Commit Graph

80888 Commits

Author SHA1 Message Date
Matthias Clasen
dfd181d7d5 gdk: Add gdk_surface_get_gl_is_srgb()
This is a way to query whether the framebuffer we use is using GL_SRGB
or equivalent. Currently, it just returns FALSE.
2024-07-11 14:57:20 +02:00
Matthias Clasen
de76045939 vulkan: Mark swapchain images as GSK_GPU_IMAGE_SRGB
Detect if an SRGB format is in use and mark the images as such.

So far this doesn't happen, but once it does, things will work.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b707568fc1 egl: Pass depth through the fbconfig selection code
We still only differentiate between high bit depth or not, but we now
choose at the end instead of the start, which makes it easier to adapt
to a different method of choosing.
2024-07-11 14:57:20 +02:00
Benjamin Otte
16c29a7db5 texture: Add gdk_texture_get_depth()
... and use it.
2024-07-11 14:57:20 +02:00
Benjamin Otte
b5b0002d24 rendernode: Return the right depth for colors
This makes sure we return U8_SRGB for GdkRGBA colors with linear
compositing.
2024-07-11 14:57:19 +02:00
Benjamin Otte
127b92e3db color_state: Make U8_SRGB the depth for COLOR_STATE_SRGB
This will only be used with linear compositing, so we force U8 when
we're not compositing linear.
2024-07-11 14:57:19 +02:00
Benjamin Otte
a7ceb8ce66 gdk: Add GDK_MEMORY_U8_SRGB depth
This is an experiment for now, but it seems that encoding srgb inside
the depth makes sense, as we not just use depth to decide on the
GL fbconfigs/Vulkan formats to pick, depth also encodes how the [0...1]
color values are quantized when stored.

Let's see where this goes.
2024-07-11 14:57:19 +02:00
Benjamin Otte
6dea23128a gpu: Add the GSK_GPU_IMAGE_SRGB flag
This commit just adds the flag, but I wanted to make it an individual
commit to explain the purpose:

The SRGB flag is meant to be used for images that have an SRGB format.
In Vulkan terms, that means VK_FORMAT_*_SRGB.
In GL, it means GL_SRGB or GL_SRGB_ALPHA.

As these formats have been madatory since GL 3.0, we can (ab)use them
uncoditionally. Images in these formats are renderable, too, so it's
not just usable for uploading.

What these images allow is treating the data as sRGB while shaders
access them as linear, thereby getting sRGB<=>linear conversions for
free.

It is also possible to switch off the linearization of these images and
treat them as sRGB, which allows all sorts of shenanigans, though one
has to be careful if that turning off applies to the relevant GL/Vulkan
code in question.
2024-07-11 14:57:19 +02:00
Matthias Clasen
5297c5f2ee gdk: Give textures a color state
Adds gdk_texture_get_color_state() and GdkTexture::color-state property.

All texture implementations initialize the property to SRGB for now.
2024-07-11 14:57:19 +02:00
Benjamin Otte
bdb6b10be8 colorstate: Add gdk_color_state_get_rendering_color_state()
Returns the linear color state that renderers should render in when
this is the target color state.

We disable this function unless linear compositing is enabled and just
return @self by default.
2024-07-11 14:57:19 +02:00
Benjamin Otte
7f9031eae8 colorstate: Add gdk_color_state_get_no_srgb_tf()
This function checks if the colorstate uses an sRGB transfer function
as final operation. In that case, it is suitable for use with GL_SRGB
(and the Vulkan equivalents).

We disable this function (by always returning NULL) unless linear
compositing is enabled, because this function is used to transition
textures and framebuffers to their linear counterparts.
2024-07-11 14:57:19 +02:00
Matthias Clasen
aa746bc0c8 gdk: Add GdkColorState
This is mostly an empty shell for now. We only have static instances
for srgb and srgb-linear, which we will use as markers during our
node processing.

In the future, this object may grow more instances, as well as the
ability to create them from and save them to icc profiles or cicp
data. And a color conversion API.
2024-07-11 14:57:19 +02:00
Benjamin Otte
01ca59ea91 gdk: Add GDK_DEBUG=linear for experimental linear rendering
This is a temporary solution to allow testing how well linear rendering
already works while refactoring code.

This will be removed once linear rendering is the default.
2024-07-11 14:57:19 +02:00
Benjamin Otte
2f4e19d514 gdk: Allow querying GL SRGB formats
Nobody is using this yet.
2024-07-11 14:57:19 +02:00
Benjamin Otte
8d5224eba7 gdk: Allow querying Vulkan SRGB formats
Nobody is using this yet, this is just infrastructure.
2024-07-11 14:57:19 +02:00
Benjamin Otte
c8436d3c1e Merge branch 'wip/otte/pretend-gl-is-dmabuf' into 'main'
Handle GL textures like dmabuf textures when possible

See merge request GNOME/gtk!7439
2024-07-11 12:55:05 +00:00
Benjamin Otte
1273413c7b vulkan: Import GL textures via dmabufs
If the GL texture is exportable to a dmabuf, we can just use our dmabuf
importing code to get that texture into Vulkan.
There is no need to go via host memory in that case.

And if it doesn't work, we just fall back, like before.
2024-07-11 14:14:35 +02:00
Benjamin Otte
ef3f48a2be vulkan: Refactor gsk_vulkan_image_new_for_dmabuf()
It now works with just a dmabuf and doesn't take a texture anymore.

Which means it can be used from other codepaths in the future.
2024-07-11 14:14:35 +02:00
Benjamin Otte
4b1bca8b6e subsurface: Support GL textures via dmabuf export
We have code with proper error handling for dmabuf export, we can just
try to use it.

And if it doesn't work, we don't offload the texture like before.

But it does work - at least for me.
2024-07-11 14:14:35 +02:00
Benjamin Otte
2478dd8322 subsurface: Split a function
I want to call the inner one from a different place in future commits.
2024-07-11 14:14:35 +02:00
Benjamin Otte
4c1edd3881 subsurface: Change error handling
Instead of hardcoding which textures we presumably support, just try
creating a buffer and use the failure of that for the error message.

This makes the error message a bit less obvious, but it makes it
possible to refactor the get_buffer() code without having to deal with
the error path.

If we want to improve the debug message, we can start putting debug
messages into the get_buffer() function.
But I think this is good enough.
2024-07-11 14:14:35 +02:00
Benjamin Otte
14541480ae Merge branch 'wip/otte/for-main' into 'main'
testsuite: Add test for empty glshader node

See merge request GNOME/gtk!7438
2024-07-11 12:09:02 +00:00
Benjamin Otte
fff78b60e9 gpu: All nodes are implemented
Unimplemented nodes are a failure now.

We make this a soft failure with a g_warning() so that during
development when adding new nodes, the renderer doesn't instantly crash,
but instead prnts a warning.

But we do consider unimplemented nodes a bug now.

Because of that, add_fallback_node() is now renamed to add_cairo_node().
2024-07-11 13:34:37 +02:00
Benjamin Otte
9abc7fc80b gpu: Don't hand Cairo invalid nodes
When encountering an invalid node, exit asap. Don't draw it with Cairo,
Cairo won't know what to do with it either.
2024-07-11 13:34:37 +02:00
Benjamin Otte
d8059ebdd2 gpu: "Implement" GL shader nodes
Instead of falling back to Cairo, draw the pink error rectangle
directly.
2024-07-11 13:34:36 +02:00
Benjamin Otte
1001445d3e testsuite: Add test for empty glshader node
Everyone should draw the error pink here, because that's what the
renderers not supporting it do, and it's also what the default shader
does.

So no matter if a renderer supports GL shaders or not, it should draw
the same pink.
2024-07-11 13:34:36 +02:00
Benjamin Otte
fff72cf322 dmabuf: Add gdk_dmabuf_close_fds()
... and use it inside GtkGLArea

I made thatfunction available outside of HAVE_DMABUF so I don't need to
wrap it in ifdefs.
2024-07-11 13:34:36 +02:00
Matthias Clasen
fd9306a282 Merge branch 'vulkan-build-fix' into 'main'
build: Don't enable vulkan without glslc

Closes #6846

See merge request GNOME/gtk!7437
2024-07-11 11:25:47 +00:00
Matthias Clasen
7c0c2a8085 Merge branch 'wip/otte/dihedral' into 'main'
gpu: Add support for "dihedral" transforms

See merge request GNOME/gtk!7436
2024-07-10 23:47:39 +00:00
Matthias Clasen
b5b58ced2a Add gdk_dihedral_get_name
And use it everywhere we want to print out debug spew about
dihedral transforms.
2024-07-10 22:11:13 +02:00
Matthias Clasen
8c988a7b07 Take all transforms into account
When determining which way is up for the offloaded texture, we
must take all transforms into account - the ones outside the
subsurface node, and the ones inside.
2024-07-10 22:11:13 +02:00
Matthias Clasen
e68f58940c offload: Add more debug spew
Print what transform we are passing to the compositor.
Helps for debugging transforms.
2024-07-10 22:11:13 +02:00
Benjamin Otte
4f2b639a24 gpu: We can handle 90 degree rotations quite easily 2024-07-10 22:06:24 +02:00
Benjamin Otte
3e01924ca3 gpu: Handle dihedral transforms in occlusion culling 2024-07-10 22:06:24 +02:00
Benjamin Otte
3841ae935c surface: Cleanup 2 nonexisting functions from header 2024-07-10 21:34:12 +02:00
Matthias Clasen
4d2884bde7 offload: Support dihedral transforms
When looking for the texture transform, allow dihedral transforms,
and pass them along when attaching to the subsurface.
2024-07-10 21:34:12 +02:00
Matthias Clasen
a4a7255216 subsurface: Fix a precondition
When checking that the texture fits the area, take the transform
into account.
2024-07-10 21:34:12 +02:00
Benjamin Otte
6065165060 Add gdk_dihedral_swaps_xy
This function determines if a dihedral transform swaps x and y.
2024-07-10 21:34:12 +02:00
Matthias Clasen
61c22d1c72 Add a test for dihedral transforms
This reveals that the multiplication and inverse aren't quite
right.
2024-07-10 21:34:12 +02:00
Benjamin Otte
efacf2ff09 testsuite: Add tests for dihedral transforms
Just to make sure stuff shows up in the right place.
2024-07-10 21:34:12 +02:00
Benjamin Otte
9272bf96f6 gpu: Handle affine transforms without touching matrix
By moving negative affines to be treated like dihedrals, because they
also need support of the modelview, we can free up the affine branch for
doing work without it.

Not a big win I guess, but it makes scaling more efficient.
2024-07-10 21:34:12 +02:00
Benjamin Otte
ae3efb2d2f gpu: Implement transform support for dihedral transforms
This allows handling them without ever needing to offscreen for losing
the clip, because the clip can always be transformed.

Also, all the optimizations keep working, like occlusion culling,
clears, and so on.

The main benefit of this work is the ability for offloading to now
handle dihedral transforms of the video buffer.

The other big advantage is that we can now start our rendering with a
dihedral transform from the compositor.
2024-07-10 21:34:12 +02:00
Benjamin Otte
b9ecae84f5 gpu: Shuffle some transform flags around
No need to check for negative numbers now that we can just use the
category that doesn't give us any.
2024-07-10 21:34:12 +02:00
Benjamin Otte
cd3286c71a gpu: Switch to GskFineTransformCategory
This is purely replacing the enums, no functional changes.
2024-07-10 21:34:12 +02:00
Benjamin Otte
83c2766e3f rendernode: Handle rotation transforms in opacity calculations
Tests included.
2024-07-10 21:34:12 +02:00
Benjamin Otte
5f719c8ea3 transform: Implement transform_point() for dihedrals
No longer using the default path and risking rounding issues.
2024-07-10 21:34:12 +02:00
Benjamin Otte
555f7d5404 transform: Implement transform_bounds() for dihedrals
No longer using the default path and risking rounding issues.
2024-07-10 21:34:12 +02:00
Matthias Clasen
73b2913be3 build: Don't enable vulkan without glslc
We need glslc to compile the shaders.

Fixes: #6846
2024-07-10 12:28:30 -04:00
Benjamin Otte
3bcfc5539c transform: Add gsk_transform_to_dihedral()
I hate everything about this.

Is is xy or yx now?
Do I need to combine(a, b) or combine(b, a)?
2024-07-10 14:38:48 +02:00
Benjamin Otte
4cfcc7e521 wayland: Check that the enums match
They do, but better safe than sorry
2024-07-10 12:36:07 +02:00