mirror of
https://github.com/LadybirdBrowser/ladybird.git
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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%. :^)
468 lines
17 KiB
C++
468 lines
17 KiB
C++
/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Sahan Fernando <sahan.h.fernando@gmail.com>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/NonnullOwnPtr.h>
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#include <Kernel/API/VirGL.h>
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#include <LibCore/File.h>
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#include <LibCore/System.h>
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#include <LibVirtGPU/CommandBufferBuilder.h>
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#include <LibVirtGPU/Device.h>
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#include <LibVirtGPU/Image.h>
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#include <LibVirtGPU/Shader.h>
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#include <LibVirtGPU/VirGLProtocol.h>
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namespace VirtGPU {
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static constexpr auto frag_shader = "FRAG\n"
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"PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n"
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"DCL IN[0], COLOR, COLOR\n"
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"DCL OUT[0], COLOR\n"
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" 0: MOV OUT[0], IN[0]\n"
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" 1: END\n"sv;
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static constexpr auto vert_shader = "VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], COLOR\n"
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"DCL CONST[0..3]\n"
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"DCL TEMP[0..1]\n"
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" 0: MUL TEMP[0], IN[0].xxxx, CONST[0]\n"
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" 1: MAD TEMP[1], IN[0].yyyy, CONST[1], TEMP[0]\n"
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" 2: MAD TEMP[0], IN[0].zzzz, CONST[2], TEMP[1]\n"
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" 3: MAD OUT[0], IN[0].wwww, CONST[3], TEMP[0]\n"
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" 4: MOV_SAT OUT[1], IN[1]\n"
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" 5: END\n"sv;
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Device::Device(NonnullOwnPtr<Core::File> gpu_file)
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: m_gpu_file { move(gpu_file) }
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{
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}
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ErrorOr<NonnullOwnPtr<Device>> Device::create(Gfx::IntSize min_size)
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{
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auto file = TRY(Core::File::open("/dev/gpu/render0"sv, Core::File::OpenMode::ReadWrite));
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auto device = make<Device>(move(file));
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TRY(device->initialize_context(min_size));
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return device;
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}
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ErrorOr<void> Device::initialize_context(Gfx::IntSize min_size)
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{
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// Create a virgl context for this file descriptor
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TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_CONTEXT));
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// Create a VertexElements resource
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VirGL3DResourceSpec vbo_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::BUFFER), // pipe_texture_target
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.format = 0, // untyped buffer
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_VERTEX_BUFFER),
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.width = PAGE_SIZE * 256,
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.height = 1,
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_vbo_resource_id = TRY(create_virgl_resource(vbo_spec));
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// Create a texture to draw to
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VirGL3DResourceSpec drawtarget_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
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.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM), // pipe_to_virgl_format
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET),
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.width = static_cast<u32>(min_size.width()),
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.height = static_cast<u32>(min_size.height()),
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_drawtarget = TRY(create_virgl_resource(drawtarget_spec));
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// Create a depthbuffer surface
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VirGL3DResourceSpec depthbuffer_surface_spec {
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.target = to_underlying(Gallium::PipeTextureTarget::TEXTURE_RECT), // pipe_texture_target
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.format = to_underlying(Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT), // pipe_to_virgl_format
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.bind = to_underlying(Protocol::BindTarget::VIRGL_BIND_RENDER_TARGET) | to_underlying(Protocol::BindTarget::VIRGL_BIND_DEPTH_STENCIL),
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.width = static_cast<u32>(min_size.width()),
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.height = static_cast<u32>(min_size.height()),
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.depth = 1,
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.array_size = 1,
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.last_level = 0,
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.nr_samples = 0,
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.flags = 0,
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.created_resource_id = 0,
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};
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m_depthbuffer_surface = TRY(create_virgl_resource(depthbuffer_surface_spec));
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// Initialize all required state
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CommandBufferBuilder builder;
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// Create and set the blend, to control the color mask
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m_blend_handle = allocate_handle();
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builder.append_create_blend(m_blend_handle);
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builder.append_bind_blend(m_blend_handle);
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// Create drawtarget surface
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m_drawtarget_surface_handle = allocate_handle();
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builder.append_create_surface(m_drawtarget, m_drawtarget_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_B8G8R8A8_UNORM);
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// Create depthbuffer surface
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m_depthbuffer_surface_handle = allocate_handle();
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builder.append_create_surface(m_depthbuffer_surface, m_depthbuffer_surface_handle, Protocol::TextureFormat::VIRTIO_GPU_FORMAT_Z32_FLOAT);
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// Set some framebuffer state (attached handle, framebuffer size, etc)
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builder.append_set_framebuffer_state(m_drawtarget_surface_handle, m_depthbuffer_surface_handle);
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builder.append_set_framebuffer_state_no_attach(min_size);
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// Set the vertex buffer
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builder.append_set_vertex_buffers(sizeof(VertexData), 0, m_vbo_resource_id);
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// Create and bind fragment shader
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m_frag_shader_handle = allocate_handle();
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builder.append_create_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT, frag_shader);
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builder.append_bind_shader(m_frag_shader_handle, Gallium::ShaderType::SHADER_FRAGMENT);
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// Create and bind vertex shader
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m_vert_shader_handle = allocate_handle();
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builder.append_create_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX, vert_shader);
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builder.append_bind_shader(m_vert_shader_handle, Gallium::ShaderType::SHADER_VERTEX);
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// Create a VertexElements object (used to specify layout of vertex data)
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m_ve_handle = allocate_handle();
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Vector<CreateVertexElementsCommand::ElementBinding> element_bindings {
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{ .offset = 12, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
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{ .offset = 0, .divisor = 0, .vertex_buffer_index = 0, .format = Gallium::PipeFormat::R32G32B32_FLOAT },
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};
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builder.append_create_vertex_elements(m_ve_handle, element_bindings);
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builder.append_bind_vertex_elements(m_ve_handle);
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// Create a DepthStencilAlpha (DSA) object
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m_dsa_handle = allocate_handle();
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builder.append_create_dsa(m_dsa_handle);
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builder.append_bind_dsa(m_dsa_handle);
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// Create a Rasterizer object
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m_rasterizer_handle = allocate_handle();
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builder.append_create_rasterizer(m_rasterizer_handle);
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builder.append_bind_rasterizer(m_rasterizer_handle);
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// Set the Viewport
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builder.append_viewport(min_size);
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// Upload buffer
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TRY(upload_command_buffer(builder.build()));
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return {};
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}
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GPU::DeviceInfo Device::info() const
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{
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return {
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.vendor_name = "SerenityOS",
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.device_name = "VirtGPU",
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.num_texture_units = GPU::NUM_TEXTURE_UNITS,
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.num_lights = 8,
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.max_clip_planes = 6,
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.max_texture_size = 4096,
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.max_texture_lod_bias = 2.f,
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.stencil_bits = sizeof(GPU::StencilType) * 8,
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.supports_npot_textures = true,
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.supports_texture_clamp_to_edge = true,
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.supports_texture_env_add = true,
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};
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}
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void Device::encode_constant_buffer(Gfx::FloatMatrix4x4 const& matrix, Vector<float>& buffer)
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{
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buffer.clear_with_capacity();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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buffer.append(matrix.elements()[i][j]);
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}
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}
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}
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void Device::draw_primitives(GPU::PrimitiveType primitive_type, Vector<GPU::Vertex>& vertices)
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{
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// Transform incoming vertices to our own format.
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m_vertices.clear_with_capacity();
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for (auto& vertex : vertices) {
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m_vertices.append({
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vertex.tex_coords[0].x(),
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vertex.tex_coords[0].y(),
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vertex.tex_coords[0].z(),
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vertex.position.x(),
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vertex.position.y(),
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vertex.position.z(),
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});
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}
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// Compute combined transform matrix
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// Flip the y axis. This is done because OpenGLs coordinate space has a Y-axis of
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// Opposite direction to that of LibGfx
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auto combined_matrix = (Gfx::scale_matrix(FloatVector3 { 1, -1, 1 }) * m_projection_transform * m_model_view_transform).transpose();
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encode_constant_buffer(combined_matrix, m_constant_buffer_data);
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// Create command buffer
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CommandBufferBuilder builder;
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// Set the constant buffer to the combined transformation matrix
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builder.append_set_constant_buffer(m_constant_buffer_data);
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// Transfer data from vertices array to kernel virgl transfer region
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VirGLTransferDescriptor descriptor {
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.data = m_vertices.data(),
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.offset_in_region = 0,
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.num_bytes = sizeof(VertexData) * m_vertices.size(),
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.direction = VIRGL_DATA_DIR_GUEST_TO_HOST,
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};
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MUST(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_TRANSFER_DATA, &descriptor));
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// Transfer data from kernel virgl transfer region to host resource
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builder.append_transfer3d(m_vbo_resource_id, sizeof(VertexData) * m_vertices.size(), 1, 1, VIRGL_DATA_DIR_GUEST_TO_HOST);
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builder.append_end_transfers_3d();
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// Set the constant buffer to the identity matrix
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builder.append_set_constant_buffer(m_constant_buffer_data);
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constexpr auto map_primitive_type = [](GPU::PrimitiveType type) constexpr {
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switch (type) {
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case GPU::PrimitiveType::Lines:
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return Protocol::PipePrimitiveTypes::LINES;
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case GPU::PrimitiveType::LineLoop:
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return Protocol::PipePrimitiveTypes::LINE_LOOP;
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case GPU::PrimitiveType::LineStrip:
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return Protocol::PipePrimitiveTypes::LINE_STRIP;
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case GPU::PrimitiveType::Points:
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return Protocol::PipePrimitiveTypes::POINTS;
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case GPU::PrimitiveType::TriangleFan:
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return Protocol::PipePrimitiveTypes::TRIANGLE_FAN;
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case GPU::PrimitiveType::Triangles:
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return Protocol::PipePrimitiveTypes::TRIANGLES;
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case GPU::PrimitiveType::TriangleStrip:
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return Protocol::PipePrimitiveTypes::TRIANGLE_STRIP;
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case GPU::PrimitiveType::Quads:
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return Protocol::PipePrimitiveTypes::QUADS;
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default:
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VERIFY_NOT_REACHED();
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}
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};
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// Draw the vbo
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builder.append_draw_vbo(map_primitive_type(primitive_type), m_vertices.size());
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// Upload the buffer
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MUST(upload_command_buffer(builder.build()));
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}
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void Device::resize(Gfx::IntSize)
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{
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dbgln("VirtGPU::Device::resize(): unimplemented");
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}
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void Device::clear_color(FloatVector4 const& color)
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{
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CommandBufferBuilder builder;
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builder.append_clear(color.x(), color.y(), color.z(), color.w());
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MUST(upload_command_buffer(builder.build()));
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}
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void Device::clear_depth(GPU::DepthType depth)
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{
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CommandBufferBuilder builder;
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builder.append_clear(depth);
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MUST(upload_command_buffer(builder.build()));
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}
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void Device::clear_stencil(GPU::StencilType)
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{
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dbgln("VirtGPU::Device::clear_stencil(): unimplemented");
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}
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void Device::blit_from_color_buffer(Gfx::Bitmap& front_buffer)
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{
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// Transfer data back from hypervisor to kernel transfer region
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CommandBufferBuilder builder;
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builder.append_transfer3d(m_drawtarget, front_buffer.size().width(), front_buffer.size().height(), 1, VIRGL_DATA_DIR_HOST_TO_GUEST);
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builder.append_end_transfers_3d();
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MUST(upload_command_buffer(builder.build()));
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// Copy from kernel transfer region to userspace
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VirGLTransferDescriptor descriptor {
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.data = front_buffer.scanline_u8(0),
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.offset_in_region = 0,
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.num_bytes = front_buffer.size().width() * front_buffer.size().height() * sizeof(u32),
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.direction = VIRGL_DATA_DIR_HOST_TO_GUEST,
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};
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MUST(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_TRANSFER_DATA, &descriptor));
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}
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void Device::blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32, Vector2<u32>, Vector2<i32>, Vector3<i32>)
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{
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dbgln("VirtGPU::Device::blit_from_color_buffer(): unimplemented");
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}
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void Device::blit_from_color_buffer(void*, Vector2<i32>, GPU::ImageDataLayout const&)
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{
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dbgln("VirtGPU::Device::blit_from_color_buffer(): unimplemented");
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}
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void Device::blit_from_depth_buffer(void*, Vector2<i32>, GPU::ImageDataLayout const&)
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{
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dbgln("VirtGPU::Device::blit_from_depth_buffer(): unimplemented");
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}
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void Device::blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32, Vector2<u32>, Vector2<i32>, Vector3<i32>)
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{
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dbgln("VirtGPU::Device::blit_from_depth_buffer(): unimplemented");
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}
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void Device::blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&)
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{
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dbgln("VirtGPU::Device::blit_to_color_buffer_at_raster_position(): unimplemented");
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}
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void Device::blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&)
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{
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dbgln("VirtGPU::Device::blit_to_depth_buffer_at_raster_position(): unimplemented");
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}
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void Device::set_options(GPU::RasterizerOptions const&)
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{
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dbgln("VirtGPU::Device::set_options(): unimplemented");
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}
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void Device::set_light_model_params(GPU::LightModelParameters const&)
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{
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dbgln("VirtGPU::Device::set_light_model_params(): unimplemented");
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}
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GPU::RasterizerOptions Device::options() const
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{
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dbgln("VirtGPU::Device::options(): unimplemented");
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return {};
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}
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GPU::LightModelParameters Device::light_model() const
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{
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dbgln("VirtGPU::Device::light_model(): unimplemented");
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return {};
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}
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NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels)
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{
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dbgln("VirtGPU::Device::create_image(): unimplemented");
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return adopt_ref(*new Image(this, pixel_format, width, height, depth, max_levels));
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}
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ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const&)
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{
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dbgln("VirtGPU::Device::create_shader(): unimplemented");
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return adopt_ref(*new Shader(this));
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}
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void Device::set_model_view_transform(Gfx::FloatMatrix4x4 const& model_view_transform)
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{
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m_model_view_transform = model_view_transform;
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}
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void Device::set_projection_transform(Gfx::FloatMatrix4x4 const& projection_transform)
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{
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m_projection_transform = projection_transform;
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}
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void Device::set_sampler_config(unsigned, GPU::SamplerConfig const&)
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{
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dbgln("VirtGPU::Device::set_sampler_config(): unimplemented");
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}
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void Device::set_light_state(unsigned, GPU::Light const&)
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{
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dbgln("VirtGPU::Device::set_light_state(): unimplemented");
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}
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void Device::set_material_state(GPU::Face, GPU::Material const&)
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{
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dbgln("VirtGPU::Device::set_material_state(): unimplemented");
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}
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void Device::set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&)
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{
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dbgln("VirtGPU::Device::set_stencil_configuration(): unimplemented");
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}
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void Device::set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&)
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{
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dbgln("VirtGPU::Device::set_texture_unit_configuration(): unimplemented");
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}
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void Device::set_clip_planes(Vector<FloatVector4> const&)
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{
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dbgln("VirtGPU::Device::set_clip_planes(): unimplemented");
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}
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GPU::RasterPosition Device::raster_position() const
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{
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dbgln("VirtGPU::Device::raster_position(): unimplemented");
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return {};
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}
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void Device::set_raster_position(GPU::RasterPosition const&)
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{
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dbgln("VirtGPU::Device::set_raster_position(): unimplemented");
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}
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void Device::set_raster_position(FloatVector4 const&)
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{
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dbgln("VirtGPU::Device::set_raster_position(): unimplemented");
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}
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void Device::bind_fragment_shader(RefPtr<GPU::Shader>)
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{
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dbgln("VirtGPU::Device::bind_fragment_shader(): unimplemented");
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}
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Protocol::ObjectHandle Device::allocate_handle()
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{
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return { ++m_last_allocated_handle };
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}
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ErrorOr<void> Device::upload_command_buffer(Vector<u32> const& command_buffer)
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{
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VERIFY(command_buffer.size() <= NumericLimits<u32>::max());
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VirGLCommandBuffer command_buffer_descriptor {
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|
.data = command_buffer.data(),
|
|
.num_elems = static_cast<u32>(command_buffer.size()),
|
|
};
|
|
TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_SUBMIT_CMD, &command_buffer_descriptor));
|
|
|
|
return {};
|
|
}
|
|
|
|
ErrorOr<Protocol::ResourceID> Device::create_virgl_resource(VirGL3DResourceSpec& spec)
|
|
{
|
|
TRY(Core::System::ioctl(m_gpu_file->fd(), VIRGL_IOCTL_CREATE_RESOURCE, &spec));
|
|
return Protocol::ResourceID { spec.created_resource_id };
|
|
}
|
|
|
|
}
|
|
|
|
extern "C" GPU::Device* serenity_gpu_create_device(Gfx::IntSize size)
|
|
{
|
|
auto device_or_error = VirtGPU::Device::create(size);
|
|
if (device_or_error.is_error())
|
|
return nullptr;
|
|
|
|
return device_or_error.release_value().leak_ptr();
|
|
}
|