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80e6f1ca8c
The profiler (at least) discards GL objects and we want to discard them on the right context.
314 lines
9.5 KiB
C
314 lines
9.5 KiB
C
/* gsknglrenderer.c
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This file is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This file is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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* License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "config.h"
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#include <gdk/gdkprofilerprivate.h>
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#include <gdk/gdkdisplayprivate.h>
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#include <gsk/gskdebugprivate.h>
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#include <gsk/gskrendererprivate.h>
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#include "gsknglcommandqueueprivate.h"
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#include "gskngldriverprivate.h"
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#include "gsknglprogramprivate.h"
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#include "gsknglrenderjobprivate.h"
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#include "gsknglrendererprivate.h"
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struct _GskNglRendererClass
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{
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GskRendererClass parent_class;
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};
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struct _GskNglRenderer
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{
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GskRenderer parent_instance;
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/* This context is used to swap buffers when we are rendering directly
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* to a GDK surface. It is also used to locate the shared driver for
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* the display that we use to drive the command queue.
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*/
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GdkGLContext *context;
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/* Our command queue is private to this renderer and talks to the GL
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* context for our target surface. This ensure that framebuffer 0 matches
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* the surface we care about. Since the context is shared with other
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* contexts from other renderers on the display, texture atlases,
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* programs, and other objects are available to them all.
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*/
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GskNglCommandQueue *command_queue;
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/* The driver manages our program state and command queues. It also
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* deals with caching textures, shaders, shadows, glyph, and icon
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* caches through various helpers.
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*/
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GskNglDriver *driver;
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};
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G_DEFINE_TYPE (GskNglRenderer, gsk_ngl_renderer, GSK_TYPE_RENDERER)
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/**
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* gsk_ngl_renderer_new:
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*
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* Creates a new `GskRenderer` using the new OpenGL renderer.
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*
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* Returns: a new NGL renderer
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*
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* Since: 4.2
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*/
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GskRenderer *
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gsk_ngl_renderer_new (void)
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{
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return g_object_new (GSK_TYPE_NGL_RENDERER, NULL);
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}
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static gboolean
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gsk_ngl_renderer_realize (GskRenderer *renderer,
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GdkSurface *surface,
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GError **error)
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{
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G_GNUC_UNUSED gint64 start_time = GDK_PROFILER_CURRENT_TIME;
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GskNglRenderer *self = (GskNglRenderer *)renderer;
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GdkGLContext *context = NULL;
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GskNglDriver *driver = NULL;
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gboolean ret = FALSE;
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gboolean debug_shaders = FALSE;
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g_assert (GSK_IS_NGL_RENDERER (self));
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g_assert (GDK_IS_SURFACE (surface));
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if (self->context != NULL)
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return TRUE;
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g_assert (self->driver == NULL);
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g_assert (self->context == NULL);
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g_assert (self->command_queue == NULL);
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if (!(context = gdk_surface_create_gl_context (surface, error)) ||
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!gdk_gl_context_realize (context, error))
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goto failure;
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#ifdef G_ENABLE_DEBUG
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if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
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debug_shaders = TRUE;
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#endif
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if (!(driver = gsk_ngl_driver_for_display (gdk_surface_get_display (surface), debug_shaders, error)))
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goto failure;
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self->command_queue = gsk_ngl_driver_create_command_queue (driver, context);
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self->context = g_steal_pointer (&context);
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self->driver = g_steal_pointer (&driver);
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gsk_ngl_command_queue_set_profiler (self->command_queue,
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gsk_renderer_get_profiler (renderer));
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ret = TRUE;
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failure:
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g_clear_object (&driver);
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g_clear_object (&context);
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gdk_profiler_end_mark (start_time, "realize GskNglRenderer", NULL);
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return ret;
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}
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static void
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gsk_ngl_renderer_unrealize (GskRenderer *renderer)
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{
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GskNglRenderer *self = (GskNglRenderer *)renderer;
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g_assert (GSK_IS_NGL_RENDERER (renderer));
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gdk_gl_context_make_current (self->context);
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g_clear_object (&self->driver);
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g_clear_object (&self->command_queue);
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g_clear_object (&self->context);
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}
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static cairo_region_t *
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get_render_region (GdkSurface *surface,
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GdkGLContext *context)
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{
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const cairo_region_t *damage;
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GdkRectangle whole_surface;
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GdkRectangle extents;
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g_assert (GDK_IS_SURFACE (surface));
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g_assert (GDK_IS_GL_CONTEXT (context));
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whole_surface.x = 0;
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whole_surface.y = 0;
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whole_surface.width = gdk_surface_get_width (surface);
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whole_surface.height = gdk_surface_get_height (surface);
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/* Damage does not have scale factor applied so we can compare it to
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* @whole_surface which also doesn't have the scale factor applied.
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*/
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damage = gdk_draw_context_get_frame_region (GDK_DRAW_CONTEXT (context));
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if (cairo_region_contains_rectangle (damage, &whole_surface) == CAIRO_REGION_OVERLAP_IN)
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return NULL;
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/* If the extents match the full-scene, do the same as above */
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cairo_region_get_extents (damage, &extents);
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if (gdk_rectangle_equal (&extents, &whole_surface))
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return NULL;
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/* Draw clipped to the bounding-box of the region. */
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return cairo_region_create_rectangle (&extents);
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}
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static void
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gsk_ngl_renderer_render (GskRenderer *renderer,
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GskRenderNode *root,
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const cairo_region_t *update_area)
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{
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GskNglRenderer *self = (GskNglRenderer *)renderer;
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cairo_region_t *render_region;
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graphene_rect_t viewport;
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GskNglRenderJob *job;
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GdkSurface *surface;
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float scale_factor;
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g_assert (GSK_IS_NGL_RENDERER (renderer));
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g_assert (root != NULL);
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surface = gdk_draw_context_get_surface (GDK_DRAW_CONTEXT (self->context));
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scale_factor = gdk_surface_get_scale_factor (surface);
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viewport.origin.x = 0;
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viewport.origin.y = 0;
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viewport.size.width = gdk_surface_get_width (surface) * scale_factor;
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viewport.size.height = gdk_surface_get_height (surface) * scale_factor;
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gdk_gl_context_make_current (self->context);
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gdk_draw_context_begin_frame (GDK_DRAW_CONTEXT (self->context), update_area);
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/* Must be called *AFTER* gdk_draw_context_begin_frame() */
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render_region = get_render_region (surface, self->context);
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gsk_ngl_driver_begin_frame (self->driver, self->command_queue);
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job = gsk_ngl_render_job_new (self->driver, &viewport, scale_factor, render_region, 0);
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#ifdef G_ENABLE_DEBUG
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if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), FALLBACK))
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gsk_ngl_render_job_set_debug_fallback (job, TRUE);
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#endif
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gsk_ngl_render_job_render (job, root);
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gsk_ngl_driver_end_frame (self->driver);
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gsk_ngl_render_job_free (job);
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gdk_gl_context_make_current (self->context);
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gdk_draw_context_end_frame (GDK_DRAW_CONTEXT (self->context));
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gsk_ngl_driver_after_frame (self->driver);
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cairo_region_destroy (render_region);
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}
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static GdkTexture *
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gsk_ngl_renderer_render_texture (GskRenderer *renderer,
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GskRenderNode *root,
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const graphene_rect_t *viewport)
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{
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GskNglRenderer *self = (GskNglRenderer *)renderer;
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GskNglRenderTarget *render_target;
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GskNglRenderJob *job;
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GdkTexture *texture = NULL;
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guint texture_id;
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int width;
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int height;
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g_assert (GSK_IS_NGL_RENDERER (renderer));
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g_assert (root != NULL);
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width = ceilf (viewport->size.width);
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height = ceilf (viewport->size.height);
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if (gsk_ngl_driver_create_render_target (self->driver,
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width, height,
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GL_NEAREST, GL_NEAREST,
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&render_target))
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{
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gsk_ngl_driver_begin_frame (self->driver, self->command_queue);
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job = gsk_ngl_render_job_new (self->driver, viewport, 1, NULL, render_target->framebuffer_id);
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#ifdef G_ENABLE_DEBUG
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if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), FALLBACK))
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gsk_ngl_render_job_set_debug_fallback (job, TRUE);
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#endif
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gsk_ngl_render_job_render_flipped (job, root);
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texture_id = gsk_ngl_driver_release_render_target (self->driver, render_target, FALSE);
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texture = gsk_ngl_driver_create_gdk_texture (self->driver, texture_id);
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gsk_ngl_driver_end_frame (self->driver);
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gsk_ngl_render_job_free (job);
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gsk_ngl_driver_after_frame (self->driver);
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}
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return g_steal_pointer (&texture);
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}
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static void
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gsk_ngl_renderer_dispose (GObject *object)
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{
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#ifdef G_ENABLE_DEBUG
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GskNglRenderer *self = (GskNglRenderer *)object;
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g_assert (self->driver == NULL);
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#endif
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G_OBJECT_CLASS (gsk_ngl_renderer_parent_class)->dispose (object);
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}
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static void
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gsk_ngl_renderer_class_init (GskNglRendererClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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GskRendererClass *renderer_class = GSK_RENDERER_CLASS (klass);
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object_class->dispose = gsk_ngl_renderer_dispose;
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renderer_class->realize = gsk_ngl_renderer_realize;
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renderer_class->unrealize = gsk_ngl_renderer_unrealize;
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renderer_class->render = gsk_ngl_renderer_render;
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renderer_class->render_texture = gsk_ngl_renderer_render_texture;
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}
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static void
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gsk_ngl_renderer_init (GskNglRenderer *self)
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{
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}
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gboolean
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gsk_ngl_renderer_try_compile_gl_shader (GskNglRenderer *renderer,
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GskGLShader *shader,
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GError **error)
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{
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GskNglProgram *program;
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g_return_val_if_fail (GSK_IS_NGL_RENDERER (renderer), FALSE);
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g_return_val_if_fail (shader != NULL, FALSE);
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program = gsk_ngl_driver_lookup_shader (renderer->driver, shader, error);
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return program != NULL;
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}
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