gsk: Synchronize when using textures

Pass the GLsync object from texture into our
command queue, and when executing the queue,
wait on the sync object the first time we
use its associated texture.
This commit is contained in:
Matthias Clasen
2023-01-28 15:20:26 -05:00
parent ac991483f2
commit 12ed685013
4 changed files with 97 additions and 15 deletions

View File

@@ -427,6 +427,7 @@ gsk_gl_command_queue_dispose (GObject *object)
gsk_gl_command_batches_clear (&self->batches);
gsk_gl_command_binds_clear (&self->batch_binds);
gsk_gl_command_uniforms_clear (&self->batch_uniforms);
gsk_gl_syncs_clear (&self->syncs);
gsk_gl_buffer_destroy (&self->vertices);
@@ -449,6 +450,7 @@ gsk_gl_command_queue_init (GskGLCommandQueue *self)
gsk_gl_command_batches_init (&self->batches, 128);
gsk_gl_command_binds_init (&self->batch_binds, 1024);
gsk_gl_command_uniforms_init (&self->batch_uniforms, 2048);
gsk_gl_syncs_init (&self->syncs, 10);
gsk_gl_buffer_init (&self->vertices, GL_ARRAY_BUFFER, sizeof (GskGLDrawVertex));
}
@@ -1159,17 +1161,25 @@ gsk_gl_command_queue_execute (GskGLCommandQueue *self,
if G_UNLIKELY (batch->draw.bind_count > 0)
{
const GskGLCommandBind *bind = &self->batch_binds.items[batch->draw.bind_offset];
for (guint i = 0; i < batch->draw.bind_count; i++)
{
if (textures[bind->texture] != bind->id)
{
GskGLSync *s;
if (active != bind->texture)
{
active = bind->texture;
glActiveTexture (GL_TEXTURE0 + bind->texture);
}
s = gsk_gl_syncs_get_sync (&self->syncs, bind->id);
if (s && s->sync)
{
glWaitSync ((GLsync) s->sync, 0, GL_TIMEOUT_IGNORED);
s->sync = NULL;
}
glBindTexture (GL_TEXTURE_2D, bind->id);
textures[bind->texture] = bind->id;
if (!self->has_samplers)
@@ -1315,6 +1325,7 @@ gsk_gl_command_queue_end_frame (GskGLCommandQueue *self)
self->batches.len = 0;
self->batch_binds.len = 0;
self->batch_uniforms.len = 0;
self->syncs.len = 0;
self->n_uploads = 0;
self->tail_batch_index = -1;
self->in_frame = FALSE;

View File

@@ -168,9 +168,15 @@ typedef union _GskGLCommandBatch
G_STATIC_ASSERT (sizeof (GskGLCommandBatch) == 32);
typedef struct _GskGLSync {
guint id;
gpointer sync;
} GskGLSync;
DEFINE_INLINE_ARRAY (GskGLCommandBatches, gsk_gl_command_batches, GskGLCommandBatch)
DEFINE_INLINE_ARRAY (GskGLCommandBinds, gsk_gl_command_binds, GskGLCommandBind)
DEFINE_INLINE_ARRAY (GskGLCommandUniforms, gsk_gl_command_uniforms, GskGLCommandUniform)
DEFINE_INLINE_ARRAY (GskGLSyncs, gsk_gl_syncs, GskGLSync)
struct _GskGLCommandQueue
{
@@ -233,6 +239,10 @@ struct _GskGLCommandQueue
*/
GLuint samplers[GSK_GL_N_FILTERS * GSK_GL_N_FILTERS];
/* Array of sync objects to wait on.
*/
GskGLSyncs syncs;
/* Discovered max texture size when loading the command queue so that we
* can either scale down or slice textures to fit within this size. Assumed
* to be both height and width.
@@ -371,5 +381,36 @@ gsk_gl_command_queue_bind_framebuffer (GskGLCommandQueue *self,
return ret;
}
static inline GskGLSync *
gsk_gl_syncs_get_sync (GskGLSyncs *syncs,
guint id)
{
for (unsigned int i = 0; i < syncs->len; i++)
{
GskGLSync *sync = &syncs->items[i];
if (sync->id == id)
return sync;
}
return NULL;
}
static inline void
gsk_gl_syncs_add_sync (GskGLSyncs *syncs,
guint id,
gpointer sync)
{
GskGLSync *s;
s = gsk_gl_syncs_get_sync (syncs, id);
if (s)
g_assert (s->sync == sync);
else
{
s = gsk_gl_syncs_append (syncs);
s->id = id;
s->sync = sync;
}
}
G_END_DECLS

View File

@@ -285,6 +285,22 @@ gsk_gl_program_set_uniform_texture (GskGLProgram *self,
GL_LINEAR);
}
static inline void
gsk_gl_program_set_uniform_texture_with_sync (GskGLProgram *self,
guint key,
guint stamp,
GLenum texture_target,
GLenum texture_slot,
guint texture_id,
GLint min_filter,
GLint max_filter,
gpointer sync)
{
gsk_gl_program_set_uniform_texture_with_filter (self, key, stamp, texture_target, texture_slot, texture_id,
min_filter, max_filter);
gsk_gl_syncs_add_sync (&self->driver->command_queue->syncs, texture_id, sync);
}
static inline void
gsk_gl_program_set_uniform_matrix (GskGLProgram *self,
guint key,

View File

@@ -191,6 +191,7 @@ typedef struct _GskGLRenderOffscreen
/* Return location for texture ID */
guint texture_id;
gpointer sync;
/* Whether to force creating a new texture, even if the
* input already is a texture
@@ -3570,6 +3571,9 @@ gsk_gl_render_job_upload_texture (GskGLRenderJob *job,
offscreen->texture_id = gsk_gl_driver_load_texture (job->driver, texture, ensure_mipmap);
init_full_texture_region (offscreen);
offscreen->has_mipmap = ensure_mipmap;
if (gl_texture && offscreen->texture_id == gdk_gl_texture_get_id (gl_texture))
offscreen->sync = gdk_gl_texture_get_sync (gl_texture);
}
}
@@ -3597,13 +3601,15 @@ gsk_gl_render_job_visit_texture (GskGLRenderJob *job,
g_assert (offscreen.was_offscreen == FALSE);
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture_with_filter (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id,
offscreen.has_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR,
GL_LINEAR);
gsk_gl_program_set_uniform_texture_with_sync (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
offscreen.texture_id,
offscreen.has_mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR,
GL_LINEAR,
offscreen.sync);
gsk_gl_render_job_draw_offscreen (job, bounds, &offscreen);
gsk_gl_render_job_end_draw (job);
}
@@ -3733,21 +3739,29 @@ gsk_gl_render_job_visit_texture_scale_node (GskGLRenderJob *job,
if G_LIKELY (texture->width <= max_texture_size &&
texture->height <= max_texture_size)
{
gpointer sync;
texture_id = gsk_gl_driver_load_texture (job->driver, texture, filter == GSK_SCALING_FILTER_TRILINEAR);
if (GDK_IS_GL_TEXTURE (texture) && texture_id == gdk_gl_texture_get_id (GDK_GL_TEXTURE (texture)))
sync = gdk_gl_texture_get_sync (GDK_GL_TEXTURE (texture));
else
sync = NULL;
u0 = (clip_rect.origin.x - bounds->origin.x) / bounds->size.width;
v0 = (clip_rect.origin.y - bounds->origin.y) / bounds->size.height;
u1 = (clip_rect.origin.x + clip_rect.size.width - bounds->origin.x) / bounds->size.width;
v1 = (clip_rect.origin.y + clip_rect.size.height - bounds->origin.y) / bounds->size.height;
gsk_gl_render_job_begin_draw (job, CHOOSE_PROGRAM (job, blit));
gsk_gl_program_set_uniform_texture_with_filter (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
texture_id,
min_filter,
mag_filter);
gsk_gl_program_set_uniform_texture_with_sync (job->current_program,
UNIFORM_SHARED_SOURCE, 0,
GL_TEXTURE_2D,
GL_TEXTURE0,
texture_id,
min_filter,
mag_filter,
sync);
gsk_gl_render_job_draw_coords (job,
0, 0, clip_rect.size.width, clip_rect.size.height,
u0, v0, u1, v1,