render/vulkan: drop legacy rendering API

master
Simon Ser 1 year ago
parent 514caea437
commit b2aac3390d

@ -60,13 +60,6 @@ static struct wlr_vk_render_format_setup *find_or_create_render_setup(
struct wlr_vk_renderer *renderer, const struct wlr_vk_format *format,
bool has_blending_buffer);
// https://www.w3.org/Graphics/Color/srgb
static float color_to_linear(float non_linear) {
return (non_linear > 0.04045) ?
pow((non_linear + 0.055) / 1.055, 2.4) :
non_linear / 12.92;
}
static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
memset(mat4, 0, sizeof(float) * 16);
mat4[0][0] = mat3[0];
@ -1387,125 +1380,6 @@ static void vulkan_end(struct wlr_renderer *wlr_renderer) {
}
}
static bool vulkan_render_subtexture_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
const float matrix[static 9], float alpha) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
VkCommandBuffer cb = renderer->current_command_buffer->vk;
struct wlr_vk_texture *texture = vulkan_get_texture(wlr_texture);
assert(texture->renderer == renderer);
if (texture->dmabuf_imported && !texture->owned) {
// Store this texture in the list of textures that need to be
// acquired before rendering and released after rendering.
// We don't do it here immediately since barriers inside
// a renderpass are suboptimal (would require additional renderpass
// dependency and potentially multiple barriers) and it's
// better to issue one barrier for all used textures anyways.
texture->owned = true;
assert(texture->foreign_link.prev == NULL);
assert(texture->foreign_link.next == NULL);
wl_list_insert(&renderer->foreign_textures, &texture->foreign_link);
}
struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
renderer->current_render_buffer->render_setup,
&(struct wlr_vk_pipeline_key) {
.layout = {
.ycbcr_format = texture->format->is_ycbcr ? texture->format : NULL,
},
.texture_transform = texture->transform,
});
if (!pipe) {
return false;
}
struct wlr_vk_texture_view *view =
vulkan_texture_get_or_create_view(texture, pipe->layout);
if (!view) {
return false;
}
if (pipe->vk != renderer->bound_pipe) {
vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe->vk);
renderer->bound_pipe = pipe->vk;
}
vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipe->layout->vk, 0, 1, &view->ds, 0, NULL);
float final_matrix[9];
wlr_matrix_multiply(final_matrix, renderer->projection, matrix);
struct wlr_vk_vert_pcr_data vert_pcr_data;
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
vert_pcr_data.uv_off[0] = box->x / wlr_texture->width;
vert_pcr_data.uv_off[1] = box->y / wlr_texture->height;
vert_pcr_data.uv_size[0] = box->width / wlr_texture->width;
vert_pcr_data.uv_size[1] = box->height / wlr_texture->height;
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float),
&alpha);
vkCmdDraw(cb, 4, 1, 0, 0);
texture->last_used_cb = renderer->current_command_buffer;
return true;
}
static void vulkan_clear(struct wlr_renderer *wlr_renderer,
const float color[static 4]) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
VkCommandBuffer cb = renderer->current_command_buffer->vk;
if (renderer->scissor.extent.width == 0 || renderer->scissor.extent.height == 0) {
return;
}
VkClearAttachment att = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.colorAttachment = 0u,
// Input color values are given in srgb space, vulkan expects
// them in linear space. We explicitly import argb8 render buffers
// as srgb, vulkan will convert the input values we give here to
// srgb first.
// But in other parts of wlroots we just always assume
// srgb so that's why we have to convert here.
.clearValue.color.float32 = {
color_to_linear(color[0]),
color_to_linear(color[1]),
color_to_linear(color[2]),
color[3], // no conversion for alpha
},
};
VkClearRect rect = {
.rect = renderer->scissor,
.layerCount = 1,
};
vkCmdClearAttachments(cb, 1, &att, 1, &rect);
}
static void vulkan_scissor(struct wlr_renderer *wlr_renderer,
struct wlr_box *box) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
VkCommandBuffer cb = renderer->current_command_buffer->vk;
uint32_t w = renderer->render_width;
uint32_t h = renderer->render_height;
struct wlr_box dst = {0, 0, w, h};
if (box && !wlr_box_intersection(&dst, box, &dst)) {
dst = (struct wlr_box) {0, 0, 0, 0}; // empty
}
VkRect2D rect = (VkRect2D) {{dst.x, dst.y}, {dst.width, dst.height}};
renderer->scissor = rect;
vkCmdSetScissor(cb, 0, 1, &rect);
}
static const uint32_t *vulkan_get_shm_texture_formats(
struct wlr_renderer *wlr_renderer, size_t *len) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
@ -1513,59 +1387,6 @@ static const uint32_t *vulkan_get_shm_texture_formats(
return renderer->dev->shm_formats;
}
static void vulkan_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
VkCommandBuffer cb = renderer->current_command_buffer->vk;
struct wlr_vk_pipeline *pipe = setup_get_or_create_pipeline(
renderer->current_render_buffer->render_setup,
&(struct wlr_vk_pipeline_key) {
.source = WLR_VK_SHADER_SOURCE_SINGLE_COLOR,
.layout = {
.ycbcr_format = NULL,
},
});
if (!pipe) {
return;
}
if (pipe->vk != renderer->bound_pipe) {
vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe->vk);
renderer->bound_pipe = pipe->vk;
}
float final_matrix[9];
wlr_matrix_multiply(final_matrix, renderer->projection, matrix);
struct wlr_vk_vert_pcr_data vert_pcr_data;
mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
vert_pcr_data.uv_off[0] = 0.f;
vert_pcr_data.uv_off[1] = 0.f;
vert_pcr_data.uv_size[0] = 1.f;
vert_pcr_data.uv_size[1] = 1.f;
// Input color values are given in srgb space, shader expects
// them in linear space. The shader does all computation in linear
// space and expects in inputs in linear space since it outputs
// colors in linear space as well (and vulkan then automatically
// does the conversion for out SRGB render targets).
// But in other parts of wlroots we just always assume
// srgb so that's why we have to convert here.
float linear_color[4];
linear_color[0] = color_to_linear(color[0]);
linear_color[1] = color_to_linear(color[1]);
linear_color[2] = color_to_linear(color[2]);
linear_color[3] = color[3]; // no conversion for alpha
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
vkCmdPushConstants(cb, pipe->layout->vk,
VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
linear_color);
vkCmdDraw(cb, 4, 1, 0, 0);
}
static const struct wlr_drm_format_set *vulkan_get_dmabuf_texture_formats(
struct wlr_renderer *wlr_renderer) {
struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
@ -1946,10 +1767,6 @@ static const struct wlr_renderer_impl renderer_impl = {
.bind_buffer = vulkan_bind_buffer,
.begin = vulkan_begin,
.end = vulkan_end,
.clear = vulkan_clear,
.scissor = vulkan_scissor,
.render_subtexture_with_matrix = vulkan_render_subtexture_with_matrix,
.render_quad_with_matrix = vulkan_render_quad_with_matrix,
.get_shm_texture_formats = vulkan_get_shm_texture_formats,
.get_dmabuf_texture_formats = vulkan_get_dmabuf_texture_formats,
.get_render_formats = vulkan_get_render_formats,

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