gtk/gsk/gl/gskgldriver.c
Matthias Clasen 957fa87fce gsk: Support straight alpha textures
This is not the optimal way of doing it: we're
reuploading the texture with client-side conversion.
But it fits nicely into our current handling of mipmaps.

We can do better once we use shaders for colorspace
conversions.
2023-05-31 14:37:33 -04:00

1643 lines
56 KiB
C

/* gskgldriver.c
*
* Copyright 2017 Timm Bäder <mail@baedert.org>
* Copyright 2018 Matthias Clasen <mclasen@redhat.com>
* Copyright 2018 Alexander Larsson <alexl@redhat.com>
* Copyright 2020 Christian Hergert <chergert@redhat.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#include "gskgldriverprivate.h"
#include <gsk/gskdebugprivate.h>
#include <gsk/gskglshaderprivate.h>
#include <gsk/gskrendererprivate.h>
#include "gskglcommandqueueprivate.h"
#include "gskglcompilerprivate.h"
#include "gskglglyphlibraryprivate.h"
#include "gskgliconlibraryprivate.h"
#include "gskglprogramprivate.h"
#include "gskglshadowlibraryprivate.h"
#include "fp16private.h"
#include <gdk/gdkglcontextprivate.h>
#include <gdk/gdkdisplayprivate.h>
#include <gdk/gdkmemorytextureprivate.h>
#include <gdk/gdkprofilerprivate.h>
#include <gdk/gdktextureprivate.h>
#include <gdk/gdkmemoryformatprivate.h>
G_DEFINE_TYPE (GskGLDriver, gsk_gl_driver, G_TYPE_OBJECT)
static guint
texture_key_hash (gconstpointer v)
{
const GskTextureKey *k = (const GskTextureKey *)v;
/* Optimize for 0..3 where 0 is the scaled out case. Usually
* we'll be squarely on 1 or 2 for standard vs HiDPI. When rendering
* to a texture scaled out like in node-editor, we might be < 1.
*/
guint scale_x = floorf (k->scale_x);
guint scale_y = floorf (k->scale_y);
return GPOINTER_TO_SIZE (k->pointer) ^
((scale_x << 8) |
(scale_y << 4) |
k->pointer_is_child);
}
static gboolean
texture_key_equal (gconstpointer v1,
gconstpointer v2)
{
const GskTextureKey *k1 = (const GskTextureKey *)v1;
const GskTextureKey *k2 = (const GskTextureKey *)v2;
return k1->pointer == k2->pointer &&
k1->scale_x == k2->scale_x &&
k1->scale_y == k2->scale_y &&
k1->pointer_is_child == k2->pointer_is_child &&
(!k1->pointer_is_child || memcmp (&k1->parent_rect, &k2->parent_rect, sizeof k1->parent_rect) == 0);
}
static void
remove_texture_key_for_id (GskGLDriver *self,
guint texture_id)
{
GskTextureKey *key;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (texture_id > 0);
/* g_hash_table_remove() will cause @key to be freed */
if (g_hash_table_steal_extended (self->texture_id_to_key,
GUINT_TO_POINTER (texture_id),
NULL,
(gpointer *)&key))
g_hash_table_remove (self->key_to_texture_id, key);
}
static void
gsk_gl_texture_destroyed (gpointer data)
{
((GskGLTexture *)data)->user = NULL;
}
static void
gsk_gl_driver_autorelease_texture (GskGLDriver *self,
guint texture_id)
{
g_assert (GSK_IS_GL_DRIVER (self));
g_array_append_val (self->texture_pool, texture_id);
}
static guint
gsk_gl_driver_collect_unused_textures (GskGLDriver *self,
gint64 watermark)
{
GHashTableIter iter;
gpointer k, v;
guint old_size;
guint collected;
g_assert (GSK_IS_GL_DRIVER (self));
old_size = g_hash_table_size (self->textures);
g_hash_table_iter_init (&iter, self->textures);
while (g_hash_table_iter_next (&iter, &k, &v))
{
GskGLTexture *t = v;
if (t->user || t->permanent)
continue;
if (t->last_used_in_frame <= watermark)
{
g_hash_table_iter_steal (&iter);
g_assert (t->link.prev == NULL);
g_assert (t->link.next == NULL);
g_assert (t->link.data == t);
remove_texture_key_for_id (self, t->texture_id);
gsk_gl_driver_autorelease_texture (self, t->texture_id);
t->texture_id = 0;
gsk_gl_texture_free (t);
}
}
collected = old_size - g_hash_table_size (self->textures);
return collected;
}
static void
remove_program (gpointer data)
{
GskGLProgram *program = data;
g_assert (!program || GSK_IS_GL_PROGRAM (program));
if (program != NULL)
{
gsk_gl_program_delete (program);
g_object_unref (program);
}
}
static void
gsk_gl_driver_shader_weak_cb (gpointer data,
GObject *where_object_was)
{
GskGLDriver *self = data;
g_assert (GSK_IS_GL_DRIVER (self));
if (self->shader_cache != NULL)
{
if (self->command_queue != NULL)
gsk_gl_command_queue_make_current (self->command_queue);
g_hash_table_remove (self->shader_cache, where_object_was);
}
}
G_GNUC_UNUSED G_GNUC_NULL_TERMINATED static inline GBytes *
join_sources (GBytes *first_bytes,
...)
{
GByteArray *byte_array = g_byte_array_new ();
GBytes *bytes = first_bytes;
va_list args;
va_start (args, first_bytes);
while (bytes != NULL)
{
gsize len;
const guint8 *data = g_bytes_get_data (bytes, &len);
if (len > 0)
g_byte_array_append (byte_array, data, len);
g_bytes_unref (bytes);
bytes = va_arg (args, GBytes *);
}
va_end (args);
return g_byte_array_free_to_bytes (byte_array);
}
static void
gsk_gl_driver_dispose (GObject *object)
{
GskGLDriver *self = (GskGLDriver *)object;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (self->in_frame == FALSE);
#define GSK_GL_NO_UNIFORMS
#define GSK_GL_SHADER_RESOURCE(name)
#define GSK_GL_SHADER_STRING(str)
#define GSK_GL_SHADER_SINGLE(name)
#define GSK_GL_SHADER_JOINED(kind, ...)
#define GSK_GL_ADD_UNIFORM(pos, KEY, name)
#define GSK_GL_DEFINE_PROGRAM(name, resource, uniforms) \
GSK_GL_DELETE_PROGRAM(name); \
GSK_GL_DELETE_PROGRAM(name ## _no_clip); \
GSK_GL_DELETE_PROGRAM(name ## _rect_clip);
#define GSK_GL_DELETE_PROGRAM(name) \
G_STMT_START { \
if (self->name) \
gsk_gl_program_delete (self->name); \
g_clear_object (&self->name); \
} G_STMT_END;
# include "gskglprograms.defs"
#undef GSK_GL_NO_UNIFORMS
#undef GSK_GL_SHADER_RESOURCE
#undef GSK_GL_SHADER_STRING
#undef GSK_GL_SHADER_SINGLE
#undef GSK_GL_SHADER_JOINED
#undef GSK_GL_ADD_UNIFORM
#undef GSK_GL_DEFINE_PROGRAM
if (self->shader_cache != NULL)
{
GHashTableIter iter;
gpointer k, v;
g_hash_table_iter_init (&iter, self->shader_cache);
while (g_hash_table_iter_next (&iter, &k, &v))
{
GskGLShader *shader = k;
g_object_weak_unref (G_OBJECT (shader),
gsk_gl_driver_shader_weak_cb,
self);
g_hash_table_iter_remove (&iter);
}
g_clear_pointer (&self->shader_cache, g_hash_table_unref);
}
if (self->command_queue != NULL)
{
gsk_gl_command_queue_make_current (self->command_queue);
gsk_gl_driver_collect_unused_textures (self, 0);
g_clear_object (&self->command_queue);
}
if (self->autorelease_framebuffers != NULL &&
self->autorelease_framebuffers->len > 0)
{
glDeleteFramebuffers (self->autorelease_framebuffers->len,
(GLuint *)(gpointer)self->autorelease_framebuffers->data);
self->autorelease_framebuffers->len = 0;
}
g_clear_object (&self->glyphs_library);
g_clear_object (&self->icons_library);
g_clear_object (&self->shadows_library);
g_clear_pointer (&self->texture_pool, g_array_unref);
g_clear_pointer (&self->autorelease_framebuffers, g_array_unref);
g_clear_pointer (&self->key_to_texture_id, g_hash_table_unref);
g_clear_pointer (&self->textures, g_hash_table_unref);
g_clear_pointer (&self->key_to_texture_id, g_hash_table_unref);
g_clear_pointer (&self->texture_id_to_key, g_hash_table_unref);
g_clear_pointer (&self->render_targets, g_ptr_array_unref);
g_clear_pointer (&self->shader_cache, g_hash_table_unref);
g_clear_object (&self->command_queue);
g_clear_object (&self->shared_command_queue);
G_OBJECT_CLASS (gsk_gl_driver_parent_class)->dispose (object);
}
static void
gsk_gl_driver_class_init (GskGLDriverClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->dispose = gsk_gl_driver_dispose;
}
static void
gsk_gl_driver_init (GskGLDriver *self)
{
self->autorelease_framebuffers = g_array_new (FALSE, FALSE, sizeof (guint));
self->textures = g_hash_table_new_full (NULL, NULL, NULL,
(GDestroyNotify)gsk_gl_texture_free);
self->texture_id_to_key = g_hash_table_new (NULL, NULL);
self->key_to_texture_id = g_hash_table_new_full (texture_key_hash,
texture_key_equal,
g_free,
NULL);
self->shader_cache = g_hash_table_new_full (NULL, NULL, NULL, remove_program);
self->texture_pool = g_array_new (FALSE, FALSE, sizeof (guint));
self->render_targets = g_ptr_array_new ();
}
static gboolean
gsk_gl_driver_load_programs (GskGLDriver *self,
GError **error)
{
GskGLCompiler *compiler;
gboolean ret = FALSE;
G_GNUC_UNUSED gint64 start_time = GDK_PROFILER_CURRENT_TIME;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (GSK_IS_GL_COMMAND_QUEUE (self->command_queue));
compiler = gsk_gl_compiler_new (self, self->debug);
/* Setup preambles that are shared by all shaders */
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_ALL,
"/org/gtk/libgsk/gl/preamble.glsl");
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_VERTEX,
"/org/gtk/libgsk/gl/preamble.vs.glsl");
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_FRAGMENT,
"/org/gtk/libgsk/gl/preamble.fs.glsl");
/* Setup attributes that are provided via VBO */
gsk_gl_compiler_bind_attribute (compiler, "aPosition", 0);
gsk_gl_compiler_bind_attribute (compiler, "aUv", 1);
gsk_gl_compiler_bind_attribute (compiler, "aColor", 2);
gsk_gl_compiler_bind_attribute (compiler, "aColor2", 3);
/* Use XMacros to register all of our programs and their uniforms */
#define GSK_GL_NO_UNIFORMS
#define GSK_GL_SHADER_RESOURCE(name) \
g_resources_lookup_data("/org/gtk/libgsk/gl/" name, 0, NULL)
#define GSK_GL_SHADER_STRING(str) \
g_bytes_new_static(str, strlen(str))
#define GSK_GL_SHADER_SINGLE(bytes) \
G_STMT_START { \
GBytes *b = bytes; \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_ALL, b); \
g_bytes_unref (b); \
} G_STMT_END;
#define GSK_GL_SHADER_JOINED(kind, ...) \
G_STMT_START { \
GBytes *bytes = join_sources(__VA_ARGS__); \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_##kind, bytes); \
g_bytes_unref (bytes); \
} G_STMT_END;
#define GSK_GL_ADD_UNIFORM(pos, KEY, name) \
gsk_gl_program_add_uniform (program, #name, UNIFORM_##KEY);
#define GSK_GL_DEFINE_PROGRAM(name, sources, uniforms) \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_VERTEX, NULL); \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_FRAGMENT, NULL); \
sources \
GSK_GL_COMPILE_PROGRAM(name ## _no_clip, uniforms, "#define NO_CLIP 1\n"); \
GSK_GL_COMPILE_PROGRAM(name ## _rect_clip, uniforms, "#define RECT_CLIP 1\n"); \
GSK_GL_COMPILE_PROGRAM(name, uniforms, "");
#define GSK_GL_COMPILE_PROGRAM(name, uniforms, clip) \
G_STMT_START { \
GskGLProgram *program; \
gboolean have_alpha; \
gboolean have_source; \
\
if (!(program = gsk_gl_compiler_compile (compiler, #name, clip, error))) \
goto failure; \
\
have_alpha = gsk_gl_program_add_uniform (program, "u_alpha", UNIFORM_SHARED_ALPHA); \
have_source = gsk_gl_program_add_uniform (program, "u_source", UNIFORM_SHARED_SOURCE); \
gsk_gl_program_add_uniform (program, "u_clip_rect", UNIFORM_SHARED_CLIP_RECT); \
gsk_gl_program_add_uniform (program, "u_viewport", UNIFORM_SHARED_VIEWPORT); \
gsk_gl_program_add_uniform (program, "u_projection", UNIFORM_SHARED_PROJECTION); \
gsk_gl_program_add_uniform (program, "u_modelview", UNIFORM_SHARED_MODELVIEW); \
\
uniforms \
\
gsk_gl_program_uniforms_added (program, have_source); \
if (have_alpha) \
gsk_gl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f); \
\
*(GskGLProgram **)(((guint8 *)self) + G_STRUCT_OFFSET (GskGLDriver, name)) = \
g_steal_pointer (&program); \
} G_STMT_END;
# include "gskglprograms.defs"
#undef GSK_GL_DEFINE_PROGRAM_CLIP
#undef GSK_GL_DEFINE_PROGRAM
#undef GSK_GL_ADD_UNIFORM
#undef GSK_GL_SHADER_SINGLE
#undef GSK_GL_SHADER_JOINED
#undef GSK_GL_SHADER_RESOURCE
#undef GSK_GL_SHADER_STRING
#undef GSK_GL_NO_UNIFORMS
ret = TRUE;
failure:
g_clear_object (&compiler);
gdk_profiler_end_mark (start_time, "load programs", NULL);
return ret;
}
/**
* gsk_gl_driver_autorelease_framebuffer:
* @self: a `GskGLDriver`
* @framebuffer_id: the id of the OpenGL framebuffer
*
* Marks @framebuffer_id to be deleted when the current frame has cmopleted.
*/
static void
gsk_gl_driver_autorelease_framebuffer (GskGLDriver *self,
guint framebuffer_id)
{
g_assert (GSK_IS_GL_DRIVER (self));
g_array_append_val (self->autorelease_framebuffers, framebuffer_id);
}
static GskGLDriver *
gsk_gl_driver_new (GskGLCommandQueue *command_queue,
gboolean debug_shaders,
GError **error)
{
GskGLDriver *self;
GdkGLContext *context;
gint64 before G_GNUC_UNUSED;
g_return_val_if_fail (GSK_IS_GL_COMMAND_QUEUE (command_queue), NULL);
before = GDK_PROFILER_CURRENT_TIME;
context = gsk_gl_command_queue_get_context (command_queue);
gdk_gl_context_make_current (context);
self = g_object_new (GSK_TYPE_GL_DRIVER, NULL);
self->command_queue = g_object_ref (command_queue);
self->shared_command_queue = g_object_ref (command_queue);
self->debug = !!debug_shaders;
if (!gsk_gl_driver_load_programs (self, error))
{
g_object_unref (self);
return NULL;
}
self->glyphs_library = gsk_gl_glyph_library_new (self);
self->icons_library = gsk_gl_icon_library_new (self);
self->shadows_library = gsk_gl_shadow_library_new (self);
gdk_profiler_end_mark (before, "create GskGLDriver", NULL);
return g_steal_pointer (&self);
}
static void
free_driver (GskGLDriver *driver)
{
g_object_run_dispose (G_OBJECT (driver));
g_object_unref (driver);
}
static void
display_closed (GdkDisplay *display)
{
g_object_set_data (G_OBJECT (display), "GSK_GL_DRIVER", NULL);
}
/**
* gsk_gl_driver_for_display:
* @display: A #GdkDisplay that is known to support GL
* @debug_shaders: if debug information for shaders should be displayed
* @error: location for error information
*
* Retrieves a driver for a shared display. Generally this is shared across all GL
* contexts for a display so that fewer programs are necessary for driving output.
*
* Returns: (transfer full): a `GskGLDriver` if successful; otherwise %NULL and
* @error is set.
*/
GskGLDriver *
gsk_gl_driver_for_display (GdkDisplay *display,
gboolean debug_shaders,
GError **error)
{
GdkGLContext *context;
GskGLCommandQueue *command_queue = NULL;
GskGLDriver *driver;
g_return_val_if_fail (GDK_IS_DISPLAY (display), NULL);
if ((driver = g_object_get_data (G_OBJECT (display), "GSK_GL_DRIVER")))
return g_object_ref (driver);
context = gdk_display_get_gl_context (display);
g_assert (context);
gdk_gl_context_make_current (context);
/* Initially we create a command queue using the shared context. However,
* as frames are processed this will be replaced with the command queue
* for a given renderer. But since the programs are compiled into the
* shared context, all other contexts sharing with it will have access
* to those programs.
*/
command_queue = gsk_gl_command_queue_new (context, NULL);
if (!(driver = gsk_gl_driver_new (command_queue, debug_shaders, error)))
goto failure;
g_object_set_data_full (G_OBJECT (display),
"GSK_GL_DRIVER",
g_object_ref (driver),
(GDestroyNotify) free_driver);
g_signal_connect (display, "closed", G_CALLBACK (display_closed), NULL);
failure:
g_clear_object (&command_queue);
return g_steal_pointer (&driver);
}
/**
* gsk_gl_driver_begin_frame:
* @self: a `GskGLDriver`
* @command_queue: A `GskGLCommandQueue` from the renderer
*
* Begin a new frame.
*
* Texture atlases, pools, and other resources will be prepared to draw the
* next frame. The command queue should be one that was created for the
* target context to be drawn into (the context of the renderer's surface).
*/
void
gsk_gl_driver_begin_frame (GskGLDriver *self,
GskGLCommandQueue *command_queue)
{
gint64 last_frame_id;
g_return_if_fail (GSK_IS_GL_DRIVER (self));
g_return_if_fail (GSK_IS_GL_COMMAND_QUEUE (command_queue));
g_return_if_fail (self->in_frame == FALSE);
last_frame_id = self->current_frame_id;
self->in_frame = TRUE;
self->current_frame_id++;
g_set_object (&self->command_queue, command_queue);
gsk_gl_command_queue_begin_frame (self->command_queue);
/* Mark unused pixel regions of the atlases */
gsk_gl_texture_library_begin_frame (GSK_GL_TEXTURE_LIBRARY (self->icons_library),
self->current_frame_id);
gsk_gl_texture_library_begin_frame (GSK_GL_TEXTURE_LIBRARY (self->glyphs_library),
self->current_frame_id);
/* Cleanup old shadows */
gsk_gl_shadow_library_begin_frame (self->shadows_library);
/* Remove all textures that are from a previous frame or are no
* longer used by linked GdkTexture. We do this at the beginning
* of the following frame instead of the end so that we reduce chances
* we block on any resources while delivering our frames.
*/
gsk_gl_driver_collect_unused_textures (self, last_frame_id - 1);
}
/**
* gsk_gl_driver_end_frame:
* @self: a `GskGLDriver`
*
* Clean up resources from drawing the current frame.
*
* Temporary resources used while drawing will be released.
*/
void
gsk_gl_driver_end_frame (GskGLDriver *self)
{
g_return_if_fail (GSK_IS_GL_DRIVER (self));
g_return_if_fail (self->in_frame == TRUE);
gsk_gl_command_queue_make_current (self->command_queue);
gsk_gl_command_queue_end_frame (self->command_queue);
self->in_frame = FALSE;
}
/**
* gsk_gl_driver_after_frame:
* @self: a `GskGLDriver`
*
* This function does post-frame cleanup operations.
*
* To reduce the chances of blocking on the driver it is performed
* after the frame has swapped buffers.
*/
void
gsk_gl_driver_after_frame (GskGLDriver *self)
{
g_return_if_fail (GSK_IS_GL_DRIVER (self));
g_return_if_fail (self->in_frame == FALSE);
/* Release any render targets (possibly adding them to
* self->autorelease_framebuffers) so we can release the FBOs immediately
* afterwards.
*/
while (self->render_targets->len > 0)
{
GskGLRenderTarget *render_target = g_ptr_array_index (self->render_targets, self->render_targets->len - 1);
gsk_gl_driver_autorelease_framebuffer (self, render_target->framebuffer_id);
gsk_gl_driver_autorelease_texture (self, render_target->texture_id);
g_free (render_target);
self->render_targets->len--;
}
/* Now that we have collected render targets, release all the FBOs */
if (self->autorelease_framebuffers->len > 0)
{
glDeleteFramebuffers (self->autorelease_framebuffers->len,
(GLuint *)(gpointer)self->autorelease_framebuffers->data);
self->autorelease_framebuffers->len = 0;
}
/* Release any cached textures we used during the frame */
if (self->texture_pool->len > 0)
{
glDeleteTextures (self->texture_pool->len,
(GLuint *)(gpointer)self->texture_pool->data);
self->texture_pool->len = 0;
}
/* Reset command queue to our shared queue in case we have operations
* that need to be processed outside of a frame (such as callbacks
* from external systems such as GDK).
*/
g_set_object (&self->command_queue, self->shared_command_queue);
}
GdkGLContext *
gsk_gl_driver_get_context (GskGLDriver *self)
{
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), NULL);
g_return_val_if_fail (GSK_IS_GL_COMMAND_QUEUE (self->command_queue), NULL);
return gsk_gl_command_queue_get_context (self->command_queue);
}
/**
* gsk_gl_driver_cache_texture:
* @self: a `GskGLDriver`
* @key: the key for the texture
* @texture_id: the id of the texture to be cached
*
* Inserts @texture_id into the texture cache using @key.
*
* Textures can be looked up by @key after calling this function using
* gsk_gl_driver_lookup_texture().
*
* Textures that have not been used within a number of frames will be
* purged from the texture cache automatically.
*/
void
gsk_gl_driver_cache_texture (GskGLDriver *self,
const GskTextureKey *key,
guint texture_id)
{
GskTextureKey *k;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (key != NULL);
g_assert (texture_id > 0);
g_assert (g_hash_table_contains (self->textures, GUINT_TO_POINTER (texture_id)));
k = g_memdup (key, sizeof *key);
g_hash_table_insert (self->key_to_texture_id, k, GUINT_TO_POINTER (texture_id));
g_hash_table_insert (self->texture_id_to_key, GUINT_TO_POINTER (texture_id), k);
}
/**
* gsk_gl_driver_load_texture:
* @self: a `GdkTexture`
* @texture: a `GdkTexture`
* @ensure_mipmap: Mipmaps for this texture must exist for downscaling
*
* Loads a `GdkTexture` by uploading the contents to the GPU when
* necessary. If @texture is a `GdkGLTexture`, it can be used without
* uploading contents to the GPU.
*
* If the texture has already been uploaded and not yet released
* from cache, this function returns that texture id without further
* work.
*
* If the texture has not been used for a number of frames, it will
* be removed from cache.
*
* There is no need to release the resulting texture identifier after
* using it. It will be released automatically.
*
* Returns: a texture identifier
*/
guint
gsk_gl_driver_load_texture (GskGLDriver *self,
GdkTexture *texture,
gboolean ensure_mipmap)
{
GdkGLContext *context;
GdkMemoryTexture *downloaded_texture;
GskGLTexture *t;
guint texture_id;
int height;
int width;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), 0);
g_return_val_if_fail (GDK_IS_TEXTURE (texture), 0);
g_return_val_if_fail (GSK_IS_GL_COMMAND_QUEUE (self->command_queue), 0);
context = self->command_queue->context;
texture_id = 0;
downloaded_texture = NULL;
t = gdk_texture_get_render_data (texture, self);
if (t && t->texture_id)
{
if (ensure_mipmap && !t->has_mipmap)
{
glBindTexture (GL_TEXTURE_2D, t->texture_id);
glGenerateMipmap (GL_TEXTURE_2D);
t->has_mipmap = TRUE;
}
return t->texture_id;
}
if (GDK_IS_GL_TEXTURE (texture))
{
GdkGLTexture *gl_texture = (GdkGLTexture *) texture;
GdkGLContext *texture_context = gdk_gl_texture_get_context (gl_texture);
if (gdk_gl_context_is_shared (context, texture_context) &&
(!ensure_mipmap || gdk_gl_texture_has_mipmap (gl_texture)) &&
gdk_memory_format_alpha (gdk_texture_get_format (texture)) != GDK_MEMORY_ALPHA_STRAIGHT)
{
/* A GL texture from the same GL context is a simple task... */
return gdk_gl_texture_get_id (gl_texture);
}
}
if (texture_id == 0)
{
downloaded_texture = gdk_memory_texture_from_texture (texture, gdk_texture_get_format (texture));
/* The download_texture() call may have switched the GL context. Make sure
* the right context is at work again.
*/
gdk_gl_context_make_current (context);
texture_id = gsk_gl_command_queue_upload_texture (self->command_queue, GDK_TEXTURE (downloaded_texture));
}
width = gdk_texture_get_width (texture);
height = gdk_texture_get_height (texture);
t = gsk_gl_texture_new (texture_id,
width, height,
self->current_frame_id);
if (ensure_mipmap)
{
glBindTexture (GL_TEXTURE_2D, t->texture_id);
glGenerateMipmap (GL_TEXTURE_2D);
t->has_mipmap = TRUE;
}
g_hash_table_insert (self->textures, GUINT_TO_POINTER (texture_id), t);
if (gdk_texture_set_render_data (texture, self, t, gsk_gl_texture_destroyed))
t->user = texture;
gdk_gl_context_label_object_printf (context, GL_TEXTURE, t->texture_id,
"GdkTexture<%p> %d", texture, t->texture_id);
g_clear_object (&downloaded_texture);
return t->texture_id;
}
/**
* gsk_gl_driver_create_texture:
* @self: a `GskGLDriver`
* @width: the width of the texture
* @height: the height of the texture
* @format: format for the texture
*
* Creates a new texture immediately that can be used by the caller
* to upload data, map to a framebuffer, or other uses which may
* modify the texture immediately.
*
* Typical examples for @format are GL_RGBA8, GL_RGBA16F or GL_RGBA32F.
*
* Use gsk_gl_driver_release_texture() to release this texture back into
* the pool so it may be reused later in the pipeline.
*
* Returns: a `GskGLTexture` which can be returned to the pool with
* gsk_gl_driver_release_texture().
*/
GskGLTexture *
gsk_gl_driver_create_texture (GskGLDriver *self,
float width,
float height,
int format)
{
GskGLTexture *texture;
guint texture_id;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), NULL);
texture_id = gsk_gl_command_queue_create_texture (self->command_queue,
width, height,
format);
texture = gsk_gl_texture_new (texture_id,
width, height,
self->current_frame_id);
g_hash_table_insert (self->textures,
GUINT_TO_POINTER (texture->texture_id),
texture);
return texture;
}
/**
* gsk_gl_driver_release_texture:
* @self: a `GskGLDriver`
* @texture: a `GskGLTexture`
*
* Releases @texture back into the pool so that it can be used later
* in the command stream by future batches. This helps reduce VRAM
* usage on the GPU.
*
* When the frame has completed, pooled textures will be released
* to free additional VRAM back to the system.
*/
void
gsk_gl_driver_release_texture (GskGLDriver *self,
GskGLTexture *texture)
{
guint texture_id;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (texture != NULL);
texture_id = texture->texture_id;
texture->texture_id = 0;
gsk_gl_texture_free (texture);
if (texture_id > 0)
remove_texture_key_for_id (self, texture_id);
g_hash_table_steal (self->textures, GUINT_TO_POINTER (texture_id));
gsk_gl_driver_autorelease_texture (self, texture_id);
}
/**
* gsk_gl_driver_create_render_target:
* @self: a `GskGLDriver`
* @width: the width for the render target
* @height: the height for the render target
* @format: the format to use
* @out_render_target: (out): a location for the render target
*
* Creates a new render target which contains a framebuffer and a texture
* bound to that framebuffer of the size @width x @height and using the
* appropriate filters.
*
* Typical examples for @format are GK_RGBA8, GL_RGBA16F or GL_RGBA32F.
*
* Use gsk_gl_driver_release_render_target() when you are finished with
* the render target to release it. You may steal the texture from the
* render target when releasing it.
*
* Returns: %TRUE if successful; otherwise %FALSE and @out_fbo_id and
* @out_texture_id are undefined.
*/
gboolean
gsk_gl_driver_create_render_target (GskGLDriver *self,
int width,
int height,
int format,
GskGLRenderTarget **out_render_target)
{
guint framebuffer_id;
guint texture_id;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), FALSE);
g_return_val_if_fail (GSK_IS_GL_COMMAND_QUEUE (self->command_queue), FALSE);
g_return_val_if_fail (out_render_target != NULL, FALSE);
#if 0
if (self->render_targets->len > 0)
{
for (guint i = self->render_targets->len; i > 0; i--)
{
GskGLRenderTarget *render_target = g_ptr_array_index (self->render_targets, i-1);
if (render_target->width == width &&
render_target->height == height)
{
*out_render_target = g_ptr_array_steal_index_fast (self->render_targets, i-1);
return TRUE;
}
}
}
#endif
if (gsk_gl_command_queue_create_render_target (self->command_queue,
width, height,
format,
&framebuffer_id, &texture_id))
{
GskGLRenderTarget *render_target;
render_target = g_new0 (GskGLRenderTarget, 1);
render_target->format = format;
render_target->width = width;
render_target->height = height;
render_target->framebuffer_id = framebuffer_id;
render_target->texture_id = texture_id;
*out_render_target = render_target;
return TRUE;
}
*out_render_target = NULL;
return FALSE;
}
/**
* gsk_gl_driver_release_render_target:
* @self: a `GskGLDriver`
* @render_target: a `GskGLRenderTarget` created with
* gsk_gl_driver_create_render_target().
* @release_texture: if the texture should also be released
*
* Releases a render target that was previously created. An attempt may
* be made to cache the render target so that future creations of render
* targets are performed faster.
*
* If @release_texture is %FALSE, the backing texture id is returned and
* the framebuffer is released. Otherwise, both the texture and framebuffer
* are released or cached until the end of the frame.
*
* This may be called when building the render job as the texture or
* framebuffer will not be removed immediately.
*
* Returns: a texture id if @release_texture is %FALSE, otherwise zero.
*/
guint
gsk_gl_driver_release_render_target (GskGLDriver *self,
GskGLRenderTarget *render_target,
gboolean release_texture)
{
guint texture_id;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), 0);
g_return_val_if_fail (render_target != NULL, 0);
if (release_texture)
{
texture_id = 0;
g_ptr_array_add (self->render_targets, render_target);
}
else
{
GskGLTexture *texture;
texture_id = render_target->texture_id;
texture = gsk_gl_texture_new (render_target->texture_id,
render_target->width,
render_target->height,
self->current_frame_id);
g_hash_table_insert (self->textures,
GUINT_TO_POINTER (texture_id),
g_steal_pointer (&texture));
gsk_gl_driver_autorelease_framebuffer (self, render_target->framebuffer_id);
g_free (render_target);
}
return texture_id;
}
/**
* gsk_gl_driver_lookup_shader:
* @self: a `GskGLDriver`
* @shader: the shader to lookup or load
* @error: a location for a `GError`
*
* Attepts to load @shader from the shader cache.
*
* If it has not been loaded, then it will compile the shader on demand.
*
* Returns: (nullable) (transfer none): a `GskGLShader`
*/
GskGLProgram *
gsk_gl_driver_lookup_shader (GskGLDriver *self,
GskGLShader *shader,
GError **error)
{
GskGLProgram *program;
g_return_val_if_fail (self != NULL, NULL);
g_return_val_if_fail (shader != NULL, NULL);
program = g_hash_table_lookup (self->shader_cache, shader);
if (program == NULL)
{
const GskGLUniform *uniforms;
GskGLCompiler *compiler;
GBytes *suffix;
int n_required_textures;
int n_uniforms;
uniforms = gsk_gl_shader_get_uniforms (shader, &n_uniforms);
if (n_uniforms > GSK_GL_PROGRAM_MAX_CUSTOM_ARGS)
{
g_set_error (error,
GDK_GL_ERROR,
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
"Tried to use %d uniforms, while only %d is supported",
n_uniforms,
GSK_GL_PROGRAM_MAX_CUSTOM_ARGS);
return NULL;
}
n_required_textures = gsk_gl_shader_get_n_textures (shader);
if (n_required_textures > GSK_GL_PROGRAM_MAX_CUSTOM_TEXTURES)
{
g_set_error (error,
GDK_GL_ERROR,
GDK_GL_ERROR_UNSUPPORTED_FORMAT,
"Tried to use %d textures, while only %d is supported",
n_required_textures,
GSK_GL_PROGRAM_MAX_CUSTOM_TEXTURES);
return NULL;
}
compiler = gsk_gl_compiler_new (self, FALSE);
suffix = gsk_gl_shader_get_source (shader);
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_ALL,
"/org/gtk/libgsk/gl/preamble.glsl");
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_VERTEX,
"/org/gtk/libgsk/gl/preamble.vs.glsl");
gsk_gl_compiler_set_preamble_from_resource (compiler,
GSK_GL_COMPILER_FRAGMENT,
"/org/gtk/libgsk/gl/preamble.fs.glsl");
gsk_gl_compiler_set_source_from_resource (compiler,
GSK_GL_COMPILER_ALL,
"/org/gtk/libgsk/gl/custom.glsl");
gsk_gl_compiler_set_suffix (compiler, GSK_GL_COMPILER_FRAGMENT, suffix);
/* Setup attributes that are provided via VBO */
gsk_gl_compiler_bind_attribute (compiler, "aPosition", 0);
gsk_gl_compiler_bind_attribute (compiler, "aUv", 1);
gsk_gl_compiler_bind_attribute (compiler, "aColor", 2);
gsk_gl_compiler_bind_attribute (compiler, "aColor2", 3);
if ((program = gsk_gl_compiler_compile (compiler, NULL, "", error)))
{
gboolean have_alpha;
gsk_gl_program_add_uniform (program, "u_source", UNIFORM_SHARED_SOURCE);
gsk_gl_program_add_uniform (program, "u_clip_rect", UNIFORM_SHARED_CLIP_RECT);
gsk_gl_program_add_uniform (program, "u_viewport", UNIFORM_SHARED_VIEWPORT);
gsk_gl_program_add_uniform (program, "u_projection", UNIFORM_SHARED_PROJECTION);
gsk_gl_program_add_uniform (program, "u_modelview", UNIFORM_SHARED_MODELVIEW);
have_alpha = gsk_gl_program_add_uniform (program, "u_alpha", UNIFORM_SHARED_ALPHA);
gsk_gl_program_add_uniform (program, "u_size", UNIFORM_CUSTOM_SIZE);
gsk_gl_program_add_uniform (program, "u_texture1", UNIFORM_CUSTOM_TEXTURE1);
gsk_gl_program_add_uniform (program, "u_texture2", UNIFORM_CUSTOM_TEXTURE2);
gsk_gl_program_add_uniform (program, "u_texture3", UNIFORM_CUSTOM_TEXTURE3);
gsk_gl_program_add_uniform (program, "u_texture4", UNIFORM_CUSTOM_TEXTURE4);
/* Custom arguments (max is 8) */
for (guint i = 0; i < n_uniforms; i++)
gsk_gl_program_add_uniform (program, uniforms[i].name, UNIFORM_CUSTOM_ARG0+i);
gsk_gl_program_uniforms_added (program, TRUE);
if (have_alpha)
gsk_gl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f);
g_hash_table_insert (self->shader_cache, shader, program);
g_object_weak_ref (G_OBJECT (shader),
gsk_gl_driver_shader_weak_cb,
self);
}
g_object_unref (compiler);
}
return program;
}
#if 0
void
gsk_gl_driver_save_texture_to_png (GskGLDriver *driver,
int texture_id,
int width,
int height,
const char *filename)
{
GdkGLTextureBuilder *builder;
GdkTexture *texture;
builder = gdk_gl_texture_builder_new ();
gdk_gl_texture_builder_set_context (builder, gsk_gl_driver_get_context (driver));
gdk_gl_texture_builder_set_id (builder, texture_id);
gdk_gl_texture_builder_set_width (builder, width);
gdk_gl_texture_builder_set_height (builder, height);
texture = gdk_gl_texture_builder_build (builder, NULL, NULL);
gdk_texture_save_to_png (texture, filename);
g_object_unref (texture);
g_object_unref (builder);
}
void
gsk_gl_driver_save_atlases_to_png (GskGLDriver *self,
const char *directory)
{
GPtrArray *atlases;
g_return_if_fail (GSK_IS_GL_DRIVER (self));
if (directory == NULL)
directory = ".";
#define copy_atlases(dst, library) \
g_ptr_array_extend(dst, GSK_GL_TEXTURE_LIBRARY(library)->atlases, NULL, NULL)
atlases = g_ptr_array_new ();
copy_atlases (atlases, self->glyphs_library);
copy_atlases (atlases, self->icons_library);
#undef copy_atlases
for (guint i = 0; i < atlases->len; i++)
{
GskGLTextureAtlas *atlas = g_ptr_array_index (atlases, i);
char *filename = g_strdup_printf ("%s%sframe-%d-atlas-%d.png",
directory,
G_DIR_SEPARATOR_S,
(int)self->current_frame_id,
atlas->texture_id);
gsk_gl_driver_save_texture_to_png (self, atlas->texture_id, atlas->width, atlas->height, filename);
g_free (filename);
}
g_ptr_array_unref (atlases);
}
#endif
GskGLCommandQueue *
gsk_gl_driver_create_command_queue (GskGLDriver *self,
GdkGLContext *context)
{
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), NULL);
g_return_val_if_fail (GDK_IS_GL_CONTEXT (context), NULL);
return gsk_gl_command_queue_new (context, self->shared_command_queue->uniforms);
}
void
gsk_gl_driver_add_texture_slices (GskGLDriver *self,
GdkTexture *texture,
gboolean ensure_mipmap,
GskGLTextureSlice **out_slices,
guint *out_n_slices)
{
int max_slice_size;
GskGLTextureSlice *slices;
GskGLTexture *t;
guint n_slices;
guint cols;
guint rows;
int tex_width;
int tex_height;
int x = 0, y = 0;
GdkMemoryTexture *memtex;
int extra_pixels;
GdkMemoryTexture *memtex1 = NULL;
GdkMemoryTexture *memtex2 = NULL;
GdkMemoryTexture *memtex3 = NULL;
GdkMemoryTexture *memtex4 = NULL;
g_assert (GSK_IS_GL_DRIVER (self));
g_assert (GDK_IS_TEXTURE (texture));
g_assert (out_slices != NULL);
g_assert (out_n_slices != NULL);
max_slice_size = self->command_queue->max_texture_size / 2;
tex_width = texture->width;
tex_height = texture->height;
cols = (texture->width / max_slice_size) + 1;
rows = (texture->height / max_slice_size) + 1;
n_slices = cols * rows;
t = gdk_texture_get_render_data (texture, self);
if (t)
{
if (t->n_slices == n_slices &&
(t->has_mipmap || !ensure_mipmap))
{
*out_slices = t->slices;
*out_n_slices = t->n_slices;
return;
}
gdk_texture_clear_render_data (texture);
}
slices = g_new0 (GskGLTextureSlice, n_slices);
memtex = gdk_memory_texture_from_texture (texture,
gdk_texture_get_format (texture));
if (ensure_mipmap)
{
guchar *data1, *data2, *data3, *data4;
guchar *top_row, *bot_row, *left_row, *right_row;
GdkTexture *tmp;
int w;
GBytes *bytes;
/* We need some extra pixels around our tiles, in order for
* GL to properly determine the right level of detail to use.
* This number should probably depend on the scale, but for
* now we just hardcode it.
*
* We create some auxiliary textures to hold the extra pixels:
*
* +---------------------+
* | memtex1 |
* *---+-------------+---+
* | | | |
* memtex2| memtex |memtex3
* | | | |
* *---+-------------+---+
* | memtex4 | |
* +---------------------+
*/
extra_pixels = 15;
top_row = g_malloc (4 * tex_width);
tmp = gdk_memory_texture_new_subtexture (memtex, 0, 0, tex_width, 1);
gdk_texture_download (tmp, top_row, 4 * tex_width);
g_object_unref (tmp);
bot_row = g_malloc (4 * tex_width);
tmp = gdk_memory_texture_new_subtexture (memtex, 0, tex_height - 1, tex_width, 1);
gdk_texture_download (tmp, bot_row, 4 * tex_width);
g_object_unref (tmp);
left_row = g_malloc (4 * tex_height);
tmp = gdk_memory_texture_new_subtexture (memtex, 0, 0, 1, tex_height);
gdk_texture_download (tmp, left_row, 4);
g_object_unref (tmp);
right_row = g_malloc (4 * tex_height);
tmp = gdk_memory_texture_new_subtexture (memtex, tex_width - 1, 0, 1, tex_height);
gdk_texture_download (tmp, right_row, 4);
g_object_unref (tmp);
w = tex_width + 2 * extra_pixels;
data1 = g_malloc (4 * w * extra_pixels);
data2 = g_malloc (4 * extra_pixels * tex_height);
data3 = g_malloc (4 * extra_pixels * tex_height);
data4 = g_malloc (4 * w * extra_pixels);
for (int i = 0; i < w; i++)
{
int ii = CLAMP (i, extra_pixels, (tex_width - 1) + extra_pixels) - extra_pixels;
for (int j = 0; j < extra_pixels; j++)
{
data1[(j * w + i) * 4] = top_row[ii * 4];
data1[(j * w + i) * 4 + 1] = top_row[ii * 4 + 1];
data1[(j * w + i) * 4 + 2] = top_row[ii * 4 + 2];
data1[(j * w + i) * 4 + 3] = top_row[ii * 4 + 3];
data4[(j * w + i) * 4] = bot_row[ii * 4];
data4[(j * w + i) * 4 + 1] = bot_row[ii * 4 + 1];
data4[(j * w + i) * 4 + 2] = bot_row[ii * 4 + 2];
data4[(j * w + i) * 4 + 3] = bot_row[ii * 4 + 3];
}
}
for (int i = 0; i < extra_pixels; i++)
{
for (int j = 0; j < tex_height; j++)
{
data2[(j * extra_pixels + i) * 4] = left_row[j * 4];
data2[(j * extra_pixels + i) * 4 + 1] = left_row[j * 4 + 1];
data2[(j * extra_pixels + i) * 4 + 2] = left_row[j * 4 + 2];
data2[(j * extra_pixels + i) * 4 + 3] = left_row[j * 4 + 3];
data3[(j * extra_pixels + i) * 4] = right_row[j * 4];
data3[(j * extra_pixels + i) * 4 + 1] = right_row[j * 4 + 1];
data3[(j * extra_pixels + i) * 4 + 2] = right_row[j * 4 + 2];
data3[(j * extra_pixels + i) * 4 + 3] = right_row[j * 4 + 3];
}
}
g_free (top_row);
g_free (bot_row);
g_free (left_row);
g_free (right_row);
bytes = g_bytes_new_take (data1, 4 * w * extra_pixels);
memtex1 = GDK_MEMORY_TEXTURE (gdk_memory_texture_new (w, extra_pixels, GDK_MEMORY_DEFAULT, bytes, 4 * w));
g_bytes_unref (bytes);
bytes = g_bytes_new_take (data2, 4 * extra_pixels * tex_height);
memtex2 = GDK_MEMORY_TEXTURE (gdk_memory_texture_new (extra_pixels, tex_height, GDK_MEMORY_DEFAULT, bytes, 4 * extra_pixels));
g_bytes_unref (bytes);
bytes = g_bytes_new_take (data3, 4 * extra_pixels * tex_height);
memtex3 = GDK_MEMORY_TEXTURE (gdk_memory_texture_new (extra_pixels, tex_height, GDK_MEMORY_DEFAULT, bytes, 4 * extra_pixels));
g_bytes_unref (bytes);
bytes = g_bytes_new_take (data4, 4 * w * extra_pixels);
memtex4 = GDK_MEMORY_TEXTURE (gdk_memory_texture_new (w, extra_pixels, GDK_MEMORY_DEFAULT, bytes, 4 * w));
g_bytes_unref (bytes);
}
else
extra_pixels = 0;
x = 0;
for (guint col = 0; col < cols; col++)
{
int slice_width = col + 1 < cols ? tex_width / cols : tex_width - x;
y = 0;
for (guint row = 0; row < rows; row++)
{
int slice_height = row + 1 < rows ? tex_height / rows : tex_height - y;
int slice_index = (col * rows) + row;
guint texture_id;
if (ensure_mipmap)
{
GskGLTextureChunk chunks[5];
unsigned int n_chunks = 0;
if (row == 0)
{
chunks[n_chunks].texture = gdk_memory_texture_new_subtexture (memtex1,
x, 0,
slice_width + 2 * extra_pixels, extra_pixels);
chunks[n_chunks].x = 0;
chunks[n_chunks].y = 0;
n_chunks++;
}
if (row == rows - 1)
{
chunks[n_chunks].texture = gdk_memory_texture_new_subtexture (memtex4,
x, 0,
slice_width + 2 * extra_pixels, extra_pixels);
chunks[n_chunks].x = 0;
chunks[n_chunks].y = slice_height + extra_pixels;
n_chunks++;
}
if (col == 0)
{
int yy = y - extra_pixels;
int hh = slice_height + 2 * extra_pixels;
int y0 = 0;
if (row == 0)
{
yy = 0;
y0 = extra_pixels;
hh -= extra_pixels;
}
if (row == rows - 1)
{
hh -= extra_pixels;
}
chunks[n_chunks].texture = gdk_memory_texture_new_subtexture (memtex2,
0, yy, extra_pixels, hh);
chunks[n_chunks].x = 0;
chunks[n_chunks].y = y0;
n_chunks++;
}
if (col == cols - 1)
{
int yy = y - extra_pixels;
int hh = slice_height + 2 * extra_pixels;
int y0 = 0;
if (row == 0)
{
yy = 0;
y0 = extra_pixels;
hh -= extra_pixels;
}
if (row == rows - 1)
{
hh -= extra_pixels;
}
chunks[n_chunks].texture = gdk_memory_texture_new_subtexture (memtex3,
0, yy, extra_pixels, hh);
chunks[n_chunks].x = slice_width + extra_pixels;
chunks[n_chunks].y = y0;
n_chunks++;
}
{
int xx = x - extra_pixels;
int yy = y - extra_pixels;
int ww = slice_width + 2 * extra_pixels;
int hh = slice_height + 2 * extra_pixels;
int x0 = 0;
int y0 = 0;
if (col == 0)
{
xx = 0;
ww -= extra_pixels;
x0 = extra_pixels;
}
if (col == cols - 1)
{
ww -= extra_pixels;
}
if (row == 0)
{
yy = 0;
hh -= extra_pixels;
y0 = extra_pixels;
}
if (row == rows - 1)
{
hh -= extra_pixels;
}
chunks[n_chunks].texture = gdk_memory_texture_new_subtexture (memtex, xx, yy, ww, hh);
chunks[n_chunks].x = x0;
chunks[n_chunks].y = y0;
n_chunks++;
}
texture_id = gsk_gl_command_queue_upload_texture_chunks (self->command_queue, n_chunks, chunks);
glBindTexture (GL_TEXTURE_2D, texture_id);
glGenerateMipmap (GL_TEXTURE_2D);
for (unsigned int i = 0; i < n_chunks; i++)
g_object_unref (chunks[i].texture);
}
else
{
GdkTexture *subtex;
subtex = gdk_memory_texture_new_subtexture (memtex, x, y, slice_width, slice_height);
texture_id = gsk_gl_command_queue_upload_texture (self->command_queue, subtex);
g_object_unref (subtex);
}
slices[slice_index].rect.x = x;
slices[slice_index].rect.y = y;
slices[slice_index].rect.width = slice_width;
slices[slice_index].rect.height = slice_height;
slices[slice_index].texture_id = texture_id;
slices[slice_index].area.x = extra_pixels / (float) (slice_width + 2 * extra_pixels);
slices[slice_index].area.y = extra_pixels / (float) (slice_height + 2 * extra_pixels);
slices[slice_index].area.x2 = (extra_pixels + slice_width) / (float) (slice_width + 2 * extra_pixels);
slices[slice_index].area.y2 = (extra_pixels + slice_height) / (float) (slice_height + 2 * extra_pixels);
y += slice_height;
}
x += slice_width;
}
g_object_unref (memtex);
g_clear_object (&memtex1);
g_clear_object (&memtex2);
g_clear_object (&memtex3);
g_clear_object (&memtex4);
/* Allocate one Texture for the entire thing. */
t = gsk_gl_texture_new (0,
tex_width, tex_height,
self->current_frame_id);
t->has_mipmap = ensure_mipmap;
/* Use gsk_gl_texture_free() as destroy notify here since we are
* not inserting this GskGLTexture into self->textures!
*/
gdk_texture_set_render_data (texture, self, t,
(GDestroyNotify)gsk_gl_texture_free);
t->slices = *out_slices = slices;
t->n_slices = *out_n_slices = n_slices;
}
GskGLTexture *
gsk_gl_driver_mark_texture_permanent (GskGLDriver *self,
guint texture_id)
{
GskGLTexture *t;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), NULL);
g_return_val_if_fail (texture_id > 0, NULL);
if ((t = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id))))
t->permanent = TRUE;
return t;
}
void
gsk_gl_driver_release_texture_by_id (GskGLDriver *self,
guint texture_id)
{
GskGLTexture *texture;
g_return_if_fail (GSK_IS_GL_DRIVER (self));
g_return_if_fail (texture_id > 0);
remove_texture_key_for_id (self, texture_id);
if ((texture = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id))))
gsk_gl_driver_release_texture (self, texture);
}
typedef struct _GskGLTextureState
{
GdkGLContext *context;
GLuint texture_id;
GLsync sync;
} GskGLTextureState;
static void
create_texture_from_texture_destroy (gpointer data)
{
GskGLTextureState *state = data;
g_assert (state != NULL);
g_assert (GDK_IS_GL_CONTEXT (state->context));
gdk_gl_context_make_current (state->context);
glDeleteTextures (1, &state->texture_id);
if (state->sync)
glDeleteSync (state->sync);
g_clear_object (&state->context);
g_free (state);
}
GdkTexture *
gsk_gl_driver_create_gdk_texture (GskGLDriver *self,
guint texture_id)
{
GskGLTextureState *state;
GdkGLTextureBuilder *builder;
GskGLTexture *texture;
GdkTexture *result;
g_return_val_if_fail (GSK_IS_GL_DRIVER (self), NULL);
g_return_val_if_fail (self->command_queue != NULL, NULL);
g_return_val_if_fail (GDK_IS_GL_CONTEXT (self->command_queue->context), NULL);
g_return_val_if_fail (texture_id > 0, NULL);
g_return_val_if_fail (!g_hash_table_contains (self->texture_id_to_key, GUINT_TO_POINTER (texture_id)), NULL);
/* We must be tracking this texture_id already to use it */
if (!(texture = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id))))
g_return_val_if_reached (NULL);
state = g_new0 (GskGLTextureState, 1);
state->texture_id = texture_id;
state->context = g_object_ref (self->command_queue->context);
if (gdk_gl_context_has_sync (self->command_queue->context))
state->sync = glFenceSync (GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
g_hash_table_steal (self->textures, GUINT_TO_POINTER (texture_id));
builder = gdk_gl_texture_builder_new ();
gdk_gl_texture_builder_set_context (builder, self->command_queue->context);
gdk_gl_texture_builder_set_id (builder, texture_id);
gdk_gl_texture_builder_set_width (builder, texture->width);
gdk_gl_texture_builder_set_height (builder, texture->height);
gdk_gl_texture_builder_set_sync (builder, state->sync);
result = gdk_gl_texture_builder_build (builder,
create_texture_from_texture_destroy,
state);
texture->texture_id = 0;
gsk_gl_texture_free (texture);
g_object_unref (builder);
return result;
}