gpu: introduce driver.Device.PrepareTexture and use it in renderers

Vulkan textures (VkImage) are always in a particular layout, where each
layout is optimized for a particular use (transfer, sampling, compute
storage). Vulkan allows layout transitions everywhere except inside
render passes. This change adds driver.Device.PrepareTexture for
instructing the driver to switch a texture to a layout for sampling
in preparation for using it in a render pass.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-09-16 14:32:07 +02:00
parent 0ba984c19c
commit b599a6d1c5
9 changed files with 60 additions and 24 deletions
+1 -1
View File
@@ -10,5 +10,5 @@ require (
require (
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2
gioui.org/shader v1.0.3
gioui.org/shader v1.0.4
)
+2 -2
View File
@@ -4,8 +4,8 @@ dmitri.shuralyov.com/gpu/mtl v0.0.0-20201218220906-28db891af037/go.mod h1:H6x//7
gioui.org/cpu v0.0.0-20210808092351-bfe733dd3334/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2 h1:AGDDxsJE1RpcXTAxPG2B4jrwVUJGFDjINIPi1jtO6pc=
gioui.org/cpu v0.0.0-20210817075930-8d6a761490d2/go.mod h1:A8M0Cn5o+vY5LTMlnRoK3O5kG+rH0kWfJjeKd9QpBmQ=
gioui.org/shader v1.0.3 h1:xllhh4w2XWej9lfkHMtOtI3ES05T8xZzxrSSWbMZgTw=
gioui.org/shader v1.0.3/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
gioui.org/shader v1.0.4 h1:taS5l4MYdnKOQ5cRh1FPUaOp0YAs0qkRrhwbZqHSYrQ=
gioui.org/shader v1.0.4/go.mod h1:mWdiME581d/kV7/iEhLmUgUK5iZ09XR5XpduXzbePVM=
github.com/BurntSushi/toml v0.3.1/go.mod h1:xHWCNGjB5oqiDr8zfno3MHue2Ht5sIBksp03qcyfWMU=
github.com/BurntSushi/xgb v0.0.0-20160522181843-27f122750802/go.mod h1:IVnqGOEym/WlBOVXweHU+Q+/VP0lqqI8lqeDx9IjBqo=
github.com/Knetic/govaluate v3.0.1-0.20171022003610-9aa49832a739+incompatible/go.mod h1:r7JcOSlj0wfOMncg0iLm8Leh48TZaKVeNIfJntJ2wa0=
+5 -7
View File
@@ -862,6 +862,7 @@ func (g *compute) blitLayers(d driver.LoadDesc, fbo driver.Framebuffer, viewport
{posX: float32(r.Min.X), posY: float32(r.Max.Y), u: placef.X, v: placef.Y + sizef.Y},
}
g.output.layerVertices = append(g.output.layerVertices, quad[0], quad[1], quad[3], quad[3], quad[2], quad[1])
g.ctx.PrepareTexture(l.alloc.atlas.image)
}
if len(g.output.layerVertices) > 0 {
vertexData := byteslice.Slice(g.output.layerVertices)
@@ -893,9 +894,6 @@ func (g *compute) blitLayers(d driver.LoadDesc, fbo driver.Framebuffer, viewport
// Transform positions to clip space: [-1, -1] - [1, 1], and texture
// coordinates to texture space: [0, 0] - [1, 1].
clip := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(2/float32(viewport.X), 2/float32(viewport.Y))).Offset(f32.Pt(-1, -1))
// Flip y-axis to match framebuffer output space.
flipY := f32.Affine2D{}.Scale(f32.Pt(0, 0), f32.Pt(1, -1)).Offset(f32.Pt(0, float32(viewport.Y)))
clip = clip.Mul(flipY)
sx, _, ox, _, sy, oy := clip.Elems()
g.output.uniforms.scale = [2]float32{sx, sy}
g.output.uniforms.pos = [2]float32{ox, oy}
@@ -992,11 +990,10 @@ func (g *compute) renderMaterials() error {
if err := g.realizeAtlas(atlas, g.useCPU, atlas.packer.sizes[0]); err != nil {
return err
}
// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
// between framebuffer and texture space.
// Transform to clip space: [-1, -1] - [1, 1].
*m.uniforms.u = materialUniforms{
scale: [2]float32{2, -2},
pos: [2]float32{-1, +1},
scale: [2]float32{2, 2},
pos: [2]float32{-1, -1},
}
if !g.srgb {
m.uniforms.u.emulatesRGB = 1.0
@@ -1010,6 +1007,7 @@ func (g *compute) renderMaterials() error {
if !realized {
d.Action = driver.LoadActionClear
}
g.ctx.PrepareTexture(imgAtlas.image)
g.ctx.BeginRenderPass(atlas.fbo, d)
g.ctx.BindTexture(0, imgAtlas.image)
g.ctx.BindPipeline(m.pipeline)
+42 -11
View File
@@ -289,7 +289,6 @@ type blitColUniforms struct {
type blitTexUniforms struct {
blitUniforms
_ [12]byte // Padding to 16 bytes.
}
type blitLinearGradientUniforms struct {
@@ -312,7 +311,6 @@ type blitUniforms struct {
transform [4]float32
uvTransformR1 [4]float32
uvTransformR2 [4]float32
z float32
}
type colorUniforms struct {
@@ -417,10 +415,12 @@ func (g *gpu) frame(target RenderTarget) error {
g.renderer.packStencils(&g.drawOps.pathOps)
g.renderer.stencilClips(g.drawOps.pathCache, g.drawOps.pathOps)
g.renderer.packIntersections(g.drawOps.imageOps)
g.renderer.prepareIntersections(g.drawOps.imageOps)
g.renderer.intersect(g.drawOps.imageOps)
g.stencilTimer.end()
g.coverTimer.begin()
g.renderer.uploadImages(g.cache, g.drawOps.imageOps)
g.renderer.prepareDrawOps(g.cache, g.drawOps.imageOps)
d := driver.LoadDesc{
ClearColor: g.drawOps.clearColor,
}
@@ -508,10 +508,10 @@ func (r *renderer) release() {
func newBlitter(ctx driver.Device) *blitter {
quadVerts, err := ctx.NewImmutableBuffer(driver.BufferBindingVertices,
byteslice.Slice([]float32{
-1, +1, 0, 0,
+1, +1, 1, 0,
-1, -1, 0, 1,
+1, -1, 1, 1,
-1, -1, 0, 0,
+1, -1, 1, 0,
-1, +1, 0, 1,
+1, +1, 1, 1,
}),
)
if err != nil {
@@ -669,6 +669,16 @@ func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
}
}
func (r *renderer) prepareIntersections(ops []imageOp) {
for _, img := range ops {
if img.clipType != clipTypeIntersection {
continue
}
fbo := r.pather.stenciler.cover(img.path.place.Idx)
r.ctx.PrepareTexture(fbo.tex)
}
}
func (r *renderer) intersect(ops []imageOp) {
if len(r.intersections.sizes) == 0 {
return
@@ -1084,6 +1094,27 @@ func (r *renderer) uploadImages(cache *resourceCache, ops []imageOp) {
}
}
func (r *renderer) prepareDrawOps(cache *resourceCache, ops []imageOp) {
for _, img := range ops {
m := img.material
switch m.material {
case materialTexture:
r.ctx.PrepareTexture(r.texHandle(cache, m.data))
}
var fbo stencilFBO
switch img.clipType {
case clipTypeNone:
continue
case clipTypePath:
fbo = r.pather.stenciler.cover(img.place.Idx)
case clipTypeIntersection:
fbo = r.pather.stenciler.intersections.fbos[img.place.Idx]
}
r.ctx.PrepareTexture(fbo.tex)
}
}
func (r *renderer) drawOps(cache *resourceCache, ops []imageOp) {
var coverTex driver.Texture
for _, img := range ops {
@@ -1216,25 +1247,25 @@ func gradientSpaceTransform(clip image.Rectangle, off f32.Point, stop1, stop2 f3
}
// clipSpaceTransform returns the scale and offset that transforms the given
// rectangle from a viewport into OpenGL clip space.
// rectangle from a viewport into GPU driver device coordinates.
func clipSpaceTransform(r image.Rectangle, viewport image.Point) (f32.Point, f32.Point) {
// First, transform UI coordinates to OpenGL coordinates:
// First, transform UI coordinates to device coordinates:
//
// [(-1, +1) (+1, +1)]
// [(-1, -1) (+1, -1)]
// [(-1, +1) (+1, +1)]
//
x, y := float32(r.Min.X), float32(r.Min.Y)
w, h := float32(r.Dx()), float32(r.Dy())
vx, vy := 2/float32(viewport.X), 2/float32(viewport.Y)
x = x*vx - 1
y = 1 - y*vy
y = y*vy - 1
w *= vx
h *= vy
// Then, compute the transformation from the fullscreen quad to
// the rectangle at (x, y) and dimensions (w, h).
scale := f32.Point{X: w * .5, Y: h * .5}
offset := f32.Point{X: x + w*.5, Y: y - h*.5}
offset := f32.Point{X: x + w*.5, Y: y + h*.5}
return scale, offset
}
+3 -3
View File
@@ -75,9 +75,9 @@ func TestInputShader(t *testing.T) {
defer pipe.Release()
buf, err := b.NewImmutableBuffer(driver.BufferBindingVertices,
byteslice.Slice([]float32{
0, .5, .5, 1,
-.5, -.5, .5, 1,
.5, -.5, .5, 1,
0, -.5, .5, 1,
-.5, +.5, .5, 1,
.5, +.5, .5, 1,
}),
)
if err != nil {
+2
View File
@@ -633,6 +633,8 @@ func (t *Texture) Release() {
*t = Texture{}
}
func (b *Backend) PrepareTexture(tex driver.Texture) {}
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
t := tex.(*Texture)
b.ctx.PSSetSamplers(uint32(unit), t.sampler)
+1
View File
@@ -37,6 +37,7 @@ type Device interface {
BeginRenderPass(f Framebuffer, desc LoadDesc)
EndRenderPass()
PrepareTexture(t Texture)
BindProgram(p Program)
BindPipeline(p Pipeline)
BindTexture(unit int, t Texture)
+2
View File
@@ -931,6 +931,8 @@ func (p *Pipeline) Release() {
*p = Pipeline{}
}
func (b *Backend) PrepareTexture(tex driver.Texture) {}
func (b *Backend) BindTexture(unit int, tex driver.Texture) {
t := tex.(*Texture)
if enc := b.renderEnc; enc != 0 {
+2
View File
@@ -1202,6 +1202,8 @@ func toTexFilter(f driver.TextureFilter) int {
}
}
func (b *Backend) PrepareTexture(tex driver.Texture) {}
func (b *Backend) BindTexture(unit int, t driver.Texture) {
b.glstate.bindTexture(b.funcs, unit, t.(*texture).obj)
}