gtk2/gsk/ngl/gsknglrenderer.c
Matthias Clasen 6f1742970d ngl: Make render_texture high depth aware
Make a deep texture, if the render nodes have
high depth content.

For now, we use 32F here for the deep format,
since using 16F causes small rounding errors
that break the memorytexture roundtrip tests.
2021-10-06 21:45:54 -04:00

323 lines
9.9 KiB
C

/* gsknglrenderer.c
*
* Copyright 2020 Christian Hergert <chergert@redhat.com>
*
* This file 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 file 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 General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#include <gdk/gdkprofilerprivate.h>
#include <gdk/gdkdisplayprivate.h>
#include <gdk/gdkglcontextprivate.h>
#include <gdk/gdksurfaceprivate.h>
#include <gsk/gskdebugprivate.h>
#include <gsk/gskrendererprivate.h>
#include <gsk/gskrendernodeprivate.h>
#include "gsknglcommandqueueprivate.h"
#include "gskngldriverprivate.h"
#include "gsknglprogramprivate.h"
#include "gsknglrenderjobprivate.h"
#include "gsknglrendererprivate.h"
struct _GskNglRendererClass
{
GskRendererClass parent_class;
};
struct _GskNglRenderer
{
GskRenderer parent_instance;
/* This context is used to swap buffers when we are rendering directly
* to a GDK surface. It is also used to locate the shared driver for
* the display that we use to drive the command queue.
*/
GdkGLContext *context;
/* Our command queue is private to this renderer and talks to the GL
* context for our target surface. This ensure that framebuffer 0 matches
* the surface we care about. Since the context is shared with other
* contexts from other renderers on the display, texture atlases,
* programs, and other objects are available to them all.
*/
GskNglCommandQueue *command_queue;
/* The driver manages our program state and command queues. It also
* deals with caching textures, shaders, shadows, glyph, and icon
* caches through various helpers.
*/
GskNglDriver *driver;
};
G_DEFINE_TYPE (GskNglRenderer, gsk_ngl_renderer, GSK_TYPE_RENDERER)
/**
* gsk_ngl_renderer_new:
*
* Creates a new `GskRenderer` using the new OpenGL renderer.
*
* Returns: a new NGL renderer
*
* Since: 4.2
*/
GskRenderer *
gsk_ngl_renderer_new (void)
{
return g_object_new (GSK_TYPE_NGL_RENDERER, NULL);
}
static gboolean
gsk_ngl_renderer_realize (GskRenderer *renderer,
GdkSurface *surface,
GError **error)
{
G_GNUC_UNUSED gint64 start_time = GDK_PROFILER_CURRENT_TIME;
GskNglRenderer *self = (GskNglRenderer *)renderer;
GdkGLContext *context = NULL;
GskNglDriver *driver = NULL;
gboolean ret = FALSE;
gboolean debug_shaders = FALSE;
g_assert (GSK_IS_NGL_RENDERER (self));
g_assert (GDK_IS_SURFACE (surface));
if (self->context != NULL)
return TRUE;
g_assert (self->driver == NULL);
g_assert (self->context == NULL);
g_assert (self->command_queue == NULL);
if (!(context = gdk_surface_create_gl_context (surface, error)) ||
!gdk_gl_context_realize (context, error))
goto failure;
#ifdef G_ENABLE_DEBUG
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
debug_shaders = TRUE;
#endif
if (!(driver = gsk_ngl_driver_for_display (gdk_surface_get_display (surface), debug_shaders, error)))
goto failure;
self->command_queue = gsk_ngl_driver_create_command_queue (driver, context);
self->context = g_steal_pointer (&context);
self->driver = g_steal_pointer (&driver);
gsk_ngl_command_queue_set_profiler (self->command_queue,
gsk_renderer_get_profiler (renderer));
ret = TRUE;
failure:
g_clear_object (&driver);
g_clear_object (&context);
gdk_profiler_end_mark (start_time, "realize GskNglRenderer", NULL);
return ret;
}
static void
gsk_ngl_renderer_unrealize (GskRenderer *renderer)
{
GskNglRenderer *self = (GskNglRenderer *)renderer;
g_assert (GSK_IS_NGL_RENDERER (renderer));
gdk_gl_context_make_current (self->context);
g_clear_object (&self->driver);
g_clear_object (&self->command_queue);
g_clear_object (&self->context);
}
static cairo_region_t *
get_render_region (GdkSurface *surface,
GdkGLContext *context)
{
const cairo_region_t *damage;
GdkRectangle whole_surface;
GdkRectangle extents;
g_assert (GDK_IS_SURFACE (surface));
g_assert (GDK_IS_GL_CONTEXT (context));
whole_surface.x = 0;
whole_surface.y = 0;
whole_surface.width = gdk_surface_get_width (surface);
whole_surface.height = gdk_surface_get_height (surface);
/* Damage does not have scale factor applied so we can compare it to
* @whole_surface which also doesn't have the scale factor applied.
*/
damage = gdk_draw_context_get_frame_region (GDK_DRAW_CONTEXT (context));
if (cairo_region_contains_rectangle (damage, &whole_surface) == CAIRO_REGION_OVERLAP_IN)
return NULL;
/* If the extents match the full-scene, do the same as above */
cairo_region_get_extents (damage, &extents);
if (gdk_rectangle_equal (&extents, &whole_surface))
return NULL;
/* Draw clipped to the bounding-box of the region. */
return cairo_region_create_rectangle (&extents);
}
static void
gsk_ngl_renderer_render (GskRenderer *renderer,
GskRenderNode *root,
const cairo_region_t *update_area)
{
GskNglRenderer *self = (GskNglRenderer *)renderer;
cairo_region_t *render_region;
graphene_rect_t viewport;
GskNglRenderJob *job;
GdkSurface *surface;
float scale_factor;
g_assert (GSK_IS_NGL_RENDERER (renderer));
g_assert (root != NULL);
surface = gdk_draw_context_get_surface (GDK_DRAW_CONTEXT (self->context));
scale_factor = gdk_surface_get_scale_factor (surface);
viewport.origin.x = 0;
viewport.origin.y = 0;
viewport.size.width = gdk_surface_get_width (surface) * scale_factor;
viewport.size.height = gdk_surface_get_height (surface) * scale_factor;
gdk_gl_context_make_current (self->context);
gdk_draw_context_begin_frame_full (GDK_DRAW_CONTEXT (self->context),
gsk_render_node_prefers_high_depth (root),
update_area);
/* Must be called *AFTER* gdk_draw_context_begin_frame() */
render_region = get_render_region (surface, self->context);
gsk_ngl_driver_begin_frame (self->driver, self->command_queue);
job = gsk_ngl_render_job_new (self->driver, &viewport, scale_factor, render_region, 0);
#ifdef G_ENABLE_DEBUG
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), FALLBACK))
gsk_ngl_render_job_set_debug_fallback (job, TRUE);
#endif
gsk_ngl_render_job_render (job, root);
gsk_ngl_driver_end_frame (self->driver);
gsk_ngl_render_job_free (job);
gdk_gl_context_make_current (self->context);
gdk_draw_context_end_frame (GDK_DRAW_CONTEXT (self->context));
gsk_ngl_driver_after_frame (self->driver);
cairo_region_destroy (render_region);
}
static GdkTexture *
gsk_ngl_renderer_render_texture (GskRenderer *renderer,
GskRenderNode *root,
const graphene_rect_t *viewport)
{
GskNglRenderer *self = (GskNglRenderer *)renderer;
GskNglRenderTarget *render_target;
GskNglRenderJob *job;
GdkTexture *texture = NULL;
guint texture_id;
int width;
int height;
int format;
g_assert (GSK_IS_NGL_RENDERER (renderer));
g_assert (root != NULL);
width = ceilf (viewport->size.width);
height = ceilf (viewport->size.height);
format = gsk_render_node_prefers_high_depth (root) ? GL_RGBA32F : GL_RGBA8;
if (gsk_ngl_driver_create_render_target (self->driver,
width, height,
format,
GL_NEAREST, GL_NEAREST,
&render_target))
{
gsk_ngl_driver_begin_frame (self->driver, self->command_queue);
job = gsk_ngl_render_job_new (self->driver, viewport, 1, NULL, render_target->framebuffer_id);
#ifdef G_ENABLE_DEBUG
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), FALLBACK))
gsk_ngl_render_job_set_debug_fallback (job, TRUE);
#endif
gsk_ngl_render_job_render_flipped (job, root);
texture_id = gsk_ngl_driver_release_render_target (self->driver, render_target, FALSE);
texture = gsk_ngl_driver_create_gdk_texture (self->driver, texture_id);
gsk_ngl_driver_end_frame (self->driver);
gsk_ngl_render_job_free (job);
gsk_ngl_driver_after_frame (self->driver);
}
return g_steal_pointer (&texture);
}
static void
gsk_ngl_renderer_dispose (GObject *object)
{
#ifdef G_ENABLE_DEBUG
GskNglRenderer *self = (GskNglRenderer *)object;
g_assert (self->driver == NULL);
#endif
G_OBJECT_CLASS (gsk_ngl_renderer_parent_class)->dispose (object);
}
static void
gsk_ngl_renderer_class_init (GskNglRendererClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GskRendererClass *renderer_class = GSK_RENDERER_CLASS (klass);
object_class->dispose = gsk_ngl_renderer_dispose;
renderer_class->realize = gsk_ngl_renderer_realize;
renderer_class->unrealize = gsk_ngl_renderer_unrealize;
renderer_class->render = gsk_ngl_renderer_render;
renderer_class->render_texture = gsk_ngl_renderer_render_texture;
}
static void
gsk_ngl_renderer_init (GskNglRenderer *self)
{
}
gboolean
gsk_ngl_renderer_try_compile_gl_shader (GskNglRenderer *renderer,
GskGLShader *shader,
GError **error)
{
GskNglProgram *program;
g_return_val_if_fail (GSK_IS_NGL_RENDERER (renderer), FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
program = gsk_ngl_driver_lookup_shader (renderer->driver, shader, error);
return program != NULL;
}