gtk2/gsk/gskvulkanpipeline.c
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

278 lines
12 KiB
C

#include "config.h"
#include "gskvulkanpipelineprivate.h"
#include "gskvulkanpushconstantsprivate.h"
#include "gskvulkanshaderprivate.h"
#include <graphene.h>
typedef struct _GskVulkanPipelinePrivate GskVulkanPipelinePrivate;
struct _GskVulkanPipelineLayout
{
volatile gint ref_count;
GdkVulkanContext *vulkan;
VkPipelineLayout pipeline_layout;
VkDescriptorSetLayout descriptor_set_layout;
};
struct _GskVulkanPipelinePrivate
{
GObject parent_instance;
GskVulkanPipelineLayout *layout;
VkPipeline pipeline;
GskVulkanShader *vertex_shader;
GskVulkanShader *fragment_shader;
};
G_DEFINE_TYPE_WITH_PRIVATE (GskVulkanPipeline, gsk_vulkan_pipeline, G_TYPE_OBJECT)
static void
gsk_vulkan_pipeline_finalize (GObject *gobject)
{
GskVulkanPipelinePrivate *priv = gsk_vulkan_pipeline_get_instance_private (GSK_VULKAN_PIPELINE (gobject));
VkDevice device = gdk_vulkan_context_get_device (priv->layout->vulkan);
vkDestroyPipeline (device,
priv->pipeline,
NULL);
g_clear_pointer (&priv->fragment_shader, gsk_vulkan_shader_free);
g_clear_pointer (&priv->vertex_shader, gsk_vulkan_shader_free);
g_clear_pointer (&priv->layout, gsk_vulkan_pipeline_layout_unref);
G_OBJECT_CLASS (gsk_vulkan_pipeline_parent_class)->finalize (gobject);
}
static void
gsk_vulkan_pipeline_class_init (GskVulkanPipelineClass *klass)
{
G_OBJECT_CLASS (klass)->finalize = gsk_vulkan_pipeline_finalize;
}
static void
gsk_vulkan_pipeline_init (GskVulkanPipeline *self)
{
}
GskVulkanPipeline *
gsk_vulkan_pipeline_new (GType pipeline_type,
GskVulkanPipelineLayout *layout,
const char *shader_name,
VkRenderPass render_pass)
{
return gsk_vulkan_pipeline_new_full (pipeline_type, layout, shader_name, render_pass,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);
}
GskVulkanPipeline *
gsk_vulkan_pipeline_new_full (GType pipeline_type,
GskVulkanPipelineLayout *layout,
const char *shader_name,
VkRenderPass render_pass,
VkBlendFactor srcBlendFactor,
VkBlendFactor dstBlendFactor)
{
GskVulkanPipelinePrivate *priv;
GskVulkanPipeline *self;
VkDevice device;
g_return_val_if_fail (g_type_is_a (pipeline_type, GSK_TYPE_VULKAN_PIPELINE), NULL);
g_return_val_if_fail (layout != NULL, NULL);
g_return_val_if_fail (shader_name != NULL, NULL);
g_return_val_if_fail (render_pass != VK_NULL_HANDLE, NULL);
self = g_object_new (pipeline_type, NULL);
priv = gsk_vulkan_pipeline_get_instance_private (self);
priv->layout = gsk_vulkan_pipeline_layout_ref (layout);
device = gdk_vulkan_context_get_device (layout->vulkan);
priv->vertex_shader = gsk_vulkan_shader_new_from_resource (layout->vulkan, GSK_VULKAN_SHADER_VERTEX, shader_name, NULL);
priv->fragment_shader = gsk_vulkan_shader_new_from_resource (layout->vulkan, GSK_VULKAN_SHADER_FRAGMENT, shader_name, NULL);
GSK_VK_CHECK (vkCreateGraphicsPipelines, device,
VK_NULL_HANDLE,
1,
&(VkGraphicsPipelineCreateInfo) {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
.pStages = (VkPipelineShaderStageCreateInfo[2]) {
GST_VULKAN_SHADER_STAGE_CREATE_INFO (priv->vertex_shader),
GST_VULKAN_SHADER_STAGE_CREATE_INFO (priv->fragment_shader)
},
.pVertexInputState = GSK_VULKAN_PIPELINE_GET_CLASS (self)->get_input_state_create_info (self),
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.primitiveRestartEnable = VK_FALSE,
},
.pTessellationState = NULL,
.pViewportState = &(VkPipelineViewportStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.scissorCount = 1
},
.pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = VK_FALSE,
.rasterizerDiscardEnable = VK_FALSE,
.polygonMode = VK_POLYGON_MODE_FILL,
.cullMode = VK_CULL_MODE_BACK_BIT,
.frontFace = VK_FRONT_FACE_CLOCKWISE,
.lineWidth = 1.0f,
},
.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = 1,
},
.pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO
},
.pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = (VkPipelineColorBlendAttachmentState []) {
{
.blendEnable = VK_TRUE,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcColorBlendFactor = srcBlendFactor,
.dstColorBlendFactor = dstBlendFactor,
.alphaBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = srcBlendFactor,
.dstAlphaBlendFactor = dstBlendFactor,
.colorWriteMask = VK_COLOR_COMPONENT_A_BIT
| VK_COLOR_COMPONENT_R_BIT
| VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT
},
}
},
.pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = 2,
.pDynamicStates = (VkDynamicState[2]) {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
},
},
.layout = gsk_vulkan_pipeline_layout_get_pipeline_layout (priv->layout),
.renderPass = render_pass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = -1,
},
NULL,
&priv->pipeline);
return self;
}
VkPipeline
gsk_vulkan_pipeline_get_pipeline (GskVulkanPipeline *self)
{
GskVulkanPipelinePrivate *priv = gsk_vulkan_pipeline_get_instance_private (self);
return priv->pipeline;
}
/*** GskVulkanPipelineLayout ***/
GskVulkanPipelineLayout *
gsk_vulkan_pipeline_layout_new (GdkVulkanContext *context)
{
GskVulkanPipelineLayout *self;
VkDevice device;
self = g_slice_new0 (GskVulkanPipelineLayout);
self->ref_count = 1;
self->vulkan = g_object_ref (context);
device = gdk_vulkan_context_get_device (context);
GSK_VK_CHECK (vkCreateDescriptorSetLayout, device,
&(VkDescriptorSetLayoutCreateInfo) {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = (VkDescriptorSetLayoutBinding[1]) {
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
}
}
},
NULL,
&self->descriptor_set_layout);
GSK_VK_CHECK (vkCreatePipelineLayout, device,
&(VkPipelineLayoutCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 1,
.pSetLayouts = &self->descriptor_set_layout,
.pushConstantRangeCount = gst_vulkan_push_constants_get_range_count (),
.pPushConstantRanges = gst_vulkan_push_constants_get_ranges ()
},
NULL,
&self->pipeline_layout);
return self;
}
GskVulkanPipelineLayout *
gsk_vulkan_pipeline_layout_ref (GskVulkanPipelineLayout *self)
{
self->ref_count++;
return self;
}
void
gsk_vulkan_pipeline_layout_unref (GskVulkanPipelineLayout *self)
{
VkDevice device;
self->ref_count--;
if (self->ref_count > 0)
return;
device = gdk_vulkan_context_get_device (self->vulkan);
vkDestroyPipelineLayout (device,
self->pipeline_layout,
NULL);
vkDestroyDescriptorSetLayout (device,
self->descriptor_set_layout,
NULL);
g_slice_free (GskVulkanPipelineLayout, self);
}
VkPipelineLayout
gsk_vulkan_pipeline_layout_get_pipeline_layout (GskVulkanPipelineLayout *self)
{
return self->pipeline_layout;
}
VkDescriptorSetLayout
gsk_vulkan_pipeline_layout_get_descriptor_set_layout (GskVulkanPipelineLayout *self)
{
return self->descriptor_set_layout;
}