#include "config.h" #include "gskglframeprivate.h" #include "gskgpuglobalsopprivate.h" #include "gskgpuopprivate.h" #include "gskgpushaderopprivate.h" #include "gskglbufferprivate.h" #include "gskgldescriptorsprivate.h" #include "gskgldeviceprivate.h" #include "gskglimageprivate.h" #include "gdkdmabuftextureprivate.h" #include "gdkglcontextprivate.h" #include "gdkgltextureprivate.h" struct _GskGLFrame { GskGpuFrame parent_instance; GLuint globals_buffer_id; guint next_texture_slot; GHashTable *vaos; }; struct _GskGLFrameClass { GskGpuFrameClass parent_class; }; G_DEFINE_TYPE (GskGLFrame, gsk_gl_frame, GSK_TYPE_GPU_FRAME) static gboolean gsk_gl_frame_is_busy (GskGpuFrame *frame) { return FALSE; } static void gsk_gl_frame_setup (GskGpuFrame *frame) { GskGLFrame *self = GSK_GL_FRAME (frame); glGenBuffers (1, &self->globals_buffer_id); } static void gsk_gl_frame_cleanup (GskGpuFrame *frame) { GskGLFrame *self = GSK_GL_FRAME (frame); self->next_texture_slot = 0; GSK_GPU_FRAME_CLASS (gsk_gl_frame_parent_class)->cleanup (frame); } static GskGpuImage * gsk_gl_frame_upload_texture (GskGpuFrame *frame, gboolean with_mipmap, GdkTexture *texture) { if (GDK_IS_GL_TEXTURE (texture)) { GdkGLTexture *gl_texture = GDK_GL_TEXTURE (texture); if (gdk_gl_context_is_shared (GDK_GL_CONTEXT (gsk_gpu_frame_get_context (frame)), gdk_gl_texture_get_context (gl_texture))) { GskGpuImage *image; GLsync sync; image = gsk_gl_image_new_for_texture (GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame)), texture, gdk_gl_texture_get_id (gl_texture), FALSE, gdk_gl_texture_has_mipmap (gl_texture) ? (GSK_GPU_IMAGE_CAN_MIPMAP | GSK_GPU_IMAGE_MIPMAP) : 0); /* This is a hack, but it works */ sync = gdk_gl_texture_get_sync (gl_texture); if (sync) glWaitSync (sync, 0, GL_TIMEOUT_IGNORED); return image; } } else if (GDK_IS_DMABUF_TEXTURE (texture)) { gboolean external; GLuint tex_id; tex_id = gdk_gl_context_import_dmabuf (GDK_GL_CONTEXT (gsk_gpu_frame_get_context (frame)), gdk_texture_get_width (texture), gdk_texture_get_height (texture), gdk_dmabuf_texture_get_dmabuf (GDK_DMABUF_TEXTURE (texture)), &external); if (tex_id) { return gsk_gl_image_new_for_texture (GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame)), texture, tex_id, TRUE, (external ? GSK_GPU_IMAGE_EXTERNAL | GSK_GPU_IMAGE_NO_BLIT : 0)); } } return GSK_GPU_FRAME_CLASS (gsk_gl_frame_parent_class)->upload_texture (frame, with_mipmap, texture); } static GskGpuDescriptors * gsk_gl_frame_create_descriptors (GskGpuFrame *frame) { return GSK_GPU_DESCRIPTORS (gsk_gl_descriptors_new (GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame)))); } static GskGpuBuffer * gsk_gl_frame_create_vertex_buffer (GskGpuFrame *frame, gsize size) { GskGLFrame *self = GSK_GL_FRAME (frame); /* We could also reassign them all to the new buffer here? * Is that faster? */ g_hash_table_remove_all (self->vaos); return gsk_gl_buffer_new (GL_ARRAY_BUFFER, size, GL_WRITE_ONLY); } static GskGpuBuffer * gsk_gl_frame_create_storage_buffer (GskGpuFrame *frame, gsize size) { return gsk_gl_buffer_new (GL_UNIFORM_BUFFER, size, GL_WRITE_ONLY); } static void gsk_gl_frame_submit (GskGpuFrame *frame, GskGpuBuffer *vertex_buffer, GskGpuOp *op) { GskGLFrame *self = GSK_GL_FRAME (frame); GskGLCommandState state = { 0, }; glEnable (GL_SCISSOR_TEST); glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL); glEnable (GL_BLEND); if (vertex_buffer) gsk_gl_buffer_bind (GSK_GL_BUFFER (vertex_buffer)); gsk_gl_frame_bind_globals (self); glBufferData (GL_UNIFORM_BUFFER, sizeof (GskGpuGlobalsInstance), NULL, GL_STREAM_DRAW); while (op) { op = gsk_gpu_op_gl_command (op, frame, &state); } } static void gsk_gl_frame_finalize (GObject *object) { GskGLFrame *self = GSK_GL_FRAME (object); g_hash_table_unref (self->vaos); glDeleteBuffers (1, &self->globals_buffer_id); G_OBJECT_CLASS (gsk_gl_frame_parent_class)->finalize (object); } static void gsk_gl_frame_class_init (GskGLFrameClass *klass) { GskGpuFrameClass *gpu_frame_class = GSK_GPU_FRAME_CLASS (klass); GObjectClass *object_class = G_OBJECT_CLASS (klass); gpu_frame_class->is_busy = gsk_gl_frame_is_busy; gpu_frame_class->setup = gsk_gl_frame_setup; gpu_frame_class->cleanup = gsk_gl_frame_cleanup; gpu_frame_class->upload_texture = gsk_gl_frame_upload_texture; gpu_frame_class->create_descriptors = gsk_gl_frame_create_descriptors; gpu_frame_class->create_vertex_buffer = gsk_gl_frame_create_vertex_buffer; gpu_frame_class->create_storage_buffer = gsk_gl_frame_create_storage_buffer; gpu_frame_class->submit = gsk_gl_frame_submit; object_class->finalize = gsk_gl_frame_finalize; } static void free_vao (gpointer vao) { glDeleteVertexArrays (1, (GLuint[1]) { GPOINTER_TO_UINT (vao) }); } static void gsk_gl_frame_init (GskGLFrame *self) { self->vaos = g_hash_table_new_full (g_direct_hash, g_direct_equal, NULL, free_vao); } void gsk_gl_frame_use_program (GskGLFrame *self, const GskGpuShaderOpClass *op_class, guint32 variation, GskGpuShaderClip clip, guint n_external_textures) { GLuint vao; gsk_gl_device_use_program (GSK_GL_DEVICE (gsk_gpu_frame_get_device (GSK_GPU_FRAME (self))), op_class, variation, clip, n_external_textures); vao = GPOINTER_TO_UINT (g_hash_table_lookup (self->vaos, op_class)); if (vao) { glBindVertexArray (vao); return; } glGenVertexArrays (1, &vao); glBindVertexArray (vao); op_class->setup_vao (0); g_hash_table_insert (self->vaos, (gpointer) op_class, GUINT_TO_POINTER (vao)); } void gsk_gl_frame_bind_globals (GskGLFrame *self) { glBindBufferBase (GL_UNIFORM_BUFFER, 0, self->globals_buffer_id); }