The texture ID is not deleted on dmabuf export; a copy is made, the
GskGpuImage retains ownership.
However when doing GL export, the texture *does* take ownership, so we
need the stealing semantics for that case.
We write a debug message and then handle things using fallback.
Fixes error messages when trying to import incompatible dmabufs.
(in my case: llvmpipe dmabufs into radv)
The non-shared context's surface must survive the lifetime of the
GL texture, and when the renderer gets unrealized the surface goes away,
but we cannot guarantee that all GL textures have been destroyed by
then.
So better use a context we know will survive becuase it isn't bound to a
surface.
This is the same fix for NGL as f3ac0535f8
was for GL.
Instead of running one renderpass per clip region, run one renderpass for
the whole clip extents, and just set the scissor to the individual clip
rects.
This means that we need to use LOAD_OP_LOAD in cases where we don't
redraw the full extents, but nonetheless, the eprformance wins of
avoiding renderpasses are worth it, in particualr on tilers like the
Raspberry Pi or other mobile chips and the Apple M1/2.
We want to differentiate between CLEAR, DONT_CARE and LOAD in the
future, and the current boolean doesn't allow that.
Also implement support for the the different ops in the Vulkan
renderpass code.
This starts the renderpass at the given scissor rect.
It just splits out the gsk_gpu_render_pass_begin_op() call into a
simpler function, so it's harder to mess up.
Add gsk_gpu_node_processor_set_scissor() that allows resetting the
nodeprocessor's scissor and clip rectangle.
That in turn allows using the same nodeprocessor instance for all the
rects we draw for the clip region.
When we encounter many dead textures, we want to GC. Textures can take
up fds (potentially even more than 1) and when we are not collecting
them quickly enough, we may run out of fds.
So GC when more then 50 dead textures exist.
An example for this happening is recent Mesa with llvmpipe udmabuf
support, which takes 2 fds per texture and the test in
testsuite/gdk/memorytexture that creates 800 textures of ~1 pixel each,
which it diligently releases but doesn't GC.
Related: #6917
When transforming back from a complex transform to a simpler transform,
the resulting clip might turn out to clip everything, because clips can
grow while transforming, but the scissor rect won't. So when this
process happens, we can end up with an empty clip by transforming:
1. Set a clip that also sets the scissor
2. transform in a way that grows the clip, say rotate(45)
3. modify the clip to shrink it
4. transform in a way that simplifies the transform, say another
rotate(45)
5. Figure out that this clip and the scissor rect do no longer overlap
Catch this case and avoid drawing anything.
We know it at begin_frame() time, so if we pass it there instead of
end_frame(), we can use it then to make decisions about opacity.
For example, we could notice that the whole surface is opaque and choose
an RGBx format.
We don't do that yet, but now we could.
Make sure both GL renderers don't leave their contexts alive via the
current context, but ensure they dispose of them properly.
Fixes issues when the corresponding GL resources in the surfaces they
were attached to go away.
GLContexts marked as surface_attached are always attached to the surface
in make_current().
Other contexts continue to only get attached to their surface between
begin_frame() and end_frame().
All our renderer use surface-attached contexts now.
Public API only gives out non-surface-attached contexts.
The benefit here is that we can now choose whenever we want to
call make_current() because it will not cause a re-make_current() if we
call it outside vs inside the begin/end_frame() region.
Or in other words: I want to call make_current() before begin_frame()
without a performance penalty, and now I can.
... and pass the opaque region of the node.
We don't do anything with it yet, this is just the plumbing.
The original function still exists, it passes NULL which is the value
for no opaque region at all.
If we apply a rounded clip, we might change the clip in a way that makes
it intersectable with the scissor again, if both had diverged before.
So try and intersect with the clip.
In the case of no offloading, we want to pass through to the child
(which is likely a big texture doing occlusion).
In the case of punching a hole, we want to punch the hole and not draw
anything behind it, so we start an occlusion pass with transparency.
And in the final case with offloading active, we don't draw anything,
so we don't draw anything.
This should fix concerns about drawing the background behind the video
as mentioned for example in
https://github.com/Rafostar/clapper/issues/343#issuecomment-1445425004
Container nodes save their opaque region, so it's quick to access. Use
that to check if the largest opaque region even qualifies for culling -
and if not, just exit.
Speeds up walking node trees by a lot.
Now that we can specify the min size for an occlusion pass, we can
specify that we want the full clip rect to be occluded for occlusion to
trigger.
The benefit of this is that for partial redraws we almost
always get the background color to cover the redrawn rectangle, so
occlusion will kick in.
When trying to cull, try culling from the largest rectangle of the
remaining draw region first. That region has the biggest chance of
containing a large area to skip.
As a side effect, we can stop trying to cull once the largest rectangle
isn't big enough anymore to contain anything worth culling.
When querying clip bounds, also check the scissor rect, because
sometimes that one is tighter than the clip bounds, because the clip
bounds need to track some larger rounded corners.
Makes a few tests harder to break.
Instead of requiring an occlusion pass to cover the whole given scissor
rect, allow using a smaller rect to start the pass.
When starting such a pass, we adjust the scissor rect to the size of
that pass and do not grow it again until the pass is done.
The rectangle subtraction at the end will then take care of subtraction
that rectangle from the remaining pixels.
To not end up with lots of tiny occlusion passes, add a limit for how
small such a pass may be.
For now that limit is arbitrarily chosen at 100k pixels.
gsk_gpu_node_processor_rect_to_device() is a useful function to have,
even if it has to return FALSE sometimes when there is no simple 1:1
mapping - ie when the modelview contains a rotation.