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c3ee8d2699
Add a command queue function to create a GL texture by uploading several GdkTextures at given positions. This lets us 'piece together' textures.
378 lines
14 KiB
C
378 lines
14 KiB
C
/* gskglcommandqueueprivate.h
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#ifndef __GSK_GL_COMMAND_QUEUE_PRIVATE_H__
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#define __GSK_GL_COMMAND_QUEUE_PRIVATE_H__
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#include <gsk/gskprofilerprivate.h>
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#include "gskgltypesprivate.h"
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#include "gskglbufferprivate.h"
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#include "gskglattachmentstateprivate.h"
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#include "gskgluniformstateprivate.h"
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#include "inlinearray.h"
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#include "gskglprofilerprivate.h"
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G_BEGIN_DECLS
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#define GSK_TYPE_GL_COMMAND_QUEUE (gsk_gl_command_queue_get_type())
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G_DECLARE_FINAL_TYPE (GskGLCommandQueue, gsk_gl_command_queue, GSK, GL_COMMAND_QUEUE, GObject)
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typedef enum _GskGLCommandKind
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{
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/* The batch will perform a glClear() */
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GSK_GL_COMMAND_KIND_CLEAR,
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/* The batch will perform a glDrawArrays() */
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GSK_GL_COMMAND_KIND_DRAW,
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} GskGLCommandKind;
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typedef struct _GskGLCommandBind
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{
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/* @texture is the value passed to glActiveTexture(), the "slot" the
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* texture will be placed into. We always use GL_TEXTURE_2D so we don't
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* waste any bits here to indicate that.
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*/
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guint texture : 4;
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guint sampler : 4;
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/* The identifier for the texture created with glGenTextures(). */
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guint id: 24;
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} GskGLCommandBind;
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G_STATIC_ASSERT (sizeof (GskGLCommandBind) == 4);
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typedef struct _GskGLCommandBatchAny
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{
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/* A GskGLCommandKind indicating what the batch will do */
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guint kind : 8;
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/* The program's identifier to use for determining if we can merge two
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* batches together into a single set of draw operations. We put this
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* here instead of the GskGLCommandDraw so that we can use the extra
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* bits here without making the structure larger.
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*/
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guint program : 24;
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/* The index of the next batch following this one. This is used
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* as a sort of integer-based linked list to simplify out-of-order
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* batching without moving memory around. -1 indicates last batch.
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*/
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gint16 next_batch_index;
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/* Same but for reverse direction as we sort in reverse to get the
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* batches ordered by framebuffer.
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*/
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gint16 prev_batch_index;
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/* The viewport size of the batch. We check this as we process
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* batches to determine if we need to resize the viewport.
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*/
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struct {
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guint16 width;
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guint16 height;
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} viewport;
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} GskGLCommandBatchAny;
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G_STATIC_ASSERT (sizeof (GskGLCommandBatchAny) == 12);
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typedef struct _GskGLCommandDraw
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{
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GskGLCommandBatchAny head;
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/* There doesn't seem to be a limit on the framebuffer identifier that
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* can be returned, so we have to use a whole unsigned for the framebuffer
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* we are drawing to. When processing batches, we check to see if this
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* changes and adjust the render target accordingly. Some sorting is
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* performed to reduce the amount we change framebuffers.
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*/
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guint framebuffer;
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/* The number of uniforms to change. This must be less than or equal to
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* GL_MAX_UNIFORM_LOCATIONS but only guaranteed up to 1024 by any OpenGL
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* implementation to be conformant.
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*/
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guint uniform_count : 11;
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/* The number of textures to bind, which is only guaranteed up to 16
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* by the OpenGL specification to be conformant.
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*/
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guint bind_count : 5;
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/* GL_MAX_ELEMENTS_VERTICES specifies 33000 for this which requires 16-bit
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* to address all possible counts <= GL_MAX_ELEMENTS_VERTICES.
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*/
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guint vbo_count : 16;
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/* The offset within the VBO containing @vbo_count vertices to send with
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* glDrawArrays().
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*/
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guint vbo_offset;
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/* The offset within the array of uniform changes to be made containing
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* @uniform_count `GskGLCommandUniform` elements to apply.
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*/
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guint uniform_offset;
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/* The offset within the array of bind changes to be made containing
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* @bind_count `GskGLCommandBind` elements to apply.
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*/
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guint bind_offset;
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} GskGLCommandDraw;
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G_STATIC_ASSERT (sizeof (GskGLCommandDraw) == 32);
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typedef struct _GskGLCommandClear
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{
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GskGLCommandBatchAny any;
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guint bits;
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guint framebuffer;
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} GskGLCommandClear;
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G_STATIC_ASSERT (sizeof (GskGLCommandClear) == 20);
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typedef struct _GskGLCommandUniform
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{
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GskGLUniformInfo info;
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guint location;
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} GskGLCommandUniform;
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G_STATIC_ASSERT (sizeof (GskGLCommandUniform) == 8);
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typedef union _GskGLCommandBatch
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{
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GskGLCommandBatchAny any;
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GskGLCommandDraw draw;
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GskGLCommandClear clear;
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} GskGLCommandBatch;
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G_STATIC_ASSERT (sizeof (GskGLCommandBatch) == 32);
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DEFINE_INLINE_ARRAY (GskGLCommandBatches, gsk_gl_command_batches, GskGLCommandBatch)
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DEFINE_INLINE_ARRAY (GskGLCommandBinds, gsk_gl_command_binds, GskGLCommandBind)
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DEFINE_INLINE_ARRAY (GskGLCommandUniforms, gsk_gl_command_uniforms, GskGLCommandUniform)
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struct _GskGLCommandQueue
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{
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GObject parent_instance;
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/* The GdkGLContext we make current before executing GL commands. */
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GdkGLContext *context;
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/* Array of GskGLCommandBatch which is a fixed size structure that will
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* point into offsets of other arrays so that all similar data is stored
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* together. The idea here is that we reduce the need for pointers so that
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* using g_realloc()'d arrays is fine.
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*/
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GskGLCommandBatches batches;
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/* Contains array of vertices and some wrapper code to help upload them
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* to the GL driver. We can also tweak this to use double buffered arrays
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* if we find that to be faster on some hardware and/or drivers.
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*/
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GskGLBuffer vertices;
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/* The GskGLAttachmentState contains information about our FBO and texture
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* attachments as we process incoming operations. We snapshot them into
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* various batches so that we can compare differences between merge
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* candidates.
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*/
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GskGLAttachmentState *attachments;
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/* The uniform state across all programs. We snapshot this into batches so
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* that we can compare uniform state between batches to give us more
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* chances at merging draw commands.
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*/
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GskGLUniformState *uniforms;
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/* Current program if we are in a draw so that we can send commands
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* to the uniform state as needed.
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*/
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GskGLUniformProgram *program_info;
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/* The profiler instance to deliver timing/etc data */
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GskProfiler *profiler;
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GskGLProfiler *gl_profiler;
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/* Array of GskGLCommandBind which denote what textures need to be attached
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* to which slot. GskGLCommandDraw.bind_offset and bind_count reference this
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* array to determine what to attach.
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*/
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GskGLCommandBinds batch_binds;
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/* Array of GskGLCommandUniform denoting which uniforms must be updated
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* before the glDrawArrays() may be called. These are referenced from the
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* GskGLCommandDraw.uniform_offset and uniform_count fields.
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*/
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GskGLCommandUniforms batch_uniforms;
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/* Array of samplers that we use for mag/min filter handling. It is indexed
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* by the sampler_index() function.
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* Note that when samplers are not supported (hello GLES), we fall back to
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* setting the texture filter, but that needs to be done for every texture.
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*/
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GLuint samplers[GSK_GL_N_FILTERS * GSK_GL_N_FILTERS];
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/* Discovered max texture size when loading the command queue so that we
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* can either scale down or slice textures to fit within this size. Assumed
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* to be both height and width.
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*/
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int max_texture_size;
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/* The index of the last batch in @batches, which may not be the element
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* at the end of the array, as batches can be reordered. This is used to
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* update the "next" index when adding a new batch.
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*/
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gint16 tail_batch_index;
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gint16 head_batch_index;
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/* Max framebuffer we used, so we can sort items faster */
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guint fbo_max;
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/* Various GSK and GDK metric counter ids */
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struct {
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GQuark n_frames;
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GQuark cpu_time;
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GQuark gpu_time;
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guint n_binds;
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guint n_fbos;
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guint n_uniforms;
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guint n_uploads;
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guint n_programs;
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guint queue_depth;
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} metrics;
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/* Counter for uploads on the frame */
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guint n_uploads;
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/* If the GL context is new enough for sampler support */
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guint has_samplers : 1;
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/* If we're inside a begin/end_frame pair */
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guint in_frame : 1;
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/* If we're inside of a begin_draw()/end_draw() pair. */
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guint in_draw : 1;
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/* If we've warned about truncating batches */
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guint have_truncated : 1;
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};
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GskGLCommandQueue *gsk_gl_command_queue_new (GdkGLContext *context,
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GskGLUniformState *uniforms);
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void gsk_gl_command_queue_set_profiler (GskGLCommandQueue *self,
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GskProfiler *profiler);
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GdkGLContext *gsk_gl_command_queue_get_context (GskGLCommandQueue *self);
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void gsk_gl_command_queue_make_current (GskGLCommandQueue *self);
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void gsk_gl_command_queue_begin_frame (GskGLCommandQueue *self);
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void gsk_gl_command_queue_end_frame (GskGLCommandQueue *self);
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void gsk_gl_command_queue_execute (GskGLCommandQueue *self,
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guint surface_height,
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guint scale_factor,
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const cairo_region_t *scissor,
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guint default_framebuffer);
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int gsk_gl_command_queue_upload_texture (GskGLCommandQueue *self,
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GdkTexture *texture);
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int gsk_gl_command_queue_create_texture (GskGLCommandQueue *self,
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int width,
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int height,
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int format);
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typedef struct {
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GdkTexture *texture;
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int x;
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int y;
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} GskGLTextureChunk;
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int gsk_gl_command_queue_upload_texture_chunks(GskGLCommandQueue *self,
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unsigned int n_chunks,
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GskGLTextureChunk *chunks);
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guint gsk_gl_command_queue_create_framebuffer (GskGLCommandQueue *self);
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gboolean gsk_gl_command_queue_create_render_target (GskGLCommandQueue *self,
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int width,
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int height,
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int format,
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guint *out_fbo_id,
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guint *out_texture_id);
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void gsk_gl_command_queue_delete_program (GskGLCommandQueue *self,
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guint program_id);
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void gsk_gl_command_queue_clear (GskGLCommandQueue *self,
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guint clear_bits,
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const graphene_rect_t *viewport);
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void gsk_gl_command_queue_begin_draw (GskGLCommandQueue *self,
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GskGLUniformProgram *program_info,
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guint width,
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guint height);
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void gsk_gl_command_queue_end_draw (GskGLCommandQueue *self);
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void gsk_gl_command_queue_split_draw (GskGLCommandQueue *self);
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static inline GskGLCommandBatch *
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gsk_gl_command_queue_get_batch (GskGLCommandQueue *self)
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{
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return gsk_gl_command_batches_tail (&self->batches);
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}
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static inline GskGLDrawVertex *
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gsk_gl_command_queue_add_vertices (GskGLCommandQueue *self)
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{
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gsk_gl_command_queue_get_batch (self)->draw.vbo_count += GSK_GL_N_VERTICES;
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return gsk_gl_buffer_advance (&self->vertices, GSK_GL_N_VERTICES);
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}
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static inline GskGLDrawVertex *
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gsk_gl_command_queue_add_n_vertices (GskGLCommandQueue *self,
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guint count)
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{
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/* This is a batch form of gsk_gl_command_queue_add_vertices(). Note that
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* it does *not* add the count to .draw.vbo_count as the caller is responsible
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* for that.
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*/
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return gsk_gl_buffer_advance (&self->vertices, GSK_GL_N_VERTICES * count);
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}
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static inline void
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gsk_gl_command_queue_retract_n_vertices (GskGLCommandQueue *self,
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guint count)
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{
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/* Like gsk_gl_command_queue_add_n_vertices(), this does not tweak
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* the draw vbo_count.
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*/
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gsk_gl_buffer_retract (&self->vertices, GSK_GL_N_VERTICES * count);
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}
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static inline guint
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gsk_gl_command_queue_bind_framebuffer (GskGLCommandQueue *self,
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guint framebuffer)
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{
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guint ret = self->attachments->fbo.id;
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gsk_gl_attachment_state_bind_framebuffer (self->attachments, framebuffer);
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return ret;
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}
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G_END_DECLS
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#endif /* __GSK_GL_COMMAND_QUEUE_PRIVATE_H__ */
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