Commit Graph

13 Commits

Author SHA1 Message Date
Benjamin Otte
be09cebb09 gpu: Handle multiple image descriptors
In the case where descriptor indexing is not enabled and the number of
max images is small (or we use extensive amounts of immutable samplers),
we need to be able to switch descriptors.

This patch makes that possible.
2024-01-07 07:22:51 +01:00
Benjamin Otte
6230ff0fc4 gpu: Cache GL state
That way we don't need to setup the textures and program for every
command.
2024-01-07 07:22:51 +01:00
Benjamin Otte
1733671295 gpu: Add a CommandState struct to the command vfuncs
This way, we can make it writable and track things like the active
textures and the current program.

We don't do that yet, but we can.
2024-01-07 07:22:51 +01:00
Benjamin Otte
78a7127b96 gpu: Handle missing support nor nonuniform texture accesses
We compile custom shaders for Vulkan 1.0 that don't require the
extension.

We  also ensure that our accesses are uniform by only executing one
shader at a time.
2024-01-07 07:22:51 +01:00
Benjamin Otte
ef20b706e2 gpu: Prepare GL rendering for samplerExternalEOS
Carry an n_external_textures variable around when selecting programs and
compile different programs for different amounts of external textures.

For now, this code is unused, but dmabufs will need it.
2024-01-07 07:22:51 +01:00
Benjamin Otte
d2229e2aed gpu: Add GskVulkanPipelineLayout
This allows having different layouts sothat we can support immutable
samplers, whcih are required for multiplane and YUV formats.

We don't use them yet.
2024-01-07 07:22:51 +01:00
Benjamin Otte
5549a7ab5f gpu: Merge ops on GL, too
Just like on Vulkan, try to minimize the glDrawArrays() calls by merging
adjacent ops.
2024-01-07 07:22:50 +01:00
Benjamin Otte
53821da4d6 gpu: Refactor image handling
Introduce a new GskGpuImageDescriptors object that tracks descriptors
for a set of images that can be managed by the GPU.
Then have each GskGpuShaderOp just reference the descriptors object they are
using, so that the coe can set things up properly.

To reference an image, the ops now just reference their descriptor -
which is the uint32 we've been sending to the shaders since forever.
2024-01-07 07:22:50 +01:00
Benjamin Otte
9045431bde gpu: Add a GL optimization
Use glDrawArraysInstancedBaseInstance() to draw. (Yay for GL naming.)
That allows setting up the offset in the vertex array without having to
glVertexAttribPointer() everything again.

However, this is only supported since GL 4.2 and not at all in stock GLES,
so we need to have code that can work without it.
Fortunately, it is mandatory in Vulkan, so every recent GPU supports it.
And if that GPU has a proper driver, it will also expose the GL extension
for it.
(Hint: You can check https://opengles.gpuinfo.org/listextensions.php for
how many proper drivers exist outside of Mesa.)
2024-01-07 07:22:50 +01:00
Benjamin Otte
8043d4d6e0 gpu: Add GSK_GPU_SKIP=merge
Disables merging of ops for vkCmdDraw().
2024-01-07 07:22:50 +01:00
Benjamin Otte
187db92a88 gpu: Make shader image access a vfunc
That allows shaders to handle textures differently.

In particularly, it will allow the pattern shader to take a huge amount
of textures.
2024-01-07 07:22:50 +01:00
Benjamin Otte
73ac2d0a1c gpu: Add a flip_y argument to shader execution
Because GL flips its shit sometimes (ie when it's the framebuffer),
pass the height of the target as the flip variable, so commands
that need to operate on the pixels can flip the y axis around this value.
2024-01-07 07:22:49 +01:00
Benjamin Otte
1a85d569e3 gpu: Add ability to run shaders
This heaves over an inital chunk of code from the Vulkan renderer to
execute shaders.

The only shader that exists for now is a shader that draws a single
texture.
We use that to replace the blit op we were doing before.
2024-01-07 07:22:49 +01:00