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.
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.
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/
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().
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.
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.
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.
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.
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)
If a node has a higher depth, pick the RGBA format that has that depth
as the texture format we're renderig to with render_texture().
Support for adapting the swapchain is not part of this.
This way, we unify the code paths for memory access to textures.
We also technically gain the ability to modify images, though I have no
use case for this.
That way, the offscreen can create images of different types.
Its not used in this commit, but will come in handy when we want to
support high bit depth.
Use the new map/unmap image upload method for Cairo node drawing:
1. map() the memory
2. create an image surface or that memory
3. draw to that image surface
4. success
There's no longer a need for Cairo to allocate image memory.
When nodes are added, nothing was warning us that we need to bump
N_RENDER_NODES.
Make sure that that's no longer necessary by refactoring the code to
remove the define.
This is more expensive, but it finds more cases, and in particular it
catches corner cases like empty nodes or fully clipped nodes that might
otherwise make the kernel throw signals in our direction.
The idea here is that we can do more complex combinations and use that
to support texture-scale nodes or use fancy texture formats (suc as
YUV).
I'm not sure this is actually necessary, but for now it gives more
flexibility.
For blend and crossfade nodes, one of the children may exist and
influence the rendering, while the other does not.
Previously, we would skip the node, which would cause the required
rendering to not happen. We now send a valid texture id for the
invalid offscreen, thereby actually rendering the required parts.
Fixes the blend-invisible-child compare test
Current state for compare tests:
Ok: 397
Expected Fail: 0
Fail: 26
Unexpected Pass: 0
Skipped: 2
Timeout: 0
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.
If we have a rectangular clip without transforms, we can use
scissoring. This works particularly well because it allows intersecting
rounded rectangles with regular rectangles in all cases:
Use the scissor rect for the rectangle and the normal clipping code for
the rounded rectangle.
The idea is to use it for clip nodes when they are integer-aligned.
To do that, we need to track the scissor rect in the parse state, so we
do that, too.
Also move the viewport offset out of the projection matrix, as it is
part of the transform between clip and scissor, so it needs to live in
the offset.