/* gskngldriver.c * * Copyright 2017 Timm Bäder * Copyright 2018 Matthias Clasen * Copyright 2018 Alexander Larsson * Copyright 2020 Christian Hergert * * 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 . * * SPDX-License-Identifier: LGPL-2.1-or-later */ #include "config.h" #include #include #include #include #include #include "gsknglcommandqueueprivate.h" #include "gsknglcompilerprivate.h" #include "gskngldriverprivate.h" #include "gsknglglyphlibraryprivate.h" #include "gskngliconlibraryprivate.h" #include "gsknglprogramprivate.h" #include "gsknglshadowlibraryprivate.h" #include "gskngltexturepoolprivate.h" #define ATLAS_SIZE 512 typedef struct _GskNglTextureState { GdkGLContext *context; GLuint texture_id; } GskNglTextureState; G_DEFINE_TYPE (GskNglDriver, gsk_ngl_driver, G_TYPE_OBJECT) static guint texture_key_hash (gconstpointer v) { const GskTextureKey *k = (const GskTextureKey *)v; /* Optimize for 0..3 where 0 is the scaled out case. Usually * we'll be squarely on 1 or 2 for standard vs HiDPI. When rendering * to a texture scaled out like in node-editor, we might be < 1. */ guint scale_x = floorf (k->scale_x); guint scale_y = floorf (k->scale_y); return GPOINTER_TO_SIZE (k->pointer) ^ ((scale_x << 8) | (scale_y << 6) | (k->filter << 1) | k->pointer_is_child); } static gboolean texture_key_equal (gconstpointer v1, gconstpointer v2) { const GskTextureKey *k1 = (const GskTextureKey *)v1; const GskTextureKey *k2 = (const GskTextureKey *)v2; return k1->pointer == k2->pointer && k1->scale_x == k2->scale_x && k1->scale_y == k2->scale_y && k1->filter == k2->filter && k1->pointer_is_child == k2->pointer_is_child && (!k1->pointer_is_child || memcmp (&k1->parent_rect, &k2->parent_rect, sizeof k1->parent_rect) == 0); } static void remove_texture_key_for_id (GskNglDriver *self, guint texture_id) { GskTextureKey *key; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (texture_id > 0); /* g_hash_table_remove() will cause @key to be freed */ if (g_hash_table_steal_extended (self->texture_id_to_key, GUINT_TO_POINTER (texture_id), NULL, (gpointer *)&key)) g_hash_table_remove (self->key_to_texture_id, key); } static void gsk_ngl_texture_destroyed (gpointer data) { ((GskNglTexture *)data)->user = NULL; } static guint gsk_ngl_driver_collect_unused_textures (GskNglDriver *self, gint64 watermark) { GHashTableIter iter; gpointer k, v; guint old_size; guint collected; g_assert (GSK_IS_NGL_DRIVER (self)); old_size = g_hash_table_size (self->textures); g_hash_table_iter_init (&iter, self->textures); while (g_hash_table_iter_next (&iter, &k, &v)) { GskNglTexture *t = v; if (t->user || t->permanent) continue; if (t->last_used_in_frame <= watermark) { g_hash_table_iter_steal (&iter); g_assert (t->link.prev == NULL); g_assert (t->link.next == NULL); g_assert (t->link.data == t); /* Steal this texture and put it back into the pool */ remove_texture_key_for_id (self, t->texture_id); gsk_ngl_texture_pool_put (&self->texture_pool, t); } } collected = old_size - g_hash_table_size (self->textures); return collected; } static void gsk_ngl_texture_atlas_free (GskNglTextureAtlas *atlas) { if (atlas->texture_id != 0) { glDeleteTextures (1, &atlas->texture_id); atlas->texture_id = 0; } g_clear_pointer (&atlas->nodes, g_free); g_slice_free (GskNglTextureAtlas, atlas); } GskNglTextureAtlas * gsk_ngl_driver_create_atlas (GskNglDriver *self) { GskNglTextureAtlas *atlas; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); atlas = g_slice_new0 (GskNglTextureAtlas); atlas->width = ATLAS_SIZE; atlas->height = ATLAS_SIZE; /* TODO: We might want to change the strategy about the amount of * nodes here? stb_rect_pack.h says width is optimal. */ atlas->nodes = g_malloc0_n (atlas->width, sizeof (struct stbrp_node)); stbrp_init_target (&atlas->context, atlas->width, atlas->height, atlas->nodes, atlas->width); atlas->texture_id = gsk_ngl_command_queue_create_texture (self->command_queue, atlas->width, atlas->height, GL_LINEAR, GL_LINEAR); gdk_gl_context_label_object_printf (gdk_gl_context_get_current (), GL_TEXTURE, atlas->texture_id, "Texture atlas %d", atlas->texture_id); g_ptr_array_add (self->atlases, atlas); return atlas; } static void remove_program (gpointer data) { GskNglProgram *program = data; g_assert (!program || GSK_IS_NGL_PROGRAM (program)); if (program != NULL) { gsk_ngl_program_delete (program); g_object_unref (program); } } static void gsk_ngl_driver_shader_weak_cb (gpointer data, GObject *where_object_was) { GskNglDriver *self = data; g_assert (GSK_IS_NGL_DRIVER (self)); if (self->shader_cache != NULL) g_hash_table_remove (self->shader_cache, where_object_was); } static void gsk_ngl_driver_dispose (GObject *object) { GskNglDriver *self = (GskNglDriver *)object; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (self->in_frame == FALSE); #define GSK_NGL_NO_UNIFORMS #define GSK_NGL_ADD_UNIFORM(pos, KEY, name) #define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \ GSK_NGL_DELETE_PROGRAM(name); \ GSK_NGL_DELETE_PROGRAM(name ## _no_clip); \ GSK_NGL_DELETE_PROGRAM(name ## _rect_clip); #define GSK_NGL_DELETE_PROGRAM(name) \ G_STMT_START { \ if (self->name) \ gsk_ngl_program_delete (self->name); \ g_clear_object (&self->name); \ } G_STMT_END; # include "gsknglprograms.defs" #undef GSK_NGL_NO_UNIFORMS #undef GSK_NGL_ADD_UNIFORM #undef GSK_NGL_DEFINE_PROGRAM if (self->shader_cache != NULL) { GHashTableIter iter; gpointer k, v; g_hash_table_iter_init (&iter, self->shader_cache); while (g_hash_table_iter_next (&iter, &k, &v)) { GskGLShader *shader = k; g_object_weak_unref (G_OBJECT (shader), gsk_ngl_driver_shader_weak_cb, self); g_hash_table_iter_remove (&iter); } g_clear_pointer (&self->shader_cache, g_hash_table_unref); } if (self->command_queue != NULL) { gsk_ngl_command_queue_make_current (self->command_queue); gsk_ngl_driver_collect_unused_textures (self, 0); g_clear_object (&self->command_queue); } if (self->autorelease_framebuffers->len > 0) { glDeleteFramebuffers (self->autorelease_framebuffers->len, (GLuint *)(gpointer)self->autorelease_framebuffers->data); self->autorelease_framebuffers->len = 0; } gsk_ngl_texture_pool_clear (&self->texture_pool); g_assert (!self->textures || g_hash_table_size (self->textures) == 0); g_assert (!self->texture_id_to_key || g_hash_table_size (self->texture_id_to_key) == 0); g_assert (!self->key_to_texture_id|| g_hash_table_size (self->key_to_texture_id) == 0); g_clear_object (&self->glyphs); g_clear_object (&self->icons); g_clear_object (&self->shadows); g_clear_pointer (&self->atlases, g_ptr_array_unref); g_clear_pointer (&self->autorelease_framebuffers, g_array_unref); g_clear_pointer (&self->key_to_texture_id, g_hash_table_unref); g_clear_pointer (&self->textures, g_hash_table_unref); g_clear_pointer (&self->key_to_texture_id, g_hash_table_unref); g_clear_pointer (&self->texture_id_to_key, g_hash_table_unref); g_clear_pointer (&self->render_targets, g_ptr_array_unref); g_clear_pointer (&self->shader_cache, g_hash_table_unref); g_clear_object (&self->command_queue); g_clear_object (&self->shared_command_queue); G_OBJECT_CLASS (gsk_ngl_driver_parent_class)->dispose (object); } static void gsk_ngl_driver_class_init (GskNglDriverClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); object_class->dispose = gsk_ngl_driver_dispose; } static void gsk_ngl_driver_init (GskNglDriver *self) { self->autorelease_framebuffers = g_array_new (FALSE, FALSE, sizeof (guint)); self->textures = g_hash_table_new_full (NULL, NULL, NULL, (GDestroyNotify)gsk_ngl_texture_free); self->texture_id_to_key = g_hash_table_new (NULL, NULL); self->key_to_texture_id = g_hash_table_new_full (texture_key_hash, texture_key_equal, g_free, NULL); self->shader_cache = g_hash_table_new_full (NULL, NULL, NULL, remove_program); gsk_ngl_texture_pool_init (&self->texture_pool); self->render_targets = g_ptr_array_new (); self->atlases = g_ptr_array_new_with_free_func ((GDestroyNotify)gsk_ngl_texture_atlas_free); } static gboolean gsk_ngl_driver_load_programs (GskNglDriver *self, GError **error) { GskNglCompiler *compiler; gboolean ret = FALSE; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (GSK_IS_NGL_COMMAND_QUEUE (self->command_queue)); compiler = gsk_ngl_compiler_new (self, self->debug); /* Setup preambles that are shared by all shaders */ gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_ALL, "/org/gtk/libgsk/ngl/preamble.glsl"); gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_VERTEX, "/org/gtk/libgsk/ngl/preamble.vs.glsl"); gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_FRAGMENT, "/org/gtk/libgsk/ngl/preamble.fs.glsl"); /* Setup attributes that are provided via VBO */ gsk_ngl_compiler_bind_attribute (compiler, "aPosition", 0); gsk_ngl_compiler_bind_attribute (compiler, "aUv", 1); gsk_ngl_compiler_bind_attribute (compiler, "aColor", 2); /* Use XMacros to register all of our programs and their uniforms */ #define GSK_NGL_NO_UNIFORMS #define GSK_NGL_ADD_UNIFORM(pos, KEY, name) \ gsk_ngl_program_add_uniform (program, #name, UNIFORM_##KEY); #define GSK_NGL_DEFINE_PROGRAM(name, resource, uniforms) \ gsk_ngl_compiler_set_source_from_resource (compiler, GSK_NGL_COMPILER_ALL, resource); \ GSK_NGL_COMPILE_PROGRAM(name ## _no_clip, uniforms, "#define NO_CLIP 1\n"); \ GSK_NGL_COMPILE_PROGRAM(name ## _rect_clip, uniforms, "#define RECT_CLIP 1\n"); \ GSK_NGL_COMPILE_PROGRAM(name, uniforms, ""); #define GSK_NGL_COMPILE_PROGRAM(name, uniforms, clip) \ G_STMT_START { \ GskNglProgram *program; \ gboolean have_alpha; \ gboolean have_source; \ \ if (!(program = gsk_ngl_compiler_compile (compiler, #name, clip, error))) \ goto failure; \ \ have_alpha = gsk_ngl_program_add_uniform (program, "u_alpha", UNIFORM_SHARED_ALPHA); \ have_source = gsk_ngl_program_add_uniform (program, "u_source", UNIFORM_SHARED_SOURCE); \ gsk_ngl_program_add_uniform (program, "u_clip_rect", UNIFORM_SHARED_CLIP_RECT); \ gsk_ngl_program_add_uniform (program, "u_viewport", UNIFORM_SHARED_VIEWPORT); \ gsk_ngl_program_add_uniform (program, "u_projection", UNIFORM_SHARED_PROJECTION); \ gsk_ngl_program_add_uniform (program, "u_modelview", UNIFORM_SHARED_MODELVIEW); \ \ uniforms \ \ gsk_ngl_program_uniforms_added (program, have_source); \ if (have_alpha) \ gsk_ngl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f); \ \ *(GskNglProgram **)(((guint8 *)self) + G_STRUCT_OFFSET (GskNglDriver, name)) = \ g_steal_pointer (&program); \ } G_STMT_END; # include "gsknglprograms.defs" #undef GSK_NGL_DEFINE_PROGRAM_CLIP #undef GSK_NGL_DEFINE_PROGRAM #undef GSK_NGL_ADD_UNIFORM ret = TRUE; failure: g_clear_object (&compiler); return ret; } /** * gsk_ngl_driver_autorelease_framebuffer: * @self: a #GskNglDriver * @framebuffer_id: the id of the OpenGL framebuffer * * Marks @framebuffer_id to be deleted when the current frame has cmopleted. */ static void gsk_ngl_driver_autorelease_framebuffer (GskNglDriver *self, guint framebuffer_id) { g_assert (GSK_IS_NGL_DRIVER (self)); g_array_append_val (self->autorelease_framebuffers, framebuffer_id); } static GskNglDriver * gsk_ngl_driver_new (GskNglCommandQueue *command_queue, gboolean debug_shaders, GError **error) { GskNglDriver *self; GdkGLContext *context; g_return_val_if_fail (GSK_IS_NGL_COMMAND_QUEUE (command_queue), NULL); context = gsk_ngl_command_queue_get_context (command_queue); gdk_gl_context_make_current (context); self = g_object_new (GSK_TYPE_NGL_DRIVER, NULL); self->command_queue = g_object_ref (command_queue); self->shared_command_queue = g_object_ref (command_queue); self->debug = !!debug_shaders; if (!gsk_ngl_driver_load_programs (self, error)) { g_object_unref (self); return NULL; } self->glyphs = gsk_ngl_glyph_library_new (self); self->icons = gsk_ngl_icon_library_new (self); self->shadows = gsk_ngl_shadow_library_new (self); return g_steal_pointer (&self); } /** * gsk_ngl_driver_from_shared_context: * @context: a shared #GdkGLContext retrieved with gdk_gl_context_get_shared_context() * @debug_shaders: if debug information for shaders should be displayed * @error: location for error information * * Retrieves a driver for a shared context. Generally this is shared across all GL * contexts for a display so that fewer programs are necessary for driving output. * * Returns: (transfer full): a #GskNglDriver if successful; otherwise %NULL and * @error is set. */ GskNglDriver * gsk_ngl_driver_from_shared_context (GdkGLContext *context, gboolean debug_shaders, GError **error) { GskNglCommandQueue *command_queue = NULL; GskNglDriver *driver; g_return_val_if_fail (GDK_IS_GL_CONTEXT (context), NULL); if ((driver = g_object_get_data (G_OBJECT (context), "GSK_NGL_DRIVER"))) return g_object_ref (driver); gdk_gl_context_make_current (context); /* Initially we create a command queue using the shared context. However, * as frames are processed this will be replaced with the command queue * for a given renderer. But since the programs are compiled into the * shared context, all other contexts sharing with it will have access * to those programs. */ command_queue = gsk_ngl_command_queue_new (context, NULL); if (!(driver = gsk_ngl_driver_new (command_queue, debug_shaders, error))) goto failure; g_object_set_data_full (G_OBJECT (context), "GSK_NGL_DRIVER", g_object_ref (driver), g_object_unref); failure: g_clear_object (&command_queue); return g_steal_pointer (&driver); } /** * gsk_ngl_driver_begin_frame: * @self: a #GskNglDriver * @command_queue: A #GskNglCommandQueue from the renderer * * Begin a new frame. * * Texture atlases, pools, and other resources will be prepared to draw the * next frame. The command queue should be one that was created for the * target context to be drawn into (the context of the renderer's surface). */ void gsk_ngl_driver_begin_frame (GskNglDriver *self, GskNglCommandQueue *command_queue) { gint64 last_frame_id; g_return_if_fail (GSK_IS_NGL_DRIVER (self)); g_return_if_fail (GSK_IS_NGL_COMMAND_QUEUE (command_queue)); g_return_if_fail (self->in_frame == FALSE); last_frame_id = self->current_frame_id; self->in_frame = TRUE; self->current_frame_id++; g_set_object (&self->command_queue, command_queue); gsk_ngl_command_queue_begin_frame (self->command_queue); gsk_ngl_texture_library_begin_frame (GSK_NGL_TEXTURE_LIBRARY (self->icons)); gsk_ngl_texture_library_begin_frame (GSK_NGL_TEXTURE_LIBRARY (self->glyphs)); gsk_ngl_shadow_library_begin_frame (self->shadows); /* Remove all textures that are from a previous frame or are no * longer used by linked GdkTexture. We do this at the beginning * of the following frame instead of the end so that we reduce chances * we block on any resources while delivering our frames. */ gsk_ngl_driver_collect_unused_textures (self, last_frame_id - 1); } /** * gsk_ngl_driver_end_frame: * @self: a #GskNglDriver * * Clean up resources from drawing the current frame. * * Temporary resources used while drawing will be released. */ void gsk_ngl_driver_end_frame (GskNglDriver *self) { g_return_if_fail (GSK_IS_NGL_DRIVER (self)); g_return_if_fail (self->in_frame == TRUE); gsk_ngl_command_queue_make_current (self->command_queue); gsk_ngl_command_queue_end_frame (self->command_queue); gsk_ngl_texture_library_end_frame (GSK_NGL_TEXTURE_LIBRARY (self->icons)); gsk_ngl_texture_library_end_frame (GSK_NGL_TEXTURE_LIBRARY (self->glyphs)); self->in_frame = FALSE; } /** * gsk_ngl_driver_after_frame: * @self: a #GskNglDriver * * This function does post-frame cleanup operations. * * To reduce the chances of blocking on the driver it is performed * after the frame has swapped buffers. */ void gsk_ngl_driver_after_frame (GskNglDriver *self) { g_return_if_fail (GSK_IS_NGL_DRIVER (self)); g_return_if_fail (self->in_frame == FALSE); /* Release any render targets (possibly adding them to * self->autorelease_framebuffers) so we can release the FBOs immediately * afterwards. */ while (self->render_targets->len > 0) { GskNglRenderTarget *render_target = g_ptr_array_index (self->render_targets, self->render_targets->len - 1); gsk_ngl_driver_autorelease_framebuffer (self, render_target->framebuffer_id); glDeleteTextures (1, &render_target->texture_id); g_slice_free (GskNglRenderTarget, render_target); self->render_targets->len--; } /* Now that we have collected render targets, release all the FBOs */ if (self->autorelease_framebuffers->len > 0) { glDeleteFramebuffers (self->autorelease_framebuffers->len, (GLuint *)(gpointer)self->autorelease_framebuffers->data); self->autorelease_framebuffers->len = 0; } /* Release any cached textures we used during the frame */ gsk_ngl_texture_pool_clear (&self->texture_pool); /* Reset command queue to our shared queue incase we have operations * that need to be processed outside of a frame (such as callbacks * from external systems such as GDK). */ g_set_object (&self->command_queue, self->shared_command_queue); } GdkGLContext * gsk_ngl_driver_get_context (GskNglDriver *self) { g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); g_return_val_if_fail (GSK_IS_NGL_COMMAND_QUEUE (self->command_queue), NULL); return gsk_ngl_command_queue_get_context (self->command_queue); } /** * gsk_ngl_driver_cache_texture: * @self: a #GskNglDriver * @key: the key for the texture * @texture_id: the id of the texture to be cached * * Inserts @texture_id into the texture cache using @key. * * Textures can be looked up by @key after calling this function using * gsk_ngl_driver_lookup_texture(). * * Textures that have not been used within a number of frames will be * purged from the texture cache automatically. */ void gsk_ngl_driver_cache_texture (GskNglDriver *self, const GskTextureKey *key, guint texture_id) { GskTextureKey *k; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (key != NULL); g_assert (texture_id > 0); g_assert (g_hash_table_contains (self->textures, GUINT_TO_POINTER (texture_id))); k = g_memdup (key, sizeof *key); g_hash_table_insert (self->key_to_texture_id, k, GUINT_TO_POINTER (texture_id)); g_hash_table_insert (self->texture_id_to_key, GUINT_TO_POINTER (texture_id), k); } /** * gsk_ngl_driver_load_texture: * @self: a #GdkTexture * @texture: a #GdkTexture * @min_filter: GL_NEAREST or GL_LINEAR * @mag_filter: GL_NEAREST or GL_LINEAR * * Loads a #GdkTexture by uploading the contents to the GPU when * necessary. If @texture is a #GdkGLTexture, it can be used without * uploading contents to the GPU. * * If the texture has already been uploaded and not yet released * from cache, this function returns that texture id without further * work. * * If the texture has not been used for a number of frames, it will * be removed from cache. * * There is no need to release the resulting texture identifier after * using it. It will be released automatically. * * Returns: a texture identifier */ guint gsk_ngl_driver_load_texture (GskNglDriver *self, GdkTexture *texture, int min_filter, int mag_filter) { GdkGLContext *context; GdkTexture *downloaded_texture = NULL; GdkTexture *source_texture; GskNglTexture *t; guint texture_id; int height; int width; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), 0); g_return_val_if_fail (GDK_IS_TEXTURE (texture), 0); g_return_val_if_fail (GSK_IS_NGL_COMMAND_QUEUE (self->command_queue), 0); context = self->command_queue->context; if (GDK_IS_GL_TEXTURE (texture)) { GdkGLContext *texture_context = gdk_gl_texture_get_context ((GdkGLTexture *)texture); GdkGLContext *shared_context = gdk_gl_context_get_shared_context (context); if (texture_context == context || (shared_context != NULL && shared_context == gdk_gl_context_get_shared_context (texture_context))) { /* A GL texture from the same GL context is a simple task... */ return gdk_gl_texture_get_id ((GdkGLTexture *)texture); } else { cairo_surface_t *surface; /* In this case, we have to temporarily make the texture's * context the current one, download its data into our context * and then create a texture from it. */ if (texture_context != NULL) gdk_gl_context_make_current (texture_context); surface = gdk_texture_download_surface (texture); downloaded_texture = gdk_texture_new_for_surface (surface); cairo_surface_destroy (surface); gdk_gl_context_make_current (context); source_texture = downloaded_texture; } } else { if ((t = gdk_texture_get_render_data (texture, self))) { if (t->min_filter == min_filter && t->mag_filter == mag_filter) return t->texture_id; } source_texture = texture; } width = gdk_texture_get_width (texture); height = gdk_texture_get_height (texture); texture_id = gsk_ngl_command_queue_upload_texture (self->command_queue, source_texture, 0, 0, width, height, min_filter, mag_filter); t = gsk_ngl_texture_new (texture_id, width, height, min_filter, mag_filter, self->current_frame_id); g_hash_table_insert (self->textures, GUINT_TO_POINTER (texture_id), t); if (gdk_texture_set_render_data (texture, self, t, gsk_ngl_texture_destroyed)) t->user = texture; gdk_gl_context_label_object_printf (context, GL_TEXTURE, t->texture_id, "GdkTexture<%p> %d", texture, t->texture_id); g_clear_object (&downloaded_texture); return texture_id; } /** * gsk_ngl_driver_create_texture: * @self: a #GskNglDriver * @width: the width of the texture * @height: the height of the texture * @min_filter: GL_NEAREST or GL_LINEAR * @mag_filter: GL_NEAREST or GL_FILTER * * Creates a new texture immediately that can be used by the caller * to upload data, map to a framebuffer, or other uses which may * modify the texture immediately. * * Use gsk_ngl_driver_release_texture() to release this texture back into * the pool so it may be reused later in the pipeline. * * Returns: a #GskNglTexture which can be returned to the pool with * gsk_ngl_driver_release_texture(). */ GskNglTexture * gsk_ngl_driver_create_texture (GskNglDriver *self, float width, float height, int min_filter, int mag_filter) { GskNglTexture *texture; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); texture = gsk_ngl_texture_pool_get (&self->texture_pool, width, height, min_filter, mag_filter); g_hash_table_insert (self->textures, GUINT_TO_POINTER (texture->texture_id), texture); texture->last_used_in_frame = self->current_frame_id; return texture; } /** * gsk_ngl_driver_release_texture: * @self: a #GskNglDriver * @texture: a #GskNglTexture * * Releases @texture back into the pool so that it can be used later * in the command stream by future batches. This helps reduce VRAM * usage on the GPU. * * When the frame has completed, pooled textures will be released * to free additional VRAM back to the system. */ void gsk_ngl_driver_release_texture (GskNglDriver *self, GskNglTexture *texture) { guint texture_id; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (texture != NULL); texture_id = texture->texture_id; if (texture_id > 0) remove_texture_key_for_id (self, texture_id); g_hash_table_steal (self->textures, GUINT_TO_POINTER (texture_id)); gsk_ngl_texture_pool_put (&self->texture_pool, texture); } /** * gsk_ngl_driver_create_render_target: * @self: a #GskNglDriver * @width: the width for the render target * @height: the height for the render target * @min_filter: the min filter to use for the texture * @mag_filter: the mag filter to use for the texture * @out_render_target: (out): a location for the render target * * Creates a new render target which contains a framebuffer and a texture * bound to that framebuffer of the size @width x @height and using the * appropriate filters. * * Use gsk_ngl_driver_release_render_target() when you are finished with * the render target to release it. You may steal the texture from the * render target when releasing it. * * Returns: %TRUE if successful; otherwise %FALSE and @out_fbo_id and * @out_texture_id are undefined. */ gboolean gsk_ngl_driver_create_render_target (GskNglDriver *self, int width, int height, int min_filter, int mag_filter, GskNglRenderTarget **out_render_target) { guint framebuffer_id; guint texture_id; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), FALSE); g_return_val_if_fail (GSK_IS_NGL_COMMAND_QUEUE (self->command_queue), FALSE); g_return_val_if_fail (out_render_target != NULL, FALSE); #if 0 if (self->render_targets->len > 0) { for (guint i = self->render_targets->len; i > 0; i--) { GskNglRenderTarget *render_target = g_ptr_array_index (self->render_targets, i-1); if (render_target->width == width && render_target->height == height && render_target->min_filter == min_filter && render_target->mag_filter == mag_filter) { *out_render_target = g_ptr_array_steal_index_fast (self->render_targets, i-1); return TRUE; } } } #endif if (gsk_ngl_command_queue_create_render_target (self->command_queue, width, height, min_filter, mag_filter, &framebuffer_id, &texture_id)) { GskNglRenderTarget *render_target; render_target = g_slice_new0 (GskNglRenderTarget); render_target->min_filter = min_filter; render_target->mag_filter = mag_filter; render_target->width = width; render_target->height = height; render_target->framebuffer_id = framebuffer_id; render_target->texture_id = texture_id; *out_render_target = render_target; return TRUE; } *out_render_target = NULL; return FALSE; } /** * gsk_ngl_driver_release_render_target: * @self: a #GskNglDriver * @render_target: a #GskNglRenderTarget created with * gsk_ngl_driver_create_render_target(). * @release_texture: if the texture should also be released * * Releases a render target that was previously created. An attempt may * be made to cache the render target so that future creations of render * targets are performed faster. * * If @release_texture is %FALSE, the backing texture id is returned and * the framebuffer is released. Otherwise, both the texture and framebuffer * are released or cached until the end of the frame. * * This may be called when building the render job as the texture or * framebuffer will not be removed immediately. * * Returns: a texture id if @release_texture is %FALSE, otherwise zero. */ guint gsk_ngl_driver_release_render_target (GskNglDriver *self, GskNglRenderTarget *render_target, gboolean release_texture) { guint texture_id; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), 0); g_return_val_if_fail (render_target != NULL, 0); if (release_texture) { texture_id = 0; g_ptr_array_add (self->render_targets, render_target); } else { GskNglTexture *texture; texture_id = render_target->texture_id; texture = gsk_ngl_texture_new (render_target->texture_id, render_target->width, render_target->height, render_target->min_filter, render_target->mag_filter, self->current_frame_id); g_hash_table_insert (self->textures, GUINT_TO_POINTER (texture_id), g_steal_pointer (&texture)); gsk_ngl_driver_autorelease_framebuffer (self, render_target->framebuffer_id); g_slice_free (GskNglRenderTarget, render_target); } return texture_id; } /** * gsk_ngl_driver_lookup_shader: * @self: a #GskNglDriver * @shader: the shader to lookup or load * @error: a location for a #GError, or %NULL * * Attepts to load @shader from the shader cache. * * If it has not been loaded, then it will compile the shader on demand. * * Returns: (transfer none): a #GskGLShader if successful; otherwise * %NULL and @error is set. */ GskNglProgram * gsk_ngl_driver_lookup_shader (GskNglDriver *self, GskGLShader *shader, GError **error) { GskNglProgram *program; g_return_val_if_fail (self != NULL, NULL); g_return_val_if_fail (shader != NULL, NULL); program = g_hash_table_lookup (self->shader_cache, shader); if (program == NULL) { const GskGLUniform *uniforms; GskNglCompiler *compiler; GBytes *suffix; int n_required_textures; int n_uniforms; uniforms = gsk_gl_shader_get_uniforms (shader, &n_uniforms); if (n_uniforms > G_N_ELEMENTS (program->args_locations)) { g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT, "Tried to use %d uniforms, while only %d is supported", n_uniforms, (int)G_N_ELEMENTS (program->args_locations)); return NULL; } n_required_textures = gsk_gl_shader_get_n_textures (shader); if (n_required_textures > G_N_ELEMENTS (program->texture_locations)) { g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT, "Tried to use %d textures, while only %d is supported", n_required_textures, (int)(G_N_ELEMENTS (program->texture_locations))); return NULL; } compiler = gsk_ngl_compiler_new (self, FALSE); suffix = gsk_gl_shader_get_source (shader); gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_ALL, "/org/gtk/libgsk/glsl/preamble.glsl"); gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_VERTEX, "/org/gtk/libgsk/glsl/preamble.vs.glsl"); gsk_ngl_compiler_set_preamble_from_resource (compiler, GSK_NGL_COMPILER_FRAGMENT, "/org/gtk/libgsk/glsl/preamble.fs.glsl"); gsk_ngl_compiler_set_source_from_resource (compiler, GSK_NGL_COMPILER_ALL, "/org/gtk/libgsk/glsl/custom.glsl"); gsk_ngl_compiler_set_suffix (compiler, GSK_NGL_COMPILER_FRAGMENT, suffix); /* Setup attributes that are provided via VBO */ gsk_ngl_compiler_bind_attribute (compiler, "aPosition", 0); gsk_ngl_compiler_bind_attribute (compiler, "aUv", 1); gsk_ngl_compiler_bind_attribute (compiler, "aColor", 2); if ((program = gsk_ngl_compiler_compile (compiler, NULL, "", error))) { gboolean have_alpha; gsk_ngl_program_add_uniform (program, "u_source", UNIFORM_SHARED_SOURCE); gsk_ngl_program_add_uniform (program, "u_clip_rect", UNIFORM_SHARED_CLIP_RECT); gsk_ngl_program_add_uniform (program, "u_viewport", UNIFORM_SHARED_VIEWPORT); gsk_ngl_program_add_uniform (program, "u_projection", UNIFORM_SHARED_PROJECTION); gsk_ngl_program_add_uniform (program, "u_modelview", UNIFORM_SHARED_MODELVIEW); have_alpha = gsk_ngl_program_add_uniform (program, "u_alpha", UNIFORM_SHARED_ALPHA); gsk_ngl_program_add_uniform (program, "u_size", UNIFORM_CUSTOM_SIZE); gsk_ngl_program_add_uniform (program, "u_texture1", UNIFORM_CUSTOM_TEXTURE1); gsk_ngl_program_add_uniform (program, "u_texture2", UNIFORM_CUSTOM_TEXTURE2); gsk_ngl_program_add_uniform (program, "u_texture3", UNIFORM_CUSTOM_TEXTURE3); gsk_ngl_program_add_uniform (program, "u_texture4", UNIFORM_CUSTOM_TEXTURE4); for (guint i = 0; i < n_uniforms; i++) gsk_ngl_program_add_uniform (program, uniforms[i].name, UNIFORM_CUSTOM_LAST+i); program->size_location = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_SIZE); program->texture_locations[0] = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_TEXTURE1); program->texture_locations[1] = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_TEXTURE2); program->texture_locations[2] = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_TEXTURE3); program->texture_locations[3] = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_TEXTURE4); for (guint i = 0; i < n_uniforms; i++) program->args_locations[i] = gsk_ngl_program_get_uniform_location (program, UNIFORM_CUSTOM_LAST+i); for (guint i = n_uniforms; i < G_N_ELEMENTS (program->args_locations); i++) program->args_locations[i] = -1; gsk_ngl_program_uniforms_added (program, TRUE); if (have_alpha) gsk_ngl_program_set_uniform1f (program, UNIFORM_SHARED_ALPHA, 0, 1.0f); g_hash_table_insert (self->shader_cache, shader, program); g_object_weak_ref (G_OBJECT (shader), gsk_ngl_driver_shader_weak_cb, self); } g_object_unref (compiler); } return program; } #ifdef G_ENABLE_DEBUG static void write_atlas_to_png (GskNglTextureAtlas *atlas, const char *filename) { int stride = cairo_format_stride_for_width (CAIRO_FORMAT_ARGB32, atlas->width); guchar *data = g_malloc (atlas->height * stride); cairo_surface_t *s; glBindTexture (GL_TEXTURE_2D, atlas->texture_id); glGetTexImage (GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); s = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_ARGB32, atlas->width, atlas->height, stride); cairo_surface_write_to_png (s, filename); cairo_surface_destroy (s); g_free (data); } void gsk_ngl_driver_save_atlases_to_png (GskNglDriver *self, const char *directory) { g_return_if_fail (GSK_IS_NGL_DRIVER (self)); if (directory == NULL) directory = "."; for (guint i = 0; i < self->atlases->len; i++) { GskNglTextureAtlas *atlas = g_ptr_array_index (self->atlases, i); char *filename = g_strdup_printf ("%s%sframe-%d-atlas-%d.png", directory, G_DIR_SEPARATOR_S, (int)self->current_frame_id, atlas->texture_id); write_atlas_to_png (atlas, filename); g_free (filename); } } #endif GskNglCommandQueue * gsk_ngl_driver_create_command_queue (GskNglDriver *self, GdkGLContext *context) { g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); g_return_val_if_fail (GDK_IS_GL_CONTEXT (context), NULL); return gsk_ngl_command_queue_new (context, self->shared_command_queue->uniforms); } void gsk_ngl_driver_add_texture_slices (GskNglDriver *self, GdkTexture *texture, GskNglTextureSlice **out_slices, guint *out_n_slices) { int max_texture_size; GskNglTextureSlice *slices; GskNglTexture *t; guint n_slices; guint cols; guint rows; int tex_width; int tex_height; int x = 0, y = 0; g_assert (GSK_IS_NGL_DRIVER (self)); g_assert (GDK_IS_TEXTURE (texture)); g_assert (out_slices != NULL); g_assert (out_n_slices != NULL); /* XXX: Too much? */ max_texture_size = self->command_queue->max_texture_size / 4; tex_width = texture->width; tex_height = texture->height; cols = (texture->width / max_texture_size) + 1; rows = (texture->height / max_texture_size) + 1; if ((t = gdk_texture_get_render_data (texture, self))) { *out_slices = t->slices; *out_n_slices = t->n_slices; return; } n_slices = cols * rows; slices = g_new0 (GskNglTextureSlice, n_slices); for (guint col = 0; col < cols; col ++) { int slice_width = MIN (max_texture_size, texture->width - x); for (guint row = 0; row < rows; row ++) { int slice_height = MIN (max_texture_size, texture->height - y); int slice_index = (col * rows) + row; guint texture_id; texture_id = gsk_ngl_command_queue_upload_texture (self->command_queue, texture, x, y, slice_width, slice_height, GL_NEAREST, GL_NEAREST); slices[slice_index].rect.x = x; slices[slice_index].rect.y = y; slices[slice_index].rect.width = slice_width; slices[slice_index].rect.height = slice_height; slices[slice_index].texture_id = texture_id; y += slice_height; } y = 0; x += slice_width; } /* Allocate one Texture for the entire thing. */ t = gsk_ngl_texture_new (0, tex_width, tex_height, GL_NEAREST, GL_NEAREST, self->current_frame_id); /* Use gsk_ngl_texture_free() as destroy notify here since we are * not inserting this GskNglTexture into self->textures! */ gdk_texture_set_render_data (texture, self, t, (GDestroyNotify)gsk_ngl_texture_free); t->slices = *out_slices = slices; t->n_slices = *out_n_slices = n_slices; } GskNglTexture * gsk_ngl_driver_mark_texture_permanent (GskNglDriver *self, guint texture_id) { GskNglTexture *t; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); g_return_val_if_fail (texture_id > 0, NULL); if ((t = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id)))) t->permanent = TRUE; return t; } void gsk_ngl_driver_release_texture_by_id (GskNglDriver *self, guint texture_id) { GskNglTexture *texture; g_return_if_fail (GSK_IS_NGL_DRIVER (self)); g_return_if_fail (texture_id > 0); remove_texture_key_for_id (self, texture_id); if ((texture = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id)))) gsk_ngl_driver_release_texture (self, texture); } static void create_texture_from_texture_destroy (gpointer data) { GskNglTextureState *state = data; g_assert (state != NULL); g_assert (GDK_IS_GL_CONTEXT (state->context)); gdk_gl_context_make_current (state->context); glDeleteTextures (1, &state->texture_id); g_clear_object (&state->context); g_slice_free (GskNglTextureState, state); } GdkTexture * gsk_ngl_driver_create_gdk_texture (GskNglDriver *self, guint texture_id) { GskNglTextureState *state; GskNglTexture *texture; g_return_val_if_fail (GSK_IS_NGL_DRIVER (self), NULL); g_return_val_if_fail (self->command_queue != NULL, NULL); g_return_val_if_fail (GDK_IS_GL_CONTEXT (self->command_queue->context), NULL); g_return_val_if_fail (texture_id > 0, NULL); g_return_val_if_fail (!g_hash_table_contains (self->texture_id_to_key, GUINT_TO_POINTER (texture_id)), NULL); /* We must be tracking this texture_id already to use it */ if (!(texture = g_hash_table_lookup (self->textures, GUINT_TO_POINTER (texture_id)))) g_return_val_if_reached (NULL); state = g_slice_new0 (GskNglTextureState); state->texture_id = texture_id; state->context = g_object_ref (self->command_queue->context); g_hash_table_steal (self->textures, GUINT_TO_POINTER (texture_id)); return gdk_gl_texture_new (self->command_queue->context, texture_id, texture->width, texture->height, create_texture_from_texture_destroy, state); }