Commit Graph

55 Commits

Author SHA1 Message Date
Matthias Clasen
535529ca98 vulkan: Measure gpu time
Since this value is only meaningful if we wait for the rendering
to end, we only keep this timer if GSK_RENDERING_MODE=sync is
enabled.
2017-09-28 10:29:16 -04:00
Matthias Clasen
4d8e7d71ca gsk: Add a profile counter for vulkan render passes
This is interesting now that we have multiple render passes.
2017-09-28 08:39:22 -04:00
Matthias Clasen
d61a715909 vulkan: Implement multiple render passes
Whenever we need a node as a texture, we now start a new render
pass that renders the node into a new intermediate texture, and
set up a semaphore to make the current render pass wait for it.

As part of this reorganization, much of the setup and drawing
code moved from gskvulkanrender.c to gskvulkanrenderpass.c.
2017-09-28 08:39:22 -04:00
Matthias Clasen
85e4e0672a Add semaphores to the command buffer submit api
Allow to pass in semaphores to wait for before executing
and to signal after executing the command buffer. This
just exposes the capabilities of the underlying Vulkan
api. Update all callers to pass no semaphores, for now.

We will use this in the future.
2017-09-28 08:39:22 -04:00
Matthias Clasen
4a5ac93762 gsk: Fix a prefix mishap
There shouldn't be any gst_ functions in here...
2017-09-23 13:15:30 -04:00
Matthias Clasen
d61f6ff393 vulkan: Implement blend modes
This is another example for a 2-texture shader.
So far, only separable blend modes are implemented.
The implementation is not optimized, with an
if-else cascade in the shader.
2017-09-23 01:59:50 -04:00
Matthias Clasen
a75d995bd4 vulkan: Implement crossfade
This is the first shader using two textures. It almost works.
2017-09-22 22:16:10 -04:00
Matthias Clasen
8ad0539cf7 vulkan: Drop GskVulkanPipelineLayout
We already move the descriptor set layout out of it,
so we can just as well keep the pipeline layouts in
the render object as well, and get rid of this extra
object. Update all callers.
2017-09-22 22:16:09 -04:00
Matthias Clasen
9b0ee4ac99 Allow different pipeline layouts
These are differentiated by the number of textures; currently
we have shaders with 0 and 1 textures.
2017-09-22 22:16:09 -04:00
Matthias Clasen
4c7a51f88a vulkan: Move descriptor set layout to the render object
We want to maintain a single descriptor set layout while introducing
multiple pipeline layouts, so split this off.
2017-09-22 22:16:09 -04:00
Matthias Clasen
8e26864778 vulkan: Quiet another validation error 2017-09-20 23:46:16 -04:00
Matthias Clasen
b0e8d8483d More work on text nodes
This commit takes several steps towards rendering text
like we want to.

The creation of the cairo surface and texture is moved
to the backend (in GskVulkanRenderer). We add a mask
shader that is used in the next text pipeline to use
the texture as a mask, like cairo_mask_surface does.
There is a separate color text pipeline that uses the
already existing blend shaders to use the texture as
a source, like cairo_paint does.

The text node api is simplified to have just a single
offset, which determines the left end of the text baseline,
like all our other text drawing APIs.
2017-09-10 14:36:26 -04:00
Matthias Clasen
7bb5b8df0b A somewhat working blur shader
This is a very direct implementation of a Gaussian blur,
without any optimizations.
2017-09-04 23:32:31 -04:00
Emmanuele Bassi
35c26d00d7 gsk: Include the private header
Both gskprivate.c and gskvulkanrenderer.c call `gsk_ensure_resources`
but fail in clude `gskprivate.h`, where the function is declared.
2017-05-03 15:00:12 +01:00
Benjamin Otte
bd24ca5b18 vulkan: Add support for unblurred box-shadow 2017-01-18 04:13:56 +01:00
Benjamin Otte
b186bce7ff vulkan: Add shader for border rendering 2017-01-11 18:33:09 +01:00
Benjamin Otte
e4d0459d52 vulkan: Reallocate descriptor sets
Because wee now reset the descriptor pool, we also need to reallocate
the descriptor sets.
2017-01-06 18:10:12 +01:00
Benjamin Otte
5a6ead8760 vulkan: Keep vertex buffer around until cleanup
Don't just free it while the command buffer using it is still pending.
2017-01-06 17:16:38 +01:00
Benjamin Otte
639b5ffb9b vulkan: Reset descriptor pool
We don't want the pool to reference images we're gonna destroy. Drivers
don't like that at all.
2017-01-06 16:31:53 +01:00
Georges Basile Stavracas Neto
33a6347766 vulkanrender: Create descriptor pools with correct descriptor number 2017-01-06 02:46:27 -02:00
Benjamin Otte
f05f0377df vulkan: Modernize blend pipeline
- Rename from blit => blend
- Use instances
- Add clip versions
2017-01-04 13:22:57 +01:00
Benjamin Otte
1aa0f79e8b vulkan: Make the effect renderer take matrix + offset
This is in preparation for the new color matrix node.

I don't think keeping support for a separate opacity shader is worth it.
2016-12-31 14:37:20 +01:00
Benjamin Otte
91741f6b63 vulkan: Handle opacity nodes
Well, "handle" them actually. We still draw the node's child using
Cairo, but we apply the opacity manually now.
2016-12-31 02:49:47 +01:00
Chun-wei Fan
49a782413c gsk: Fix build on Visual Studio
One cannot use #if...#endif within macro calls in Visual Studio and
possibly other compilers, and there are more uses of VLAs that need to be
replaced with g_newa().

There were also checks for the clip type in gskvulkanrenderpass.c which
were possibly not done right (using the address of the type value to check
for a type value), which triggered errors as one is attempting to compare
a pointer type to an enum/int type.

https://bugzilla.gnome.org/show_bug.cgi?id=773299
2016-12-29 17:52:52 +08:00
Benjamin Otte
a5f8a74ec1 vulkan: Only render minimal region
It's faster to render once for every rectangle in the clip region than
rendering the outline of the clip region.
Especially because this reduces the time necessary to build up the frame
data.

In widget-factory (where we have 3 rectangles), this leads to a 5x
speedup in the rendering time rendering alone.
Snapshotting time goes from 10ms to ~1ms, which is another huge
improvement.
2016-12-27 00:31:33 +01:00
Benjamin Otte
af917c4ade vulkan: Handle linear gradients
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.

So in testcases with translucent gradients, it's actually Cairo that is
wrong.
2016-12-26 17:22:02 +01:00
Benjamin Otte
3a79b17309 vulkan: Fix coordinate setup
This makes rendering textures work when the top left of the rendered
texture is not at (0, 0).
2016-12-26 17:22:01 +01:00
Benjamin Otte
5878f9d8af vulkan: Add shader for color drawing with rectangle clip 2016-12-25 06:23:12 +01:00
Benjamin Otte
aa0ec774bf vulkan: Add proof-of-concept clip implementation
We can now clip to cicular rounded rectangles when drawing colors.
2016-12-24 06:19:16 +01:00
Benjamin Otte
2bca24c455 gsk: Add GskVulkanClip
This is now tracking the clips added by the clip nodes.
If any particular node can't deal with a clip, it falls back to Cairo
rendering. But if it can, it will render it directly.
2016-12-24 06:19:16 +01:00
Benjamin Otte
786d3a013e vulkan: Implement gsk_renderer_render_texture() 2016-12-23 08:11:01 +01:00
Benjamin Otte
b4f04d0c1d vulkan: Split color and blend pipelines 2016-12-20 18:01:11 +01:00
Benjamin Otte
e68b18aa4e vulkan: Move vertex data tracking to the pipeline subclass
That way, different pipelines can draw different kinds of data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
9aecd6dd56 vulkan: Add GskVulkanBlendPipeline
So far that's just a simple pipeline that doesn't do anything.
2016-12-20 18:01:11 +01:00
Benjamin Otte
3e4fd32b54 vulkan: Batch upload image barriers together
Doesn't seem to help much though...
2016-12-20 18:01:11 +01:00
Benjamin Otte
7b9ace488b vulkan: Add GskVulkanUploader
It's the thing that makes sure pixels end up on the GPU.
2016-12-20 18:01:11 +01:00
Benjamin Otte
85559d1fd9 vulkan: Split out command pool
This way we can pass the command pool around.
And that allows us to allocate and submitcustom buffers.
And that is necessary to make staging images work.
2016-12-20 18:01:11 +01:00
Benjamin Otte
08a2a29c26 vulkan: Add infrastructure for multiple pipelines
And use it to draw solid colors with a 2nd pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
7d837a2ae6 vulkan: Split PipelineLayout into its own object
This way, we can share the layout between different pipelines.
2016-12-20 18:01:11 +01:00
Benjamin Otte
67fb129ed7 gsk: gsk_render_node_set_transform() => GskTransformNode
Instead of having a setter for the transform, have a GskTransformNode.

Most of the oprations that GTK does do not require a transform, so it
doesn't make sense to have it as a primary attribute.

Also, changing the transform requires updating the uniforms of the GL
renderer, so we're happy if we can avoid that.
2016-12-20 18:01:10 +01:00
Benjamin Otte
b3388aaca9 vulkan: Don't limit number of descriptor sets
If we need more than we have reserved as maximum, recreate the
descriptor pool with a higher maximum.
2016-12-09 18:35:52 +01:00
Benjamin Otte
cf470f31ca vulkan: Push the correct matrix when drawing
Instead of pushing the root matrix, push the world matrix for the
current node. That way, the bounds we emit as vertices are actually
properly transformed.
2016-12-09 18:35:52 +01:00
Benjamin Otte
93448b8c7e vulkan: Enable alpha blending
We will need that once we actually composite stuff.
2016-12-09 18:35:52 +01:00
Benjamin Otte
b3a1732a3e vulkan: Redo descriptor set handling
First, we collect all the info about descriptor sets into a hash table,
then we use its size to determine the amount of sets and allocate those
before we finally go ahead and use the hash table's contents to
initialize the descriptor sets.

And then we're ready to render.
2016-12-09 18:35:52 +01:00
Benjamin Otte
f4685e0291 vulkan: Move remaining structs to VulkanRender object
It now gets to maintain things.
2016-12-09 18:35:52 +01:00
Benjamin Otte
e989375c04 vulkan: Create framebuffers from GskVulkanRender object
Also create them on-demand, as they need to be created per-image and
per-framebuffer, so we don't want to create loads of them.
2016-12-09 18:35:52 +01:00
Benjamin Otte
c160ef16c1 vulkan: Turn GskVulkanImage into a GObject
This way, we can do real refcounting on them.
2016-12-09 18:35:51 +01:00
Benjamin Otte
b2e30fb66e vulkan: Don't wait until graphics are done computing
We can let the GPU do its stuff without waiting. The GPU knows what it's
doing.

Which means we now get a lot of time to spend on doing CPU things (read:
we're way better in benchmarks).

The old behavior is safer, so we want to keep it around for debugging.
It can be reenabled with GSK_RENDERING_MODE=sync.
2016-12-09 18:35:51 +01:00
Benjamin Otte
ac9d48151b vulkan: Keep render objects around
That way we can reuse them. We only create a new one if the last render
operation hasn't finished executing.
2016-12-09 18:35:51 +01:00
Benjamin Otte
adff39953d vulkan: Move command pool and fence into render object 2016-12-09 18:35:51 +01:00