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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/* gskngltexturelibrary.c
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "config.h"
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2021-04-09 02:28:40 +00:00
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#include <gdk/gdkglcontextprivate.h>
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2021-03-19 00:53:37 +00:00
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|
#include <gsk/gskdebugprivate.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.
2020-12-19 01:36:59 +00:00
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|
#include "gsknglcommandqueueprivate.h"
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#include "gskngldriverprivate.h"
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#include "gskngltexturelibraryprivate.h"
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2021-03-19 00:53:37 +00:00
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#define MAX_FRAME_AGE 60
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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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|
G_DEFINE_ABSTRACT_TYPE (GskNglTextureLibrary, gsk_ngl_texture_library, G_TYPE_OBJECT)
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enum {
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PROP_0,
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PROP_DRIVER,
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N_PROPS
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};
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static GParamSpec *properties [N_PROPS];
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static void
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gsk_ngl_texture_library_constructed (GObject *object)
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{
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G_OBJECT_CLASS (gsk_ngl_texture_library_parent_class)->constructed (object);
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g_assert (GSK_NGL_TEXTURE_LIBRARY (object)->hash_table != NULL);
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}
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static void
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gsk_ngl_texture_library_dispose (GObject *object)
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{
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GskNglTextureLibrary *self = (GskNglTextureLibrary *)object;
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g_clear_object (&self->driver);
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G_OBJECT_CLASS (gsk_ngl_texture_library_parent_class)->dispose (object);
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}
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static void
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gsk_ngl_texture_library_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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GskNglTextureLibrary *self = GSK_NGL_TEXTURE_LIBRARY (object);
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switch (prop_id)
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{
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case PROP_DRIVER:
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g_value_set_object (value, self->driver);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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}
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}
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static void
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gsk_ngl_texture_library_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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|
{
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GskNglTextureLibrary *self = GSK_NGL_TEXTURE_LIBRARY (object);
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switch (prop_id)
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{
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case PROP_DRIVER:
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self->driver = g_value_dup_object (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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}
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}
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static void
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gsk_ngl_texture_library_class_init (GskNglTextureLibraryClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->constructed = gsk_ngl_texture_library_constructed;
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object_class->dispose = gsk_ngl_texture_library_dispose;
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object_class->get_property = gsk_ngl_texture_library_get_property;
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object_class->set_property = gsk_ngl_texture_library_set_property;
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properties [PROP_DRIVER] =
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g_param_spec_object ("driver",
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"Driver",
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"Driver",
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GSK_TYPE_NGL_DRIVER,
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(G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY | G_PARAM_STATIC_STRINGS));
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g_object_class_install_properties (object_class, N_PROPS, properties);
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}
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static void
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gsk_ngl_texture_library_init (GskNglTextureLibrary *self)
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{
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}
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void
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gsk_ngl_texture_library_set_funcs (GskNglTextureLibrary *self,
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GHashFunc hash_func,
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GEqualFunc equal_func,
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GDestroyNotify key_destroy,
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GDestroyNotify value_destroy)
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{
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g_return_if_fail (GSK_IS_NGL_TEXTURE_LIBRARY (self));
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g_return_if_fail (self->hash_table == NULL);
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self->hash_table = g_hash_table_new_full (hash_func, equal_func,
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key_destroy, value_destroy);
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}
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void
|
2021-03-19 00:53:37 +00:00
|
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gsk_ngl_texture_library_begin_frame (GskNglTextureLibrary *self,
|
|
|
|
gint64 frame_id,
|
|
|
|
GPtrArray *removed_atlases)
|
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
|
|
|
{
|
2021-03-19 00:53:37 +00:00
|
|
|
GHashTableIter iter;
|
|
|
|
|
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_return_if_fail (GSK_IS_NGL_TEXTURE_LIBRARY (self));
|
|
|
|
|
|
|
|
if (GSK_NGL_TEXTURE_LIBRARY_GET_CLASS (self)->begin_frame)
|
2021-03-19 00:53:37 +00:00
|
|
|
GSK_NGL_TEXTURE_LIBRARY_GET_CLASS (self)->begin_frame (self, frame_id, removed_atlases);
|
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
|
|
|
|
2021-03-19 00:53:37 +00:00
|
|
|
if (removed_atlases != NULL)
|
|
|
|
{
|
|
|
|
GskNglTextureAtlasEntry *entry;
|
|
|
|
guint dropped = 0;
|
|
|
|
|
|
|
|
g_hash_table_iter_init (&iter, self->hash_table);
|
|
|
|
while (g_hash_table_iter_next (&iter, NULL, (gpointer *)&entry))
|
|
|
|
{
|
|
|
|
if (entry->is_atlased)
|
|
|
|
{
|
|
|
|
for (guint i = 0; i < removed_atlases->len; i++)
|
|
|
|
{
|
|
|
|
GskNglTextureAtlas *atlas = g_ptr_array_index (removed_atlases, i);
|
|
|
|
|
|
|
|
if (atlas == entry->atlas)
|
|
|
|
{
|
|
|
|
g_hash_table_iter_remove (&iter);
|
|
|
|
dropped++;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GSK_NOTE (GLYPH_CACHE,
|
|
|
|
if (dropped > 0)
|
|
|
|
g_message ("%s: Dropped %d icons",
|
|
|
|
G_OBJECT_TYPE_NAME (self), dropped));
|
|
|
|
}
|
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
|
|
|
|
2021-03-19 00:53:37 +00:00
|
|
|
if (frame_id % MAX_FRAME_AGE == 0)
|
|
|
|
{
|
|
|
|
GskNglTextureAtlasEntry *entry;
|
|
|
|
|
|
|
|
g_hash_table_iter_init (&iter, self->hash_table);
|
|
|
|
while (g_hash_table_iter_next (&iter, NULL, (gpointer *)&entry))
|
|
|
|
{
|
|
|
|
gsk_ngl_texture_atlas_entry_mark_unused (entry);
|
|
|
|
entry->accessed = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
GSK_NOTE (GLYPH_CACHE, g_message ("%s: %d atlas items cached",
|
|
|
|
G_OBJECT_TYPE_NAME (self),
|
|
|
|
g_hash_table_size (self->hash_table)));
|
|
|
|
}
|
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 GskNglTexture *
|
|
|
|
gsk_ngl_texture_library_pack_one (GskNglTextureLibrary *self,
|
|
|
|
guint width,
|
|
|
|
guint height)
|
|
|
|
{
|
|
|
|
GskNglTexture *texture;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_TEXTURE_LIBRARY (self));
|
|
|
|
|
|
|
|
if (width > self->driver->command_queue->max_texture_size ||
|
|
|
|
height > self->driver->command_queue->max_texture_size)
|
|
|
|
{
|
|
|
|
g_warning ("Clipping requested texture of size %ux%u to maximum allowable size %u.",
|
|
|
|
width, height, self->driver->command_queue->max_texture_size);
|
|
|
|
width = MIN (width, self->driver->command_queue->max_texture_size);
|
|
|
|
height = MIN (height, self->driver->command_queue->max_texture_size);
|
|
|
|
}
|
|
|
|
|
|
|
|
texture = gsk_ngl_driver_create_texture (self->driver, width, height, GL_LINEAR, GL_LINEAR);
|
|
|
|
texture->permanent = TRUE;
|
|
|
|
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline gboolean
|
|
|
|
gsk_ngl_texture_atlas_pack (GskNglTextureAtlas *self,
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
int *out_x,
|
|
|
|
int *out_y)
|
|
|
|
{
|
|
|
|
stbrp_rect rect;
|
|
|
|
|
|
|
|
rect.w = width;
|
|
|
|
rect.h = height;
|
|
|
|
|
|
|
|
stbrp_pack_rects (&self->context, &rect, 1);
|
|
|
|
|
|
|
|
if (rect.was_packed)
|
|
|
|
{
|
|
|
|
*out_x = rect.x;
|
|
|
|
*out_y = rect.y;
|
|
|
|
}
|
|
|
|
|
|
|
|
return rect.was_packed;
|
|
|
|
}
|
|
|
|
|
2021-04-09 02:28:40 +00:00
|
|
|
static void
|
|
|
|
gsk_ngl_texture_atlas_initialize (GskNglDriver *driver,
|
|
|
|
GskNglTextureAtlas *atlas)
|
|
|
|
{
|
|
|
|
/* Insert a single pixel at 0,0 for use in coloring */
|
|
|
|
|
2021-04-12 11:27:55 +00:00
|
|
|
gboolean packed G_GNUC_UNUSED;
|
2021-04-09 02:28:40 +00:00
|
|
|
int x, y;
|
|
|
|
guint gl_format;
|
|
|
|
guint gl_type;
|
|
|
|
guint8 pixel_data[4 * 3 * 3];
|
|
|
|
|
|
|
|
gdk_gl_context_push_debug_group_printf (gdk_gl_context_get_current (),
|
|
|
|
"Initializing Atlas");
|
|
|
|
|
|
|
|
packed = gsk_ngl_texture_atlas_pack (atlas, 3, 3, &x, &y);
|
|
|
|
g_assert (packed);
|
|
|
|
g_assert (x == 0 && y == 0);
|
|
|
|
|
|
|
|
memset (pixel_data, 255, sizeof pixel_data);
|
|
|
|
|
|
|
|
if (gdk_gl_context_get_use_es (gdk_gl_context_get_current ()))
|
|
|
|
{
|
|
|
|
gl_format = GL_RGBA;
|
|
|
|
gl_type = GL_UNSIGNED_BYTE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gl_format = GL_BGRA;
|
|
|
|
gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindTexture (GL_TEXTURE_2D, atlas->texture_id);
|
|
|
|
|
|
|
|
glTexSubImage2D (GL_TEXTURE_2D, 0,
|
|
|
|
0, 0,
|
|
|
|
3, 3,
|
|
|
|
gl_format, gl_type,
|
|
|
|
pixel_data);
|
|
|
|
|
|
|
|
gdk_gl_context_pop_debug_group (gdk_gl_context_get_current ());
|
|
|
|
|
|
|
|
driver->command_queue->n_uploads++;
|
|
|
|
}
|
|
|
|
|
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 void
|
|
|
|
gsk_ngl_texture_atlases_pack (GskNglDriver *driver,
|
|
|
|
int width,
|
|
|
|
int height,
|
|
|
|
GskNglTextureAtlas **out_atlas,
|
|
|
|
int *out_x,
|
|
|
|
int *out_y)
|
|
|
|
{
|
|
|
|
GskNglTextureAtlas *atlas = NULL;
|
|
|
|
int x, y;
|
|
|
|
|
|
|
|
for (guint i = 0; i < driver->atlases->len; i++)
|
|
|
|
{
|
|
|
|
atlas = g_ptr_array_index (driver->atlases, i);
|
|
|
|
|
|
|
|
if (gsk_ngl_texture_atlas_pack (atlas, width, height, &x, &y))
|
|
|
|
break;
|
|
|
|
|
|
|
|
atlas = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (atlas == NULL)
|
|
|
|
{
|
|
|
|
/* No atlas has enough space, so create a new one... */
|
|
|
|
atlas = gsk_ngl_driver_create_atlas (driver);
|
|
|
|
|
2021-04-09 02:28:40 +00:00
|
|
|
gsk_ngl_texture_atlas_initialize (driver, atlas);
|
|
|
|
|
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
|
|
|
/* Pack it onto that one, which surely has enough space... */
|
|
|
|
if (!gsk_ngl_texture_atlas_pack (atlas, width, height, &x, &y))
|
|
|
|
g_assert_not_reached ();
|
|
|
|
}
|
|
|
|
|
|
|
|
*out_atlas = atlas;
|
|
|
|
*out_x = x;
|
|
|
|
*out_y = y;
|
|
|
|
}
|
|
|
|
|
|
|
|
gpointer
|
|
|
|
gsk_ngl_texture_library_pack (GskNglTextureLibrary *self,
|
|
|
|
gpointer key,
|
|
|
|
gsize valuelen,
|
|
|
|
guint width,
|
|
|
|
guint height,
|
|
|
|
int padding,
|
|
|
|
guint *out_packed_x,
|
|
|
|
guint *out_packed_y)
|
|
|
|
{
|
|
|
|
GskNglTextureAtlasEntry *entry;
|
|
|
|
GskNglTextureAtlas *atlas = NULL;
|
|
|
|
|
|
|
|
g_assert (GSK_IS_NGL_TEXTURE_LIBRARY (self));
|
|
|
|
g_assert (key != NULL);
|
|
|
|
g_assert (valuelen > sizeof (GskNglTextureAtlasEntry));
|
|
|
|
g_assert (out_packed_x != NULL);
|
|
|
|
g_assert (out_packed_y != NULL);
|
|
|
|
|
|
|
|
entry = g_slice_alloc0 (valuelen);
|
|
|
|
entry->n_pixels = width * height;
|
|
|
|
entry->accessed = TRUE;
|
2021-03-19 00:53:37 +00:00
|
|
|
entry->used = TRUE;
|
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 our size is invisible then we just want an entry in the
|
|
|
|
* cache for faster lookups, but do not actually spend any texture
|
|
|
|
* allocations on this entry.
|
|
|
|
*/
|
|
|
|
if (width <= 0 && height <= 0)
|
|
|
|
{
|
|
|
|
entry->is_atlased = FALSE;
|
|
|
|
entry->texture = NULL;
|
|
|
|
entry->area.x = 0.0f;
|
|
|
|
entry->area.y = 0.0f;
|
|
|
|
entry->area.x2 = 0.0f;
|
|
|
|
entry->area.y2 = 0.0f;
|
|
|
|
|
|
|
|
*out_packed_x = 0;
|
|
|
|
*out_packed_y = 0;
|
|
|
|
}
|
|
|
|
else if (width <= self->max_entry_size && height <= self->max_entry_size)
|
|
|
|
{
|
|
|
|
int packed_x;
|
|
|
|
int packed_y;
|
|
|
|
|
|
|
|
gsk_ngl_texture_atlases_pack (self->driver,
|
|
|
|
padding + width + padding,
|
|
|
|
padding + height + padding,
|
|
|
|
&atlas,
|
|
|
|
&packed_x,
|
|
|
|
&packed_y);
|
|
|
|
|
|
|
|
entry->atlas = atlas;
|
|
|
|
entry->is_atlased = TRUE;
|
|
|
|
entry->area.x = (float)(packed_x + padding) / atlas->width;
|
|
|
|
entry->area.y = (float)(packed_y + padding) / atlas->height;
|
|
|
|
entry->area.x2 = entry->area.x + (float)width / atlas->width;
|
|
|
|
entry->area.y2 = entry->area.y + (float)height / atlas->height;
|
|
|
|
|
|
|
|
*out_packed_x = packed_x;
|
|
|
|
*out_packed_y = packed_y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GskNglTexture *texture = gsk_ngl_texture_library_pack_one (self,
|
|
|
|
padding + width + padding,
|
|
|
|
padding + height + padding);
|
|
|
|
|
|
|
|
entry->texture = texture;
|
|
|
|
entry->is_atlased = FALSE;
|
|
|
|
entry->accessed = TRUE;
|
|
|
|
entry->area.x = 0.0f;
|
|
|
|
entry->area.y = 0.0f;
|
|
|
|
entry->area.x2 = 1.0f;
|
|
|
|
entry->area.y2 = 1.0f;
|
|
|
|
|
|
|
|
*out_packed_x = padding;
|
|
|
|
*out_packed_y = padding;
|
|
|
|
}
|
|
|
|
|
|
|
|
g_hash_table_insert (self->hash_table, key, entry);
|
|
|
|
|
|
|
|
return entry;
|
|
|
|
}
|