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edcb6176ce
LibSoftGPU used to calculate the normal transformation based on the model view transformation for every primitive, because that's when we sent over the matrix. By making LibGL a bit smarter and only update the matrices when they could have changed, we only need to calculate the normal transformation once on every matrix update. When viewing `Tuba.obj` in 3DFileViewer, this brings the percentage of time spent in `FloatMatrix4x4::inverse()` down from 15% to 0%. :^)
103 lines
4.5 KiB
C++
103 lines
4.5 KiB
C++
/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/NonnullOwnPtr.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Vector.h>
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#include <Kernel/API/VirGL.h>
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#include <LibGPU/Device.h>
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#include <LibVirtGPU/VirGLProtocol.h>
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namespace VirtGPU {
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class Device final : public GPU::Device {
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public:
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Device(NonnullOwnPtr<Core::File>);
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static ErrorOr<NonnullOwnPtr<Device>> create(Gfx::IntSize min_size);
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// FIXME: Once the kernel driver supports destroying contexts we need to add this functionality here
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ErrorOr<void> initialize_context(Gfx::IntSize min_size);
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virtual GPU::DeviceInfo info() const override;
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virtual void draw_primitives(GPU::PrimitiveType, Vector<GPU::Vertex>& vertices) override;
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virtual void resize(Gfx::IntSize min_size) override;
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virtual void clear_color(FloatVector4 const&) override;
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virtual void clear_depth(GPU::DepthType) override;
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virtual void clear_stencil(GPU::StencilType) override;
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virtual void blit_from_color_buffer(Gfx::Bitmap& target) override;
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virtual void blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
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virtual void blit_from_color_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
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virtual void blit_from_depth_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
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virtual void blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
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virtual void blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
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virtual void blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
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virtual void set_options(GPU::RasterizerOptions const&) override;
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virtual void set_light_model_params(GPU::LightModelParameters const&) override;
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virtual GPU::RasterizerOptions options() const override;
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virtual GPU::LightModelParameters light_model() const override;
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
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virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
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virtual void set_model_view_transform(FloatMatrix4x4 const&) override;
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virtual void set_projection_transform(FloatMatrix4x4 const&) override;
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virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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virtual void set_material_state(GPU::Face, GPU::Material const&) override;
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virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
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virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
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virtual void set_clip_planes(Vector<FloatVector4> const&) override;
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virtual GPU::RasterPosition raster_position() const override;
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virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
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virtual void set_raster_position(FloatVector4 const& position) override;
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virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
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private:
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void encode_constant_buffer(Gfx::FloatMatrix4x4 const&, Vector<float>&);
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Protocol::ObjectHandle allocate_handle();
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ErrorOr<Protocol::ResourceID> create_virgl_resource(VirGL3DResourceSpec&);
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ErrorOr<void> upload_command_buffer(Vector<u32> const&);
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NonnullOwnPtr<Core::File> m_gpu_file;
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FloatMatrix4x4 m_model_view_transform;
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FloatMatrix4x4 m_projection_transform;
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Protocol::ResourceID m_vbo_resource_id { 0 };
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Protocol::ResourceID m_drawtarget { 0 };
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Protocol::ResourceID m_depthbuffer_surface { 0 };
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Protocol::ObjectHandle m_blend_handle { 0 };
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Protocol::ObjectHandle m_drawtarget_surface_handle { 0 };
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Protocol::ObjectHandle m_depthbuffer_surface_handle { 0 };
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Protocol::ObjectHandle m_ve_handle { 0 };
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Protocol::ObjectHandle m_frag_shader_handle { 0 };
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Protocol::ObjectHandle m_vert_shader_handle { 0 };
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Protocol::ObjectHandle m_rasterizer_handle { 0 };
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Protocol::ObjectHandle m_dsa_handle { 0 };
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u32 m_last_allocated_handle { 0 };
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struct VertexData {
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float r;
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float g;
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float b;
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float x;
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float y;
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float z;
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};
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Vector<VertexData> m_vertices;
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Vector<float> m_constant_buffer_data;
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};
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}
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