Commit Graph

475 Commits

Author SHA1 Message Date
Benjamin Otte
b481fd854f gpu: Encode number of textures use in every shader
Just define GSK_N_TEXTURES in every glsl file, extract that #define in
the python parser and emit a static const uint variable
"{shader_name}_n_textures" in the generated header.
2024-07-22 18:37:07 +02:00
Benjamin Otte
68baa93460 gpu: Use GskGpuShaderImage for blur ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
52db54e803 gpu: Use GskGpuShaderImage for crossfade ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
71e412e8f8 gpu: Use GskGpuShaderImage for convert ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
9644fc2e8f gpu: Use GskGpuShaderImage for mask ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
0795d86df7 gpu: Use GskGpuShaderImage for colormatrix ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
21988ea700 gpu: Use GskGpuShaderImage for blendmode ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
23081d2bc4 gpu: Use GskGpuShaderImage for texture ops 2024-07-22 18:37:07 +02:00
Benjamin Otte
b1e441d18a gpu: Introduce GskGpuShaderImage
It's a struct collecting all relevant info for a texture passed to a
shader.

The ultimate goal is to get rid of the descriptors and let ops
manage them on thir own.
2024-07-22 18:37:07 +02:00
Benjamin Otte
4639b3bc4c gpu: Make cache keep track of time
If GskGpuCache has an idea of what time it is, cached items can use that
time to update their last-use time instead of having to carry it around
throught function calls everywhere.
2024-07-22 17:10:37 +02:00
Benjamin Otte
821eb92dfb gpu: Handle corner-case
Port an optimization of the GL renderer where it fast-paths crossfades
with progress <= 0 and >=1 - which should really never happen because
nobody should emit them in the first place, but oh well.
2024-07-22 17:10:37 +02:00
Benjamin Otte
0370043775 gpu: Add missing string
This made debug output kinda not so good.
2024-07-22 17:10:37 +02:00
Benjamin Otte
82bcc05ca1 gpu: Move code around
Move the atlas code to the top of the file, so that other code can use
it.

No functional changes.
2024-07-22 17:10:37 +02:00
Benjamin Otte
c1e008fa86 gpu: Improve cache stats printing
We no longer hardcode the few different classes we have, but generically
walk over all classes.

As a side effect we now get new classes added to stats automatically.

The content itself did not change.
2024-07-22 02:03:00 +02:00
Benjamin Otte
c47a3c54fd vulkan: Make images track the device
Now that the cache is a separate object, there are no longer cyclic
uncollectable references, so images can use the device like everyone
else.
2024-07-22 01:28:40 +02:00
Benjamin Otte
3bc1e0534f gpu: Clean up headers
After the device/cache split, this was forgotten.
2024-07-22 01:28:40 +02:00
Benjamin Otte
7fb11dfeb0 gpu: Print filename in exceptions
I want to know which shader I screwed up.
2024-07-22 01:28:40 +02:00
Benjamin Otte
6d09eed90e gpu: Remove unused argument
It's always passing NULL.
2024-07-22 01:28:40 +02:00
Benjamin Otte
2a9056b49e ngl: Fix crash at startup
Commit 1580490670 included a reordering of
acquiring the frame before making the context current.

Sometimes (like at startup) new frames need to be created.

Setting up a new frame assumed the GL context was current.

Change it so that we delay the one GL setup we do in frames until later.
2024-07-19 21:37:48 +02:00
Benjamin Otte
300639e537 vulkan: Use right check for waiting on external image semaphore
Commit 3aa6c27c26 changed the initial layout of imported dmabuf images,
but did not adapt this check.
2024-07-17 22:59:23 +02:00
Benjamin Otte
ad218f0786 gpu: Pass the pass to frame_submit()
We will need that in the next commit.
2024-07-17 22:59:23 +02:00
Benjamin Otte
4966f8cdf8 vulkan: Add an acquire semaphore to frames
Vulkan requires us waiting on the image acquired from
vkAcquireNextImageKHR() before we start rendering to it, as that
function is allowed to return images that are still in use by the
compositor.
Because of that requirement, vkAcquireNextImageKHR() requires a
semaphore or fence to be passed that it can signal once it's done.

We now use a side channel to begin_frame() - calling
set_draw_semaphore() - to pass that semaphore so that the
vkAcquireNextImageKHR() call inside begin_frame() can use it, and then
we can wait on it later when we submit.

And yes, this is insanely convoluted, the Vulkan developers should
totally have thought about GTK's internal designs before coming up
with that idea.
2024-07-17 22:59:23 +02:00
Benjamin Otte
1580490670 gpu: add gsk_gpu_frame_begin/end()
These are just factoring out gdk_draw_context_begin/end_frame() so I can
add one tiny thing there later.

And I did both even though I only need one, because it felt wrong to
just do one.
2024-07-17 22:59:23 +02:00
Benjamin Otte
3cf5e8cf4e gpu: Move gc calls further to the edges of the function
Make the function look like that:

1. handle special case
2. maybe GC
3. draw
4. queue next gc
5. cleanup

This seems like the sanest approach to avoid gc() collecting things
necessary for drawing in the future.

And I need to refactor stuff, so having it out of the way is a good
idea.
2024-07-17 22:59:23 +02:00
Benjamin Otte
d21ac80178 gpu: Simplify a function
Now that we only ever use 2 images max per shader due to the removal of
the ubershader, we can just hardcode it in the function.
2024-07-17 22:59:23 +02:00
Benjamin Otte
11543a229a texturedownloader: Add color state
... and plumb the color state through the downloading machinery, where
no matter what path it takes it ends up in
gdk_memory_convert_color_state() or gdk_memory_convert().

The 2nd of those has been expanded to optionally do colorstate
conversion when the 2 colorstates are different.
2024-07-16 21:23:44 +02:00
Benjamin Otte
37bea9d162 gpu: Don't transition invalid cache items
When a cache item is invalid, don't move it into the hash table.
Instead, just delete it.

Something like this could happen:

1. A texture is cached
In the case of #6867 this would be a webpage in epiphany.

2. The texture cache item is garbage-collected
For example, epiphany might switch to a new tab, and the previous page's
texture will remain. After 15s or so, we collect our item for that
texture.

3. The texture is cached again, but in the target colorspace
We now decide we need the texture again, but not in any colorspace, we
need it in the target colorspace. This might be because we run an
effect on it (like a crossfade) or because we want mipmaps (like in the
overview map, where its zoomed out).

4. The old invalid item is transitioned into the hash table
We now have an invalid item in the hash table. This is extra bad,
because it had only one reference (from the texture), but we treat it
like it has 2 (from us in the hash table and from the texture).
So depending on if the texture is freed before we reuse it, we get
different results: If it was free, we get invalid memory accesses, if it
was not freed, we treat it like a valid cache item and think the image
inside is still valid.

Fixes #6867
2024-07-16 03:15:36 +02:00
Michael Catanzaro
4c40395a38 gpu: fix memory corruption in cache_gc_cb()
gsk_gpu_device_gc() may release the last ref on the GskGpuDevice,
leading to memory corruption when setting priv->cache_gc_source = 0.

Includes a bit of refactoring, so the ref/unref wraps nicely around the
actual code.

Fixes crashes seen after using the inspector and closing the window,
thereby closing all windows of a display and releasing all references to
the device.

Fixes #6861
2024-07-14 21:54:57 +02:00
Benjamin Otte
5f8e83d75d gpu: Fix memleak in texture-scale code 2024-07-14 21:54:40 +02:00
Matthias Clasen
54e5cc296f colorstate: Add rec2100-pq and rec2100-linear
These are wide-gamut, HDR colorstates that we will need for HDR support.
2024-07-13 15:11:07 -04:00
Matthias Clasen
457fd68168 gpu: Make color conversion extensible
Change the glsl convert_color function to proceed in stages:
- first unpremultiply
- then linearize
- then transform linearly
- then delinearize
- then premultiply
All the steps are only taken if needed.
2024-07-13 15:09:12 -04:00
Benjamin Otte
648c780e91 gpu: Respect colorstate for offscreens
We want to render in at least the minimum required depth of the used
colorstate.
2024-07-13 14:51:49 -04:00
Benjamin Otte
6d263f8680 gpu: Add GSK_GPU_BLEND_NONE
Allows writing without blending. This is useful when copying/converting
textures.

In particular, we use it for colorspace conversions.
2024-07-13 10:56:47 +02:00
Benjamin Otte
d9ab6495ef gpu: Fix color convert path to not crash
The occlusion culling reorganization messed up this branch.

Make it work again.
2024-07-13 10:56:47 +02:00
Benjamin Otte
d54b68b93c gpu: Convert values to float[4] from GdkRGBA
We need to make sure our clear values are in the right colorstate, not
in sRGB.

The occluision culling managed to sneak through the big transition for
that.
2024-07-13 02:07:15 +02:00
Benjamin Otte
761346ed5a gpu: Remove unused macro
This is a leftover from the pre-color-managed times
2024-07-13 02:07:15 +02:00
Benjamin Otte
1c1b78aa1c gpu: Implement tiling for texture-scale nodes
This is actually the node Loupe is using, so having tiling work with it
is important.

Because of the previous commit, different filters are supported fine.

Fixes: #6324
2024-07-12 18:09:46 +02:00
Benjamin Otte
cdb2308ddd gpu: Add filter support to tiled images
This allows mipmapping if downscaled a lot, like we do for non-tiled
images.

A side effect is that due to the simpler caching for tiles, we can only
cache the mipmapped images in one colorstate. But we need to pick a
potentially non-default one, because we want to mipmap in a linear
colorstate.

So this is somewhat suboptimal. Patches with improvements accepted.
2024-07-12 17:31:36 +02:00
Benjamin Otte
c581f722bd gpu: Split out a function
We'll need mapping scaling filters to samplers elsewhere soon.
2024-07-12 17:31:36 +02:00
Benjamin Otte
340c98c6cd gpu: Split a function
Split drawing the tiles from setting up the offscreen for drawing the
tiles.
2024-07-12 17:31:36 +02:00
Benjamin Otte
39f5c5bf49 gpu: Implement tiling for texture nodes
Use the new cache feature to split oversized textures into tiles the
size given by the new device API.

Then number those tiles from left to right and top to bottom and use
that number as the tile id.
2024-07-12 17:31:36 +02:00
Benjamin Otte
392f6855ca gpu: Add gsk_gpu_device_get_tile_size()
This allows managing tiling of images. And I'd like this value to live
somewhere prominent instead of as a hardcoded number in the
nodeprocessor.
2024-07-12 17:31:36 +02:00
Benjamin Otte
1cae48ab93 gpu: Add a tile cache
Nobody is using it yet, but it's the API.

It's very simple and just allows adding tiles by an index. What that
index means is up to the caller.
2024-07-12 17:31:36 +02:00
Benjamin Otte
d0f8ef09a0 gpu: Do a GC run after every tile of large images
When we draw large images, we absolutely do not want to keep memory that
we do not need. So do a GC run after every tile. That otentially slows
down things, but it also improves the chances of not running out of
memory.

Here's the node for the image I managed to create after I applied this
patch:

repeat {
  bounds: 0 0 50000 50000;
  child: text {
    font: "Noto Color Emoji 10000px";
    glyphs: 661 0 0 0 color;
    offset: 0 10000;
    hint-style: none;
  }
}
2024-07-12 16:57:23 +02:00
Benjamin Otte
0516dca116 vulkan: Don't try to use nonexisting formats
Handle the error that new rgba format exists.
2024-07-12 16:56:23 +02:00
Benjamin Otte
ebc6a043c9 gpu: Cleanups 2024-07-12 16:56:23 +02:00
Benjamin Otte
8e2ae79875 gpu: Change function to (transfer full)
Functions should behave as I expect, and I just spent an hour debugging
a refcount issue because I assumed our image creation functions return
refrences. Which is a very sane assumption.
2024-07-12 16:55:59 +02:00
Benjamin Otte
27ac764653 gpu: Don't multiply by 1/x, divide by x
This is less error-prone with floating point math, even though it is
somewhat slower.
2024-07-12 16:55:59 +02:00
Benjamin Otte
e40ad5faa5 gpu: Cache textures when doing copies
The texture and texture-scale node code is creating image copies
for mipmaps and to adapt to the compositing colorstate.

Those texture should be cached.
2024-07-11 14:57:20 +02:00
Benjamin Otte
dd393a4a0e gpu: Split out texture lookup function
It's unused in 3 function and has become somewhat unwieldy.
2024-07-11 14:57:20 +02:00