gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
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/* gsknglcompiler.c
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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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#include "config.h"
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#include <gsk/gskdebugprivate.h>
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#include <gio/gio.h>
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#include <string.h>
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#include "gsknglcommandqueueprivate.h"
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#include "gsknglcompilerprivate.h"
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#include "gsknglprogramprivate.h"
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#define SHADER_VERSION_GLES 100
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#define SHADER_VERSION_GL2_LEGACY 110
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#define SHADER_VERSION_GL3_LEGACY 130
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#define SHADER_VERSION_GL3 150
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struct _GskNglCompiler
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{
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GObject parent_instance;
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GskNglDriver *driver;
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GBytes *all_preamble;
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GBytes *fragment_preamble;
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GBytes *vertex_preamble;
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GBytes *fragment_source;
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GBytes *fragment_suffix;
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GBytes *vertex_source;
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GBytes *vertex_suffix;
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GArray *attrib_locations;
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int glsl_version;
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guint gl3 : 1;
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guint gles : 1;
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guint legacy : 1;
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guint debug_shaders : 1;
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};
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typedef struct _GskNglProgramAttrib
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{
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const char *name;
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guint location;
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} GskNglProgramAttrib;
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static GBytes *empty_bytes;
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G_DEFINE_TYPE (GskNglCompiler, gsk_ngl_compiler, G_TYPE_OBJECT)
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static void
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gsk_ngl_compiler_finalize (GObject *object)
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{
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GskNglCompiler *self = (GskNglCompiler *)object;
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g_clear_pointer (&self->all_preamble, g_bytes_unref);
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g_clear_pointer (&self->fragment_preamble, g_bytes_unref);
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g_clear_pointer (&self->vertex_preamble, g_bytes_unref);
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g_clear_pointer (&self->vertex_suffix, g_bytes_unref);
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g_clear_pointer (&self->fragment_source, g_bytes_unref);
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g_clear_pointer (&self->fragment_suffix, g_bytes_unref);
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g_clear_pointer (&self->vertex_source, g_bytes_unref);
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g_clear_pointer (&self->attrib_locations, g_array_unref);
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g_clear_object (&self->driver);
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G_OBJECT_CLASS (gsk_ngl_compiler_parent_class)->finalize (object);
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}
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static void
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gsk_ngl_compiler_class_init (GskNglCompilerClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = gsk_ngl_compiler_finalize;
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empty_bytes = g_bytes_new (NULL, 0);
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}
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static void
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gsk_ngl_compiler_init (GskNglCompiler *self)
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{
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self->glsl_version = 150;
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self->attrib_locations = g_array_new (FALSE, FALSE, sizeof (GskNglProgramAttrib));
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self->all_preamble = g_bytes_ref (empty_bytes);
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self->vertex_preamble = g_bytes_ref (empty_bytes);
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self->fragment_preamble = g_bytes_ref (empty_bytes);
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self->vertex_source = g_bytes_ref (empty_bytes);
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self->vertex_suffix = g_bytes_ref (empty_bytes);
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self->fragment_source = g_bytes_ref (empty_bytes);
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self->fragment_suffix = g_bytes_ref (empty_bytes);
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}
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GskNglCompiler *
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gsk_ngl_compiler_new (GskNglDriver *driver,
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gboolean debug_shaders)
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{
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GskNglCompiler *self;
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GdkGLContext *context;
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g_return_val_if_fail (GSK_IS_NGL_DRIVER (driver), NULL);
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g_return_val_if_fail (driver->shared_command_queue != NULL, NULL);
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self = g_object_new (GSK_TYPE_GL_COMPILER, NULL);
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self->driver = g_object_ref (driver);
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self->debug_shaders = !!debug_shaders;
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context = gsk_ngl_command_queue_get_context (self->driver->shared_command_queue);
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if (gdk_gl_context_get_use_es (context))
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{
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self->glsl_version = SHADER_VERSION_GLES;
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self->gles = TRUE;
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}
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else if (gdk_gl_context_is_legacy (context))
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{
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int maj, min;
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gdk_gl_context_get_version (context, &maj, &min);
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if (maj == 3)
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self->glsl_version = SHADER_VERSION_GL3_LEGACY;
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else
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self->glsl_version = SHADER_VERSION_GL2_LEGACY;
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self->legacy = TRUE;
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}
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else
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{
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self->glsl_version = SHADER_VERSION_GL3;
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self->gl3 = TRUE;
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}
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gsk_ngl_command_queue_make_current (self->driver->shared_command_queue);
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return g_steal_pointer (&self);
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}
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void
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gsk_ngl_compiler_bind_attribute (GskNglCompiler *self,
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const char *name,
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guint location)
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{
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GskNglProgramAttrib attrib;
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_return_if_fail (name != NULL);
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g_return_if_fail (location < 32);
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attrib.name = g_intern_string (name);
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attrib.location = location;
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g_array_append_val (self->attrib_locations, attrib);
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}
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void
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gsk_ngl_compiler_clear_attributes (GskNglCompiler *self)
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{
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_array_set_size (self->attrib_locations, 0);
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}
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void
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gsk_ngl_compiler_set_preamble (GskNglCompiler *self,
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GskNglCompilerKind kind,
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GBytes *preamble_bytes)
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{
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GBytes **loc = NULL;
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_return_if_fail (preamble_bytes != NULL);
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if (kind == GSK_NGL_COMPILER_ALL)
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loc = &self->all_preamble;
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else if (kind == GSK_NGL_COMPILER_FRAGMENT)
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loc = &self->fragment_preamble;
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else if (kind == GSK_NGL_COMPILER_VERTEX)
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loc = &self->vertex_preamble;
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else
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g_return_if_reached ();
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g_assert (loc != NULL);
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if (*loc != preamble_bytes)
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{
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g_clear_pointer (loc, g_bytes_unref);
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*loc = preamble_bytes ? g_bytes_ref (preamble_bytes) : NULL;
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}
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}
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void
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gsk_ngl_compiler_set_preamble_from_resource (GskNglCompiler *self,
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GskNglCompilerKind kind,
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const char *resource_path)
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{
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GError *error = NULL;
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GBytes *bytes;
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_return_if_fail (kind == GSK_NGL_COMPILER_ALL ||
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kind == GSK_NGL_COMPILER_VERTEX ||
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kind == GSK_NGL_COMPILER_FRAGMENT);
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g_return_if_fail (resource_path != NULL);
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bytes = g_resources_lookup_data (resource_path,
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G_RESOURCE_LOOKUP_FLAGS_NONE,
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&error);
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if (bytes == NULL)
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g_warning ("Cannot set shader from resource: %s", error->message);
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else
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gsk_ngl_compiler_set_preamble (self, kind, bytes);
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g_clear_pointer (&bytes, g_bytes_unref);
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g_clear_error (&error);
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}
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void
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gsk_ngl_compiler_set_source (GskNglCompiler *self,
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GskNglCompilerKind kind,
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GBytes *source_bytes)
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{
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GBytes **loc = NULL;
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_return_if_fail (kind == GSK_NGL_COMPILER_ALL ||
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kind == GSK_NGL_COMPILER_VERTEX ||
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kind == GSK_NGL_COMPILER_FRAGMENT);
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if (source_bytes == NULL)
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source_bytes = empty_bytes;
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/* If kind is ALL, then we need to split the fragment and
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* vertex shaders from the bytes and assign them individually.
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* This safely scans for FRAGMENT_SHADER and VERTEX_SHADER as
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* specified within the GLSL resources. Some care is taken to
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* use GBytes which reference the original bytes instead of
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* copying them.
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*/
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if (kind == GSK_NGL_COMPILER_ALL)
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{
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gsize len = 0;
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const char *source;
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const char *vertex_shader_start;
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const char *fragment_shader_start;
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const char *endpos;
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GBytes *fragment_bytes;
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GBytes *vertex_bytes;
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g_clear_pointer (&self->fragment_source, g_bytes_unref);
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g_clear_pointer (&self->vertex_source, g_bytes_unref);
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source = g_bytes_get_data (source_bytes, &len);
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endpos = source + len;
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vertex_shader_start = g_strstr_len (source, len, "VERTEX_SHADER");
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fragment_shader_start = g_strstr_len (source, len, "FRAGMENT_SHADER");
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if (vertex_shader_start == NULL)
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{
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g_warning ("Failed to locate VERTEX_SHADER in shader source");
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return;
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}
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if (fragment_shader_start == NULL)
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{
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g_warning ("Failed to locate FRAGMENT_SHADER in shader source");
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return;
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}
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if (vertex_shader_start > fragment_shader_start)
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{
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g_warning ("VERTEX_SHADER must come before FRAGMENT_SHADER");
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return;
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}
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/* Locate next newlines */
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while (vertex_shader_start < endpos && vertex_shader_start[0] != '\n')
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vertex_shader_start++;
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while (fragment_shader_start < endpos && fragment_shader_start[0] != '\n')
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fragment_shader_start++;
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vertex_bytes = g_bytes_new_from_bytes (source_bytes,
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vertex_shader_start - source,
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fragment_shader_start - vertex_shader_start);
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fragment_bytes = g_bytes_new_from_bytes (source_bytes,
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fragment_shader_start - source,
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endpos - fragment_shader_start);
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gsk_ngl_compiler_set_source (self, GSK_NGL_COMPILER_VERTEX, vertex_bytes);
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gsk_ngl_compiler_set_source (self, GSK_NGL_COMPILER_FRAGMENT, fragment_bytes);
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g_bytes_unref (fragment_bytes);
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g_bytes_unref (vertex_bytes);
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return;
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}
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if (kind == GSK_NGL_COMPILER_FRAGMENT)
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loc = &self->fragment_source;
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else if (kind == GSK_NGL_COMPILER_VERTEX)
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loc = &self->vertex_source;
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else
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g_return_if_reached ();
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if (*loc != source_bytes)
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{
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g_clear_pointer (loc, g_bytes_unref);
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*loc = g_bytes_ref (source_bytes);
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}
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}
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void
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gsk_ngl_compiler_set_source_from_resource (GskNglCompiler *self,
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GskNglCompilerKind kind,
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const char *resource_path)
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{
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GError *error = NULL;
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GBytes *bytes;
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g_return_if_fail (GSK_IS_NGL_COMPILER (self));
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g_return_if_fail (kind == GSK_NGL_COMPILER_ALL ||
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kind == GSK_NGL_COMPILER_VERTEX ||
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|
|
kind == GSK_NGL_COMPILER_FRAGMENT);
|
|
|
|
g_return_if_fail (resource_path != NULL);
|
|
|
|
|
|
|
|
bytes = g_resources_lookup_data (resource_path,
|
|
|
|
G_RESOURCE_LOOKUP_FLAGS_NONE,
|
|
|
|
&error);
|
|
|
|
|
|
|
|
if (bytes == NULL)
|
|
|
|
g_warning ("Cannot set shader from resource: %s", error->message);
|
|
|
|
else
|
|
|
|
gsk_ngl_compiler_set_source (self, kind, bytes);
|
|
|
|
|
|
|
|
g_clear_pointer (&bytes, g_bytes_unref);
|
|
|
|
g_clear_error (&error);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_compiler_set_suffix (GskNglCompiler *self,
|
|
|
|
GskNglCompilerKind kind,
|
|
|
|
GBytes *suffix_bytes)
|
|
|
|
{
|
|
|
|
GBytes **loc;
|
|
|
|
|
|
|
|
g_return_if_fail (GSK_IS_NGL_COMPILER (self));
|
|
|
|
g_return_if_fail (kind == GSK_NGL_COMPILER_VERTEX ||
|
|
|
|
kind == GSK_NGL_COMPILER_FRAGMENT);
|
|
|
|
g_return_if_fail (suffix_bytes != NULL);
|
|
|
|
|
|
|
|
if (suffix_bytes == NULL)
|
|
|
|
suffix_bytes = empty_bytes;
|
|
|
|
|
|
|
|
if (kind == GSK_NGL_COMPILER_FRAGMENT)
|
|
|
|
loc = &self->fragment_suffix;
|
|
|
|
else if (kind == GSK_NGL_COMPILER_VERTEX)
|
|
|
|
loc = &self->vertex_suffix;
|
|
|
|
else
|
|
|
|
g_return_if_reached ();
|
|
|
|
|
|
|
|
if (*loc != suffix_bytes)
|
|
|
|
{
|
|
|
|
g_clear_pointer (loc, g_bytes_unref);
|
|
|
|
*loc = g_bytes_ref (suffix_bytes);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_compiler_set_suffix_from_resource (GskNglCompiler *self,
|
|
|
|
GskNglCompilerKind kind,
|
|
|
|
const char *resource_path)
|
|
|
|
{
|
|
|
|
GError *error = NULL;
|
|
|
|
GBytes *bytes;
|
|
|
|
|
|
|
|
g_return_if_fail (GSK_IS_NGL_COMPILER (self));
|
|
|
|
g_return_if_fail (kind == GSK_NGL_COMPILER_VERTEX ||
|
|
|
|
kind == GSK_NGL_COMPILER_FRAGMENT);
|
|
|
|
g_return_if_fail (resource_path != NULL);
|
|
|
|
|
|
|
|
bytes = g_resources_lookup_data (resource_path,
|
|
|
|
G_RESOURCE_LOOKUP_FLAGS_NONE,
|
|
|
|
&error);
|
|
|
|
|
|
|
|
if (bytes == NULL)
|
|
|
|
g_warning ("Cannot set suffix from resource: %s", error->message);
|
|
|
|
else
|
|
|
|
gsk_ngl_compiler_set_suffix (self, kind, bytes);
|
|
|
|
|
|
|
|
g_clear_pointer (&bytes, g_bytes_unref);
|
|
|
|
g_clear_error (&error);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
prepend_line_numbers (char *code,
|
|
|
|
GString *s)
|
|
|
|
{
|
|
|
|
char *p;
|
|
|
|
int line;
|
|
|
|
|
|
|
|
p = code;
|
|
|
|
line = 1;
|
|
|
|
while (*p)
|
|
|
|
{
|
|
|
|
char *end = strchr (p, '\n');
|
|
|
|
if (end)
|
|
|
|
end = end + 1; /* Include newline */
|
|
|
|
else
|
|
|
|
end = p + strlen (p);
|
|
|
|
|
|
|
|
g_string_append_printf (s, "%3d| ", line++);
|
|
|
|
g_string_append_len (s, p, end - p);
|
|
|
|
|
|
|
|
p = end;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
check_shader_error (int shader_id,
|
|
|
|
GError **error)
|
|
|
|
{
|
|
|
|
GLint status;
|
|
|
|
GLint log_len;
|
|
|
|
GLint code_len;
|
|
|
|
char *buffer;
|
|
|
|
char *code;
|
|
|
|
GString *s;
|
|
|
|
|
|
|
|
glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
|
|
|
|
|
|
|
|
if G_LIKELY (status == GL_TRUE)
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
|
|
|
|
buffer = g_malloc0 (log_len + 1);
|
|
|
|
glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
|
|
|
|
|
|
|
|
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
|
|
|
|
code = g_malloc0 (code_len + 1);
|
|
|
|
glGetShaderSource (shader_id, code_len, NULL, code);
|
|
|
|
|
|
|
|
s = g_string_new ("");
|
|
|
|
prepend_line_numbers (code, s);
|
|
|
|
|
|
|
|
g_set_error (error,
|
|
|
|
GDK_GL_ERROR,
|
|
|
|
GDK_GL_ERROR_COMPILATION_FAILED,
|
|
|
|
"Compilation failure in shader.\n"
|
|
|
|
"Source Code: %s\n"
|
|
|
|
"\n"
|
|
|
|
"Error Message:\n"
|
|
|
|
"%s\n"
|
|
|
|
"\n",
|
|
|
|
s->str,
|
|
|
|
buffer);
|
|
|
|
|
|
|
|
g_string_free (s, TRUE);
|
|
|
|
g_free (buffer);
|
|
|
|
g_free (code);
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
print_shader_info (const char *prefix,
|
|
|
|
int shader_id,
|
|
|
|
const char *name)
|
|
|
|
{
|
|
|
|
if (GSK_DEBUG_CHECK(SHADERS))
|
|
|
|
{
|
|
|
|
int code_len;
|
|
|
|
|
|
|
|
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
|
|
|
|
|
|
|
|
if (code_len > 0)
|
|
|
|
{
|
|
|
|
char *code;
|
|
|
|
GString *s;
|
|
|
|
|
|
|
|
code = g_malloc0 (code_len + 1);
|
|
|
|
glGetShaderSource (shader_id, code_len, NULL, code);
|
|
|
|
|
|
|
|
s = g_string_new (NULL);
|
|
|
|
prepend_line_numbers (code, s);
|
|
|
|
|
|
|
|
g_message ("%s %d, %s:\n%s",
|
|
|
|
prefix, shader_id,
|
|
|
|
name ? name : "unnamed",
|
|
|
|
s->str);
|
|
|
|
g_string_free (s, TRUE);
|
|
|
|
g_free (code);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char *
|
|
|
|
get_shader_string (GBytes *bytes)
|
|
|
|
{
|
|
|
|
/* 0 length bytes will give us NULL back */
|
|
|
|
const char *str = g_bytes_get_data (bytes, NULL);
|
|
|
|
return str ? str : "";
|
|
|
|
}
|
|
|
|
|
|
|
|
GskNglProgram *
|
|
|
|
gsk_ngl_compiler_compile (GskNglCompiler *self,
|
|
|
|
const char *name,
|
|
|
|
GError **error)
|
|
|
|
{
|
|
|
|
char version[32];
|
|
|
|
const char *debug = "";
|
|
|
|
const char *legacy = "";
|
|
|
|
const char *gl3 = "";
|
|
|
|
const char *gles = "";
|
|
|
|
int program_id;
|
|
|
|
int vertex_id;
|
|
|
|
int fragment_id;
|
|
|
|
int status;
|
|
|
|
|
|
|
|
g_return_val_if_fail (GSK_IS_NGL_COMPILER (self), NULL);
|
|
|
|
g_return_val_if_fail (self->all_preamble != NULL, NULL);
|
|
|
|
g_return_val_if_fail (self->fragment_preamble != NULL, NULL);
|
|
|
|
g_return_val_if_fail (self->vertex_preamble != NULL, NULL);
|
|
|
|
g_return_val_if_fail (self->fragment_source != NULL, NULL);
|
|
|
|
g_return_val_if_fail (self->vertex_source != NULL, NULL);
|
|
|
|
g_return_val_if_fail (self->driver != NULL, NULL);
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_make_current (self->driver->command_queue);
|
|
|
|
|
|
|
|
g_snprintf (version, sizeof version, "#version %d\n", self->glsl_version);
|
|
|
|
|
|
|
|
if (self->debug_shaders)
|
|
|
|
debug = "#define GSK_DEBUG 1\n";
|
|
|
|
|
|
|
|
if (self->legacy)
|
|
|
|
legacy = "#define GSK_LEGACY 1\n";
|
|
|
|
|
|
|
|
if (self->gles)
|
2021-03-01 18:28:26 +00:00
|
|
|
gles = "#define GSK_GLES 1\n";
|
gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
|
|
|
|
|
|
|
if (self->gl3)
|
2021-03-01 18:28:26 +00:00
|
|
|
gl3 = "#define GSK_GL3 1\n";
|
gsk: add OpenGL based GskNglRenderer
The primary goal here was to cleanup the current GL renderer to make
maintenance easier going forward. Furthermore, it tracks state to allow
us to implement more advanced renderer features going forward.
Reordering
This renderer will reorder batches by render target to reduce the number
of times render targets are changed.
In the future, we could also reorder by program within the render target
if we can determine that vertices do not overlap.
Uniform Snapshots
To allow for reordering of batches all uniforms need to be tracked for
the programs. This allows us to create the full uniform state when the
batch has been moved into a new position.
Some care was taken as it can be performance sensitive.
Attachment Snapshots
Similar to uniform snapshots, we need to know all of the texture
attachments so that we can rebind them when necessary.
Render Jobs
To help isolate the process of creating GL commands from the renderer
abstraction a render job abstraction was added. This could be extended
in the future if we decided to do tiling.
Command Queue
Render jobs create batches using the command queue. The command queue
will snapshot uniform and attachment state so that it can reorder
batches right before executing them.
Currently, the only reordering done is to ensure that we only visit
each render target once. We could extend this by tracking vertices,
attachments, and others.
This code currently uses an inline array helper to reduce overhead
from GArray which was showing up on profiles. It could be changed to
use GdkArray without too much work, but had roughly double the
instructions. Cycle counts have not yet been determined.
GLSL Programs
This was simplified to use XMACROS so that we can just extend one file
(gskglprograms.defs) instead of multiple places. The programs are added
as fields in the driver for easy access.
Driver
The driver manages textures, render targets, access to atlases,
programs, and more. There is one driver per display, by using the
shared GL context.
Some work could be done here to batch uploads so that we make fewer
calls to upload when sending icon theme data to the GPU. We'd need
to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
|
|
|
|
|
|
|
vertex_id = glCreateShader (GL_VERTEX_SHADER);
|
|
|
|
glShaderSource (vertex_id,
|
|
|
|
9,
|
|
|
|
(const char *[]) {
|
|
|
|
version, debug, legacy, gl3, gles,
|
|
|
|
get_shader_string (self->all_preamble),
|
|
|
|
get_shader_string (self->vertex_preamble),
|
|
|
|
get_shader_string (self->vertex_source),
|
|
|
|
get_shader_string (self->vertex_suffix),
|
|
|
|
},
|
|
|
|
(int[]) {
|
|
|
|
strlen (version),
|
|
|
|
strlen (debug),
|
|
|
|
strlen (legacy),
|
|
|
|
strlen (gl3),
|
|
|
|
strlen (gles),
|
|
|
|
g_bytes_get_size (self->all_preamble),
|
|
|
|
g_bytes_get_size (self->vertex_preamble),
|
|
|
|
g_bytes_get_size (self->vertex_source),
|
|
|
|
g_bytes_get_size (self->vertex_suffix),
|
|
|
|
});
|
|
|
|
glCompileShader (vertex_id);
|
|
|
|
|
|
|
|
if (!check_shader_error (vertex_id, error))
|
|
|
|
{
|
|
|
|
glDeleteShader (vertex_id);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
print_shader_info ("Vertex shader", vertex_id, name);
|
|
|
|
|
|
|
|
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
|
|
|
|
glShaderSource (fragment_id,
|
|
|
|
9,
|
|
|
|
(const char *[]) {
|
|
|
|
version, debug, legacy, gl3, gles,
|
|
|
|
get_shader_string (self->all_preamble),
|
|
|
|
get_shader_string (self->fragment_preamble),
|
|
|
|
get_shader_string (self->fragment_source),
|
|
|
|
get_shader_string (self->fragment_suffix),
|
|
|
|
},
|
|
|
|
(int[]) {
|
|
|
|
strlen (version),
|
|
|
|
strlen (debug),
|
|
|
|
strlen (legacy),
|
|
|
|
strlen (gl3),
|
|
|
|
strlen (gles),
|
|
|
|
g_bytes_get_size (self->all_preamble),
|
|
|
|
g_bytes_get_size (self->fragment_preamble),
|
|
|
|
g_bytes_get_size (self->fragment_source),
|
|
|
|
g_bytes_get_size (self->fragment_suffix),
|
|
|
|
});
|
|
|
|
glCompileShader (fragment_id);
|
|
|
|
|
|
|
|
if (!check_shader_error (fragment_id, error))
|
|
|
|
{
|
|
|
|
glDeleteShader (vertex_id);
|
|
|
|
glDeleteShader (fragment_id);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
print_shader_info ("Fragment shader", fragment_id, name);
|
|
|
|
|
|
|
|
program_id = glCreateProgram ();
|
|
|
|
glAttachShader (program_id, vertex_id);
|
|
|
|
glAttachShader (program_id, fragment_id);
|
|
|
|
|
|
|
|
for (guint i = 0; i < self->attrib_locations->len; i++)
|
|
|
|
{
|
|
|
|
const GskNglProgramAttrib *attrib;
|
|
|
|
|
|
|
|
attrib = &g_array_index (self->attrib_locations, GskNglProgramAttrib, i);
|
|
|
|
glBindAttribLocation (program_id, attrib->location, attrib->name);
|
|
|
|
}
|
|
|
|
|
|
|
|
glLinkProgram (program_id);
|
|
|
|
|
|
|
|
glGetProgramiv (program_id, GL_LINK_STATUS, &status);
|
|
|
|
|
|
|
|
glDetachShader (program_id, vertex_id);
|
|
|
|
glDeleteShader (vertex_id);
|
|
|
|
|
|
|
|
glDetachShader (program_id, fragment_id);
|
|
|
|
glDeleteShader (fragment_id);
|
|
|
|
|
|
|
|
if (status == GL_FALSE)
|
|
|
|
{
|
|
|
|
char *buffer = NULL;
|
|
|
|
int log_len = 0;
|
|
|
|
|
|
|
|
glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len);
|
|
|
|
|
|
|
|
if (log_len > 0)
|
|
|
|
{
|
|
|
|
/* log_len includes NULL */
|
|
|
|
buffer = g_malloc0 (log_len);
|
|
|
|
glGetProgramInfoLog (program_id, log_len, NULL, buffer);
|
|
|
|
}
|
|
|
|
|
|
|
|
g_warning ("Linking failure in shader:\n%s",
|
|
|
|
buffer ? buffer : "");
|
|
|
|
|
|
|
|
g_set_error (error,
|
|
|
|
GDK_GL_ERROR,
|
|
|
|
GDK_GL_ERROR_LINK_FAILED,
|
|
|
|
"Linking failure in shader: %s",
|
|
|
|
buffer ? buffer : "");
|
|
|
|
|
|
|
|
g_free (buffer);
|
|
|
|
|
|
|
|
glDeleteProgram (program_id);
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
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return gsk_ngl_program_new (self->driver, name, program_id);
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}
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