Rewrite all shaders to use 2 predefined samplers called GSK_TEXTURE0 and
GSK_TEXTURE1 instead of wrapper functions.
On GL and Vulkan compat mode, these map directly to samplers.
On Vulkan proper, they map to 2 indices into the texture array, like
before.
From now on, the old nvidia GPUs - ie the 3xx drivers - should start
working again.
Fixes: #6564Fixes: #6574Fixes: #6654
This allows GskGpuFrame implementations to store data per vertex
attribute.
This is just the plumbing, no actual implementation is done in this
commit.
This guarantees that the images get ID 0 and 1 (on GL), which is going
to be quite important for the next steps.
Just for funsies, here's fps numbers on my desktop for this change:
NGL 1500 => 1400
Vulkan 2650 => 2250
This by itself is just more work refcounting all those images, but
there's actually a goal here, that will become visible in future
commits.
But this is split out for correctness and benchmarking purposes (the
overhead from refcounting seems to be negligible on my computer).
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.
YUV dmabufs are not sRGB.
So instead of making the dmabuf builder have sRGB as the default
colorstate, add a NULL default option that makes the builder choose
the colorstate based on fourcc when build() is called.
If that happens, we pick sRGB usually, but for YUV we pick narrow range
BT601, like we did in versions before colorstates.
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.
Building GTK with GCC 8 results in the following warning:
gtk/gtkurilauncher.c: In function ‘gtk_uri_launcher_launch’:
gtk/gtkurilauncher.c:315:3: warning: this ‘else’ clause does not guard... [-Wmisleading-indentation]
else
^~~~
gtk/gtkurilauncher.c:317:1: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the ‘else’
G_GNUC_BEGIN_IGNORE_DEPRECATIONS
^~~
In the compiled code, gtk_show_uri_full () is invoked whether the portal
branch is taken or not, leading to use-after-free of the task.
It looks like GCC in versions older than 12 treats the _Pragma(s) that
G_GNUC_BEGIN_IGNORE_DEPRECATIONS expands to as C-level statements, and
therefore the pragma takes up the 'else' statement slot.
See https://godbolt.org/z/e5zqbaqxo for a simple reproducer.
Signed-off-by: Sergey Bugaev <bugaevc@gmail.com>
* We cannot map with offset, because offsets need to be page-size
aligned. And our code doesn't expect an offset anyway.
* The error return value from mmap() is MAP_FAILED aka -1, not NULL aka
0.
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.