gtk2/gsk/ngl/gsknglcommandqueue.c

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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
/* gsknglcommandqueue.c
*
* Copyright 2017 Timm Bäder <mail@baedert.org>
* Copyright 2018 Matthias Clasen <mclasen@redhat.com>
* Copyright 2018 Alexander Larsson <alexl@redhat.com>
* 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
*/
#include "config.h"
#include <string.h>
#include <gdk/gdkglcontextprivate.h>
#include <gdk/gdkmemoryformatprivate.h>
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
#include <gdk/gdkmemorytextureprivate.h>
#include <gdk/gdkprofilerprivate.h>
#include <gsk/gskdebugprivate.h>
#include <gsk/gskroundedrectprivate.h>
#include "gsknglattachmentstateprivate.h"
#include "gsknglbufferprivate.h"
#include "gsknglcommandqueueprivate.h"
#include "gskngluniformstateprivate.h"
#include "inlinearray.h"
G_DEFINE_TYPE (GskNglCommandQueue, gsk_ngl_command_queue, G_TYPE_OBJECT)
G_GNUC_UNUSED static inline void
print_uniform (GskNglUniformFormat format,
guint array_count,
gconstpointer valueptr)
{
const union {
graphene_matrix_t matrix[0];
GskRoundedRect rounded_rect[0];
float fval[0];
int ival[0];
guint uval[0];
} *data = valueptr;
switch (format)
{
case GSK_NGL_UNIFORM_FORMAT_1F:
g_printerr ("1f<%f>", data->fval[0]);
break;
case GSK_NGL_UNIFORM_FORMAT_2F:
g_printerr ("2f<%f,%f>", data->fval[0], data->fval[1]);
break;
case GSK_NGL_UNIFORM_FORMAT_3F:
g_printerr ("3f<%f,%f,%f>", data->fval[0], data->fval[1], data->fval[2]);
break;
case GSK_NGL_UNIFORM_FORMAT_4F:
g_printerr ("4f<%f,%f,%f,%f>", data->fval[0], data->fval[1], data->fval[2], data->fval[3]);
break;
case GSK_NGL_UNIFORM_FORMAT_1I:
case GSK_NGL_UNIFORM_FORMAT_TEXTURE:
g_printerr ("1i<%d>", data->ival[0]);
break;
case GSK_NGL_UNIFORM_FORMAT_1UI:
g_printerr ("1ui<%u>", data->uval[0]);
break;
case GSK_NGL_UNIFORM_FORMAT_COLOR: {
char *str = gdk_rgba_to_string (valueptr);
g_printerr ("%s", str);
g_free (str);
break;
}
case GSK_NGL_UNIFORM_FORMAT_ROUNDED_RECT: {
char *str = gsk_rounded_rect_to_string (valueptr);
g_printerr ("%s", str);
g_free (str);
break;
}
case GSK_NGL_UNIFORM_FORMAT_MATRIX: {
float mat[16];
graphene_matrix_to_float (&data->matrix[0], mat);
g_printerr ("matrix<");
for (guint i = 0; i < G_N_ELEMENTS (mat)-1; i++)
g_printerr ("%f,", mat[i]);
g_printerr ("%f>", mat[G_N_ELEMENTS (mat)-1]);
break;
}
case GSK_NGL_UNIFORM_FORMAT_1FV:
case GSK_NGL_UNIFORM_FORMAT_2FV:
case GSK_NGL_UNIFORM_FORMAT_3FV:
case GSK_NGL_UNIFORM_FORMAT_4FV:
/* non-V variants are -4 from V variants */
format -= 4;
g_printerr ("[");
for (guint i = 0; i < array_count; i++)
{
print_uniform (format, 0, valueptr);
if (i + 1 != array_count)
g_printerr (",");
valueptr = ((guint8*)valueptr + gsk_ngl_uniform_format_size (format));
}
g_printerr ("]");
break;
case GSK_NGL_UNIFORM_FORMAT_2I:
g_printerr ("2i<%d,%d>", data->ival[0], data->ival[1]);
break;
case GSK_NGL_UNIFORM_FORMAT_3I:
g_printerr ("3i<%d,%d,%d>", data->ival[0], data->ival[1], data->ival[2]);
break;
case GSK_NGL_UNIFORM_FORMAT_4I:
g_printerr ("3i<%d,%d,%d,%d>", data->ival[0], data->ival[1], data->ival[2], data->ival[3]);
break;
case GSK_NGL_UNIFORM_FORMAT_LAST:
default:
g_assert_not_reached ();
}
}
G_GNUC_UNUSED static inline void
gsk_ngl_command_queue_print_batch (GskNglCommandQueue *self,
const GskNglCommandBatch *batch)
{
2021-03-12 23:26:15 +00:00
static const char *command_kinds[] = { "Clear", "Draw", };
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 framebuffer_id;
g_assert (GSK_IS_NGL_COMMAND_QUEUE (self));
g_assert (batch != NULL);
if (batch->any.kind == GSK_NGL_COMMAND_KIND_CLEAR)
framebuffer_id = batch->clear.framebuffer;
else if (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW)
framebuffer_id = batch->draw.framebuffer;
else
return;
g_printerr ("Batch {\n");
g_printerr (" Kind: %s\n", command_kinds[batch->any.kind]);
g_printerr (" Viewport: %dx%d\n", batch->any.viewport.width, batch->any.viewport.height);
g_printerr (" Framebuffer: %d\n", framebuffer_id);
if (batch->any.kind == GSK_NGL_COMMAND_KIND_DRAW)
{
g_printerr (" Program: %d\n", batch->any.program);
g_printerr (" Vertices: %d\n", batch->draw.vbo_count);
for (guint i = 0; i < batch->draw.bind_count; i++)
{
const GskNglCommandBind *bind = &self->batch_binds.items[batch->draw.bind_offset + i];
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
}
for (guint i = 0; i < batch->draw.uniform_count; i++)
{
const GskNglCommandUniform *uniform = &self->batch_uniforms.items[batch->draw.uniform_offset + i];
g_printerr (" Uniform[%02d]: ", uniform->location);
print_uniform (uniform->info.format,
uniform->info.array_count,
gsk_ngl_uniform_state_get_uniform_data (self->uniforms, uniform->info.offset));
g_printerr ("\n");
}
}
else if (batch->any.kind == GSK_NGL_COMMAND_KIND_CLEAR)
{
g_printerr (" Bits: 0x%x\n", batch->clear.bits);
}
g_printerr ("}\n");
}
G_GNUC_UNUSED static inline void
gsk_ngl_command_queue_capture_png (GskNglCommandQueue *self,
const char *filename,
guint width,
guint height,
gboolean flip_y)
{
guint stride;
guint8 *data;
GBytes *bytes;
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));
g_assert (filename != NULL);
stride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, width);
data = g_malloc_n (height, stride);
glReadPixels (0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, data);
if (flip_y)
{
guint8 *flipped = g_malloc_n (height, stride);
for (guint i = 0; i < height; i++)
memcpy (flipped + (height * stride) - ((i + 1) * stride),
data + (stride * i),
stride);
g_free (data);
data = flipped;
}
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
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)
{
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;
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
{
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
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
{
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++;
}
}
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 ();
/* 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 &&
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:
* @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:
* @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;
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));
/* 2 = color location */
glEnableVertexAttribArray (2);
glVertexAttribPointer (2, 4, GL_HALF_FLOAT, GL_FALSE,
sizeof (GskNglDrawVertex),
(void *) G_STRUCT_OFFSET (GskNglDrawVertex, color));
/* 3 = color2 location */
glEnableVertexAttribArray (3);
glVertexAttribPointer (3, 4, GL_HALF_FLOAT, GL_FALSE,
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);
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++)
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);
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:
* @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");
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
}