gtk/gsk/ngl/gsknglcommandqueueprivate.h
Christian Hergert f8a6a09896 ngl: move uniform key mapping into uniform state
Previously, we translated the uniform key (an enum) into a location within
the shader program in GskNglProgram. A number of performance improvements
were focused around having low nubers for the uniform locations. Generally
this is the case, but some drivers such as old Intel drivers on Windows
may use rather large numbers for those.

To combat this, we can push the translation of uniform keys into locations
at the GskNglUniformState level so that we work with unranslated keys
through the process until applying them.

Fixes #3780
2021-03-23 13:44:26 -07:00

360 lines
14 KiB
C

/* gsknglcommandqueueprivate.h
*
* 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
*/
#ifndef __GSK_NGL_COMMAND_QUEUE_PRIVATE_H__
#define __GSK_NGL_COMMAND_QUEUE_PRIVATE_H__
#include <gsk/gskprofilerprivate.h>
#include "gskngltypesprivate.h"
#include "gsknglbufferprivate.h"
#include "gsknglattachmentstateprivate.h"
#include "gskngluniformstateprivate.h"
#include "inlinearray.h"
#include "../gl/gskglprofilerprivate.h"
G_BEGIN_DECLS
#define GSK_TYPE_GL_COMMAND_QUEUE (gsk_ngl_command_queue_get_type())
G_DECLARE_FINAL_TYPE (GskNglCommandQueue, gsk_ngl_command_queue, GSK, NGL_COMMAND_QUEUE, GObject)
typedef enum _GskNglCommandKind
{
/* The batch will perform a glClear() */
GSK_NGL_COMMAND_KIND_CLEAR,
/* The batch will perform a glDrawArrays() */
GSK_NGL_COMMAND_KIND_DRAW,
} GskNglCommandKind;
typedef struct _GskNglCommandBind
{
/* @texture is the value passed to glActiveTexture(), the "slot" the
* texture will be placed into. We always use GL_TEXTURE_2D so we don't
* waste any bits here to indicate that.
*/
guint texture : 5;
/* The identifier for the texture created with glGenTextures(). */
guint id : 27;
} GskNglCommandBind;
G_STATIC_ASSERT (sizeof (GskNglCommandBind) == 4);
typedef struct _GskNglCommandBatchAny
{
/* A GskNglCommandKind indicating what the batch will do */
guint kind : 8;
/* The program's identifier to use for determining if we can merge two
* batches together into a single set of draw operations. We put this
* here instead of the GskNglCommandDraw so that we can use the extra
* bits here without making the structure larger.
*/
guint program : 24;
/* The index of the next batch following this one. This is used
* as a sort of integer-based linked list to simplify out-of-order
* batching without moving memory around. -1 indicates last batch.
*/
gint16 next_batch_index;
/* Same but for reverse direction as we sort in reverse to get the
* batches ordered by framebuffer.
*/
gint16 prev_batch_index;
/* The viewport size of the batch. We check this as we process
* batches to determine if we need to resize the viewport.
*/
struct {
guint16 width;
guint16 height;
} viewport;
} GskNglCommandBatchAny;
G_STATIC_ASSERT (sizeof (GskNglCommandBatchAny) == 12);
typedef struct _GskNglCommandDraw
{
GskNglCommandBatchAny head;
/* There doesn't seem to be a limit on the framebuffer identifier that
* can be returned, so we have to use a whole unsigned for the framebuffer
* we are drawing to. When processing batches, we check to see if this
* changes and adjust the render target accordingly. Some sorting is
* performed to reduce the amount we change framebuffers.
*/
guint framebuffer;
/* The number of uniforms to change. This must be less than or equal to
* GL_MAX_UNIFORM_LOCATIONS but only guaranteed up to 1024 by any OpenGL
* implementation to be conformant.
*/
guint uniform_count : 11;
/* The number of textures to bind, which is only guaranteed up to 16
* by the OpenGL specification to be conformant.
*/
guint bind_count : 5;
/* GL_MAX_ELEMENTS_VERTICES specifies 33000 for this which requires 16-bit
* to address all possible counts <= GL_MAX_ELEMENTS_VERTICES.
*/
guint vbo_count : 16;
/* The offset within the VBO containing @vbo_count vertices to send with
* glDrawArrays().
*/
guint vbo_offset;
/* The offset within the array of uniform changes to be made containing
* @uniform_count #GskNglCommandUniform elements to apply.
*/
guint uniform_offset;
/* The offset within the array of bind changes to be made containing
* @bind_count #GskNglCommandBind elements to apply.
*/
guint bind_offset;
} GskNglCommandDraw;
G_STATIC_ASSERT (sizeof (GskNglCommandDraw) == 32);
typedef struct _GskNglCommandClear
{
GskNglCommandBatchAny any;
guint bits;
guint framebuffer;
} GskNglCommandClear;
G_STATIC_ASSERT (sizeof (GskNglCommandClear) == 20);
typedef struct _GskNglCommandUniform
{
GskNglUniformInfo info;
guint location;
} GskNglCommandUniform;
G_STATIC_ASSERT (sizeof (GskNglCommandUniform) == 8);
typedef union _GskNglCommandBatch
{
GskNglCommandBatchAny any;
GskNglCommandDraw draw;
GskNglCommandClear clear;
} GskNglCommandBatch;
G_STATIC_ASSERT (sizeof (GskNglCommandBatch) == 32);
DEFINE_INLINE_ARRAY (GskNglCommandBatches, gsk_ngl_command_batches, GskNglCommandBatch)
DEFINE_INLINE_ARRAY (GskNglCommandBinds, gsk_ngl_command_binds, GskNglCommandBind)
DEFINE_INLINE_ARRAY (GskNglCommandUniforms, gsk_ngl_command_uniforms, GskNglCommandUniform)
struct _GskNglCommandQueue
{
GObject parent_instance;
/* The GdkGLContext we make current before executing GL commands. */
GdkGLContext *context;
/* Array of GskNglCommandBatch which is a fixed size structure that will
* point into offsets of other arrays so that all similar data is stored
* together. The idea here is that we reduce the need for pointers so that
* using g_realloc()'d arrays is fine.
*/
GskNglCommandBatches batches;
/* Contains array of vertices and some wrapper code to help upload them
* to the GL driver. We can also tweak this to use double buffered arrays
* if we find that to be faster on some hardware and/or drivers.
*/
GskNglBuffer vertices;
/* The GskNglAttachmentState contains information about our FBO and texture
* attachments as we process incoming operations. We snapshot them into
* various batches so that we can compare differences between merge
* candidates.
*/
GskNglAttachmentState *attachments;
/* The uniform state across all programs. We snapshot this into batches so
* that we can compare uniform state between batches to give us more
* chances at merging draw commands.
*/
GskNglUniformState *uniforms;
/* Current program if we are in a draw so that we can send commands
* to the uniform state as needed.
*/
GskNglUniformProgram *program_info;
/* The profiler instance to deliver timing/etc data */
GskProfiler *profiler;
GskGLProfiler *gl_profiler;
/* Array of GskNglCommandBind which denote what textures need to be attached
* to which slot. GskNglCommandDraw.bind_offset and bind_count reference this
* array to determine what to attach.
*/
GskNglCommandBinds batch_binds;
/* Array of GskNglCommandUniform denoting which uniforms must be updated
* before the glDrawArrays() may be called. These are referenced from the
* GskNglCommandDraw.uniform_offset and uniform_count fields.
*/
GskNglCommandUniforms batch_uniforms;
/* Discovered max texture size when loading the command queue so that we
* can either scale down or slice textures to fit within this size. Assumed
* to be both height and width.
*/
int max_texture_size;
/* The index of the last batch in @batches, which may not be the element
* at the end of the array, as batches can be reordered. This is used to
* update the "next" index when adding a new batch.
*/
gint16 tail_batch_index;
gint16 head_batch_index;
/* Max framebuffer we used, so we can sort items faster */
guint fbo_max;
/* Various GSK and GDK metric counter ids */
struct {
GQuark n_frames;
GQuark cpu_time;
GQuark gpu_time;
guint n_binds;
guint n_fbos;
guint n_uniforms;
guint n_uploads;
guint queue_depth;
} metrics;
/* Counter for uploads on the frame */
guint n_uploads;
/* If we're inside a begin/end_frame pair */
guint in_frame : 1;
/* If we're inside of a begin_draw()/end_draw() pair. */
guint in_draw : 1;
/* If we've warned about truncating batches */
guint have_truncated : 1;
};
GskNglCommandQueue *gsk_ngl_command_queue_new (GdkGLContext *context,
GskNglUniformState *uniforms);
void gsk_ngl_command_queue_set_profiler (GskNglCommandQueue *self,
GskProfiler *profiler);
GdkGLContext *gsk_ngl_command_queue_get_context (GskNglCommandQueue *self);
void gsk_ngl_command_queue_make_current (GskNglCommandQueue *self);
void gsk_ngl_command_queue_begin_frame (GskNglCommandQueue *self);
void gsk_ngl_command_queue_end_frame (GskNglCommandQueue *self);
void gsk_ngl_command_queue_execute (GskNglCommandQueue *self,
guint surface_height,
guint scale_factor,
const cairo_region_t *scissor);
int gsk_ngl_command_queue_upload_texture (GskNglCommandQueue *self,
GdkTexture *texture,
guint x_offset,
guint y_offset,
guint width,
guint height,
int min_filter,
int mag_filter);
int gsk_ngl_command_queue_create_texture (GskNglCommandQueue *self,
int width,
int height,
int min_filter,
int mag_filter);
guint gsk_ngl_command_queue_create_framebuffer (GskNglCommandQueue *self);
gboolean gsk_ngl_command_queue_create_render_target (GskNglCommandQueue *self,
int width,
int height,
int min_filter,
int mag_filter,
guint *out_fbo_id,
guint *out_texture_id);
void gsk_ngl_command_queue_delete_program (GskNglCommandQueue *self,
guint program_id);
void gsk_ngl_command_queue_clear (GskNglCommandQueue *self,
guint clear_bits,
const graphene_rect_t *viewport);
void gsk_ngl_command_queue_begin_draw (GskNglCommandQueue *self,
GskNglUniformProgram *program_info,
guint width,
guint height);
void gsk_ngl_command_queue_end_draw (GskNglCommandQueue *self);
void gsk_ngl_command_queue_split_draw (GskNglCommandQueue *self);
static inline GskNglCommandBatch *
gsk_ngl_command_queue_get_batch (GskNglCommandQueue *self)
{
return gsk_ngl_command_batches_tail (&self->batches);
}
static inline GskNglDrawVertex *
gsk_ngl_command_queue_add_vertices (GskNglCommandQueue *self)
{
gsk_ngl_command_queue_get_batch (self)->draw.vbo_count += GSK_NGL_N_VERTICES;
return gsk_ngl_buffer_advance (&self->vertices, GSK_NGL_N_VERTICES);
}
static inline GskNglDrawVertex *
gsk_ngl_command_queue_add_n_vertices (GskNglCommandQueue *self,
guint count)
{
/* This is a batch form of gsk_ngl_command_queue_add_vertices(). Note that
* it does *not* add the count to .draw.vbo_count as the caller is responsible
* for that.
*/
return gsk_ngl_buffer_advance (&self->vertices, GSK_NGL_N_VERTICES * count);
}
static inline void
gsk_ngl_command_queue_retract_n_vertices (GskNglCommandQueue *self,
guint count)
{
/* Like gsk_ngl_command_queue_add_n_vertices(), this does not tweak
* the draw vbo_count.
*/
gsk_ngl_buffer_retract (&self->vertices, GSK_NGL_N_VERTICES * count);
}
static inline guint
gsk_ngl_command_queue_bind_framebuffer (GskNglCommandQueue *self,
guint framebuffer)
{
guint ret = self->attachments->fbo.id;
gsk_ngl_attachment_state_bind_framebuffer (self->attachments, framebuffer);
return ret;
}
G_END_DECLS
#endif /* __GSK_NGL_COMMAND_QUEUE_PRIVATE_H__ */