Commit Graph

10 Commits

Author SHA1 Message Date
Benjamin Otte
c7a69882d3 gpu: Reorganize format handling
Add GSK_GPU_IMAGE_RENDERABLE and GSK_GPU_IMAGE_FILTERABLE and make sure
to check formats for this feature.

This requires reorganizing code to actually do this work instead of just
pretending formats are supported.

This fixes GLES upload tests with NGL.
2024-01-07 07:22:52 +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
979e4207f3 gpu: Add importing of GL textures to the GL renderer
syncing with the GLsync is kind of a hack (because we just do it on
import), but it works.
2024-01-07 07:22:51 +01:00
Benjamin Otte
c29237c75d gpu: Add support for texture-scale nodes
This adds GSK_GPU_IMAGE_CAN_MIPMAP and GSK_GPU_IMAGE_MIPMAP flags and
support to ensure_image() and image creation functions for creating a
mipmapped image.

Mipmaps are created using the new mipmap op that uses
glGenerateMipmap() on GL and equivalent blit ops on Vulkan.

This is then used to ensure the image is mipmapped when rendering it
with a texture-scale node.
2024-01-07 07:22:51 +01:00
Benjamin Otte
b4a1ed2a70 gpu: Add straight alpha support
Add a GSK_GPU_IMAGE_STRAIGHT_ALPHA and use it for images that have
straight alpha.
Make sure those images get passed through a premultiplying pass with
the new straight alpha shader.

Also remove the old Postprocess flags from the Vulkan image that were a
leftover from copying that code from the old Vulkan renderer.
2024-01-07 07:22:51 +01:00
Benjamin Otte
32d35b1d01 gpu: Handle flags for images
For now, the flags are just there because, and nobody uses them yet.
The only flag is EXTERNAL, which for now I'm using for YUV buffers,
though it's a bit undefined what that means.
2024-01-07 07:22:51 +01:00
Benjamin Otte
1b3eb3ecd1 gpu: Fail to create images that are too big
It's up to the renderers to handle the NULL return value.
2024-01-07 07:22:51 +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
286b473f55 gpu: Add gsk_gpu_image_get_projection_matrix()
... and use it to initialize the "proper" projection matrix to use in
shaders.

The resulting viewport will go from top left (0,0) to bottom right
(width, height) and the z clipping plane will go from -10000 to 10000.
2024-01-07 07:22:49 +01:00
Benjamin Otte
9ddae8aebc gpu: Add outline of new GPU renderer
For now, it just renders using cairo, uploads the result to the GPU,
blits it onto the framebuffer and then is happy.

But it can do that using Vulkan and using GL (no idea which version).

The most important thing still missing is shaders.

It also has a bunch of copy/paste from the Vulkan renderer that isn't
used yet.
But I didn't want to rip it out and then try to copy it back later
2024-01-07 07:22:49 +01:00