Commit Graph

172 Commits

Author SHA1 Message Date
Benjamin Otte
684d25bd1a gsk: Add custom structs to RenderNode subclasses
So now we don't need to keep a texture pointer and a surface pointer and
so on in the base struct.
2016-12-20 18:01:09 +01:00
Benjamin Otte
be8b9406e5 gsk: Add GskRenderNodeClass.finalize() 2016-12-20 18:01:09 +01:00
Benjamin Otte
a97b819b81 gsk: Add gsk_container_node_new()
It replaces gsk_renderer_create_render_node() which was doing the eact
same thing, only taking an unused extra argument.
2016-12-20 18:01:09 +01:00
Benjamin Otte
f16d523cb2 gsk: Introduce GskRenderNodeClass
This is modeled after GtkCssValueClass. So far it doesn't do anything.
2016-12-20 18:01:09 +01:00
Benjamin Otte
3af4fba895 gsk: Split render node subclasses out into their own file 2016-12-20 18:01:09 +01:00
Benjamin Otte
abd184efc9 gsk: Remove gsk_render_node_is_surface/texture()
Use gsk_render_node_get_node_type() instead.
2016-12-20 18:01:09 +01:00
Benjamin Otte
cb5c5170f4 gsk: Remove unneeded children modifiers
Creating render nodes is fire-and-forget, so all one should do is create
a container, append, append, append and then send it off to the
renderer. So there's no need to replace, insert between or anything
else.
2016-12-20 18:01:09 +01:00
Benjamin Otte
52d2faef88 gsk: Add gsk_cairo_node_new()
Split off Cairo drawn content nodes and require you to allocate them
using this new function.
2016-12-20 18:01:09 +01:00
Benjamin Otte
8c8691b469 gsk: Add gsk_texture_node_new()
Start the transition into the different node types.
2016-12-20 18:01:09 +01:00
Benjamin Otte
ac5e277a71 gsk: Add GskRenderNodeType
For now, this is unused.
2016-12-20 18:01:09 +01:00
Benjamin Otte
f258af9cce gsk: Remove GskRenderNodeIter 2016-12-20 18:01:09 +01:00
Benjamin Otte
6fb46e3943 gsk: Make GskRenderNode a boxed type 2016-12-20 18:01:09 +01:00
Benjamin Otte
9bff1c12d4 gsk: Remove custom GValue API for GskRenderNode 2016-12-20 18:01:09 +01:00
Benjamin Otte
ff884385c0 gsk: Remove GskRenderNode::hidden
If you want to hide something, don't render it.
2016-12-20 18:01:09 +01:00
Benjamin Otte
04a2c1499a gsk: Remove RenderNode::anchor-point 2016-12-20 18:01:09 +01:00
Matthias Clasen
438ad208e7 Use the new defines
It is no longer GDK_WINDOWING_VULKAN.
2016-12-09 15:51:58 -05:00
Benjamin Otte
2faad03f2f gsk: Improve GSK_RENDERER env var handling
- Recognize "gl" as well as "opengl" for the GL renderer
- GSK_RENDERER=help now works
- g_warning() for an unrecognized renderer (typo detection!)
- g_print() the actual renderer that is used (and error messages when
  selecting) when a GSK_RENDERER is given, so you'll notice if your
  renderer isn't taken.
2016-12-09 21:27:55 +01:00
Benjamin Otte
f52dd12569 vulkan: Implement texture caching
And with this change, the GPU looks bored again.
2016-12-09 18:35:52 +01:00
Benjamin Otte
6525fbe90f vulkan: Don't create more than one render object
By creating unlimited render objects, we would never wait on the GPU.

This would mean that if the GPU was the bottleneck, we would fill its
queue with render commands faster than it could process them.

And because the nvidia binary driver and my code work surprisingly well
and bugfree, this lead to exhaustion of RAM. I had 50GB of swap
configured and my hard disk was quicker as swap storage than my GPU was
at processing the commands, so stuff still filled up.

At that point my computer became rather unresponsive and I decided to
reboot it, so I that could write this patch.
2016-12-09 18:35:52 +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
35d1dc6dd5 vulkan: Add more node operations
Add SURFACE and TEXTURE operations. This way, we actually render more
than one node every frame because not everything is a fallback node
anymore that gets composited with its children into a cairo surface.
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
8756deec58 vulkan: Turn swapchain image targets into GskVulkanImages
This gives us proper refcounting here, too. And there's no longer a
difference between the different types of images.
2016-12-09 18:35:52 +01:00
Benjamin Otte
17c11dd97b vulkan: Store width/height of GskVulkanImage
This is to enable lazy framebuffer creation later.
2016-12-09 18:35:51 +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
85bc9ff36b vulkan: Hook up image upload mechanism to env variables
Instead of having to decie at compile-time, check if
GSK_RENDERING=staging-image was given, and if so, select the staging
image upload mode.
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
Benjamin Otte
9635598124 vulkan: Make the GskVulkanRender struct private 2016-12-09 18:35:51 +01:00
Benjamin Otte
eb94153a2c vulkan: Make the VulkanRender object allocated
That way, we can have multiple of those and keep them around for reuse.
2016-12-09 18:35:51 +01:00
Benjamin Otte
747df7aa3c vulkan: Also wait on the draw semaphore when present()ing
That way we have a synchronization primitive at the start and at the
end.
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c5b25b1d1 vulkan: Add GskVulkanRenderPass
And move the actual rendering code there.

A RenderPass is a collection of operations on the same target that
get executed one after another. It roughly targets VkRenderPass or
rather the subpasses of a VkRenderPass.

For now, only the infrastructure is there. No real stuff is happening.
2016-12-09 18:35:51 +01:00
Benjamin Otte
681554787b vulkan: Add GskVulkanRender object
This is refactoring work.

GskVulkanRender is supposed to be the global object for a render
operation, ie GskVulkanRenderer.render() will create this object for
what it does.

The object will be split into stages that perform the operations
necessary to create a drawing.
2016-12-09 18:35:51 +01:00
Benjamin Otte
583956266e vulkan: Make MVP matrix available to vertex shader
We use push constants for this.
2016-12-09 18:35:51 +01:00
Benjamin Otte
13b53656ea vulkan: Upload image data directly
Instead of using a staging iamge, we require the final image to be
linearly allocated and have host-visible memory.

This improves performance quite a bit.

The old code is still there and can be enabled with a simple change
to a #define in gskvulkanimage.h
2016-12-09 18:35:51 +01:00
Benjamin Otte
3c4b952256 vulkan: Make GskVulkanRenderer work
We now create a Cairo renderer, render to an image surface and upload
and retnder it with Vulkan.
2016-12-09 18:35:51 +01:00
Benjamin Otte
a7cbbaf8fc gsk: Pass texture coordinates to Vulkan renderer
We just render the coordinates as color, we don't do anything with them
yet.
2016-12-09 18:35:51 +01:00
Benjamin Otte
2a0e7f8829 gsk: Loads of work on Vulkan backend
We can now upload vertices.

And we use this to draw a yellow background. Which is clearly superior
to not drawing anything.

Also, we have shaders now. If you modify them, you need glslc installed
so they can be recompiled into Spir-V bytecode.
2016-12-09 18:35:51 +01:00
Benjamin Otte
8ba2898e08 vulkan: acquire/present images when drawing
Another step towards the final goal of actually showing something.
2016-12-09 18:35:51 +01:00
Benjamin Otte
06657fa23b gskvulkan: Create render pass and command pool 2016-12-09 18:35:51 +01:00
Benjamin Otte
3e59b11700 gskvulkanrenderer: Create imagevies and framebuffers 2016-12-09 18:35:51 +01:00
Benjamin Otte
5bea4ff45e gsk: Add a vulkan debug category 2016-12-09 18:35:51 +01:00
Benjamin Otte
a753f047df gsk: Add skeleton for Vulkan renderer
The renderer itself obviously doesn't do anything.
2016-12-09 18:35:51 +01:00
Benjamin Otte
8915be00d1 gdkgl: Add gdk_gl_context_get_damage()
This is a way to query the damaged area of the backbuffer.

The GL renderer uses this to compute the extents of that damage region
(computed via buffer age) and use them to minimize the area to redraw.

This changes the semantics of GL rendering to "When calling
gdk_window_begin_frame() with a GL context, the area by
gdk_gl_context_get_damage() needs to be redrawn and every other pixel of
the backbuffer is guaranteed to be correct.
After gdk_window_end_frame() on a GL-drawn window, the whole backbuffer
must be correct.

We can always glXBufferSwap() now because of this.
2016-12-05 15:02:47 +01:00
Benjamin Otte
9597caef5e glrenderer: Always redraw the whole screen 2016-12-05 15:02:47 +01:00