gtk/gsk/gskglrenderer.c
Benjamin Otte 48e7f4191f gsktexture: Allow attaching render data to textures
This allows renderers (or anyone really) to attach "render data" to
textures. Only the first render data sticks.

You can gsk_texture_set_render_data() with the key you will use to
look the data up again, and if no data has been set yet, yours will be
set.

You can retrieve this data via gsk_texture_get_render_data() later on.
If your data has been cleared, NULL will be returned.

When gsk_texture_clear_render_data() is called (which the texture will
call when it is finalized), your destory notify will be called and you
have to release your render data.

The GL driver uses this to attach texture ids to GskTextures.
2016-11-16 17:36:33 +01:00

998 lines
29 KiB
C

#include "config.h"
#include "gskglrendererprivate.h"
#include "gskdebugprivate.h"
#include "gskenums.h"
#include "gskgldriverprivate.h"
#include "gskglprofilerprivate.h"
#include "gskprofilerprivate.h"
#include "gskrendererprivate.h"
#include "gskrendernodeprivate.h"
#include "gskrendernodeiter.h"
#include "gskshaderbuilderprivate.h"
#include "gsktextureprivate.h"
#include "gskprivate.h"
#include <epoxy/gl.h>
#define SHADER_VERSION_GLES 100
#define SHADER_VERSION_GL2_LEGACY 110
#define SHADER_VERSION_GL3_LEGACY 130
#define SHADER_VERSION_GL3 150
typedef struct {
int render_target_id;
int vao_id;
int buffer_id;
int texture_id;
int program_id;
int mvp_location;
int source_location;
int mask_location;
int uv_location;
int position_location;
int alpha_location;
int blendMode_location;
} RenderData;
typedef struct {
/* Back pointer to the node, only meant for comparison */
GskRenderNode *node;
graphene_point3d_t min;
graphene_point3d_t max;
graphene_size_t size;
graphene_matrix_t mvp;
gboolean opaque : 1;
float opacity;
float z;
const char *name;
GskBlendMode blend_mode;
RenderData render_data;
RenderData *parent_data;
GArray *children;
} RenderItem;
enum {
MVP,
SOURCE,
MASK,
ALPHA,
BLEND_MODE,
N_UNIFORMS
};
enum {
POSITION,
UV,
N_ATTRIBUTES
};
#ifdef G_ENABLE_DEBUG
typedef struct {
GQuark frames;
GQuark draw_calls;
} ProfileCounters;
typedef struct {
GQuark cpu_time;
GQuark gpu_time;
} ProfileTimers;
#endif
struct _GskGLRenderer
{
GskRenderer parent_instance;
graphene_matrix_t mvp;
graphene_frustum_t frustum;
guint frame_buffer;
guint depth_stencil_buffer;
guint texture_id;
GQuark uniforms[N_UNIFORMS];
GQuark attributes[N_ATTRIBUTES];
GdkGLContext *gl_context;
GskGLDriver *gl_driver;
GskGLProfiler *gl_profiler;
GskShaderBuilder *shader_builder;
int blend_program_id;
int blit_program_id;
GArray *render_items;
#ifdef G_ENABLE_DEBUG
ProfileCounters profile_counters;
ProfileTimers profile_timers;
#endif
gboolean has_buffers : 1;
};
struct _GskGLRendererClass
{
GskRendererClass parent_class;
};
G_DEFINE_TYPE (GskGLRenderer, gsk_gl_renderer, GSK_TYPE_RENDERER)
static void
gsk_gl_renderer_dispose (GObject *gobject)
{
GskGLRenderer *self = GSK_GL_RENDERER (gobject);
g_clear_object (&self->gl_context);
G_OBJECT_CLASS (gsk_gl_renderer_parent_class)->dispose (gobject);
}
static void
gsk_gl_renderer_create_buffers (GskGLRenderer *self,
int width,
int height,
int scale_factor)
{
if (self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Creating buffers (w:%d, h:%d, scale:%d)\n", width, height, scale_factor));
if (self->texture_id == 0)
{
self->texture_id = gsk_gl_driver_create_texture (self->gl_driver,
width * scale_factor,
height * scale_factor);
gsk_gl_driver_bind_source_texture (self->gl_driver, self->texture_id);
gsk_gl_driver_init_texture_empty (self->gl_driver, self->texture_id);
}
gsk_gl_driver_create_render_target (self->gl_driver, self->texture_id, TRUE, TRUE);
self->has_buffers = TRUE;
}
static void
gsk_gl_renderer_destroy_buffers (GskGLRenderer *self)
{
if (self->gl_context == NULL)
return;
if (!self->has_buffers)
return;
GSK_NOTE (OPENGL, g_print ("Destroying buffers\n"));
gdk_gl_context_make_current (self->gl_context);
if (self->texture_id != 0)
{
gsk_gl_driver_destroy_texture (self->gl_driver, self->texture_id);
self->texture_id = 0;
}
self->has_buffers = FALSE;
}
static gboolean
gsk_gl_renderer_create_programs (GskGLRenderer *self)
{
GskShaderBuilder *builder;
GError *error = NULL;
gboolean res = FALSE;
builder = gsk_shader_builder_new ();
gsk_shader_builder_set_resource_base_path (builder, "/org/gtk/libgsk/glsl");
self->uniforms[MVP] = gsk_shader_builder_add_uniform (builder, "uMVP");
self->uniforms[SOURCE] = gsk_shader_builder_add_uniform (builder, "uSource");
self->uniforms[MASK] = gsk_shader_builder_add_uniform (builder, "uMask");
self->uniforms[ALPHA] = gsk_shader_builder_add_uniform (builder, "uAlpha");
self->uniforms[BLEND_MODE] = gsk_shader_builder_add_uniform (builder, "uBlendMode");
self->attributes[POSITION] = gsk_shader_builder_add_attribute (builder, "aPosition");
self->attributes[UV] = gsk_shader_builder_add_attribute (builder, "aUv");
if (gdk_gl_context_get_use_es (self->gl_context))
{
gsk_shader_builder_set_version (builder, SHADER_VERSION_GLES);
gsk_shader_builder_set_vertex_preamble (builder, "es2_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "es2_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_GLES", "1");
}
else if (gdk_gl_context_is_legacy (self->gl_context))
{
int maj, min;
gdk_gl_context_get_version (self->gl_context, &maj, &min);
if (maj == 3)
gsk_shader_builder_set_version (builder, SHADER_VERSION_GL3_LEGACY);
else
gsk_shader_builder_set_version (builder, SHADER_VERSION_GL2_LEGACY);
gsk_shader_builder_set_vertex_preamble (builder, "gl_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "gl_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_LEGACY", "1");
}
else
{
gsk_shader_builder_set_version (builder, SHADER_VERSION_GL3);
gsk_shader_builder_set_vertex_preamble (builder, "gl3_common.vs.glsl");
gsk_shader_builder_set_fragment_preamble (builder, "gl3_common.fs.glsl");
gsk_shader_builder_add_define (builder, "GSK_GL3", "1");
}
#ifdef G_ENABLE_DEBUG
if (GSK_RENDER_MODE_CHECK (SHADERS))
gsk_shader_builder_add_define (builder, "GSK_DEBUG", "1");
#endif
self->blend_program_id =
gsk_shader_builder_create_program (builder, "blend.vs.glsl", "blend.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create 'blend' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
self->blit_program_id =
gsk_shader_builder_create_program (builder, "blit.vs.glsl", "blit.fs.glsl", &error);
if (error != NULL)
{
g_critical ("Unable to create 'blit' program: %s", error->message);
g_error_free (error);
g_object_unref (builder);
goto out;
}
/* Keep a pointer to query for the uniform and attribute locations
* when rendering the scene
*/
self->shader_builder = builder;
res = TRUE;
out:
return res;
}
static void
gsk_gl_renderer_destroy_programs (GskGLRenderer *self)
{
g_clear_object (&self->shader_builder);
}
static gboolean
gsk_gl_renderer_realize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
GError *error = NULL;
/* If we didn't get a GdkGLContext before realization, try creating
* one now, for our exclusive use.
*/
if (self->gl_context == NULL)
{
GdkWindow *window = gsk_renderer_get_window (renderer);
if (window == NULL)
return FALSE;
self->gl_context = gdk_window_create_gl_context (window, &error);
if (error != NULL)
{
g_critical ("Unable to create GL context for renderer: %s",
error->message);
g_error_free (error);
return FALSE;
}
}
gdk_gl_context_realize (self->gl_context, &error);
if (error != NULL)
{
g_critical ("Unable to realize GL renderer: %s", error->message);
g_error_free (error);
return FALSE;
}
gdk_gl_context_make_current (self->gl_context);
g_assert (self->gl_driver == NULL);
self->gl_driver = gsk_gl_driver_new (self->gl_context);
self->gl_profiler = gsk_gl_profiler_new (self->gl_context);
GSK_NOTE (OPENGL, g_print ("Creating buffers and programs\n"));
if (!gsk_gl_renderer_create_programs (self))
return FALSE;
return TRUE;
}
static void
gsk_gl_renderer_unrealize (GskRenderer *renderer)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
if (self->gl_context == NULL)
return;
gdk_gl_context_make_current (self->gl_context);
/* We don't need to iterate to destroy the associated GL resources,
* as they will be dropped when we finalize the GskGLDriver
*/
g_clear_pointer (&self->render_items, g_array_unref);
gsk_gl_renderer_destroy_buffers (self);
gsk_gl_renderer_destroy_programs (self);
g_clear_object (&self->gl_profiler);
g_clear_object (&self->gl_driver);
if (self->gl_context == gdk_gl_context_get_current ())
gdk_gl_context_clear_current ();
}
static void
gsk_gl_renderer_resize_viewport (GskGLRenderer *self,
const graphene_rect_t *viewport,
int scale_factor)
{
int width = viewport->size.width * scale_factor;
int height = viewport->size.height * scale_factor;
GSK_NOTE (OPENGL, g_print ("glViewport(0, 0, %d, %d) [scale:%d]\n",
width,
height,
scale_factor));
glViewport (0, 0, width, height);
}
static void
gsk_gl_renderer_update_frustum (GskGLRenderer *self,
const graphene_matrix_t *modelview,
const graphene_matrix_t *projection)
{
GSK_NOTE (TRANSFORMS, g_print ("Updating the modelview/projection\n"));
graphene_matrix_multiply (modelview, projection, &self->mvp);
graphene_frustum_init_from_matrix (&self->frustum, &self->mvp);
GSK_NOTE (TRANSFORMS,
g_print ("Renderer MVP:\n");
graphene_matrix_print (&self->mvp);
g_print ("\n"));
}
#define N_VERTICES 6
static inline int
node_depth (GskRenderNode *node)
{
int ret = 0;
while (node->parent)
{
ret++;
node = node->parent;
}
return ret;
}
static void
render_item (GskGLRenderer *self,
RenderItem *item)
{
float mvp[16];
float opacity;
if (item->children != NULL)
{
if (gsk_gl_driver_bind_render_target (self->gl_driver, item->render_data.render_target_id))
{
glViewport (0, 0, item->size.width, item->size.height);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
gsk_gl_driver_bind_vao (self->gl_driver, item->render_data.vao_id);
glUseProgram (item->render_data.program_id);
if (item->render_data.texture_id != 0)
{
/* Use texture unit 0 for the source */
glUniform1i (item->render_data.source_location, 0);
gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_data.texture_id);
if (item->parent_data != NULL)
{
glUniform1i (item->render_data.blendMode_location, item->blend_mode);
/* Use texture unit 1 for the mask */
if (item->parent_data->texture_id != 0)
{
glUniform1i (item->render_data.mask_location, 1);
gsk_gl_driver_bind_mask_texture (self->gl_driver, item->parent_data->texture_id);
}
}
}
/* Pass the opacity component */
if (item->children != NULL || item->opaque)
opacity = 1.0;
else
opacity = item->opacity;
glUniform1f (item->render_data.alpha_location, opacity);
/* Pass the mvp to the vertex shader */
GSK_NOTE (TRANSFORMS, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->render_data.mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
GSK_NOTE2 (OPENGL, TRANSFORMS,
g_print ("%*sDrawing item <%s>[%p] (w:%g, h:%g) with opacity: %g blend mode: %d\n",
2 * node_depth (item->node), "",
item->name,
item,
item->size.width, item->size.height,
item->opaque ? 1 : item->opacity,
item->blend_mode));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
#ifdef G_ENABLE_DEBUG
gsk_profiler_counter_inc (gsk_renderer_get_profiler (GSK_RENDERER (self)),
self->profile_counters.draw_calls);
#endif
/* Render all children items, so we can take the result
* render target texture during the compositing
*/
if (item->children != NULL)
{
int i;
for (i = 0; i < item->children->len; i++)
{
RenderItem *child = &g_array_index (item->children, RenderItem, i);
render_item (self, child);
}
/* Bind the parent render target */
if (item->parent_data != NULL)
gsk_gl_driver_bind_render_target (self->gl_driver, item->parent_data->render_target_id);
/* Bind the same VAO, as the render target is created with the same size
* and vertices as the texture target
*/
gsk_gl_driver_bind_vao (self->gl_driver, item->render_data.vao_id);
/* Since we're rendering the target texture, we only need the blit program */
glUseProgram (self->blit_program_id);
/* Use texture unit 0 for the render target */
glUniform1i (item->render_data.source_location, 0);
gsk_gl_driver_bind_source_texture (self->gl_driver, item->render_data.render_target_id);
/* Pass the opacity component; if we got here, we know that the original render
* target is neither fully opaque nor at full opacity
*/
glUniform1f (item->render_data.alpha_location, item->opacity);
/* Pass the mvp to the vertex shader */
GSK_NOTE (TRANSFORMS, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->render_data.mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
GSK_NOTE2 (OPENGL, TRANSFORMS,
g_print ("%*sDrawing offscreen item <%s>[%p] (w:%g, h:%g) with opacity: %g\n",
2 * node_depth (item->node), "",
item->name,
item,
item->size.width, item->size.height,
item->opacity));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
}
}
static void
get_gl_scaling_filters (GskRenderNode *node,
int *min_filter_r,
int *mag_filter_r)
{
switch (node->min_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*min_filter_r = GL_NEAREST;
break;
case GSK_SCALING_FILTER_LINEAR:
*min_filter_r = GL_LINEAR;
break;
case GSK_SCALING_FILTER_TRILINEAR:
*min_filter_r = GL_LINEAR_MIPMAP_LINEAR;
break;
}
switch (node->mag_filter)
{
case GSK_SCALING_FILTER_NEAREST:
*mag_filter_r = GL_NEAREST;
break;
/* There's no point in using anything above GL_LINEAR for
* magnification filters
*/
case GSK_SCALING_FILTER_LINEAR:
case GSK_SCALING_FILTER_TRILINEAR:
*mag_filter_r = GL_LINEAR;
break;
}
}
#if 0
static gboolean
check_in_frustum (const graphene_frustum_t *frustum,
RenderItem *item)
{
graphene_box_t aabb;
graphene_box_init (&aabb, &item->min, &item->max);
graphene_matrix_transform_box (&item->mvp, &aabb, &aabb);
return graphene_frustum_intersects_box (frustum, &aabb);
}
#endif
static float
project_item (const graphene_matrix_t *projection,
const graphene_matrix_t *modelview)
{
graphene_vec4_t vec;
graphene_matrix_get_row (modelview, 3, &vec);
graphene_matrix_transform_vec4 (projection, &vec, &vec);
return graphene_vec4_get_z (&vec) / graphene_vec4_get_w (&vec);
}
static gboolean
render_node_needs_render_target (GskRenderNode *node)
{
if (!gsk_render_node_is_opaque (node))
{
double opacity = gsk_render_node_get_opacity (node);
if (opacity < 1.0)
return TRUE;
}
return FALSE;
}
static void
gsk_gl_renderer_add_render_item (GskGLRenderer *self,
const graphene_matrix_t *projection,
GArray *render_items,
GskRenderNode *node,
RenderItem *parent)
{
graphene_rect_t viewport;
GskRenderNodeIter iter;
graphene_matrix_t mv;
graphene_rect_t bounds;
GskRenderNode *child;
RenderItem item;
RenderItem *ritem = NULL;
int program_id;
int scale_factor;
if (gsk_render_node_is_hidden (node))
{
GSK_NOTE (OPENGL, g_print ("Skipping hidden node <%s>[%p]\n",
node->name != NULL ? node->name : "unnamed",
node));
return;
}
memset (&item, 0, sizeof (RenderItem));
gsk_renderer_get_viewport (GSK_RENDERER (self), &viewport);
scale_factor = gsk_renderer_get_scale_factor (GSK_RENDERER (self));
if (scale_factor < 1)
scale_factor = 1;
gsk_render_node_get_bounds (node, &bounds);
item.node = node;
item.name = node->name != NULL ? node->name : "unnamed";
/* The texture size */
item.size.width = bounds.size.width * scale_factor;
item.size.height = bounds.size.height * scale_factor;
/* Each render item is an axis-aligned bounding box that we
* transform using the given transformation matrix
*/
item.min.x = bounds.origin.x;
item.min.y = bounds.origin.y;
item.min.z = 0.f;
item.max.x = item.min.x + bounds.size.width;
item.max.y = item.min.y + bounds.size.height;
item.max.z = 0.f;
/* The location of the item, in normalized world coordinates */
gsk_render_node_get_world_matrix (node, &mv);
graphene_matrix_multiply (&mv, &self->mvp, &item.mvp);
item.z = project_item (projection, &mv);
item.opaque = gsk_render_node_is_opaque (node);
item.opacity = gsk_render_node_get_opacity (node);
item.blend_mode = gsk_render_node_get_blend_mode (node);
/* Back-pointer to the parent node */
if (parent != NULL)
item.parent_data = &(parent->render_data);
else
item.parent_data = NULL;
/* Select the program to use */
if (parent != NULL)
program_id = self->blend_program_id;
else
program_id = self->blit_program_id;
item.render_data.program_id = program_id;
/* Retrieve all the uniforms and attributes */
item.render_data.source_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[SOURCE]);
item.render_data.mask_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MASK]);
item.render_data.mvp_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MVP]);
item.render_data.alpha_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[ALPHA]);
item.render_data.blendMode_location =
gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[BLEND_MODE]);
item.render_data.position_location =
gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[POSITION]);
item.render_data.uv_location =
gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[UV]);
if (render_node_needs_render_target (node))
{
item.render_data.render_target_id =
gsk_gl_driver_create_texture (self->gl_driver, item.size.width, item.size.height);
gsk_gl_driver_init_texture_empty (self->gl_driver, item.render_data.render_target_id);
gsk_gl_driver_create_render_target (self->gl_driver, item.render_data.render_target_id, TRUE, TRUE);
item.children = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem),
gsk_render_node_get_n_children (node));
}
else
{
item.render_data.render_target_id = self->texture_id;
item.children = NULL;
}
if (gsk_render_node_has_texture (node))
{
GskTexture *texture = gsk_render_node_get_texture (node);
int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
item.render_data.texture_id = gsk_gl_driver_get_texture_for_texture (self->gl_driver,
texture,
gl_min_filter,
gl_mag_filter);
}
else if (gsk_render_node_has_surface (node))
{
cairo_surface_t *surface = gsk_render_node_get_surface (node);
int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
/* Upload the Cairo surface to a GL texture */
item.render_data.texture_id = gsk_gl_driver_create_texture (self->gl_driver,
item.size.width,
item.size.height);
gsk_gl_driver_bind_source_texture (self->gl_driver, item.render_data.texture_id);
gsk_gl_driver_init_texture_with_surface (self->gl_driver,
item.render_data.texture_id,
surface,
gl_min_filter,
gl_mag_filter);
}
else
{
/* If the node does not draw anything, we skip it */
if (item.render_data.render_target_id == self->texture_id)
goto out;
}
/* Create the vertex buffers holding the geometry of the quad */
{
GskQuadVertex vertex_data[N_VERTICES] = {
{ { item.min.x, item.min.y }, { 0, 0 }, },
{ { item.min.x, item.max.y }, { 0, 1 }, },
{ { item.max.x, item.min.y }, { 1, 0 }, },
{ { item.max.x, item.max.y }, { 1, 1 }, },
{ { item.min.x, item.max.y }, { 0, 1 }, },
{ { item.max.x, item.min.y }, { 1, 0 }, },
};
item.render_data.vao_id =
gsk_gl_driver_create_vao_for_quad (self->gl_driver,
item.render_data.position_location,
item.render_data.uv_location,
N_VERTICES,
vertex_data);
}
GSK_NOTE (OPENGL, g_print ("%*sAdding node <%s>[%p] to render items\n",
2 * node_depth (node), "",
node->name != NULL ? node->name : "unnamed",
node));
g_array_append_val (render_items, item);
ritem = &g_array_index (render_items, RenderItem, render_items->len - 1);
if (item.children != NULL)
render_items = item.children;
out:
gsk_render_node_iter_init (&iter, node);
while (gsk_render_node_iter_next (&iter, &child))
gsk_gl_renderer_add_render_item (self, projection, render_items, child, ritem);
}
static gboolean
gsk_gl_renderer_validate_tree (GskGLRenderer *self,
GskRenderNode *root,
const graphene_matrix_t *projection)
{
int n_nodes;
if (self->gl_context == NULL)
{
GSK_NOTE (OPENGL, g_print ("No valid GL context associated to the renderer"));
return FALSE;
}
n_nodes = gsk_render_node_get_size (root);
gdk_gl_context_make_current (self->gl_context);
self->render_items = g_array_sized_new (FALSE, FALSE, sizeof (RenderItem), n_nodes);
gsk_gl_driver_begin_frame (self->gl_driver);
GSK_NOTE (OPENGL, g_print ("RenderNode -> RenderItem\n"));
gsk_gl_renderer_add_render_item (self, projection, self->render_items, root, NULL);
GSK_NOTE (OPENGL, g_print ("Total render items: %d of max:%d\n",
self->render_items->len,
n_nodes));
gsk_gl_driver_end_frame (self->gl_driver);
return TRUE;
}
static void
gsk_gl_renderer_clear_tree (GskGLRenderer *self)
{
int removed_textures, removed_vaos;
if (self->gl_context == NULL)
return;
gdk_gl_context_make_current (self->gl_context);
g_clear_pointer (&self->render_items, g_array_unref);
removed_textures = gsk_gl_driver_collect_textures (self->gl_driver);
removed_vaos = gsk_gl_driver_collect_vaos (self->gl_driver);
GSK_NOTE (OPENGL, g_print ("Collected: %d textures, %d vaos\n",
removed_textures,
removed_vaos));
}
static void
gsk_gl_renderer_clear (GskGLRenderer *self)
{
GSK_NOTE (OPENGL, g_print ("Clearing viewport\n"));
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
#define ORTHO_NEAR_PLANE -10000
#define ORTHO_FAR_PLANE 10000
static void
gsk_gl_renderer_render (GskRenderer *renderer,
GskRenderNode *root)
{
GskGLRenderer *self = GSK_GL_RENDERER (renderer);
graphene_matrix_t modelview, projection;
graphene_rect_t viewport;
guint i;
int scale_factor;
GdkDrawingContext *context;
#ifdef G_ENABLE_DEBUG
GskProfiler *profiler;
gint64 gpu_time, cpu_time;
#endif
if (self->gl_context == NULL)
return;
context = gsk_renderer_get_drawing_context (renderer);
#ifdef G_ENABLE_DEBUG
profiler = gsk_renderer_get_profiler (renderer);
#endif
gdk_gl_context_make_current (self->gl_context);
gsk_renderer_get_viewport (renderer, &viewport);
scale_factor = gsk_renderer_get_scale_factor (renderer);
gsk_gl_driver_begin_frame (self->gl_driver);
gsk_gl_renderer_create_buffers (self, viewport.size.width, viewport.size.height, scale_factor);
gsk_gl_driver_end_frame (self->gl_driver);
/* Set up the modelview and projection matrices to fit our viewport */
graphene_matrix_init_scale (&modelview, scale_factor, scale_factor, 1.0);
graphene_matrix_init_ortho (&projection,
0, viewport.size.width * scale_factor,
viewport.size.height * scale_factor, 0,
ORTHO_NEAR_PLANE,
ORTHO_FAR_PLANE);
gsk_gl_renderer_update_frustum (self, &modelview, &projection);
if (!gsk_gl_renderer_validate_tree (self, root, &projection))
goto out;
gsk_gl_driver_begin_frame (self->gl_driver);
#ifdef G_ENABLE_DEBUG
gsk_gl_profiler_begin_gpu_region (self->gl_profiler);
gsk_profiler_timer_begin (profiler, self->profile_timers.cpu_time);
#endif
/* Ensure that the viewport is up to date */
if (gsk_gl_driver_bind_render_target (self->gl_driver, self->texture_id))
gsk_gl_renderer_resize_viewport (self, &viewport, scale_factor);
gsk_gl_renderer_clear (self);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
GSK_NOTE (OPENGL, g_print ("Rendering %u items\n", self->render_items->len));
for (i = 0; i < self->render_items->len; i++)
{
RenderItem *item = &g_array_index (self->render_items, RenderItem, i);
render_item (self, item);
}
/* Draw the output of the GL rendering to the window */
gsk_gl_driver_end_frame (self->gl_driver);
#ifdef G_ENABLE_DEBUG
gsk_profiler_counter_inc (profiler, self->profile_counters.frames);
cpu_time = gsk_profiler_timer_end (profiler, self->profile_timers.cpu_time);
gsk_profiler_timer_set (profiler, self->profile_timers.cpu_time, cpu_time);
gpu_time = gsk_gl_profiler_end_gpu_region (self->gl_profiler);
gsk_profiler_timer_set (profiler, self->profile_timers.gpu_time, gpu_time);
gsk_profiler_push_samples (profiler);
#endif
out:
{
GdkWindow *window;
cairo_t *cr;
if (context != NULL)
{
/* XXX: Add GdkDrawingContext API */
cr = gdk_drawing_context_get_cairo_context (context);
window = gdk_drawing_context_get_window (context);
}
else
{
cr = gsk_renderer_get_cairo_context (renderer);
window = gsk_renderer_get_window (renderer);
}
gdk_cairo_draw_from_gl (cr, window,
self->texture_id,
GL_TEXTURE,
scale_factor,
0, 0,
viewport.size.width * scale_factor,
viewport.size.height * scale_factor);
}
gdk_gl_context_make_current (self->gl_context);
gsk_gl_renderer_clear_tree (self);
gsk_gl_renderer_destroy_buffers (self);
}
static void
gsk_gl_renderer_class_init (GskGLRendererClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GskRendererClass *renderer_class = GSK_RENDERER_CLASS (klass);
gobject_class->dispose = gsk_gl_renderer_dispose;
renderer_class->realize = gsk_gl_renderer_realize;
renderer_class->unrealize = gsk_gl_renderer_unrealize;
renderer_class->render = gsk_gl_renderer_render;
}
static void
gsk_gl_renderer_init (GskGLRenderer *self)
{
gsk_ensure_resources ();
graphene_matrix_init_identity (&self->mvp);
#ifdef G_ENABLE_DEBUG
{
GskProfiler *profiler = gsk_renderer_get_profiler (GSK_RENDERER (self));
self->profile_counters.frames = gsk_profiler_add_counter (profiler, "frames", "Frames", FALSE);
self->profile_counters.draw_calls = gsk_profiler_add_counter (profiler, "draws", "glDrawArrays", TRUE);
self->profile_timers.cpu_time = gsk_profiler_add_timer (profiler, "cpu-time", "CPU time", FALSE, TRUE);
self->profile_timers.gpu_time = gsk_profiler_add_timer (profiler, "gpu-time", "GPU time", FALSE, TRUE);
}
#endif
}