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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/* gsknglcommandqueue.c
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*
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* Copyright 2017 Timm Bäder <mail@baedert.org>
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* Copyright 2018 Matthias Clasen <mclasen@redhat.com>
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* Copyright 2018 Alexander Larsson <alexl@redhat.com>
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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 <string.h>
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#include <gdk/gdkglcontextprivate.h>
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#include <gdk/gdkmemorytextureprivate.h>
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#include <gdk/gdkprofilerprivate.h>
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#include <gsk/gskdebugprivate.h>
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#include <gsk/gskroundedrectprivate.h>
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#include "gsknglattachmentstateprivate.h"
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#include "gsknglbufferprivate.h"
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#include "gsknglcommandqueueprivate.h"
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#include "gskngluniformstateprivate.h"
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#include "inlinearray.h"
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G_DEFINE_TYPE (GskNglCommandQueue, gsk_ngl_command_queue, G_TYPE_OBJECT)
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G_GNUC_UNUSED static inline void
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print_uniform (GskNglUniformFormat format,
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guint array_count,
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gconstpointer valueptr)
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{
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const union {
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graphene_matrix_t matrix[0];
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GskRoundedRect rounded_rect[0];
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float fval[0];
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int ival[0];
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guint uval[0];
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} *data = valueptr;
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switch (format)
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{
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case GSK_NGL_UNIFORM_FORMAT_1F:
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g_printerr ("1f<%f>", data->fval[0]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_2F:
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g_printerr ("2f<%f,%f>", data->fval[0], data->fval[1]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_3F:
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g_printerr ("3f<%f,%f,%f>", data->fval[0], data->fval[1], data->fval[2]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_4F:
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g_printerr ("4f<%f,%f,%f,%f>", data->fval[0], data->fval[1], data->fval[2], data->fval[3]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_1I:
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case GSK_NGL_UNIFORM_FORMAT_TEXTURE:
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g_printerr ("1i<%d>", data->ival[0]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_1UI:
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g_printerr ("1ui<%u>", data->uval[0]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_COLOR: {
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char *str = gdk_rgba_to_string (valueptr);
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g_printerr ("%s", str);
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g_free (str);
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break;
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}
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case GSK_NGL_UNIFORM_FORMAT_ROUNDED_RECT: {
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char *str = gsk_rounded_rect_to_string (valueptr);
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g_printerr ("%s", str);
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g_free (str);
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break;
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}
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case GSK_NGL_UNIFORM_FORMAT_MATRIX: {
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float mat[16];
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graphene_matrix_to_float (&data->matrix[0], mat);
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g_printerr ("matrix<");
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for (guint i = 0; i < G_N_ELEMENTS (mat)-1; i++)
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g_printerr ("%f,", mat[i]);
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g_printerr ("%f>", mat[G_N_ELEMENTS (mat)-1]);
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break;
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}
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case GSK_NGL_UNIFORM_FORMAT_1FV:
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case GSK_NGL_UNIFORM_FORMAT_2FV:
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case GSK_NGL_UNIFORM_FORMAT_3FV:
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case GSK_NGL_UNIFORM_FORMAT_4FV:
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/* non-V variants are -4 from V variants */
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format -= 4;
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g_printerr ("[");
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for (guint i = 0; i < array_count; i++)
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{
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print_uniform (format, 0, valueptr);
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if (i + 1 != array_count)
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g_printerr (",");
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valueptr = ((guint8*)valueptr + gsk_ngl_uniform_format_size (format));
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}
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g_printerr ("]");
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break;
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case GSK_NGL_UNIFORM_FORMAT_2I:
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g_printerr ("2i<%d,%d>", data->ival[0], data->ival[1]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_3I:
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g_printerr ("3i<%d,%d,%d>", data->ival[0], data->ival[1], data->ival[2]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_4I:
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g_printerr ("3i<%d,%d,%d,%d>", data->ival[0], data->ival[1], data->ival[2], data->ival[3]);
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break;
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case GSK_NGL_UNIFORM_FORMAT_LAST:
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default:
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g_assert_not_reached ();
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}
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}
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G_GNUC_UNUSED static inline void
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gsk_ngl_command_queue_print_batch (GskNglCommandQueue *self,
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const GskNglCommandBatch *batch)
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{
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2021-03-12 23:26:15 +00:00
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static const char *command_kinds[] = { "Clear", "Draw", };
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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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guint framebuffer_id;
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g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
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g_assert (batch != NULL);
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if (batch->any.kind == GSK_NGL_COMMAND_KIND_CLEAR)
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framebuffer_id = batch->clear.framebuffer;
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else if (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW)
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framebuffer_id = batch->draw.framebuffer;
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else
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return;
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g_printerr ("Batch {\n");
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g_printerr (" Kind: %s\n", command_kinds[batch->any.kind]);
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g_printerr (" Viewport: %dx%d\n", batch->any.viewport.width, batch->any.viewport.height);
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g_printerr (" Framebuffer: %d\n", framebuffer_id);
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if (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW)
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{
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g_printerr (" Program: %d\n", batch->any.program);
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g_printerr (" Vertices: %d\n", batch->draw.vbo_count);
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for (guint i = 0; i < batch->draw.bind_count; i++)
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{
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const GskNglCommandBind *bind = &self->batch_binds.items[batch->draw.bind_offset + i];
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2021-04-09 03:10:10 +00:00
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g_printerr (" Bind[%d]: %u\n", bind->texture, bind->id);
|
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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}
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for (guint i = 0; i < batch->draw.uniform_count; i++)
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{
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const GskNglCommandUniform *uniform = &self->batch_uniforms.items[batch->draw.uniform_offset + i];
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g_printerr (" Uniform[%02d]: ", uniform->location);
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print_uniform (uniform->info.format,
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uniform->info.array_count,
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gsk_ngl_uniform_state_get_uniform_data (self->uniforms, uniform->info.offset));
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g_printerr ("\n");
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}
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}
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else if (batch->any.kind == GSK_NGL_COMMAND_KIND_CLEAR)
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{
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g_printerr (" Bits: 0x%x\n", batch->clear.bits);
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}
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g_printerr ("}\n");
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}
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G_GNUC_UNUSED static inline void
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gsk_ngl_command_queue_capture_png (GskNglCommandQueue *self,
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const char *filename,
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guint width,
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guint height,
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gboolean flip_y)
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{
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guint stride;
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2021-09-14 21:59:26 +00:00
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guint8 *data;
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GBytes *bytes;
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GdkTexture *texture;
|
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
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
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g_assert (filename != NULL);
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stride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, width);
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data = g_malloc_n (height, stride);
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glReadPixels (0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, data);
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if (flip_y)
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{
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guint8 *flipped = g_malloc_n (height, stride);
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for (guint i = 0; i < height; i++)
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memcpy (flipped + (height * stride) - ((i + 1) * stride),
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data + (stride * i),
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stride);
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g_free (data);
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|
data = flipped;
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|
|
}
|
|
|
|
|
2021-09-14 21:59:26 +00:00
|
|
|
bytes = g_bytes_new_take (data, height * stride);
|
|
|
|
texture = gdk_memory_texture_new (width, height, GDK_MEMORY_DEFAULT, bytes, stride);
|
|
|
|
g_bytes_unref (bytes);
|
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
|
|
|
|
2021-09-14 21:59:26 +00:00
|
|
|
gdk_texture_save_to_png (texture, filename);
|
|
|
|
g_object_unref (texture);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
static inline gboolean
|
|
|
|
will_ignore_batch (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
if G_LIKELY (self->batches.len < G_MAXINT16)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (!self->have_truncated)
|
|
|
|
{
|
|
|
|
self->have_truncated = TRUE;
|
|
|
|
g_critical ("GL command queue too large, truncating further batches.");
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline guint
|
|
|
|
snapshot_attachments (const GskNglAttachmentState *state,
|
|
|
|
GskNglCommandBinds *array)
|
|
|
|
{
|
|
|
|
GskNglCommandBind *bind = gsk_ngl_command_binds_append_n (array, G_N_ELEMENTS (state->textures));
|
|
|
|
guint count = 0;
|
|
|
|
|
|
|
|
for (guint i = 0; i < G_N_ELEMENTS (state->textures); i++)
|
|
|
|
{
|
|
|
|
if (state->textures[i].id)
|
|
|
|
{
|
|
|
|
bind[count].id = state->textures[i].id;
|
|
|
|
bind[count].texture = state->textures[i].texture;
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (count != G_N_ELEMENTS (state->textures))
|
|
|
|
array->len -= G_N_ELEMENTS (state->textures) - count;
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline guint
|
|
|
|
snapshot_uniforms (GskNglUniformState *state,
|
|
|
|
GskNglUniformProgram *program,
|
|
|
|
GskNglCommandUniforms *array)
|
|
|
|
{
|
2021-03-23 19:10:12 +00:00
|
|
|
GskNglCommandUniform *uniform = gsk_ngl_command_uniforms_append_n (array, program->n_mappings);
|
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
|
|
|
guint count = 0;
|
|
|
|
|
2021-03-23 19:10:12 +00:00
|
|
|
for (guint i = 0; i < program->n_mappings; i++)
|
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
|
|
|
{
|
2021-03-23 19:10:12 +00:00
|
|
|
const GskNglUniformMapping *mapping = &program->mappings[i];
|
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
|
|
|
|
2021-03-23 19:10:12 +00:00
|
|
|
if (!mapping->info.initial && mapping->location > -1)
|
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
|
|
|
{
|
2021-03-23 19:10:12 +00:00
|
|
|
uniform[count].location = mapping->location;
|
|
|
|
uniform[count].info = mapping->info;
|
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
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-23 19:10:12 +00:00
|
|
|
if (count != program->n_mappings)
|
|
|
|
array->len -= program->n_mappings - count;
|
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
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline gboolean
|
|
|
|
snapshots_equal (GskNglCommandQueue *self,
|
|
|
|
GskNglCommandBatch *first,
|
|
|
|
GskNglCommandBatch *second)
|
|
|
|
{
|
|
|
|
if (first->draw.bind_count != second->draw.bind_count ||
|
|
|
|
first->draw.uniform_count != second->draw.uniform_count)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
for (guint i = 0; i < first->draw.bind_count; i++)
|
|
|
|
{
|
|
|
|
const GskNglCommandBind *fb = &self->batch_binds.items[first->draw.bind_offset+i];
|
|
|
|
const GskNglCommandBind *sb = &self->batch_binds.items[second->draw.bind_offset+i];
|
|
|
|
|
|
|
|
if (fb->id != sb->id || fb->texture != sb->texture)
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (guint i = 0; i < first->draw.uniform_count; i++)
|
|
|
|
{
|
|
|
|
const GskNglCommandUniform *fu = &self->batch_uniforms.items[first->draw.uniform_offset+i];
|
|
|
|
const GskNglCommandUniform *su = &self->batch_uniforms.items[second->draw.uniform_offset+i];
|
|
|
|
gconstpointer fdata;
|
|
|
|
gconstpointer sdata;
|
|
|
|
gsize len;
|
|
|
|
|
|
|
|
/* Short circuit if we'd end up with the same memory */
|
|
|
|
if (fu->info.offset == su->info.offset)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (fu->info.format != su->info.format ||
|
|
|
|
fu->info.array_count != su->info.array_count)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
fdata = gsk_ngl_uniform_state_get_uniform_data (self->uniforms, fu->info.offset);
|
|
|
|
sdata = gsk_ngl_uniform_state_get_uniform_data (self->uniforms, su->info.offset);
|
|
|
|
|
|
|
|
switch (fu->info.format)
|
|
|
|
{
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_1F:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_1FV:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_1I:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_TEXTURE:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_1UI:
|
|
|
|
len = 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_2F:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_2FV:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_2I:
|
|
|
|
len = 8;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_3F:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_3FV:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_3I:
|
|
|
|
len = 12;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_4F:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_4FV:
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_4I:
|
|
|
|
len = 16;
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_MATRIX:
|
|
|
|
len = sizeof (float) * 16;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_ROUNDED_RECT:
|
|
|
|
len = sizeof (float) * 12;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_UNIFORM_FORMAT_COLOR:
|
|
|
|
len = sizeof (float) * 4;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
g_assert_not_reached ();
|
|
|
|
}
|
|
|
|
|
|
|
|
len *= fu->info.array_count;
|
|
|
|
|
|
|
|
if (memcmp (fdata, sdata, len) != 0)
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gsk_ngl_command_queue_dispose (GObject *object)
|
|
|
|
{
|
|
|
|
GskNglCommandQueue *self = (GskNglCommandQueue *)object;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
g_clear_object (&self->profiler);
|
|
|
|
g_clear_object (&self->gl_profiler);
|
|
|
|
g_clear_object (&self->context);
|
|
|
|
g_clear_pointer (&self->attachments, gsk_ngl_attachment_state_unref);
|
|
|
|
g_clear_pointer (&self->uniforms, gsk_ngl_uniform_state_unref);
|
|
|
|
|
|
|
|
gsk_ngl_command_batches_clear (&self->batches);
|
|
|
|
gsk_ngl_command_binds_clear (&self->batch_binds);
|
|
|
|
gsk_ngl_command_uniforms_clear (&self->batch_uniforms);
|
|
|
|
|
|
|
|
gsk_ngl_buffer_destroy (&self->vertices);
|
|
|
|
|
|
|
|
G_OBJECT_CLASS (gsk_ngl_command_queue_parent_class)->dispose (object);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gsk_ngl_command_queue_class_init (GskNglCommandQueueClass *klass)
|
|
|
|
{
|
|
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
|
|
|
|
|
|
object_class->dispose = gsk_ngl_command_queue_dispose;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gsk_ngl_command_queue_init (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
self->max_texture_size = -1;
|
|
|
|
|
|
|
|
gsk_ngl_command_batches_init (&self->batches, 128);
|
|
|
|
gsk_ngl_command_binds_init (&self->batch_binds, 1024);
|
|
|
|
gsk_ngl_command_uniforms_init (&self->batch_uniforms, 2048);
|
|
|
|
|
|
|
|
gsk_ngl_buffer_init (&self->vertices, GL_ARRAY_BUFFER, sizeof (GskNglDrawVertex));
|
|
|
|
}
|
|
|
|
|
|
|
|
GskNglCommandQueue *
|
|
|
|
gsk_ngl_command_queue_new (GdkGLContext *context,
|
|
|
|
GskNglUniformState *uniforms)
|
|
|
|
{
|
|
|
|
GskNglCommandQueue *self;
|
|
|
|
|
|
|
|
g_return_val_if_fail (GDK_IS_GL_CONTEXT (context), NULL);
|
|
|
|
|
|
|
|
self = g_object_new (GSK_TYPE_GL_COMMAND_QUEUE, NULL);
|
|
|
|
self->context = g_object_ref (context);
|
|
|
|
self->attachments = gsk_ngl_attachment_state_new ();
|
|
|
|
|
|
|
|
/* Use shared uniform state if we're provided one */
|
|
|
|
if (uniforms != NULL)
|
|
|
|
self->uniforms = gsk_ngl_uniform_state_ref (uniforms);
|
|
|
|
else
|
|
|
|
self->uniforms = gsk_ngl_uniform_state_new ();
|
|
|
|
|
2021-06-28 18:50:58 +00:00
|
|
|
/* Determine max texture size immediately and restore context */
|
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
|
|
|
gdk_gl_context_make_current (context);
|
|
|
|
glGetIntegerv (GL_MAX_TEXTURE_SIZE, &self->max_texture_size);
|
|
|
|
|
|
|
|
return g_steal_pointer (&self);
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline GskNglCommandBatch *
|
|
|
|
begin_next_batch (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *batch;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
/* GskNglCommandBatch contains an embedded linked list using integers into the
|
|
|
|
* self->batches array. We can't use pointer because the batches could be
|
|
|
|
* realloc()'d at runtime.
|
|
|
|
*
|
|
|
|
* Before we execute the command queue, we sort the batches by framebuffer but
|
|
|
|
* leave the batches in place as we can just tweak the links via prev/next.
|
|
|
|
*
|
|
|
|
* Generally we only traverse forwards, so we could ignore the previous field.
|
|
|
|
* But to optimize the reordering of batches by framebuffer we walk backwards
|
|
|
|
* so we sort by most-recently-seen framebuffer to ensure draws happen in the
|
|
|
|
* proper order.
|
|
|
|
*/
|
|
|
|
|
|
|
|
batch = gsk_ngl_command_batches_append (&self->batches);
|
|
|
|
batch->any.next_batch_index = -1;
|
|
|
|
batch->any.prev_batch_index = self->tail_batch_index;
|
|
|
|
|
|
|
|
return batch;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
enqueue_batch (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
guint index;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->batches.len > 0);
|
|
|
|
|
|
|
|
/* Batches are linked lists but using indexes into the batches array instead
|
|
|
|
* of pointers. This is for two main reasons. First, 16-bit indexes allow us
|
|
|
|
* to store the information in 4 bytes, where as two pointers would take 16
|
|
|
|
* bytes. Furthermore, we have an array here so pointers would get
|
|
|
|
* invalidated if we realloc()'d (and that can happen from time to time).
|
|
|
|
*/
|
|
|
|
|
|
|
|
index = self->batches.len - 1;
|
|
|
|
|
|
|
|
if (self->head_batch_index == -1)
|
|
|
|
self->head_batch_index = index;
|
|
|
|
|
|
|
|
if (self->tail_batch_index != -1)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *prev = &self->batches.items[self->tail_batch_index];
|
|
|
|
|
|
|
|
prev->any.next_batch_index = index;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->tail_batch_index = index;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
discard_batch (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->batches.len > 0);
|
|
|
|
|
|
|
|
self->batches.len--;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_begin_draw (GskNglCommandQueue *self,
|
|
|
|
GskNglUniformProgram *program,
|
|
|
|
guint width,
|
|
|
|
guint height)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *batch;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->in_draw == FALSE);
|
|
|
|
g_assert (width <= G_MAXUINT16);
|
|
|
|
g_assert (height <= G_MAXUINT16);
|
|
|
|
|
|
|
|
/* Our internal links use 16-bits, so that is our max number
|
|
|
|
* of batches we can have in one frame.
|
|
|
|
*/
|
|
|
|
if (will_ignore_batch (self))
|
|
|
|
return;
|
|
|
|
|
|
|
|
self->program_info = program;
|
|
|
|
|
|
|
|
batch = begin_next_batch (self);
|
|
|
|
batch->any.kind = GSK_NGL_COMMAND_KIND_DRAW;
|
|
|
|
batch->any.program = program->program_id;
|
|
|
|
batch->any.next_batch_index = -1;
|
|
|
|
batch->any.viewport.width = width;
|
|
|
|
batch->any.viewport.height = height;
|
|
|
|
batch->draw.framebuffer = 0;
|
|
|
|
batch->draw.uniform_count = 0;
|
|
|
|
batch->draw.uniform_offset = self->batch_uniforms.len;
|
|
|
|
batch->draw.bind_count = 0;
|
|
|
|
batch->draw.bind_offset = self->batch_binds.len;
|
|
|
|
batch->draw.vbo_count = 0;
|
|
|
|
batch->draw.vbo_offset = gsk_ngl_buffer_get_offset (&self->vertices);
|
|
|
|
|
|
|
|
self->fbo_max = MAX (self->fbo_max, batch->draw.framebuffer);
|
|
|
|
|
|
|
|
self->in_draw = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_end_draw (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *last_batch;
|
|
|
|
GskNglCommandBatch *batch;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->batches.len > 0);
|
|
|
|
|
|
|
|
if (will_ignore_batch (self))
|
|
|
|
return;
|
|
|
|
|
|
|
|
batch = gsk_ngl_command_batches_tail (&self->batches);
|
|
|
|
|
|
|
|
g_assert (self->in_draw == TRUE);
|
|
|
|
g_assert (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW);
|
|
|
|
|
|
|
|
if G_UNLIKELY (batch->draw.vbo_count == 0)
|
|
|
|
{
|
|
|
|
discard_batch (self);
|
|
|
|
self->in_draw = FALSE;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Track the destination framebuffer in case it changed */
|
|
|
|
batch->draw.framebuffer = self->attachments->fbo.id;
|
|
|
|
self->attachments->fbo.changed = FALSE;
|
|
|
|
self->fbo_max = MAX (self->fbo_max, self->attachments->fbo.id);
|
|
|
|
|
|
|
|
/* Save our full uniform state for this draw so we can possibly
|
|
|
|
* reorder the draw later.
|
|
|
|
*/
|
|
|
|
batch->draw.uniform_offset = self->batch_uniforms.len;
|
|
|
|
batch->draw.uniform_count = snapshot_uniforms (self->uniforms, self->program_info, &self->batch_uniforms);
|
|
|
|
|
|
|
|
/* Track the bind attachments that changed */
|
|
|
|
if (self->program_info->has_attachments)
|
|
|
|
{
|
|
|
|
batch->draw.bind_offset = self->batch_binds.len;
|
|
|
|
batch->draw.bind_count = snapshot_attachments (self->attachments, &self->batch_binds);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
batch->draw.bind_offset = 0;
|
|
|
|
batch->draw.bind_count = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->batches.len > 1)
|
|
|
|
last_batch = &self->batches.items[self->batches.len - 2];
|
|
|
|
else
|
|
|
|
last_batch = NULL;
|
|
|
|
|
|
|
|
/* Do simple chaining of draw to last batch. */
|
|
|
|
if (last_batch != NULL &&
|
|
|
|
last_batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW &&
|
|
|
|
last_batch->any.program == batch->any.program &&
|
|
|
|
last_batch->any.viewport.width == batch->any.viewport.width &&
|
|
|
|
last_batch->any.viewport.height == batch->any.viewport.height &&
|
|
|
|
last_batch->draw.framebuffer == batch->draw.framebuffer &&
|
|
|
|
last_batch->draw.vbo_offset + last_batch->draw.vbo_count == batch->draw.vbo_offset &&
|
2021-06-29 19:21:45 +00:00
|
|
|
last_batch->draw.vbo_count + batch->draw.vbo_count <= 0xffff &&
|
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
|
|
|
snapshots_equal (self, last_batch, batch))
|
|
|
|
{
|
|
|
|
last_batch->draw.vbo_count += batch->draw.vbo_count;
|
|
|
|
discard_batch (self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
enqueue_batch (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
self->in_draw = FALSE;
|
|
|
|
self->program_info = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* gsk_ngl_command_queue_split_draw:
|
2021-05-20 03:40:54 +00:00
|
|
|
* @self a `GskNglCommandQueue`
|
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
|
|
|
*
|
|
|
|
* This function is like calling gsk_ngl_command_queue_end_draw() followed by
|
|
|
|
* a gsk_ngl_command_queue_begin_draw() with the same parameters as a
|
|
|
|
* previous begin draw (if shared uniforms where not changed further).
|
|
|
|
*
|
|
|
|
* This is useful to avoid comparisons inside of loops where we know shared
|
|
|
|
* uniforms are not changing.
|
|
|
|
*
|
|
|
|
* This generally should just be called from gsk_ngl_program_split_draw()
|
|
|
|
* as that is where the begin/end flow happens from the render job.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_split_draw (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *batch;
|
|
|
|
GskNglUniformProgram *program;
|
|
|
|
guint width;
|
|
|
|
guint height;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->batches.len > 0);
|
|
|
|
g_assert (self->in_draw == TRUE);
|
|
|
|
|
|
|
|
program = self->program_info;
|
|
|
|
|
|
|
|
batch = gsk_ngl_command_batches_tail (&self->batches);
|
|
|
|
|
|
|
|
g_assert (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW);
|
|
|
|
|
|
|
|
width = batch->any.viewport.width;
|
|
|
|
height = batch->any.viewport.height;
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_end_draw (self);
|
|
|
|
gsk_ngl_command_queue_begin_draw (self, program, width, height);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_clear (GskNglCommandQueue *self,
|
|
|
|
guint clear_bits,
|
|
|
|
const graphene_rect_t *viewport)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *batch;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->in_draw == FALSE);
|
|
|
|
|
|
|
|
if (will_ignore_batch (self))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (clear_bits == 0)
|
|
|
|
clear_bits = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
|
|
|
|
|
|
|
|
batch = begin_next_batch (self);
|
|
|
|
batch->any.kind = GSK_NGL_COMMAND_KIND_CLEAR;
|
|
|
|
batch->any.viewport.width = viewport->size.width;
|
|
|
|
batch->any.viewport.height = viewport->size.height;
|
|
|
|
batch->clear.bits = clear_bits;
|
|
|
|
batch->clear.framebuffer = self->attachments->fbo.id;
|
|
|
|
batch->any.next_batch_index = -1;
|
|
|
|
batch->any.program = 0;
|
|
|
|
|
|
|
|
self->fbo_max = MAX (self->fbo_max, batch->clear.framebuffer);
|
|
|
|
|
|
|
|
enqueue_batch (self);
|
|
|
|
|
|
|
|
self->attachments->fbo.changed = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
GdkGLContext *
|
|
|
|
gsk_ngl_command_queue_get_context (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
g_return_val_if_fail (GSK_IS_NGL_COMMAND_QUEUE (self), NULL);
|
|
|
|
|
|
|
|
return self->context;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_make_current (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (GDK_IS_GL_CONTEXT (self->context));
|
|
|
|
|
|
|
|
gdk_gl_context_make_current (self->context);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_delete_program (GskNglCommandQueue *self,
|
|
|
|
guint program)
|
|
|
|
{
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
glDeleteProgram (program);
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void
|
|
|
|
apply_viewport (guint *current_width,
|
|
|
|
guint *current_height,
|
|
|
|
guint width,
|
|
|
|
guint height)
|
|
|
|
{
|
|
|
|
if G_UNLIKELY (*current_width != width || *current_height != height)
|
|
|
|
{
|
|
|
|
*current_width = width;
|
|
|
|
*current_height = height;
|
|
|
|
glViewport (0, 0, width, height);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void
|
|
|
|
apply_scissor (gboolean *state,
|
|
|
|
guint framebuffer,
|
|
|
|
const graphene_rect_t *scissor,
|
|
|
|
gboolean has_scissor)
|
|
|
|
{
|
|
|
|
g_assert (framebuffer != (guint)-1);
|
|
|
|
|
|
|
|
if (framebuffer != 0 || !has_scissor)
|
|
|
|
{
|
|
|
|
if (*state != FALSE)
|
|
|
|
{
|
|
|
|
glDisable (GL_SCISSOR_TEST);
|
|
|
|
*state = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (*state != TRUE)
|
|
|
|
{
|
|
|
|
glEnable (GL_SCISSOR_TEST);
|
|
|
|
glScissor (scissor->origin.x,
|
|
|
|
scissor->origin.y,
|
|
|
|
scissor->size.width,
|
|
|
|
scissor->size.height);
|
|
|
|
*state = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline gboolean
|
|
|
|
apply_framebuffer (int *framebuffer,
|
|
|
|
guint new_framebuffer)
|
|
|
|
{
|
|
|
|
if G_UNLIKELY (new_framebuffer != *framebuffer)
|
|
|
|
{
|
|
|
|
*framebuffer = new_framebuffer;
|
|
|
|
glBindFramebuffer (GL_FRAMEBUFFER, new_framebuffer);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void
|
|
|
|
gsk_ngl_command_queue_unlink (GskNglCommandQueue *self,
|
|
|
|
GskNglCommandBatch *batch)
|
|
|
|
{
|
|
|
|
if (batch->any.prev_batch_index == -1)
|
|
|
|
self->head_batch_index = batch->any.next_batch_index;
|
|
|
|
else
|
|
|
|
self->batches.items[batch->any.prev_batch_index].any.next_batch_index = batch->any.next_batch_index;
|
|
|
|
|
|
|
|
if (batch->any.next_batch_index == -1)
|
|
|
|
self->tail_batch_index = batch->any.prev_batch_index;
|
|
|
|
else
|
|
|
|
self->batches.items[batch->any.next_batch_index].any.prev_batch_index = batch->any.prev_batch_index;
|
|
|
|
|
|
|
|
batch->any.prev_batch_index = -1;
|
|
|
|
batch->any.next_batch_index = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void
|
|
|
|
gsk_ngl_command_queue_insert_before (GskNglCommandQueue *self,
|
|
|
|
GskNglCommandBatch *batch,
|
|
|
|
GskNglCommandBatch *sibling)
|
|
|
|
{
|
|
|
|
int sibling_index;
|
|
|
|
int index;
|
|
|
|
|
|
|
|
g_assert (batch >= self->batches.items);
|
|
|
|
g_assert (batch < &self->batches.items[self->batches.len]);
|
|
|
|
g_assert (sibling >= self->batches.items);
|
|
|
|
g_assert (sibling < &self->batches.items[self->batches.len]);
|
|
|
|
|
|
|
|
index = gsk_ngl_command_batches_index_of (&self->batches, batch);
|
|
|
|
sibling_index = gsk_ngl_command_batches_index_of (&self->batches, sibling);
|
|
|
|
|
|
|
|
batch->any.next_batch_index = sibling_index;
|
|
|
|
batch->any.prev_batch_index = sibling->any.prev_batch_index;
|
|
|
|
|
|
|
|
if (batch->any.prev_batch_index > -1)
|
|
|
|
self->batches.items[batch->any.prev_batch_index].any.next_batch_index = index;
|
|
|
|
|
|
|
|
sibling->any.prev_batch_index = index;
|
|
|
|
|
|
|
|
if (batch->any.prev_batch_index == -1)
|
|
|
|
self->head_batch_index = index;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
gsk_ngl_command_queue_sort_batches (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
int *seen;
|
|
|
|
int *seen_free = NULL;
|
|
|
|
int index;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->tail_batch_index >= 0);
|
|
|
|
g_assert (self->fbo_max >= 0);
|
|
|
|
|
|
|
|
/* Create our seen list with most recent index set to -1,
|
|
|
|
* meaning we haven't yet seen that framebuffer.
|
|
|
|
*/
|
|
|
|
if (self->fbo_max < 1024)
|
|
|
|
seen = g_alloca (sizeof (int) * (self->fbo_max + 1));
|
|
|
|
else
|
|
|
|
seen = seen_free = g_new0 (int, (self->fbo_max + 1));
|
|
|
|
for (int i = 0; i <= self->fbo_max; i++)
|
|
|
|
seen[i] = -1;
|
|
|
|
|
|
|
|
/* Walk in reverse, and if we've seen that framebuffer before, we want to
|
|
|
|
* delay this operation until right before the last batch we saw for that
|
|
|
|
* framebuffer.
|
|
|
|
*
|
|
|
|
* We can do this because we don't use a framebuffer's texture until it has
|
|
|
|
* been completely drawn.
|
|
|
|
*/
|
|
|
|
index = self->tail_batch_index;
|
|
|
|
|
|
|
|
while (index >= 0)
|
|
|
|
{
|
|
|
|
GskNglCommandBatch *batch = &self->batches.items[index];
|
|
|
|
int cur_index = index;
|
|
|
|
int fbo = -1;
|
|
|
|
|
|
|
|
g_assert (index > -1);
|
|
|
|
g_assert (index < self->batches.len);
|
|
|
|
|
|
|
|
switch (batch->any.kind)
|
|
|
|
{
|
|
|
|
case GSK_NGL_COMMAND_KIND_DRAW:
|
|
|
|
fbo = batch->draw.framebuffer;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_COMMAND_KIND_CLEAR:
|
|
|
|
fbo = batch->clear.framebuffer;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
g_assert_not_reached ();
|
|
|
|
}
|
|
|
|
|
|
|
|
index = batch->any.prev_batch_index;
|
|
|
|
|
|
|
|
g_assert (index >= -1);
|
|
|
|
g_assert (index < (int)self->batches.len);
|
|
|
|
g_assert (fbo >= -1);
|
|
|
|
|
|
|
|
if (fbo == -1)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
g_assert (fbo <= self->fbo_max);
|
|
|
|
g_assert (seen[fbo] >= -1);
|
|
|
|
g_assert (seen[fbo] < (int)self->batches.len);
|
|
|
|
|
|
|
|
if (seen[fbo] != -1 && seen[fbo] != batch->any.next_batch_index)
|
|
|
|
{
|
|
|
|
int mru_index = seen[fbo];
|
|
|
|
GskNglCommandBatch *mru = &self->batches.items[mru_index];
|
|
|
|
|
|
|
|
g_assert (mru_index > -1);
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_unlink (self, batch);
|
|
|
|
|
|
|
|
g_assert (batch->any.prev_batch_index == -1);
|
|
|
|
g_assert (batch->any.next_batch_index == -1);
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_insert_before (self, batch, mru);
|
|
|
|
|
|
|
|
g_assert (batch->any.prev_batch_index > -1 ||
|
|
|
|
self->head_batch_index == cur_index);
|
|
|
|
g_assert (batch->any.next_batch_index == seen[fbo]);
|
|
|
|
}
|
|
|
|
|
|
|
|
g_assert (cur_index > -1);
|
|
|
|
g_assert (seen[fbo] >= -1);
|
|
|
|
|
|
|
|
seen[fbo] = cur_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
g_free (seen_free);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* gsk_ngl_command_queue_execute:
|
2021-05-20 03:40:54 +00:00
|
|
|
* @self: a `GskNglCommandQueue`
|
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
|
|
|
* @surface_height: the height of the backing surface
|
|
|
|
* @scale_factor: the scale factor of the backing surface
|
|
|
|
* #scissor: (nullable): the scissor clip if any
|
|
|
|
*
|
|
|
|
* Executes all of the batches in the command queue.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_execute (GskNglCommandQueue *self,
|
|
|
|
guint surface_height,
|
|
|
|
guint scale_factor,
|
|
|
|
const cairo_region_t *scissor)
|
|
|
|
{
|
|
|
|
G_GNUC_UNUSED guint count = 0;
|
|
|
|
graphene_rect_t scissor_test;
|
|
|
|
gboolean has_scissor = scissor != NULL;
|
|
|
|
gboolean scissor_state = -1;
|
|
|
|
guint program = 0;
|
|
|
|
guint width = 0;
|
|
|
|
guint height = 0;
|
|
|
|
guint n_binds = 0;
|
|
|
|
guint n_fbos = 0;
|
|
|
|
guint n_uniforms = 0;
|
2021-04-09 04:52:18 +00:00
|
|
|
guint n_programs = 0;
|
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
|
|
|
guint vao_id;
|
|
|
|
guint vbo_id;
|
|
|
|
int textures[4];
|
|
|
|
int framebuffer = -1;
|
|
|
|
int next_batch_index;
|
|
|
|
int active = -1;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->in_draw == FALSE);
|
|
|
|
|
|
|
|
if (self->batches.len == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (guint i = 0; i < G_N_ELEMENTS (textures); i++)
|
|
|
|
textures[i] = -1;
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_sort_batches (self);
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_make_current (self);
|
|
|
|
|
|
|
|
#ifdef G_ENABLE_DEBUG
|
|
|
|
gsk_gl_profiler_begin_gpu_region (self->gl_profiler);
|
|
|
|
gsk_profiler_timer_begin (self->profiler, self->metrics.cpu_time);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glEnable (GL_DEPTH_TEST);
|
|
|
|
glDepthFunc (GL_LEQUAL);
|
|
|
|
|
|
|
|
/* Pre-multiplied alpha */
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glBlendEquation (GL_FUNC_ADD);
|
|
|
|
|
|
|
|
glGenVertexArrays (1, &vao_id);
|
|
|
|
glBindVertexArray (vao_id);
|
|
|
|
|
|
|
|
vbo_id = gsk_ngl_buffer_submit (&self->vertices);
|
|
|
|
|
|
|
|
/* 0 = position location */
|
|
|
|
glEnableVertexAttribArray (0);
|
|
|
|
glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE,
|
|
|
|
sizeof (GskNglDrawVertex),
|
|
|
|
(void *) G_STRUCT_OFFSET (GskNglDrawVertex, position));
|
|
|
|
|
|
|
|
/* 1 = texture coord location */
|
|
|
|
glEnableVertexAttribArray (1);
|
|
|
|
glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE,
|
|
|
|
sizeof (GskNglDrawVertex),
|
|
|
|
(void *) G_STRUCT_OFFSET (GskNglDrawVertex, uv));
|
|
|
|
|
2021-03-12 00:46:15 +00:00
|
|
|
/* 2 = color location */
|
|
|
|
glEnableVertexAttribArray (2);
|
2021-04-07 01:55:50 +00:00
|
|
|
glVertexAttribPointer (2, 4, GL_HALF_FLOAT, GL_FALSE,
|
2021-03-12 00:46:15 +00:00
|
|
|
sizeof (GskNglDrawVertex),
|
|
|
|
(void *) G_STRUCT_OFFSET (GskNglDrawVertex, color));
|
|
|
|
|
2021-03-14 04:30:18 +00:00
|
|
|
/* 3 = color2 location */
|
|
|
|
glEnableVertexAttribArray (3);
|
2021-04-07 01:55:50 +00:00
|
|
|
glVertexAttribPointer (3, 4, GL_HALF_FLOAT, GL_FALSE,
|
2021-03-14 04:30:18 +00:00
|
|
|
sizeof (GskNglDrawVertex),
|
|
|
|
(void *) G_STRUCT_OFFSET (GskNglDrawVertex, color2));
|
|
|
|
|
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
|
|
|
/* Setup initial scissor clip */
|
|
|
|
if (scissor != NULL)
|
|
|
|
{
|
|
|
|
cairo_rectangle_int_t r;
|
|
|
|
|
|
|
|
g_assert (cairo_region_num_rectangles (scissor) == 1);
|
|
|
|
cairo_region_get_rectangle (scissor, 0, &r);
|
|
|
|
|
|
|
|
scissor_test.origin.x = r.x * scale_factor;
|
|
|
|
scissor_test.origin.y = surface_height - (r.height * scale_factor) - (r.y * scale_factor);
|
|
|
|
scissor_test.size.width = r.width * scale_factor;
|
|
|
|
scissor_test.size.height = r.height * scale_factor;
|
|
|
|
}
|
|
|
|
|
|
|
|
next_batch_index = self->head_batch_index;
|
|
|
|
|
|
|
|
while (next_batch_index >= 0)
|
|
|
|
{
|
|
|
|
const GskNglCommandBatch *batch = &self->batches.items[next_batch_index];
|
|
|
|
|
|
|
|
g_assert (next_batch_index >= 0);
|
|
|
|
g_assert (next_batch_index < self->batches.len);
|
|
|
|
g_assert (batch->any.next_batch_index != next_batch_index);
|
|
|
|
|
|
|
|
count++;
|
|
|
|
|
|
|
|
switch (batch->any.kind)
|
|
|
|
{
|
|
|
|
case GSK_NGL_COMMAND_KIND_CLEAR:
|
|
|
|
if (apply_framebuffer (&framebuffer, batch->clear.framebuffer))
|
|
|
|
{
|
|
|
|
apply_scissor (&scissor_state, framebuffer, &scissor_test, has_scissor);
|
|
|
|
n_fbos++;
|
|
|
|
}
|
|
|
|
|
|
|
|
apply_viewport (&width,
|
|
|
|
&height,
|
|
|
|
batch->any.viewport.width,
|
|
|
|
batch->any.viewport.height);
|
|
|
|
|
|
|
|
glClearColor (0, 0, 0, 0);
|
|
|
|
glClear (batch->clear.bits);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GSK_NGL_COMMAND_KIND_DRAW:
|
|
|
|
if (batch->any.program != program)
|
|
|
|
{
|
|
|
|
program = batch->any.program;
|
|
|
|
glUseProgram (program);
|
2021-04-09 04:52:18 +00:00
|
|
|
|
|
|
|
n_programs++;
|
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 (apply_framebuffer (&framebuffer, batch->draw.framebuffer))
|
|
|
|
{
|
|
|
|
apply_scissor (&scissor_state, framebuffer, &scissor_test, has_scissor);
|
|
|
|
n_fbos++;
|
|
|
|
}
|
|
|
|
|
|
|
|
apply_viewport (&width,
|
|
|
|
&height,
|
|
|
|
batch->any.viewport.width,
|
|
|
|
batch->any.viewport.height);
|
|
|
|
|
|
|
|
if G_UNLIKELY (batch->draw.bind_count > 0)
|
|
|
|
{
|
|
|
|
const GskNglCommandBind *bind = &self->batch_binds.items[batch->draw.bind_offset];
|
|
|
|
|
|
|
|
for (guint i = 0; i < batch->draw.bind_count; i++)
|
|
|
|
{
|
|
|
|
if (textures[bind->texture] != bind->id)
|
|
|
|
{
|
|
|
|
if (active != bind->texture)
|
|
|
|
{
|
|
|
|
active = bind->texture;
|
|
|
|
glActiveTexture (GL_TEXTURE0 + bind->texture);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindTexture (GL_TEXTURE_2D, bind->id);
|
|
|
|
textures[bind->texture] = bind->id;
|
|
|
|
}
|
|
|
|
|
|
|
|
bind++;
|
|
|
|
}
|
|
|
|
|
|
|
|
n_binds += batch->draw.bind_count;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (batch->draw.uniform_count > 0)
|
|
|
|
{
|
|
|
|
const GskNglCommandUniform *u = &self->batch_uniforms.items[batch->draw.uniform_offset];
|
|
|
|
|
|
|
|
for (guint i = 0; i < batch->draw.uniform_count; i++, u++)
|
2021-03-12 18:16:52 +00:00
|
|
|
gsk_ngl_uniform_state_apply (self->uniforms, program, u->location, u->info);
|
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
|
|
|
|
|
|
|
n_uniforms += batch->draw.uniform_count;
|
|
|
|
}
|
|
|
|
|
|
|
|
glDrawArrays (GL_TRIANGLES, batch->draw.vbo_offset, batch->draw.vbo_count);
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
g_assert_not_reached ();
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
if (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW ||
|
|
|
|
batch->any.kind == GSK_NGL_COMMAND_KIND_CLEAR)
|
|
|
|
{
|
|
|
|
char filename[128];
|
|
|
|
g_snprintf (filename, sizeof filename,
|
|
|
|
"capture%03u_batch%03d_kind%u_program%u_u%u_b%u_fb%u_ctx%p.png",
|
|
|
|
count, next_batch_index,
|
|
|
|
batch->any.kind, batch->any.program,
|
|
|
|
batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW ? batch->draw.uniform_count : 0,
|
|
|
|
batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW ? batch->draw.bind_count : 0,
|
|
|
|
framebuffer,
|
|
|
|
gdk_gl_context_get_current ());
|
|
|
|
gsk_ngl_command_queue_capture_png (self, filename, width, height, TRUE);
|
|
|
|
gsk_ngl_command_queue_print_batch (self, batch);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
next_batch_index = batch->any.next_batch_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
glDeleteBuffers (1, &vbo_id);
|
|
|
|
glDeleteVertexArrays (1, &vao_id);
|
|
|
|
|
|
|
|
gdk_profiler_set_int_counter (self->metrics.n_binds, n_binds);
|
|
|
|
gdk_profiler_set_int_counter (self->metrics.n_uniforms, n_uniforms);
|
|
|
|
gdk_profiler_set_int_counter (self->metrics.n_fbos, n_fbos);
|
2021-04-09 04:52:18 +00:00
|
|
|
gdk_profiler_set_int_counter (self->metrics.n_programs, n_programs);
|
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
|
|
|
gdk_profiler_set_int_counter (self->metrics.n_uploads, self->n_uploads);
|
|
|
|
gdk_profiler_set_int_counter (self->metrics.queue_depth, self->batches.len);
|
|
|
|
|
|
|
|
#ifdef G_ENABLE_DEBUG
|
|
|
|
{
|
|
|
|
gint64 start_time G_GNUC_UNUSED = gsk_profiler_timer_get_start (self->profiler, self->metrics.cpu_time);
|
|
|
|
gint64 cpu_time = gsk_profiler_timer_end (self->profiler, self->metrics.cpu_time);
|
|
|
|
gint64 gpu_time = gsk_gl_profiler_end_gpu_region (self->gl_profiler);
|
|
|
|
|
|
|
|
gsk_profiler_timer_set (self->profiler, self->metrics.gpu_time, gpu_time);
|
|
|
|
gsk_profiler_timer_set (self->profiler, self->metrics.cpu_time, cpu_time);
|
|
|
|
gsk_profiler_counter_inc (self->profiler, self->metrics.n_frames);
|
|
|
|
|
|
|
|
gsk_profiler_push_samples (self->profiler);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_begin_frame (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (self->batches.len == 0);
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_make_current (self);
|
|
|
|
|
|
|
|
self->fbo_max = 0;
|
|
|
|
self->tail_batch_index = -1;
|
|
|
|
self->head_batch_index = -1;
|
|
|
|
self->in_frame = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* gsk_ngl_command_queue_end_frame:
|
2021-05-20 03:40:54 +00:00
|
|
|
* @self: a `GskNglCommandQueue`
|
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
|
|
|
*
|
|
|
|
* This function performs cleanup steps that need to be done after
|
|
|
|
* a frame has finished. This is not performed as part of the command
|
|
|
|
* queue execution to allow for the frame to be submitted as soon
|
|
|
|
* as possible.
|
|
|
|
*
|
|
|
|
* However, it should be executed after the draw contexts end_frame
|
|
|
|
* has been called to swap the OpenGL framebuffers.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_end_frame (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
gsk_ngl_command_queue_make_current (self);
|
|
|
|
gsk_ngl_uniform_state_end_frame (self->uniforms);
|
|
|
|
|
|
|
|
/* Reset attachments so we don't hold on to any textures
|
|
|
|
* that might be released after the frame.
|
|
|
|
*/
|
|
|
|
for (guint i = 0; i < G_N_ELEMENTS (self->attachments->textures); i++)
|
|
|
|
{
|
|
|
|
if (self->attachments->textures[i].id != 0)
|
|
|
|
{
|
|
|
|
glActiveTexture (GL_TEXTURE0 + i);
|
|
|
|
glBindTexture (GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
self->attachments->textures[i].id = 0;
|
|
|
|
self->attachments->textures[i].changed = FALSE;
|
|
|
|
self->attachments->textures[i].initial = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self->batches.len = 0;
|
|
|
|
self->batch_binds.len = 0;
|
|
|
|
self->batch_uniforms.len = 0;
|
|
|
|
self->n_uploads = 0;
|
|
|
|
self->tail_batch_index = -1;
|
|
|
|
self->in_frame = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
|
|
|
gsk_ngl_command_queue_create_render_target (GskNglCommandQueue *self,
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
int min_filter,
|
|
|
|
int mag_filter,
|
|
|
|
guint *out_fbo_id,
|
|
|
|
guint *out_texture_id)
|
|
|
|
{
|
|
|
|
GLuint fbo_id = 0;
|
|
|
|
GLint texture_id;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (width > 0);
|
|
|
|
g_assert (height > 0);
|
|
|
|
g_assert (out_fbo_id != NULL);
|
|
|
|
g_assert (out_texture_id != NULL);
|
|
|
|
|
|
|
|
texture_id = gsk_ngl_command_queue_create_texture (self,
|
|
|
|
width, height,
|
|
|
|
min_filter, mag_filter);
|
|
|
|
|
|
|
|
if (texture_id == -1)
|
|
|
|
{
|
|
|
|
*out_fbo_id = 0;
|
|
|
|
*out_texture_id = 0;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
fbo_id = gsk_ngl_command_queue_create_framebuffer (self);
|
|
|
|
|
|
|
|
glBindFramebuffer (GL_FRAMEBUFFER, fbo_id);
|
|
|
|
glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
|
|
|
|
g_assert_cmphex (glCheckFramebufferStatus (GL_FRAMEBUFFER), ==, GL_FRAMEBUFFER_COMPLETE);
|
|
|
|
|
|
|
|
*out_fbo_id = fbo_id;
|
|
|
|
*out_texture_id = texture_id;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
gsk_ngl_command_queue_create_texture (GskNglCommandQueue *self,
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
int min_filter,
|
|
|
|
int mag_filter)
|
|
|
|
{
|
|
|
|
GLuint texture_id = 0;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
if G_UNLIKELY (self->max_texture_size == -1)
|
|
|
|
glGetIntegerv (GL_MAX_TEXTURE_SIZE, &self->max_texture_size);
|
|
|
|
|
|
|
|
if (width > self->max_texture_size || height > self->max_texture_size)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
glGenTextures (1, &texture_id);
|
|
|
|
|
|
|
|
glActiveTexture (GL_TEXTURE0);
|
|
|
|
glBindTexture (GL_TEXTURE_2D, texture_id);
|
|
|
|
|
|
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
|
|
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
|
|
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
if (gdk_gl_context_get_use_es (self->context))
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
else
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
|
|
|
|
/* Restore the previous texture if it was set */
|
|
|
|
if (self->attachments->textures[0].id != 0)
|
|
|
|
glBindTexture (GL_TEXTURE_2D, self->attachments->textures[0].id);
|
|
|
|
|
|
|
|
return (int)texture_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
guint
|
|
|
|
gsk_ngl_command_queue_create_framebuffer (GskNglCommandQueue *self)
|
|
|
|
{
|
|
|
|
GLuint fbo_id;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
|
|
|
|
glGenFramebuffers (1, &fbo_id);
|
|
|
|
|
|
|
|
return fbo_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
int
|
|
|
|
gsk_ngl_command_queue_upload_texture (GskNglCommandQueue *self,
|
|
|
|
GdkTexture *texture,
|
|
|
|
guint x_offset,
|
|
|
|
guint y_offset,
|
|
|
|
guint width,
|
|
|
|
guint height,
|
|
|
|
int min_filter,
|
|
|
|
int mag_filter)
|
|
|
|
{
|
|
|
|
G_GNUC_UNUSED gint64 start_time = GDK_PROFILER_CURRENT_TIME;
|
|
|
|
cairo_surface_t *surface = NULL;
|
|
|
|
GdkMemoryFormat data_format;
|
|
|
|
const guchar *data;
|
|
|
|
gsize data_stride;
|
|
|
|
gsize bpp;
|
|
|
|
int texture_id;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (!GDK_IS_GL_TEXTURE (texture));
|
|
|
|
g_assert (x_offset + width <= gdk_texture_get_width (texture));
|
|
|
|
g_assert (y_offset + height <= gdk_texture_get_height (texture));
|
|
|
|
g_assert (min_filter == GL_LINEAR || min_filter == GL_NEAREST);
|
|
|
|
g_assert (mag_filter == GL_LINEAR || min_filter == GL_NEAREST);
|
|
|
|
|
|
|
|
if (width > self->max_texture_size || height > self->max_texture_size)
|
|
|
|
{
|
|
|
|
g_warning ("Attempt to create texture of size %ux%u but max size is %d. "
|
|
|
|
"Clipping will occur.",
|
|
|
|
width, height, self->max_texture_size);
|
|
|
|
width = MAX (width, self->max_texture_size);
|
|
|
|
height = MAX (height, self->max_texture_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
texture_id = gsk_ngl_command_queue_create_texture (self, width, height, min_filter, mag_filter);
|
|
|
|
if (texture_id == -1)
|
|
|
|
return texture_id;
|
|
|
|
|
|
|
|
if (GDK_IS_MEMORY_TEXTURE (texture))
|
|
|
|
{
|
|
|
|
GdkMemoryTexture *memory_texture = GDK_MEMORY_TEXTURE (texture);
|
|
|
|
data = gdk_memory_texture_get_data (memory_texture);
|
|
|
|
data_format = gdk_memory_texture_get_format (memory_texture);
|
|
|
|
data_stride = gdk_memory_texture_get_stride (memory_texture);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* Fall back to downloading to a surface */
|
|
|
|
surface = gdk_texture_download_surface (texture);
|
|
|
|
cairo_surface_flush (surface);
|
|
|
|
data = cairo_image_surface_get_data (surface);
|
|
|
|
data_format = GDK_MEMORY_DEFAULT;
|
|
|
|
data_stride = cairo_image_surface_get_stride (surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
self->n_uploads++;
|
|
|
|
|
|
|
|
bpp = gdk_memory_format_bytes_per_pixel (data_format);
|
|
|
|
|
2021-07-22 21:02:21 +00:00
|
|
|
/* Switch to texture0 as 2D. We'll restore it later. */
|
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
|
|
|
glActiveTexture (GL_TEXTURE0);
|
|
|
|
glBindTexture (GL_TEXTURE_2D, texture_id);
|
|
|
|
|
|
|
|
gdk_gl_context_upload_texture (gdk_gl_context_get_current (),
|
|
|
|
data + x_offset * bpp + y_offset * data_stride,
|
|
|
|
width, height, data_stride,
|
|
|
|
data_format, GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
/* Restore previous texture state if any */
|
|
|
|
if (self->attachments->textures[0].id > 0)
|
|
|
|
glBindTexture (self->attachments->textures[0].target,
|
|
|
|
self->attachments->textures[0].id);
|
|
|
|
|
|
|
|
g_clear_pointer (&surface, cairo_surface_destroy);
|
|
|
|
|
|
|
|
if (gdk_profiler_is_running ())
|
|
|
|
gdk_profiler_add_markf (start_time, GDK_PROFILER_CURRENT_TIME-start_time,
|
|
|
|
"Upload Texture",
|
|
|
|
"Size %dx%d", width, height);
|
|
|
|
|
|
|
|
return texture_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
gsk_ngl_command_queue_set_profiler (GskNglCommandQueue *self,
|
|
|
|
GskProfiler *profiler)
|
|
|
|
{
|
|
|
|
#ifdef G_ENABLE_DEBUG
|
|
|
|
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
|
|
|
|
g_assert (GSK_IS_PROFILER (profiler));
|
|
|
|
|
|
|
|
if (g_set_object (&self->profiler, profiler))
|
|
|
|
{
|
|
|
|
self->gl_profiler = gsk_gl_profiler_new (self->context);
|
|
|
|
|
|
|
|
self->metrics.n_frames = gsk_profiler_add_counter (profiler, "frames", "Frames", FALSE);
|
|
|
|
self->metrics.cpu_time = gsk_profiler_add_timer (profiler, "cpu-time", "CPU Time", FALSE, TRUE);
|
|
|
|
self->metrics.gpu_time = gsk_profiler_add_timer (profiler, "gpu-time", "GPU Time", FALSE, TRUE);
|
|
|
|
|
|
|
|
self->metrics.n_binds = gdk_profiler_define_int_counter ("attachments", "Number of texture attachments");
|
|
|
|
self->metrics.n_fbos = gdk_profiler_define_int_counter ("fbos", "Number of framebuffers attached");
|
|
|
|
self->metrics.n_uniforms = gdk_profiler_define_int_counter ("uniforms", "Number of uniforms changed");
|
|
|
|
self->metrics.n_uploads = gdk_profiler_define_int_counter ("uploads", "Number of texture uploads");
|
2021-04-09 04:52:18 +00:00
|
|
|
self->metrics.n_programs = gdk_profiler_define_int_counter ("programs", "Number of program changes");
|
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
|
|
|
self->metrics.queue_depth = gdk_profiler_define_int_counter ("gl-queue-depth", "Depth of GL command batches");
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|