Commit Graph

144 Commits

Author SHA1 Message Date
Benjamin Otte
7fa159e94a vulkan: Cache VkRenderPasses in render object
Instead of recreating the same renderpass object in every frame and for
every offscreen, just reuse it.

Technically, we can save this per-renderer or even per-display (it
should really be cached by VkDevice), but we have no infrastructure for
that.
2023-07-16 12:13:00 +02:00
Benjamin Otte
05c9f3442c vulkan: Rename function
The function name gsk_vulkan_render_get_pipeline() had been used for
GskVulkanPipeline. Since those are gone now, we can use that name for
VkPipelines.
2023-07-16 12:13:00 +02:00
Benjamin Otte
cef87b102c vulkan: Cache framebuffer in image
Instead of recreating them every frame for every render pass, reuse the
same framebuffer.
2023-07-16 12:13:00 +02:00
Benjamin Otte
70c9521cae vulkan: Put the vertex buffer into the render object
Renderpasses get recreated every frame, but we keep render objects
around. So if we keep the vertex buffer in the render object, we can
also keep it around and just reuse it.

Also, we only need one buffer for all the render passes, which is
another bonus.

The initial buffer size is chosen at 128kB. Maximized Nautilus,
gnome-text-editor with an open file and widget-factory take ~100kB when
doing a full redraw. Other apps are between 30-50kB usually.

So I chose a value that is not too big, but catches ~90% of cases.
2023-07-16 12:13:00 +02:00
Benjamin Otte
6363f27f95 vulkan: Don't intern strings
Interning strings is slow, especially if we can instead do direct
pointer compares.

Also refactor the pipeline lookup code a bit to make use of the
refactored code.
2023-07-16 12:13:00 +02:00
Benjamin Otte
f35053b837 vulkan: Add VulkanOp->next
Set it after creating all the ops and then use it for iterating.

Note that we cannot set it while creating the ops because the array may
be realloc()ed into a different memory region which would invalidate all
the pointers.

It currently has no use, but that will come later.

Also put the typedefs into headers in gsk/vulkan, they have nthing to do
outside that directory.
2023-07-16 12:13:00 +02:00
Benjamin Otte
d669e3ab6a vulkan: Remove all the semaphores
They aren't necessary with just one queue.
2023-07-16 12:13:00 +02:00
Benjamin Otte
a7c247bccd vulkan: Pass the node when setting up
Remove the function to add a node from both the GskVulkanRender and the
GskVulkanRenderPass.

That means they are both now meant to draw exactly one node.
2023-07-16 12:13:00 +02:00
Benjamin Otte
d86d4c5597 vulkan: Add infrastructure for printing ops
... and add a GSK_DEBUG=verbose setting making use of it.
2023-07-16 12:13:00 +02:00
Benjamin Otte
73f1dfc762 vulkan: Repurpose mask shader
Use if for mask nodes to do the generic source image + mask image
operation with the 4 available mask modes.
2023-07-16 12:13:00 +02:00
Benjamin Otte
a621bd066b vulkan: Remove op.get_pipeline()
It's unused now that GskVulkanPipeline is gone.
2023-07-16 12:13:00 +02:00
Benjamin Otte
58c318a4dc vulkan: Add gskvulkanprivate.h
It's the new place for all the common stuff.

Because the old place is about to go away.
2023-07-16 12:13:00 +02:00
Benjamin Otte
210cb3eecd vulkan: Turn push constants into an op
This removes the last remaining original op from the gskvulkanrenderpass.c,
so that file got some cleanup, too.
2023-07-16 12:13:00 +02:00
Benjamin Otte
6e6fa3daed vulkan: Make glyphs use new node ops
This is a rudimentary - but working - port.
Glyph uploads are still using the old machinery, a bunch of functions
still exist that probably aren't necessary anymore and each glyph emits
its own node.

This will need to be improved in further commits.
2023-07-16 12:13:00 +02:00
Benjamin Otte
2d6ebbb4d5 vulkan: Add a glyph shader
This shader is an updated version of the mask shader, but I want to use
the mask name for the mask node and that's a different functionality.

Also, add an operation for it and partially implement the mask node
using it, so we can test that this shader works.

Replacing the shader used for text rendering is the next step.
2023-07-16 12:12:59 +02:00
Benjamin Otte
efa4cae949 vulkan: Remove hacky function arguments
They're unused now that we removed the old render ops.
2023-07-16 12:12:36 +02:00
Benjamin Otte
5e72914c48 vulkan: Port linear gradient to new ops
This was the last user of GskVulkanOpRender, so delete that one, too.
2023-07-16 12:12:36 +02:00
Benjamin Otte
f3aab662c3 vulkan: Make border shader use new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
c598fa9147 vulkan: Add a blur op and use it
This removes the last old user of offscreens, so those functions are now
gone, too.
2023-07-16 12:12:36 +02:00
Benjamin Otte
b2296a1918 vulkan: Port inset and outset shadow to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
594595d9cd vulkan: Port blend mode to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
9ac36aeb42 vulkan: Add cross-fade op
The benefit here is that we can now properly cross-fade when one of
start/end is fully clipped out by just replacing it with an opacity op
for the other.

This was not possible with the old way we did things.
2023-07-16 12:12:36 +02:00
Benjamin Otte
a61fe61318 vulkan: Factor out call to opacity op
I want to reuse it for crossfades (see next commit).
2023-07-16 12:12:36 +02:00
Benjamin Otte
99085605a8 vulkan: Convert color op to new method
This is a straightforward and simple port.
2023-07-16 12:12:36 +02:00
Benjamin Otte
9da1055575 vulkan: Create pipeline differently for ops
Instead of creating a pipeline GObject, just ask for the VkPipeline.

And instead of having the Op handle it, just let the renderpass look
up/create the relevant pipeline while creating commands so that it can
insert vkCmdBindPipeline calls as-needed.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8207c548cc vulkan: Combine textures and samplers again
This reverts most of commit f420c143e0
again because it turns out GPUs like combined images and samplers.

But: The one thing we don't revert is allowing the C code to select any
combination of sampler and image:
gsk_vulkan_render_get_image_descriptor() now takes a 2nd argument
specifying the sampler.

This allows the same flexibility as before, we just combine things
early.

This change was inspired by
https://developer.nvidia.com/blog/vulkan-dos-donts/
2023-07-16 12:12:36 +02:00
Benjamin Otte
7cf7870254 vulkan: Initialize ops differently
Instead of creating the op manually, just pass in the renderpass and
have the op created from there.

This way ops aren't really initialized anymore, they are more appended
to the queue, so instead of foo_op_init() we can just call the function
foo_op().
2023-07-16 12:12:36 +02:00
Benjamin Otte
7763e883d6 vulkan: Use VkPipeline instead of GskVulkanPipeline
This is in preparation for getting rid of GskVulkanPipelines.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8bacfad171 vulkan: Use new ops for repeat nodes
The new code always uses an offscreen, even for children that are
exactly fitting texture nodes.
I would have had to write more code and didn't consider it worth it,
especially because it would have required complicating the
get_as_image() function.

This was the last node using the texture pipeline.
2023-07-16 12:12:36 +02:00
Benjamin Otte
53e7277584 vulkan: Implement fallback using new nodes
With Cairo upload and texture nodes being available, we can do that now.
2023-07-16 12:12:36 +02:00
Benjamin Otte
e43b7902be vulkan: Pass bounds to texture op
This way the node can do the normalization (and maybe stop doing it
in the future).
2023-07-16 12:12:36 +02:00
Benjamin Otte
f1d81bb7df vulkan: Add a Cairo upload node
... and use it for cairo nodes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
84cf6de36d vulkan: Port opacity to new ops 2023-07-16 12:12:36 +02:00
Benjamin Otte
aaa219497b vulkan: Add offscreen and color-matrix op
.. and use them for color-matrix operations.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8515224921 vulkan: Split out a function
We'll need it elsewhere soon.
2023-07-16 12:12:36 +02:00
Benjamin Otte
f53da409e5 vulkan: Add an argument to vfunc
We need this in the future.
2023-07-16 12:12:36 +02:00
Benjamin Otte
1d9ad55c54 vulkan: Use new ops for TextureScale nodes 2023-07-16 12:12:36 +02:00
Benjamin Otte
94a64329c2 vulkan: Add new renderops for texture rendering
Adds 2 ops:

- Upload
  Creates a new Vulkan image and uploads data into it

- Texture
  Draws a given image

These 2 ops are then used for GskTextureNodes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
e1d2477485 vulkan: Actually run the op_finish()
It's a no-op for all current ops, so it isn't really necessary. But
that's about to change.
2023-07-16 12:12:36 +02:00
Benjamin Otte
2fef53b154 vulkan: Pass context, not uploader
We don't need the uploader when creating the image, only when uploading.
2023-07-16 12:12:36 +02:00
Benjamin Otte
742ef96748 vulkan: Create the first real VulkanOp
Split out the scissor op into its own implementation as a proof of
concept of how ops are meant to look when they are actually working.
2023-07-16 12:12:36 +02:00
Benjamin Otte
8d928ad340 vulkan: Allocate render ops differently
Allocate the memory up front instead of passing the Op into it.

This way, we can split ops into their own source file and use
init/finish style to use them.
2023-07-16 12:12:36 +02:00
Benjamin Otte
32e123fa67 vulkan: Invent a new abstraction
GskVulkanOp is meant to be a proper abstraction of operations
the Vulkan renderer will be doing.

For now it's an atrocious clunky piece of junk wedged into the
renderpass codebase.

It's so temporary that I didn't even adjust indentation of the code.
2023-07-16 12:12:36 +02:00
Benjamin Otte
df0dd296e9 vulkan: Use the actual RenderOp type
... instead of the generic one.

This is again preparation for future changes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
34e13556b4 vulkan: Use a byte array for render ops
This allows allocating only as much memory as is needed for each op.

We don't do that yet, this is still preparation.
2023-07-16 12:12:36 +02:00
Benjamin Otte
bdbb1398db vulkan: Split out a function
This is preparation for future changes.
2023-07-16 12:12:36 +02:00
Benjamin Otte
3523d56122 vulkan: Change the clip intersection check
Intersection with a roudned clip takes too long.

Instead, rename the function to may_intersect() to be clear about what
it does and then just intersect with the regular rectangle.
2023-07-11 01:39:25 +02:00
Benjamin Otte
299c6a3d6f vulkan: Take offscreen fromat from context
We want to create offscreens in compatible formats, and in particular we
want to ideally use the same format as rendering would use.
2023-06-20 20:15:12 +02:00
Benjamin Otte
17698bfd2e vulkan: Use 3 descriptor sets, not 3 bindings
It turns out variable length is only supported for the last binding in
a set, not for every binding.
So we need to create one set for each of our arrays.

[ VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-pBindingFlags-03004 ] Object 0: handle = 0x33a9f10, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xd3f353a | vkCreateDescriptorSetLayout(): pBindings[0] has VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT but 0 is the largest value of all the bindings. The Vulkan spec states: If an element of pBindingFlags includes VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT, then all other elements of VkDescriptorSetLayoutCreateInfo::pBindings must have a smaller value of binding (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkDescriptorSetLayoutBindingFlagsCreateInfo-pBindingFlags-03004)
2023-06-20 20:15:12 +02:00
Benjamin Otte
746d0d8fde vulkan: Don't create unnecessary render passes
Pass the render pass to the pipeline creation function instead of
creating an extra one just for pipeline creation.
2023-06-19 15:08:00 +02:00