with Cairo, which is going to be clipped.
There's multiple uses I want it for:
1. Generating the box-shadow area for blurring
2. Generating masks for rounded-rect masking
3. Optimizing the common use case of rounded-clip + color
Only the last one is implemented in this commit.
Don't try to use all those fancy GL features like glMapBuffer() and
such. Just malloc() some buffer memory and glBufferSubData() it later.
That works everywhere and is faster than (almost?) any combination of
fancy new buffer APIs. And yes I'm frustrated because I played with
those flags and none of them were better than this.
Doubles the framerate on my discrete AMD GPU.
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.
Use glDrawArraysInstancedBaseInstance() to draw. (Yay for GL naming.)
That allows setting up the offset in the vertex array without having to
glVertexAttribPointer() everything again.
However, this is only supported since GL 4.2 and not at all in stock GLES,
so we need to have code that can work without it.
Fortunately, it is mandatory in Vulkan, so every recent GPU supports it.
And if that GPU has a proper driver, it will also expose the GL extension
for it.
(Hint: You can check https://opengles.gpuinfo.org/listextensions.php for
how many proper drivers exist outside of Mesa.)
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.
When drawing opaque color regions that are large enough, use
vkCmdClearAttachments()/glClear() instead of a shader. This speeds up
background rendering on particular on older GPUs.
See the commit messages of
bb2cd7225ece042f7ba10edd7547c1
for a further discussion of performance impacts.
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.