Commit 1580490670 included a reordering of
acquiring the frame before making the context current.
Sometimes (like at startup) new frames need to be created.
Setting up a new frame assumed the GL context was current.
Change it so that we delay the one GL setup we do in frames until later.
Vulkan requires us waiting on the image acquired from
vkAcquireNextImageKHR() before we start rendering to it, as that
function is allowed to return images that are still in use by the
compositor.
Because of that requirement, vkAcquireNextImageKHR() requires a
semaphore or fence to be passed that it can signal once it's done.
We now use a side channel to begin_frame() - calling
set_draw_semaphore() - to pass that semaphore so that the
vkAcquireNextImageKHR() call inside begin_frame() can use it, and then
we can wait on it later when we submit.
And yes, this is insanely convoluted, the Vulkan developers should
totally have thought about GTK's internal designs before coming up
with that idea.
These are just factoring out gdk_draw_context_begin/end_frame() so I can
add one tiny thing there later.
And I did both even though I only need one, because it felt wrong to
just do one.
Make the function look like that:
1. handle special case
2. maybe GC
3. draw
4. queue next gc
5. cleanup
This seems like the sanest approach to avoid gc() collecting things
necessary for drawing in the future.
And I need to refactor stuff, so having it out of the way is a good
idea.
... and plumb the color state through the downloading machinery, where
no matter what path it takes it ends up in
gdk_memory_convert_color_state() or gdk_memory_convert().
The 2nd of those has been expanded to optionally do colorstate
conversion when the 2 colorstates are different.
When a cache item is invalid, don't move it into the hash table.
Instead, just delete it.
Something like this could happen:
1. A texture is cached
In the case of #6867 this would be a webpage in epiphany.
2. The texture cache item is garbage-collected
For example, epiphany might switch to a new tab, and the previous page's
texture will remain. After 15s or so, we collect our item for that
texture.
3. The texture is cached again, but in the target colorspace
We now decide we need the texture again, but not in any colorspace, we
need it in the target colorspace. This might be because we run an
effect on it (like a crossfade) or because we want mipmaps (like in the
overview map, where its zoomed out).
4. The old invalid item is transitioned into the hash table
We now have an invalid item in the hash table. This is extra bad,
because it had only one reference (from the texture), but we treat it
like it has 2 (from us in the hash table and from the texture).
So depending on if the texture is freed before we reuse it, we get
different results: If it was free, we get invalid memory accesses, if it
was not freed, we treat it like a valid cache item and think the image
inside is still valid.
Fixes#6867
gsk_gpu_device_gc() may release the last ref on the GskGpuDevice,
leading to memory corruption when setting priv->cache_gc_source = 0.
Includes a bit of refactoring, so the ref/unref wraps nicely around the
actual code.
Fixes crashes seen after using the inspector and closing the window,
thereby closing all windows of a display and releasing all references to
the device.
Fixes#6861
Change the glsl convert_color function to proceed in stages:
- first unpremultiply
- then linearize
- then transform linearly
- then delinearize
- then premultiply
All the steps are only taken if needed.
We need to make sure our clear values are in the right colorstate, not
in sRGB.
The occluision culling managed to sneak through the big transition for
that.
This is actually the node Loupe is using, so having tiling work with it
is important.
Because of the previous commit, different filters are supported fine.
Fixes: #6324
This allows mipmapping if downscaled a lot, like we do for non-tiled
images.
A side effect is that due to the simpler caching for tiles, we can only
cache the mipmapped images in one colorstate. But we need to pick a
potentially non-default one, because we want to mipmap in a linear
colorstate.
So this is somewhat suboptimal. Patches with improvements accepted.
Use the new cache feature to split oversized textures into tiles the
size given by the new device API.
Then number those tiles from left to right and top to bottom and use
that number as the tile id.
When we draw large images, we absolutely do not want to keep memory that
we do not need. So do a GC run after every tile. That otentially slows
down things, but it also improves the chances of not running out of
memory.
Here's the node for the image I managed to create after I applied this
patch:
repeat {
bounds: 0 0 50000 50000;
child: text {
font: "Noto Color Emoji 10000px";
glyphs: 661 0 0 0 color;
offset: 0 10000;
hint-style: none;
}
}
Functions should behave as I expect, and I just spent an hour debugging
a refcount issue because I assumed our image creation functions return
refrences. Which is a very sane assumption.
The texture and texture-scale node code is creating image copies
for mipmaps and to adapt to the compositing colorstate.
Those texture should be cached.
We want to cache textures in the compositing color state, not in their
original color state. However, the compositing color state may change
(think multimonitor setups).
So we additionally keep a cache per colorstate.
That means texture lookup is now a 3-step process:
1. Look up in the compositing colorstate's cache
2. Look up in the general cache
3. Upload
GL_SRGB is doing postmultiplied alpha, so if the texture is
premultiplied, we can't use this optimization.
The optimization still works for unpremultiplied and opaque images,
because those don't do that step.
No colorstate conversions allowed here, though technically we could use
the alternate color state for the source most of the time, as the mask's
colorstate is only relevant for luminance.
This is a function that's meant to be used whenever both color states
of the shader are equal. In that case no colorspace conversion code
needs to be created and shaders can be shared.
The GL renderer is using FLOAT32 instead of GL_SRGB, which is screwing
up the node-editor by making it turn on high bit depth unconditionally.
So until someone fixes the GL renderer properly, do this quickfix.
That way, we can use it in one other place where we want to use mipmaps.
I don't really like it because it adds yet another argument,
but then the one new caller was selecting suboptimal shaders, and that's
worse.
The colormatrix shade does a whole matrix multiplication, which is
absolutely not necessary.
The convert shader has builtin opacity handling and when the colorstates
match will do no conversion.
The alternative color state is used as the interpolation color state.
Colors are transformed into that space on the CPU.
For now we set the interpolation color state to SRGB, because ultimately
we want to let callers specify it, so having something that's easy to
map to that behavior is desirable.
Otherwise we might have chosen to interpolate in the compositing
colorstate.
It also means that we need to premultiply colors on the CPU now because
of the limitations of the shader colorstates APIs.
This makes use of the GskGpuColorStates by setting the ccs as output
colorstate and the color's colorstate as alternative color state.
The shader adaption is very straightforward because of that.
This is the first op to obey the compositing color state. This means
from now on until all ops obey the ccs rendering is broken when ccs is
not set to linear.
I'll keep individual ops in seperate commits for easier review, because
they all need different adaptations.
Render to an offscreen and add a final conversion if the target
colorstate is not a rendering colorstate.
This now allows the GPU renderer to render to any colorstate.
Makes the verbose output (a lot) more verbose, but it makes the
colorstates used in the shaders very visible.
And it will be relevant once people start using different colorstates
everywhere (like oklab for gradients/colors and so on).
This adds the following functions:
output_color_from_alt()
alt_color_from_output()
Converts between the two colors
output_color_alpha()
alt_color_alpha()
Multiplies a color with an alpha value
This adds a GdkColorStates that encodes 2 of the default GdkColorStates
and wether their values are premultiplied or not.
Neither do the shaders do anything with this information yet, nor do the
shaders do anything with it yet, this is just the plumbing.
If desired, try creating GL_SRGB images. Pass a try_srgb boolean down to
the image creation functions and have them attempt to create images like
that.
When it is not possible to create srgb images in the given format, just
fall back to regular images. The calling code is meant to check the
GSK_GPU_IMAGE_SRGB flags to determine the actual format of the resulting
image.
Make the node processor and the pattern writer track the current
compositing color state. Color state nodes change it. We pass
the surface color state down via the frame apis.
The name of the variable is "ccs" for "compositing color space". It's an
unused variable name and it's common enough to deserve a short and sweet
name.
This shader converts between two color states, by using the
same functions that we use on the cpu. The conversion to perform
is passed as part of the variation.
As premultiplication is part of color states on the shader, we also
encode the premultiplication in the shader.
And because opacity is a useful optimization, we also allow setting
opacity.
For now, the only possible color states are srgb and srgb-linear.
This adds the following:
- ccs argument to GskRenderNode::draw
This is the compositing color state to use when drawing.
- make implementations use the CCS argument
FIXME: Some implementations are missing
- gsk_render_node_draw_with_color_state()
Draws a node with any color state, by switching to its compositing
color state, drawing in that color state and then converting to the
desired color state.
This does draw the result OVER the previous contents in the passed in
color state, so this function should be called with the target being
empty.
- gsk_render_node_draw_ccs()
This needs to be passed a css and then draws with that ccs.
The main use for this is chaining up in rendernode draw()
implementations.
- split out shared Cairo functions into gdkcairoprivate.h
gskrendernode.c and gskrendernodeimpl.c need the same functions.
Plus, there's various code in GDK that wants to use it, so put it in
gdk/ not in gsk/
gsk_render_node_draw() now calls gsk_render_node_draw_with_color_state()
with GDK_COLOR_STATE_SRGB.
That's basically the "undefined" value. We need that when drawing
nothing, which so far only happens with empty container nodes.
But empty container nodes can be children of other nodes, and that makes
things propagate. So instead of catching them, force the whole rest of
the code to deal with an undefined depth.
We also can't just set a random depth, because that will cause merging
to fail.
This is an experiment for now, but it seems that encoding srgb inside
the depth makes sense, as we not just use depth to decide on the
GL fbconfigs/Vulkan formats to pick, depth also encodes how the [0...1]
color values are quantized when stored.
Let's see where this goes.
This commit just adds the flag, but I wanted to make it an individual
commit to explain the purpose:
The SRGB flag is meant to be used for images that have an SRGB format.
In Vulkan terms, that means VK_FORMAT_*_SRGB.
In GL, it means GL_SRGB or GL_SRGB_ALPHA.
As these formats have been madatory since GL 3.0, we can (ab)use them
uncoditionally. Images in these formats are renderable, too, so it's
not just usable for uploading.
What these images allow is treating the data as sRGB while shaders
access them as linear, thereby getting sRGB<=>linear conversions for
free.
It is also possible to switch off the linearization of these images and
treat them as sRGB, which allows all sorts of shenanigans, though one
has to be careful if that turning off applies to the relevant GL/Vulkan
code in question.
If the GL texture is exportable to a dmabuf, we can just use our dmabuf
importing code to get that texture into Vulkan.
There is no need to go via host memory in that case.
And if it doesn't work, we just fall back, like before.
Unimplemented nodes are a failure now.
We make this a soft failure with a g_warning() so that during
development when adding new nodes, the renderer doesn't instantly crash,
but instead prnts a warning.
But we do consider unimplemented nodes a bug now.
Because of that, add_fallback_node() is now renamed to add_cairo_node().
When determining which way is up for the offloaded texture, we
must take all transforms into account - the ones outside the
subsurface node, and the ones inside.
By moving negative affines to be treated like dihedrals, because they
also need support of the modelview, we can free up the affine branch for
doing work without it.
Not a big win I guess, but it makes scaling more efficient.
This allows handling them without ever needing to offscreen for losing
the clip, because the clip can always be transformed.
Also, all the optimizations keep working, like occlusion culling,
clears, and so on.
The main benefit of this work is the ability for offloading to now
handle dihedral transforms of the video buffer.
The other big advantage is that we can now start our rendering with a
dihedral transform from the compositor.