Commit Graph

365 Commits

Author SHA1 Message Date
Benjamin Otte
b993acfe2c gsk: Add GskRepeatNode
Also add gtk_snapshot_push_repeat() and use that to draw backgrounds.

With that change, CSS background snapshots are created without Cairo
nodes.
2017-01-01 19:53:36 +01:00
Benjamin Otte
2571036c07 gsk: Turn GskTexture into a GObject 2017-01-01 19:53:36 +01:00
Benjamin Otte
2fe01a5b57 vulkan: Optimize getting textures
When we already have a texture or know we need to upload, just do that
instead of rendering to Cairo.
2017-01-01 19:53:36 +01:00
Benjamin Otte
e18d5ca835 vulkan: Add support for color matrix nodes
@keyframes weee {
    100% { filter: hue-rotate(1turn); }
}

.background {
    animation: linear infinite 3s weee;
}
2016-12-31 14:37:20 +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
7540702cf0 gsk: Add GskColorMatrixNode
This node essentially implements the feColorMatrix SVG filter. I got the
idea yesterday after looking at the opacity implementation.

It can be used for opacity (not sure if we want to) and to implement a
bunch of the CSS filters.
2016-12-31 02:49:47 +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
391ea68671 Visual Studio builds: Include Vulkan sources in GSK
...but disable them for now.  Configs will be added for the projects to
support Vulkan-enabled builds which will then enable the builds of these
sources.  Extra commands and items will be needed for the GSK resources
along with ensuring GSK_RENDERER_GSK being defined for the build of GDK,
GDK-Win32 and GSK so that the builds of Vulkan-enabled builds can be done
properly.

Filter out the Vulkan sources from the 'dist hook' rules in
gsk/Makefile.am as we don't want to in turn include them twice in the
projects when the 'make dist' is performed on a system with Vulkan
builds enabled.
2016-12-30 01:08:07 +08:00
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
Chun-wei Fan
1e084567f9 gsk/gskrendernodeimpl.c: Avoid VLAs
Use g_newa() instead of VLAs, as VLAs may never be supported by some
compilers as it became optional in C11 and there are concerns about their
implementations in compilers that do support it.

https://bugzilla.gnome.org/show_bug.cgi?id=773299
2016-12-29 17:41:59 +08:00
Benjamin Otte
68b39a4727 gsk: Add GSK_RENDERING_MODE=full-redraw
Forces a full redraw every frame.
This is done generically, so it's supported on every renderer.

For widget-factory first page (with the spinner spinning and progressbar
pulsing), I get these numbers per frame:

action                  clipped         full redraw
snapshot                   0ms           7-10ms
cairo rendering            0ms          10-15ms
Vulkan rendering         3-5ms          18-20ms
Vulkan expected *          0ms            1-2ms
GL rendering            unsupported     55-62ms

* expected means disabling rendering of unsupported render nodes,
instead of doing fallback drawing. So it overestimates the performance,
because borders and box-shadows are disabled.
2016-12-27 00:48:00 +01:00
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
3c8518dce3 gsk: Add missing Mozilla copyright header
I stole one of their shader functions, and if I steal, I might as well
do it right.
2016-12-26 17:22:01 +01:00
Benjamin Otte
5017c3be65 gsk: Insist on ordered color stops
I don't want to sort them later for the shader preparation, so make
sure they come in ordered.
2016-12-26 17:22:01 +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
b30225e67c vulkan: We use VK_FORMAT_B8G8R8A8_UNORM
... not SRGB. SRGB messes up alpha compositing, GdkRGBA and everything
else.
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
81c487b841 vulkan: Fold clip into push constants
As a side effect, the clipping data is now available inside shaders.

Not that any shader would use them yet, but they could!
2016-12-24 06:19:16 +01:00
Benjamin Otte
18b65a2378 vulkan: Change handling of push constants
Instead of storing the wire format, store the true structs and only
convert to the wire format when needed.
2016-12-24 06:19:16 +01:00
Benjamin Otte
b11b7dfb1a gsk: Add debug category for fallbacks
... and use it for the cases in Vulkan where we fall back to Cairo.
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
89d38ae93f vulkan: Try combining draw calls
This gives a 5-7% speedup in the case where we're just drawing N colors
and nothing else. So it;s not tremendously useful, but noticeable.
2016-12-24 06:19:16 +01:00
Garrett Regier
23d10df6c6 gsk: Fix memory leak in gsk_render_node_write_to_file() 2016-12-23 07:22:41 -08:00
Benjamin Otte
4bb0c70c11 gsk: Add docs and error handling to serialization API 2016-12-23 08:11:01 +01:00
Benjamin Otte
5e089c4345 gsk: Add gsk_render_node_write_to_file()
For when you're in a debugger and need to have a closer look at this
node...
2016-12-23 08:11:01 +01:00
Benjamin Otte
087ea8e531 gsk: Warn on cairo errors during gsk_render_node_draw()
It's the same warning we use inside GTK for when stuff weirdly goes
wrong.
2016-12-23 08:11:01 +01:00
Benjamin Otte
08f9a6078b gsk: Include config.h
The more you know:
Not including config.h causes the public API implemented in this file to
not be exported in the resulting library.
2016-12-23 08:11:01 +01:00
Benjamin Otte
adcde3034e gsk: Implement gsk_renderer_render_texture() on GL 2016-12-23 08:11:01 +01:00
Benjamin Otte
786d3a013e vulkan: Implement gsk_renderer_render_texture() 2016-12-23 08:11:01 +01:00
Benjamin Otte
6c56793147 gsk: Add gsk_texture_download() API
Now users can download pixels and make everything slooooooow.
2016-12-23 08:11:01 +01:00
Benjamin Otte
2d2209859e gsk: Rename to gsk_texture_download_surface()
I want to reuse the name gsk_texture_download() for downloading the
actual bytes.
2016-12-23 08:11:01 +01:00
Benjamin Otte
373e08d6d4 gsk: Add gsk_renderer_render_texture()
... and implement it for the Cairo renderer.

It's an API that instructs a renderer to render to a texture.
So far this is mostly meant to be used for testing, but I could imagine
it being useful for rendering DND icons.
2016-12-23 08:11:01 +01:00
Benjamin Otte
98086014d8 gskcairo: Don't store the viewport in the global struct
Just query it locally.
2016-12-23 08:11:01 +01:00
Benjamin Otte
d2622d93ad gsk: Don't overdraw with transparent
That code doesn't do anything.

And what the code should be doing (clearing the abckground) isn't
necessary as cairo drawing is guaranteed to clear the surface.
2016-12-23 08:11:01 +01:00
Benjamin Otte
df5e12fc1d rendernode: Fix typo 2016-12-23 08:11:00 +01:00
Benjamin Otte
814b66e1a8 gsk: Remove nonexisting functions
The function was removed when gsk_render_node_draw() was and
gsk_renderer_realize() was refactored respectively.
2016-12-23 08:11:00 +01:00
Benjamin Otte
735846cc82 gsk: Export gsk_render_node_get_bounds()
I'll need it in tests/testsuite soon.
2016-12-23 08:11:00 +01:00
Benjamin Otte
c88d279416 gsk: Add gsk_render_node_serialize/deserialize()
This does a conversion to/from GBytes and is intended for writing tests.

It's really crude but it works.
And that probably means Alex will (ab)use it for broadway.
2016-12-23 08:11:00 +01:00
Benjamin Otte
3a38bc9bf7 gsk: Remove spread member from GskShadow
I had originally thought I'd use GskShadow for box-shadow, but didn't in
the end.

So now it's only used for text-shadow and icon-shadow, and those don't
have a spread.
2016-12-23 08:11:00 +01:00
Matthias Clasen
a2f0c860ee Fix distcheck 2016-12-21 14:12:31 -05:00
Rico Tzschichholz
2b4dfeec7c gsk: Fix build of 22110ef5a4 2016-12-21 18:15:50 +01:00
Alexander Larsson
230d27b079 GskRenderNode: Use C99 flexible arrays to avoid extra allocation
Instead of a separate allocation for any arrays in the render node
we allocate these as part of the render node itself, using C99
flexible arrays.

This leads to less allocations, which is nice, but the major reason
for this is that it allows us to change the allocation scheme further
in the future. For instance, we want to do stack-like allocation so
that all the render-nodes for an entire frame are allocated in one
(or a few) chunks.
2016-12-21 14:01:34 +01:00
Alexander Larsson
22110ef5a4 gsk: Add bounds member to RenderNode
Instead of constantly recalculating this (especially recursively for
parents!) we do it only on construction, because everything is
immutable anyway. Also, most nodes had a bounds already and can
use the new parent member instead.

We also do direct access to the node bounds rather than calling
gsk_render_node_get_bounds in various places, which means
we do less copying.
2016-12-21 14:01:34 +01:00
Alexander Larsson
2d4b46f4f9 gsk: Drop gsk_render_node_make_immutable, nodes are always immutable 2016-12-21 14:01:34 +01:00
Benjamin Otte
2034e83a20 gsk: Add GskOutsetShadowNode 2016-12-20 18:01:12 +01:00
Benjamin Otte
fcc1f554d6 gsk: Add GskInsetShadowNode
And again lots of shadow code gets copied to GSK. But we're now almost
at a stage where widget-factory does not use cairo nodes anymore.
2016-12-20 18:01:12 +01:00
Benjamin Otte
4fc64ae3dd gsk: Add contains/intersect functions for GskRoundedRect
... and use them.
2016-12-20 18:01:12 +01:00
Benjamin Otte
2480e0d575 gsk: Add GskShadowNode
... and make the icon rendering code use it.

This requires moving even more shadow renering code into GSK, but so be
it. At least the "shadows not implemented" warning is now gone!
2016-12-20 18:01:12 +01:00
Benjamin Otte
15e8a22f08 gsk: Move gtk/gtkcairoblur.c to gsk/gskcairoblur.c 2016-12-20 18:01:11 +01:00
Benjamin Otte
75b76af221 gsk: Add GskBorderNode
The node draws a solid CSS border, which can be used to cover everything
but dashed and dotted borders (double, groove, inset, ...).

For different border styles, we overlay multiple nodes and set their
colors to transparent for sides with non-matching styles.
2016-12-20 18:01:11 +01:00
Benjamin Otte
a9809e5d30 gsk: Add gsk_rounded_rect_shrink()
... and replace _gtk_rounded_box_grow() and _gtk_rounded_box_shrink()
with it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
1760e0d3f3 vulkan: Get rid of color in push constants
The color comes in instance data now, no need to abuse push constants
for it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
1b90ce6b33 vulkan: Remove color from push constants
It's now handled by the color pipeline.
2016-12-20 18:01:11 +01:00
Benjamin Otte
b04eecf860 vulkan: Pass color rects in instance data
This way, we don't need push constants or per-vertex data, we can render
colored rectangles completely via instance data.
2016-12-20 18:01:11 +01:00
Benjamin Otte
4c74695a85 vulkan: Don't pass texture coordinates to the color pipeline 2016-12-20 18:01:11 +01:00
Benjamin Otte
5dfb74c70c vulkan: Get vertex description from pipeline subclass 2016-12-20 18:01:11 +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
453478719d vulkan: Make GskVulkanPipeline derivable 2016-12-20 18:01:11 +01:00
Benjamin Otte
30438c6e8b gsk: Add cross-fade node
And implement stack crossfades with it.
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
ba7ac637bc vulkan: Implement staging-buffer image upload
This is not enabled by default. Use GSK_RENDERING_MODE=staging-buffer to
use the code.
2016-12-20 18:01:11 +01:00
Benjamin Otte
3ef03c8bc0 gsk: Check for NULL in calls to gsk_cairo_node_get_surface()
That function does actually sometimes return NULL and is documented to
do so, so handle that case in the renderers (by omitting the node).
2016-12-20 18:01:11 +01:00
Benjamin Otte
e8cd71228a gsk: Implement linear gradient render nodes 2016-12-20 18:01:11 +01:00
Benjamin Otte
cf520b7a1f gsk: Add blend nodes
Implement blend mode support in GTK background compositing with it.
2016-12-20 18:01:11 +01:00
Benjamin Otte
2118f394d2 gsk: Add missing blend modes
This brings GSK blend modes in line with the CSS spec.
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
f4f0dba5c6 vulkan: Split render ops into seperate structs
This makes it a lot clearer which members are relevant for each
different operation.
2016-12-20 18:01:11 +01:00
Benjamin Otte
62eb9d42aa vulkan: Add infrastructure for push constants
THe code includes fragment push constants for colors, but that code is
so far unused.
2016-12-20 18:01:10 +01:00
Benjamin Otte
23e35706b4 gsk: Add support for rounded clip rectangles
Also add support to GtkSnapshot, so people can push rounded clips.
2016-12-20 18:01:10 +01:00
Benjamin Otte
59d638a09f gsk: Add GskRoundedRect
It's essentially a port of GtkRoundedBox to graphene.
2016-12-20 18:01:10 +01:00
Benjamin Otte
1f988d8b05 gsk: Add gsk_clip_node_new()
The node is a simple clipping node: It does a rectangular clip of its
contents.
2016-12-20 18:01:10 +01:00
Benjamin Otte
07d39299ea gsk: Replace gsk_render_node_set_opacity()
... with gsk_opacity_node_new().

Also implement support for opacity in gtk_widget_snapshot() using this
new node.
2016-12-20 18:01:10 +01:00
Benjamin Otte
e6d423e0e2 gsk: Remove gsk_renderer_create_fallback()
Use gsk_render_node_draw() instead.
2016-12-20 18:01:10 +01:00
Benjamin Otte
ee9aca882d gsk: Add fallback code to renderers
This code makes renderers fall back to Cairo rendering if they don't
know how to handle a render node's type.

This allows adding new render nodes with impunity.
2016-12-20 18:01:10 +01:00
Benjamin Otte
6129daf29b gsk: Add gsk_color_node_new() 2016-12-20 18:01:10 +01:00
Benjamin Otte
361e2cda27 Call gsk_render_node_draw() instead of creating fallback renderers 2016-12-20 18:01:10 +01:00
Benjamin Otte
e82d02432e gsk: Add gsk_render_node_draw()
Draws a node to a given cairo_t. This is mostly intended for fallback
usage.
2016-12-20 18:01:10 +01:00
Benjamin Otte
02131d590e snapshot: Change how gtk_snapshot_push/pop works
Instead of appending a container node and adding the nodes to it as they
come in, we now collect the nodes until gtk_snapshot_pop() is called and
then hand them out in a container node.

The caller of gtk_snapshot_push() is then responsible for doing whatever
he wants with the created node.

Another addigion is the keep_coordinates flag to gtk_snapshot_push()
which allows callers to keep the current offset and clip region or
discard it. Discarding is useful when doing transforms, keeping it is
useful when inserting effect nodes (like the ones I'm about to add).
2016-12-20 18:01:10 +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
19753062c4 gsK: Move children handling to GskContainerNode 2016-12-20 18:01:09 +01:00
Benjamin Otte
e2625f8649 gsk: Remove GskRenderNode::parent
... and all related APIs.
2016-12-20 18:01:09 +01:00
Benjamin Otte
a8f2b3e75e gsk: Remove world matrix support
Use the real transform and compute it manually.
2016-12-20 18:01:09 +01:00
Benjamin Otte
3eb7c4719b gsk: Remove gsk_render_node_set_bounds()
gsk_render_node_get_bounds() still exists and is computed via vfunc
call:
- containers dynamically compute the bounds from their children
- surface and texture nodes get bounds passed on construction
2016-12-20 18:01:09 +01:00
Benjamin Otte
4d376c80f3 gsk: Remove gsk_render_node_get_size()
In the brave new world of refactored render nodes, this function doesn't
really make any sense anymore. We could turn it into a vfunc, but I
don't think it's useful.

Especially because even in the brave old world, this function was
causing a vastl overallocation of nodes when the GL renderer needed render
targets.
2016-12-20 18:01:09 +01:00
Benjamin Otte
d907f60843 gsk: Add GskRenderNodeClass.make_immutable() 2016-12-20 18:01:09 +01:00
Benjamin Otte
e4ee65fd19 gsk: Remove gsk_render_node_set_opaque()
If we ever feel, we need this function again, we can readd it later.

But nobody is using it other than for overriding opactiy. And you can
just override opacity directly if you care.
2016-12-20 18:01:09 +01:00
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
Benjamin Otte
ca78f5d3cb gdk: Make gdk_window_begin_draw_frame() take a draw context
... instead of a gl context.

This requires some refactoring in the way we mark the shared context as
drawing: We now call begin_frame/end_frame() on it and ignore the call
on the main context.
Unfortunately we need to do this check in all vfuncs, which sucks. But I
haven't found a better way.
2016-12-05 15:02:47 +01:00
Benjamin Otte
60567db486 gskrenderer: Add gsk_renderer_begin_draw_frame()
This way, we can hijack the begin/end draw process and do out own
processing before passing it on to GDK.
2016-12-05 15:02:47 +01:00
Benjamin Otte
358aca9e20 glrenderer: Always redraw the whole screen 2016-12-05 15:02:47 +01:00
Benjamin Otte
da8d886b17 gsk: Change GSK_USE_SOFTWARE env var to GSK_RENDERER
This way, we can use the variable as more than a boolean flag.

This will be useful for Vulkan or D3D renderers.
2016-12-05 15:02:47 +01:00
Benjamin Otte
e38bd27d58 gdk: Redo GL drawing
Reenable GL drawing, but do it without Cairo.

Now, the context passed to gdk_window_begin_draw_frame() decides how
drawing is going to happen. If it is NULL, Cairo is used like before.

If a context is passed, Cairo may not be used for drawing and
gdk_drawing_context_get_cairo_context() is going to return NULL.
Instead, the GL renderer must draw to the GL backbuffer and
end_draw_frame() is then swapping that to the front.

The GskGLRenderer has lost the texture it used to render to and adapted
to render directly to the backbuffer instead.

The only thing missing is for GtkGLArea to gain back a performant way to
render. But it didn't have one since the introduction of GSK, this
patchset doesn't change anything about it.

The new rendering avoids two indirections (the GSK renderer's texture
and the GDK double buffering surface).
It improves icon count in the fishbowl demo by 30%.
2016-12-05 15:02:47 +01:00
Benjamin Otte
4b484557f5 gsk: Allow 0 for gsk_gl_driver_begin_frame()
Special-case this situation to unset the current framebuffer and render
to the backbuffer again.
2016-12-05 15:02:47 +01:00
Benjamin Otte
e42e27304a gskrenderer: Store the GL context
And use it to create the drawing context with it.

Note that this doesn't yet have any effect and is all infrastructure
preparation work.
2016-12-05 15:02:47 +01:00