gtk/gsk/gpu/gskgpushaderop.c
Benjamin Otte 67b9fb43d0 gpu: Completely revamp YCbCr handling
There is now a GskGpuYcbcr struct that maintains all the Vulkan
machinery related to YCbCrConversions.
It's a GskGpuCached, so it will make itself go away when it is no longer
used, ie a video stopped playing.
2024-07-22 19:40:24 +02:00

316 lines
12 KiB
C

#include "config.h"
#include "gskgpushaderopprivate.h"
#include "gskgpuframeprivate.h"
#include "gskgpuprintprivate.h"
#include "gskgpushaderflagsprivate.h"
#include "gskgldeviceprivate.h"
#include "gskglframeprivate.h"
#include "gskglimageprivate.h"
#ifdef GDK_RENDERING_VULKAN
#include "gskvulkandeviceprivate.h"
#include "gskvulkanimageprivate.h"
#endif
#include "gdkglcontextprivate.h"
/* maximum number of ops to merge into one call
* If this number is too high, the command may take too long
* causing the driver to kill us.
*/
#define MAX_MERGE_OPS (10 * 1000)
void
gsk_gpu_shader_op_finish (GskGpuOp *op)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
g_clear_object (&self->images[0]);
g_clear_object (&self->images[1]);
}
void
gsk_gpu_shader_op_print (GskGpuOp *op,
GskGpuFrame *frame,
GString *string,
guint indent)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
const GskGpuShaderOpClass *shader_class = (const GskGpuShaderOpClass *) op->op_class;
const char *shader_name;
guchar *instance;
gsize i;
if (g_str_has_prefix (shader_class->shader_name, "gskgpu"))
shader_name = shader_class->shader_name + 6;
else
shader_name = shader_class->shader_name;
instance = gsk_gpu_frame_get_vertex_data (frame, self->vertex_offset);
for (i = 0; i < self->n_ops; i++)
{
gsk_gpu_print_op (string, indent, shader_name);
gsk_gpu_print_shader_flags (string, self->flags);
gsk_gpu_print_color_states (string, self->color_states);
shader_class->print_instance (self,
instance + i * shader_class->vertex_size,
string);
gsk_gpu_print_newline (string);
}
}
#ifdef GDK_RENDERING_VULKAN
GskGpuOp *
gsk_gpu_shader_op_vk_command_n (GskGpuOp *op,
GskGpuFrame *frame,
GskVulkanCommandState *state,
gsize instance_scale)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
GskGpuOp *next;
VkPipelineLayout vk_pipeline_layout;
gsize i, n_ops, max_ops_per_draw;
if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_MERGE))
max_ops_per_draw = MAX_MERGE_OPS;
else
max_ops_per_draw = 1;
n_ops = self->n_ops;
for (next = op->next; next; next = next->next)
{
GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
if (next->op_class != op->op_class ||
next_shader->flags != self->flags ||
next_shader->color_states != self->color_states ||
next_shader->variation != self->variation ||
next_shader->vertex_offset != self->vertex_offset + n_ops * shader_op_class->vertex_size ||
(shader_op_class->n_textures > 0 && (next_shader->images[0] != self->images[0] || next_shader->samplers[0] != self->samplers[0])) ||
(shader_op_class->n_textures > 1 && (next_shader->images[1] != self->images[1] || next_shader->samplers[1] != self->samplers[1])))
break;
n_ops += next_shader->n_ops;
}
vk_pipeline_layout = gsk_vulkan_device_get_vk_pipeline_layout (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
shader_op_class->n_textures > 0 ? gsk_vulkan_image_get_ycbcr (GSK_VULKAN_IMAGE (self->images[0])) : NULL,
shader_op_class->n_textures > 1 ? gsk_vulkan_image_get_ycbcr (GSK_VULKAN_IMAGE (self->images[1])) : NULL);
for (i = 0; i < shader_op_class->n_textures; i++)
{
if (state->current_images[i] != self->images[i] ||
state->current_samplers[i] != self->samplers[i])
{
vkCmdBindDescriptorSets (state->vk_command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
vk_pipeline_layout,
i,
1,
(VkDescriptorSet[1]) {
gsk_vulkan_image_get_vk_descriptor_set (GSK_VULKAN_IMAGE (self->images[i]), self->samplers[i]),
},
0,
NULL);
state->current_images[i] = self->images[i];
state->current_samplers[i] = self->samplers[i];
}
}
vkCmdBindPipeline (state->vk_command_buffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
gsk_vulkan_device_get_vk_pipeline (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)),
vk_pipeline_layout,
shader_op_class,
self->flags,
self->color_states,
self->variation,
state->blend,
state->vk_format,
state->vk_render_pass));
for (i = 0; i < n_ops; i += max_ops_per_draw)
{
vkCmdDraw (state->vk_command_buffer,
6 * instance_scale, MIN (max_ops_per_draw, n_ops - i),
0, self->vertex_offset / shader_op_class->vertex_size + i);
}
return next;
}
GskGpuOp *
gsk_gpu_shader_op_vk_command (GskGpuOp *op,
GskGpuFrame *frame,
GskVulkanCommandState *state)
{
return gsk_gpu_shader_op_vk_command_n (op, frame, state, 1);
}
#endif
GskGpuOp *
gsk_gpu_shader_op_gl_command_n (GskGpuOp *op,
GskGpuFrame *frame,
GskGLCommandState *state,
gsize instance_scale)
{
GskGpuShaderOp *self = (GskGpuShaderOp *) op;
GskGpuShaderOpClass *shader_op_class = (GskGpuShaderOpClass *) op->op_class;
GskGpuOp *next;
gsize i, n_ops, max_ops_per_draw;
if (state->current_program.op_class != op->op_class ||
state->current_program.color_states != self->color_states ||
state->current_program.variation != self->variation ||
state->current_program.flags != self->flags)
{
state->current_program.op_class = op->op_class;
state->current_program.flags = self->flags;
state->current_program.color_states = self->color_states;
state->current_program.variation = self->variation;
gsk_gl_frame_use_program (GSK_GL_FRAME (frame),
shader_op_class,
self->flags,
self->color_states,
self->variation);
}
for (i = 0; i < shader_op_class->n_textures; i++)
{
if (state->current_images[i] != self->images[i])
{
glActiveTexture (GL_TEXTURE0 + 3 * i);
gsk_gl_image_bind_texture (GSK_GL_IMAGE (self->images[i]));
state->current_images[i] = self->images[i];
}
if (state->current_samplers[i] != self->samplers[i])
{
glBindSampler (3 * i, gsk_gl_device_get_sampler_id (GSK_GL_DEVICE (gsk_gpu_frame_get_device (frame)),
self->samplers[i]));
state->current_samplers[i] = self->samplers[i];
}
}
if (gsk_gpu_frame_should_optimize (frame, GSK_GPU_OPTIMIZE_MERGE))
max_ops_per_draw = MAX_MERGE_OPS;
else
max_ops_per_draw = 1;
n_ops = self->n_ops;
for (next = op->next; next; next = next->next)
{
GskGpuShaderOp *next_shader = (GskGpuShaderOp *) next;
if (next->op_class != op->op_class ||
next_shader->flags != self->flags ||
next_shader->color_states != self->color_states ||
next_shader->variation != self->variation ||
next_shader->vertex_offset != self->vertex_offset + n_ops * shader_op_class->vertex_size ||
(shader_op_class->n_textures > 0 && (next_shader->images[0] != self->images[0] || next_shader->samplers[0] != self->samplers[0])) ||
(shader_op_class->n_textures > 1 && (next_shader->images[1] != self->images[1] || next_shader->samplers[1] != self->samplers[1])))
break;
n_ops += next_shader->n_ops;
}
for (i = 0; i < n_ops; i += max_ops_per_draw)
{
if (gdk_gl_context_has_feature (GDK_GL_CONTEXT (gsk_gpu_frame_get_context (frame)),
GDK_GL_FEATURE_BASE_INSTANCE))
{
glDrawArraysInstancedBaseInstance (GL_TRIANGLES,
0,
6 * instance_scale,
MIN (max_ops_per_draw, n_ops - i),
self->vertex_offset / shader_op_class->vertex_size + i);
}
else
{
shader_op_class->setup_vao (self->vertex_offset + i * shader_op_class->vertex_size);
glDrawArraysInstanced (GL_TRIANGLES,
0,
6 * instance_scale,
MIN (max_ops_per_draw, n_ops - i));
}
}
return next;
}
GskGpuOp *
gsk_gpu_shader_op_gl_command (GskGpuOp *op,
GskGpuFrame *frame,
GskGLCommandState *state)
{
return gsk_gpu_shader_op_gl_command_n (op, frame, state, 1);
}
void
gsk_gpu_shader_op_alloc (GskGpuFrame *frame,
const GskGpuShaderOpClass *op_class,
GskGpuColorStates color_states,
guint32 variation,
GskGpuShaderClip clip,
GskGpuImage **images,
GskGpuSampler *samplers,
gpointer out_vertex_data)
{
GskGpuOp *last;
GskGpuShaderOp *last_shader;
gsize i, vertex_offset, vertex_size, texture_vertex_size;
guchar *vertex_data;
GskGpuShaderFlags flags;
flags = gsk_gpu_shader_flags_create (clip,
op_class->n_textures > 0 && (gsk_gpu_image_get_flags (images[0]) & GSK_GPU_IMAGE_EXTERNAL),
op_class->n_textures > 1 && (gsk_gpu_image_get_flags (images[1]) & GSK_GPU_IMAGE_EXTERNAL));
texture_vertex_size = gsk_gpu_frame_get_texture_vertex_size (frame, op_class->n_textures);
vertex_size = texture_vertex_size + op_class->vertex_size;
vertex_offset = gsk_gpu_frame_reserve_vertex_data (frame, vertex_size);
vertex_data = gsk_gpu_frame_get_vertex_data (frame, vertex_offset);
gsk_gpu_frame_write_texture_vertex_data (frame,
vertex_data,
images,
samplers,
op_class->n_textures);
last = gsk_gpu_frame_get_last_op (frame);
/* careful: We're casting without checking, but the if() does the check */
last_shader = (GskGpuShaderOp *) last;
if (last &&
last->op_class == (const GskGpuOpClass *) op_class &&
last_shader->color_states == color_states &&
last_shader->variation == variation &&
last_shader->flags == flags &&
last_shader->vertex_offset + last_shader->n_ops * vertex_size == vertex_offset &&
(op_class->n_textures < 1 || (last_shader->images[0] == images[0] && last_shader->samplers[0] == samplers[0])) &&
(op_class->n_textures < 2 || (last_shader->images[1] == images[1] && last_shader->samplers[1] == samplers[1])))
{
last_shader->n_ops++;
}
else
{
GskGpuShaderOp *self;
self = (GskGpuShaderOp *) gsk_gpu_op_alloc (frame, &op_class->parent_class);
self->flags = flags;
self->color_states = color_states;
self->variation = variation;
self->vertex_offset = vertex_offset;
self->n_ops = 1;
for (i = 0; i < op_class->n_textures; i++)
{
self->images[i] = g_object_ref (images[i]);
self->samplers[i] = samplers[i];
}
}
*((gpointer *) out_vertex_data) = vertex_data + texture_vertex_size;
}