gtk2/gsk/ngl/gsknglglyphlibraryprivate.h

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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.
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/* gsknglglyphlibraryprivate.h
*
* Copyright 2020 Christian Hergert <chergert@redhat.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#ifndef __GSK_NGL_GLYPH_LIBRARY_PRIVATE_H__
#define __GSK_NGL_GLYPH_LIBRARY_PRIVATE_H__
#include <pango/pango.h>
#include "gskngltexturelibraryprivate.h"
G_BEGIN_DECLS
#define GSK_TYPE_GL_GLYPH_LIBRARY (gsk_ngl_glyph_library_get_type())
typedef struct _GskNglGlyphKey
{
PangoFont *font;
PangoGlyph glyph;
guint xshift : 2;
guint yshift : 2;
guint scale : 28; /* times 1024 */
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.
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} GskNglGlyphKey;
typedef struct _GskNglGlyphValue
{
GskNglTextureAtlasEntry entry;
PangoRectangle ink_rect;
} GskNglGlyphValue;
#if GLIB_SIZEOF_VOID_P == 8
G_STATIC_ASSERT (sizeof (GskNglGlyphKey) == 16);
#elif GLIB_SIZEOF_VOID_P == 4
G_STATIC_ASSERT (sizeof (GskNglGlyphKey) == 12);
#endif
G_DECLARE_FINAL_TYPE (GskNglGlyphLibrary, gsk_ngl_glyph_library, GSK, NGL_GLYPH_LIBRARY, GskNglTextureLibrary)
struct _GskNglGlyphLibrary
{
GskNglTextureLibrary parent_instance;
guint8 *surface_data;
gsize surface_data_len;
struct {
GskNglGlyphKey key;
const GskNglGlyphValue *value;
} front[256];
};
GskNglGlyphLibrary *gsk_ngl_glyph_library_new (GskNglDriver *driver);
gboolean gsk_ngl_glyph_library_add (GskNglGlyphLibrary *self,
GskNglGlyphKey *key,
const GskNglGlyphValue **out_value);
static inline guint
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.
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gsk_ngl_glyph_library_lookup_or_add (GskNglGlyphLibrary *self,
const GskNglGlyphKey *key,
const GskNglGlyphValue **out_value)
{
GskNglTextureAtlasEntry *entry;
guint front_index = ((key->glyph << 2) | key->xshift) & 0xFF;
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.
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if (memcmp (key, &self->front[front_index], sizeof *key) == 0)
{
*out_value = self->front[front_index].value;
}
else if (gsk_ngl_texture_library_lookup ((GskNglTextureLibrary *)self, key, &entry))
{
*out_value = (GskNglGlyphValue *)entry;
self->front[front_index].key = *key;
self->front[front_index].value = *out_value;
}
else
{
GskNglGlyphKey *k = g_slice_copy (sizeof *key, key);
g_object_ref (k->font);
gsk_ngl_glyph_library_add (self, k, out_value);
self->front[front_index].key = *key;
self->front[front_index].value = *out_value;
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.
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}
return GSK_NGL_TEXTURE_ATLAS_ENTRY_TEXTURE (*out_value);
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.
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}
G_END_DECLS
#endif /* __GSK_NGL_GLYPH_LIBRARY_PRIVATE_H__ */