Commit Graph

2848 Commits

Author SHA1 Message Date
Matthias Clasen
f424b6bdf1 gsk: Avoid a crash
The subsurface in subsurface nodes can be NULL, so check before
poking at it.
2024-07-25 13:20:19 +03:00
gayathri.berli@ibm.com
4aabd7a402 changes to fix the memorytexture regression 2024-07-25 13:10:30 +03:00
Chun-wei Fan
9c478afbd7 gskvulkandevice.c: Put Vk[Pipeline|RenderPass] in structures
This way, we can simply duplicate the keys as separate pointers to store
the corresponding Vulkan handles so that we can safely hash them, as
Vulkan handles may or may not be pointers depending on the target
platform.

This will fix builds on 32-bit Windows at least.
2024-05-29 18:44:18 +08:00
Chun-wei Fan
1029238d59 gskvulkanmemory.c: Use VK_NULL_HANDLE for VkDeviceMemory
...rather than NULL, so that things will build fine on non-LLP, non-64-bit
systems.
2024-05-29 18:43:55 +08:00
Chun-wei Fan
2312949713 gsk: Call glDeleteSync() directly
This function does not use the standard __cdecl calling convention on
Windows, meaning using g_clear_pointer() on it directly will cause
crashes on 32-bit Windows.  Just call it directly if the GLsync it uses
exists.
2024-05-29 18:43:38 +08:00
Benjamin Otte
3ae9c7381b Merge branch 'wip/otte/for-main' into 'main'
gsk: use the correct memory type index

See merge request GNOME/gtk!7287

(cherry picked from commit 3c1491423a)

130a6fe0 gsk: use the correct memory type index
2024-05-22 22:07:30 +00:00
Matthias Clasen
995eb418a3 gsk: Speed up mask nodes with cairo
Switch symbolc icon drawing from color-matrix to mask nodes
make the performance of the iconscroll demo crater (from 60fps
to 10fps).

Apply the same optimization we already have for color-matrix
nodes when drawing mask nodes. This gets us back to 60fps.

Fixes: #6700
2024-05-10 21:41:43 -04:00
Benjamin Otte
fa88ca15c0 dmabuf: Use narrow range instead of full range
It's way more common, and Mutter uses it, too.

Avoid visual glitches when going in/out of offload.

Fixes #6672
2024-05-01 20:57:51 -04:00
Joshua Lee
b46dfb84e5 path builder: Fix doc typo 2024-05-01 20:51:58 -04:00
Benjamin Otte
b0f305e6ba gpu: Handle tiny offscreens
Due to rounding errors, it is possible after intersecting a lot of
rectangles to end up with a tiny size for an offscreen. And because we
allow an epsilon before ceil()ing to an integer (see commit afc7b46264
for details) it is now possible that we end up with a size of 0.

Avoid that by always enforcing a minimum size of 1px.

Test included

The test uses a different codepath to arrive at the same problem - it
specifies the small size instead of triggering it via rounding errors
and clipping like the original bug (and most likely the more common case
to encounter this problem.

Fixes #6656
2024-05-01 20:51:58 -04:00
Benjamin Otte
179c696405 path: document enum 2024-05-01 20:51:58 -04:00
Matthias Clasen
a1537e608e gsk: Add a warning for inefficient texture import
With GSK_DEBUG=fallback, warn if a non-memory texture has to be
downloaded for importing it into Vulkan or GL.
2024-05-01 20:51:58 -04:00
Chun-wei Fan
23a046c1f8 gskvulkandescriptors.c: Don't return value from void-rettype function
Fixes builds on Visual Studio with Vulkan enabled, as later GLib releases
consider this as an error on Visual Studio builds.
2024-05-01 20:51:58 -04:00
Benjamin Otte
5d6e74357c Merge branch 'gbsneto/vulkan-dmabuf-general' into 'main'
vulkan/image: Use GENERAL for initial layout of DMA-BUF textures

See merge request GNOME/gtk!7179

(cherry picked from commit e9dcf8167c)

3aa6c27c vulkan/image: Use GENERAL for initial layout of DMA-BUF textures
2024-04-24 20:57:33 +00:00
Matthias Clasen
e890503143 gsk: Fix a minor type mismatch
Use the same types in the declaration of gsk_standard_contour_init.

Fixes: #6628
2024-04-17 21:59:50 -04:00
Philip Withnall
913dd8cdc4 gsk: Fix a maybe-uninitialized warning
The compiler (gcc 13.2) thinks that `t` could be used uninitialised.
That’s obviously not the case, because there’s always going to be at
least one loop iteration due to the initial values of `t1` and `t2`.

Change the loop to a `do…while` to make that a bit clearer to the
compiler without making any functional changes to the code.

Signed-off-by: Philip Withnall <pwithnall@gnome.org>
2024-04-17 21:59:08 -04:00
Benjamin Otte
56b4ef80c4 Merge branch 'wip/otte/for-main' into 'main'
vulkan: Handle generating mipmaps for 1x1 images

Closes #6553

See merge request GNOME/gtk!7073

(cherry picked from commit 460eaac1f4)

9fe9ea34 vulkan: Handle generating mipmaps for 1x1 images
3080e297 gpu: ceil() offscreen size before generating offscreen
02d78176 demo: Use get_fps() in fishbowl demo
2024-04-09 16:40:00 +00:00
Matthias Clasen
96aa58e9b0 Revert "gsk: Avoid some allocations"
This reverts commit 144cd2d91c.

This commit is causing problems when using GTK 4.14 with
Pango 1.51.

Fixes: #6606
2024-04-04 12:30:00 +02:00
Matthias Clasen
cc24401dfb Drop unused private API
We are not using gsk_get_unhinted_glyph_string_extents anymore.
2024-04-03 10:53:55 +02:00
Matthias Clasen
f445d8b518 gsk: Use hinted extents
This works better for cff fonts, where hinting is not as local as
what the autohinter does for ttf fonts, and it does not seem to
have negative effects.

Fixes: #6577
Fixes: #6568
2024-04-03 10:52:13 +02:00
Matthias Clasen
d50b780551 gsk: Keep metrics hinting on when rendering
It turns out that we mispositioned glyphs with some cff fonts
when metrics hinting is off, and hinting is on. Since we don't
fully understand the interactions of these settings at this point,
lets preserve metrics hinting as it was on the font we got.

This at least gives folks a workaround for when they experience
clipped rendering with cff fonts: Turn on hint-metrics.

We forced hint metrics off here because it made Pango do some
creative wfh for hex boxes at small sizes, but I've dropped that
on the Pango side.
2024-04-02 09:10:46 +02:00
Matthias Clasen
f0f3ea1b3e Fix build without fontconfig
We were missing some ifdefs for Windows builds.

Fixes: #6591
2024-03-31 13:08:01 +02:00
Matthias Clasen
a973e8ea8d Merge branch 'gl-offload-fixes' into 'main'
gl: Handle offloads in offscreen context better

Closes #6551

See merge request GNOME/gtk!7053
2024-03-18 15:22:22 +00:00
Matthias Clasen
1e83a44c93 gl: Handle offloads in offscreen context better
Back out of offloading below if we are in an offscreen context,
since the hole will get lost in the offscreen.

Fixes: #6551
2024-03-18 08:41:31 -04:00
Matthias Clasen
144cd2d91c gsk: Avoid some allocations
We can use a static font options object and allocate it only once.
2024-03-17 21:30:36 -04:00
Benjamin Otte
195ebf6848 Merge branch 'wip/otte/gl-map-buffer' into 'main'
Add GLBuffer implementation w/ persistent mapping

See merge request GNOME/gtk!7042
2024-03-17 00:27:51 +00:00
Benjamin Otte
aff34e8d1b gpu: Sort passes correctly
In a very particular situation, it could happen that our renderpass
reordering did not work out.
Consider this nesting of renderpasses (indentation indicates subpasses):

pass A
  subpass of A
pass B
  subpass of B

Out reordering code would reorder this as:

subpass of B
subpass of A
pass A
pass B

Which doesn't sound too bad, the subpasses happen before the passes
after all.

However, a subpass might be a pass that converts the image for a texture
stored in the texture cache and then updates the cached image.
If "subpass of A" is such a pass *and* if "subpass of B" then renders
with exactly this texture, then "subpass of B" will use the result of
"subpass of A" as a source.

The fix is to ensure that subpasses stay ordered, too.

The new order moves subpasses right before their parent pass, so the
order of the example now looks like:

subpass of A
pass A
subpass of B
pass B

The place where this would happen most common was when drawing thumbnail
images in Nautilus, the GTK filechooser or Fractal.
Those images are usually PNG files, which are straight alpha. They are then
drawn with a drop shadow, which requires an offscreen for drawing as
well as those images as premultipled sources, so lots of subpasses happen.
If there is then a redraw with a somewhat tricky subregion, then the
slicing of the region code could end up generating 2 passes that each draw
half of the thumbnail image - the first pass drawing the top half and the
second pass drawing the bottom half.
And due to the bug the bottom half would then be drawn from the
offscreen before the actual contents of the offscreen would be drawn,
leading to a corrupt bottom part of the image.

Test included.

Fixes: #6318
2024-03-16 23:44:59 +01:00
Benjamin Otte
47307dc7c1 vulkan: Prefer cached buffer memory
We write the buffers in small chunks, and we even sometimes read it. So
prefer it when it's cached.

Speeds up the text benchmarks by a factor of 3x on my dedicated GPU.
2024-03-16 22:32:49 +01:00
Benjamin Otte
96b800fa0c gl: Add buffer implementation using persistent mapping
If glBufferStorage() is available, we can replace our usage of
glBufferSubData() with persistently mapped storage via
glMappedBufferRange().

This has 1 disadvantage:

1. It's not supported everywhere, it requires GL 4.4 or
   GL_EXT_buffer_storage. But every GPU of the last 10 years should
   implement it. So we check for it and keep the old code.
   The old code can also be forced via GDK_GL_DISABLE=buffer-storage.

But it has 2 advantages:

1. It is what Vulkan does, so it unifies the two renderers' buffer
   handling.

2. It is a significant performance boost in use cases with large vertex
   buffers. Those are pretty rare, but do happen with lots of text at a
   small font size. An example would be a small font in a maximized VTE
   terminal or the overview in gnome-text-editor.

A custom benchmark tailored for this problem can be created with:

  tests/rendernode-create-tests 1000000 text.node

This creates a node file called "text.node" that draws 1 million text
nodes.
(Creating that test takes a minute or so. A smaller number may be useful
on less powerful hardware than my Intel Tigerlake laptop.)
The difference can then be compared via:

  tools/gtk4-rendernode-tool benchmark --runs=20 text.node
and
  GDK_GL_DISABLE=buffer-storage tools/gtk4-rendernode-tool benchmark --runs=20 text.node

For my laptop, the difference is:
before: 1.1s
after:  0.8s

Related: !7021
2024-03-16 20:55:26 +01:00
Benjamin Otte
e7a2baf78c gpu: Remove unused arguments
It's not just unused, it's also wrong.

We are reading from the buffer when reallocating the vertex buffer
and memcpy()ing the old into the new buffer - at that point we read from
it.
2024-03-16 19:46:37 +01:00
Matthias Clasen
438d86fcf5 gsk: Move the buffer upload counter
Move the sysprof counter for buffer uploads to the generic
code, so it works for both ngl and Vulkan. This partially
reverts commit ecf1b7c18a.
2024-03-16 19:39:16 +01:00
Matthias Clasen
1cbdf88b0f Merge branch 'debug-cleanup' into 'main'
gsk: Fix a typo

See merge request GNOME/gtk!7039
2024-03-16 14:41:16 +00:00
Matthias Clasen
b1fb7cd4ae gsk: Drop unused debug flags
The 'surface', 'sync' and 'opengl' flags are not used anywhere.
2024-03-16 09:44:57 -04:00
Matthias Clasen
fd90b56df6 gsk: Move and clarify a debug message
Move the only error message in the OPENGL category to RENDERER,
and make it clearer what and how.
2024-03-16 09:44:57 -04:00
Benjamin Otte
43373e6350 gpu: Rename env var GSK_GPU_SKIP to GSK_GPU_DISABLE
See previous commits.
2024-03-16 14:11:08 +01:00
Benjamin Otte
f725bdad25 gl: Move GL_ARB_base_instance check
It's a GLContext feature check, not a GpuRenderer thing.

So put it there.
2024-03-16 13:52:28 +01:00
Benjamin Otte
cfbe3709bf gpu: Respect the GDK_GL_DISABLE flag
It's now possible to disable sync support.
2024-03-16 13:52:21 +01:00
Benjamin Otte
141769fb46 gl: Turn has_foo flags into GdkGLFeatures
The goal is to have it mirror GdkVulkanFeatures, and in particular
having an environment variable to turn individual flags off.
2024-03-16 13:44:02 +01:00
Benjamin Otte
93cdcc5e88 gpu: Merge multiple ops into one ShaderOp
When ops get allocated that use the same stats as the last op, put them
into the same ShaderOp. This reduces the number of ShaderOps we need to
record, which has 3 benefits:

1. It's less work when iterating over all the ops.
   This isn't a big win, but it makes submit() and print() run a bit
   faster.
2. We don't need to manage data per-op.
   This is a large win because we don't need to ref/unref descriptors
   as much anymore, and refcounting is visible on profiles.
3. We save memory.
   This is a pretty big win because we iterate over ops a lot, and when
   the array is large enough (I've managed to write testcases that makes
   it grow to over 4GB) it kills all the caches and that's bad.

The main benefit of all this are glyphs, which used to emit 1 ShaderOp
per glyph and can now end up with 1 ShaderOp for multiple text nodes,
even if those text nodes use different fonts or colors - because they
can all share the same ColorizeOp.
2024-03-15 20:25:02 +01:00
Matthias Clasen
d51912c0b4 gsk: Add gsk_gpu_frame_get_last_op
This function will be used in the future to find the previous
op during node processing, so we can make optimization decisions
based on that.
2024-03-15 20:25:02 +01:00
Benjamin Otte
bad6e1e102 gpu: Change the way we merge draw calls
With potentially multiple ops per ShaderOp, we may encounter situations
where 1 ShaderOp contains more ops than we want to merge. (With
GSK_GPU_SKIP=merge, we don't want to merge at all.)

So we still merge the ShaderOps (now unconditionally), but we then run
a loop that potentially splits the merged ops again - exactly at the
point we want to.

This way we can merge ops inside of ShaderOps and merge ShaderOps, but
still have the draw calls contain the exact number of ops we want.
2024-03-15 20:25:02 +01:00
Benjamin Otte
28a8dc5a14 gpu: Add GskGpuShaderOp.n_ops
This just introduces the variable and sets it to 1 everywhere.

The ultimate goal is to allow one ShaderOp to collect multiple ops into
one, thereby saving memory in the ops array and leading to faster
performance.
2024-03-15 19:49:17 +01:00
Benjamin Otte
975cdd8c30 gpu: Remove unused return value from function
Technically, an alloc() function should return what it allocated. But
the return value is never used.

Maybe we should rename the function?
2024-03-15 19:49:17 +01:00
Benjamin Otte
153b78e2bc gpu: Add a ShaderOp.print_instance vfunc
... and add gsk_shader_op_print() to do the generic stuff.
2024-03-15 19:49:17 +01:00
Benjamin Otte
de2b10e46c gpu: Set variable to NULL after freeing
Saw this while reviewing code.
2024-03-15 19:49:17 +01:00
Benjamin Otte
30dddf2412 gpu: Refactor waiting for frames
Instead of having renderer API to wait for any number of frames, just
have gsk_gpu_frame_wait() to wait for a single frame.

This unifies behavior on Vulkan and GL, because unlike Vulkan, GL does
not allow waiting for multiple fences.

To make up for it, we replace waiting for multiple frames with finding
the frame with the earliest timestamp and waiting for that one.

Also implement wait() for GL.
2024-03-14 06:06:33 +01:00
Benjamin Otte
b43950d0f7 gpu: Don't reuse frames while they're in use
This copies the Vulkan idea of using a fence at the end of command
submission and waiting until it gets signaled before reusing the frame.

This frees up the GL driver from doing the work of making buffers etc
reusable and instead allocates new ones when they're still in use and is
a pretty massive performance win.
2024-03-14 04:53:12 +01:00
Matthias Clasen
380523b41b gsk: Eschew more divisions
Pull out a pango_scale_inv constant, and use it.
2024-03-13 01:26:14 -04:00
Matthias Clasen
2fda256bb0 gsk: Avoid some unnecessary calls
Most of the time, the image we get for the glyphs will be the
same (the atlas), so avoid adding it to the descriptor set over
and over, and check first if have to. This matches what the
pattern variant of this function already does.
2024-03-13 01:03:32 -04:00
Matthias Clasen
c71a66b6f6 gsk: Simplify our inner loop
Pull out the if-else and precompute things before the loop.
2024-03-13 01:03:31 -04:00