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5549a7ab5f
Just like on Vulkan, try to minimize the glDrawArrays() calls by merging adjacent ops.
172 lines
5.2 KiB
C
172 lines
5.2 KiB
C
#include "config.h"
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#include "gskgpushaderopprivate.h"
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#include "gskgpuframeprivate.h"
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#include "gskgldescriptorsprivate.h"
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#include "gskgldeviceprivate.h"
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#include "gskglframeprivate.h"
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#include "gskglimageprivate.h"
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#ifdef GDK_RENDERING_VULKAN
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#include "gskvulkandescriptorsprivate.h"
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#include "gskvulkandeviceprivate.h"
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#endif
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/* maximum number of ops to merge into one call
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* If this number is too high, the command may take too long
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* causing the driver to kill us.
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*/
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#define MAX_MERGE_OPS (10 * 1000)
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void
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gsk_gpu_shader_op_finish (GskGpuOp *op)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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g_clear_object (&self->desc);
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}
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#ifdef GDK_RENDERING_VULKAN
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GskGpuOp *
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gsk_gpu_shader_op_vk_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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GskGpuOp *next;
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gsize i, n;
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if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_MERGE))
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n = MAX_MERGE_OPS;
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else
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n = 1;
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i = 1;
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for (next = op->next; next && i < n; next = next->next)
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{
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GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
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if (next->op_class != op->op_class ||
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next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
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break;
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i++;
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}
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vkCmdBindPipeline (command_buffer,
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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gsk_vulkan_device_get_vk_pipeline (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
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shader_op_class,
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self->clip,
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format,
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render_pass));
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vkCmdDraw (command_buffer,
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6 * instance_scale, i,
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0, self->vertex_offset / shader_op_class->vertex_size);
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return next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_vk_command (GskGpuOp *op,
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GskGpuFrame *frame,
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VkRenderPass render_pass,
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VkFormat format,
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VkCommandBuffer command_buffer)
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{
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return gsk_gpu_shader_op_vk_command_n (op, frame, render_pass, format, command_buffer, 1);
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}
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#endif
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GskGpuOp *
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gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize flip_y,
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gsize instance_scale)
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{
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GskGpuShaderOp *self = (GskGpuShaderOp *) op;
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GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
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GskGpuOp *next;
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gsize i, n;
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gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
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shader_op_class,
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self->clip);
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if (self->desc)
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gsk_gl_descriptors_use (GSK_GL_DESCRIPTORS (self->desc));
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if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_MERGE))
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n = MAX_MERGE_OPS;
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else
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n = 1;
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i = 1;
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for (next = op->next; next && i < n; next = next->next)
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{
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GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
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if (next->op_class != op->op_class ||
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next_shader->desc != self->desc ||
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next_shader->vertex_offset != self->vertex_offset + i * shader_op_class->vertex_size)
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break;
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i++;
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}
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if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_GL_BASE_INSTANCE))
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{
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glDrawArraysInstancedBaseInstance (GL_TRIANGLES,
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0,
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6 * instance_scale,
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i,
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self->vertex_offset / shader_op_class->vertex_size);
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}
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else
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{
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shader_op_class->setup_vao (self->vertex_offset);
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glDrawArraysInstanced (GL_TRIANGLES,
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0,
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6 * instance_scale,
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i);
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}
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return next;
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}
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GskGpuOp *
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gsk_gpu_shader_op_gl_command (GskGpuOp *op,
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GskGpuFrame *frame,
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gsize flip_y)
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{
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return gsk_gpu_shader_op_gl_command_n (op, frame, flip_y, 1);
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}
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GskGpuShaderOp *
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gsk_gpu_shader_op_alloc (GskGpuFrame *frame,
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const GskGpuShaderOpClass *op_class,
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GskGpuShaderClip clip,
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GskGpuDescriptors *desc,
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gpointer out_vertex_data)
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{
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GskGpuShaderOp *self;
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self = (GskGpuShaderOp *) gsk_gpu_op_alloc (frame, &op_class->parent_class);
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self->clip = clip;
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if (desc)
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self->desc = g_object_ref (desc);
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else
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self->desc = NULL;
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self->vertex_offset = gsk_gpu_frame_reserve_vertex_data (frame, op_class->vertex_size);
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*((gpointer *) out_vertex_data) = gsk_gpu_frame_get_vertex_data (frame, self->vertex_offset);
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return self;
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}
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