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.
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.
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.
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.
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.
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.
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.
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.
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.
... 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.
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
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
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.
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.
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
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.
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.
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;
}
}
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.
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.