... and all the remaining functions still using it.
It's all unused and has been replaced by upload and download ops.
With this change, all GPU operations now go via GskVulkanOp.command()
and no more side channels exist.
This op queues a download of an image. The image will only be available
once the commands finished executing, so it requires waiting for the
render to finish, which makes the API a bit awkward.
Included is also a download_png_op() useful for debugging.
The render pass ops were not updating the image's layout to the final
layout when a render pass ends.
Fix that.
Also make the layouts explicit arguments to the render pass op.
Instead of using the upload vfunc and going via the code in
GskVulkanImage, copy/paste the relevant code into the command() vfunc.
This is meant to achieve multiple things:
1. Get rid of GskVulkanUploader and its own command buffer and general
non-integration with operations.
2. Get rid of GskVulkanOp:upload()
3. Get the upload/download code machinery for GskVulkanImage and put it
with the actual operations.
The current code can't do direct upload/download, that will follow in a
future commit.
... instead of doing the equivalent things manually by creating a
RenderPass and calling the relevant functions.
Now all renderpass operations are indeed stored in ops.
Also reshuffle the command emission code, because we no longer need to
emit the ops for the base renderpass.
As a result we only submit a single command buffer containing all the
render passes instead of once per render pass.
We also bind vertex buffers and descriptor sets only once now at the
start instead of once per renderpass.
Use the OpClass.stage to order operations:
1. Put upload ops first
This way we can ensure they are executed first.
2. Move subpasses for offscreens in front of the pass using them.
This is a massive refactoring because it collects all the renderops
of all renderpasses into one long array in the Render object.
Lots of code in there is still flaky and needs cleanup. That will
follow in further commits.
Other than that it does work fine though.
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.
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.
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.
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.
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.
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.
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 commit 0f184d3270.
The renderer is good enough to make use of the clip region.
Or rather: If it isn't, the renderpass should take care of that, not the
render object.
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/
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)
Fixes a bug introduced in d1135f9e3c.
Luckily the buffer was large enough that all my testing didn't catch it
because it took a few minutes to overflow.
If one of the descriptor sets doesn't have any items, don't include it
in the sets passed to vkUpdateDescriptorSets().
This has no effect right now, because we either have both images and
samplers or neither, but it will become relevant once we also support
buffers.
Sometimes the GPU is still busy when the next frame starts (like when
no-vsync benchmarking), so we need to keep all those resources alone and
create new ones.
That's what the render object is for, so we just create another one.
However, when we create too many, we'll starve the CPU. So we'll limit
it. Currently, that limit is at 4, but I've never reached it (I've also
not starved the GPU yet), so that number may want to be set lower/higher
in the future.
Note that this is different from the number of outstanding buffers, as
those are not busy on the GPU but on the compositor, and as such a
buffer may have not finished rendering but have been returend from the
compositor (very busy GPU) or have finished rendering but not been
returned from the compositor (very idle GPU).