libkwineffects: make GLVertexBuffer::map safer
This ensures that in the event of a GPU reset, failure to map the vbo is always handled without crashing
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3ea701743e
commit
3eb5f18861
9 changed files with 57 additions and 35 deletions
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@ -941,9 +941,7 @@ WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisi
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void RenderGeometry::copy(std::span<GLVertex2D> destination)
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{
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Q_ASSERT(int(destination.size()) >= size());
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for (std::size_t i = 0; i < destination.size(); ++i) {
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destination[i] = at(i);
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}
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std::copy(cbegin(), cend(), destination.begin());
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}
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void RenderGeometry::appendWindowVertex(const WindowVertex &windowVertex, qreal deviceScale)
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@ -19,6 +19,8 @@
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#include <QSize>
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#include <QStack>
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#include <span>
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/** @addtogroup kwineffects */
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/** @{ */
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@ -627,7 +629,15 @@ public:
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* It is assumed that the GL_ARRAY_BUFFER_BINDING will not be changed while
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* the buffer object is mapped.
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*/
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GLvoid *map(size_t size);
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template<typename T>
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std::optional<std::span<T>> map(size_t count)
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{
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if (const auto m = map(sizeof(T) * count)) {
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return std::span(reinterpret_cast<T *>(m), count);
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} else {
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return std::nullopt;
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}
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}
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/**
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* Flushes the mapped buffer range and unmaps the buffer.
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@ -740,6 +750,8 @@ public:
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static const GLVertexAttrib GLVertex3DLayout[2];
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private:
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GLvoid *map(size_t size);
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const std::unique_ptr<GLVertexBufferPrivate> d;
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};
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@ -167,8 +167,11 @@ void OffscreenData::paint(const RenderTarget &renderTarget, const RenderViewport
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}
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geometry.postProcessTextureCoordinates(m_texture->matrix(NormalizedCoordinates));
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GLVertex2D *map = static_cast<GLVertex2D *>(vbo->map(geometry.count() * sizeof(GLVertex2D)));
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geometry.copy(std::span(map, geometry.count()));
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const auto map = vbo->map<GLVertex2D>(geometry.size());
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if (!map) {
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return;
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}
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geometry.copy(*map);
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vbo->unmap();
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vbo->bindArrays();
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@ -310,9 +310,9 @@ QRegion ContrastEffect::contrastRegion(const EffectWindow *w) const
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return region;
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}
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void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion ®ion, qreal scale)
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void ContrastEffect::uploadRegion(std::span<QVector2D> map, const QRegion ®ion, qreal scale)
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{
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Q_ASSERT(map);
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size_t index = 0;
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for (const QRect &r : region) {
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const auto deviceRect = scaledRect(r, scale);
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const QVector2D topLeft = roundVector(QVector2D(deviceRect.x(), deviceRect.y()));
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@ -321,14 +321,14 @@ void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion ®ion, qreal
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const QVector2D bottomRight = roundVector(QVector2D(deviceRect.x() + deviceRect.width(), deviceRect.y() + deviceRect.height()));
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// First triangle
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*(map++) = topRight;
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*(map++) = topLeft;
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*(map++) = bottomLeft;
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map[index++] = topRight;
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map[index++] = topLeft;
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map[index++] = bottomLeft;
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// Second triangle
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*(map++) = bottomLeft;
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*(map++) = bottomRight;
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*(map++) = topRight;
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map[index++] = bottomLeft;
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map[index++] = bottomRight;
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map[index++] = topRight;
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}
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}
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@ -339,11 +339,11 @@ bool ContrastEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion ®ion,
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return false;
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}
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QVector2D *map = (QVector2D *)vbo->map(vertexCount * sizeof(QVector2D));
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const auto map = vbo->map<QVector2D>(vertexCount);
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if (!map) {
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return false;
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}
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uploadRegion(map, region, scale);
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uploadRegion(*map, region, scale);
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vbo->unmap();
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const GLVertexAttrib layout[] = {
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@ -60,7 +60,7 @@ private:
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bool shouldContrast(const EffectWindow *w, int mask, const WindowPaintData &data) const;
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void updateContrastRegion(EffectWindow *w);
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void doContrast(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection);
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void uploadRegion(QVector2D *&map, const QRegion ®ion, qreal scale);
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void uploadRegion(std::span<QVector2D> map, const QRegion ®ion, qreal scale);
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Q_REQUIRED_RESULT bool uploadGeometry(GLVertexBuffer *vbo, const QRegion ®ion, qreal scale);
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private:
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@ -496,9 +496,8 @@ QRegion BlurEffect::blurRegion(const EffectWindow *w) const
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return region;
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}
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void BlurEffect::uploadRegion(QVector2D *&map, const QRegion ®ion)
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void BlurEffect::uploadRegion(const std::span<QVector2D> map, size_t &index, const QRegion ®ion)
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{
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Q_ASSERT(map);
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for (const QRect &r : region) {
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const QVector2D topLeft(r.x(), r.y());
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const QVector2D topRight((r.x() + r.width()), r.y());
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@ -506,14 +505,14 @@ void BlurEffect::uploadRegion(QVector2D *&map, const QRegion ®ion)
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const QVector2D bottomRight((r.x() + r.width()), (r.y() + r.height()));
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// First triangle
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*(map++) = topRight;
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*(map++) = topLeft;
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*(map++) = bottomLeft;
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map[index++] = topRight;
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map[index++] = topLeft;
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map[index++] = bottomLeft;
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// Second triangle
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*(map++) = bottomLeft;
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*(map++) = bottomRight;
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*(map++) = topRight;
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map[index++] = bottomLeft;
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map[index++] = bottomRight;
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map[index++] = topRight;
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}
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}
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@ -524,13 +523,14 @@ bool BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &expandedBlur
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return false;
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}
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QVector2D *map = (QVector2D *)vbo->map(vertexCount * sizeof(QVector2D));
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auto map = vbo->map<QVector2D>(vertexCount);
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if (!map) {
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return false;
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}
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uploadRegion(map, expandedBlurRegion);
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uploadRegion(map, blurRegion);
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size_t index = 0;
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uploadRegion(*map, index, expandedBlurRegion);
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uploadRegion(*map, index, blurRegion);
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vbo->unmap();
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@ -84,7 +84,7 @@ private:
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bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const;
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void updateBlurRegion(EffectWindow *w);
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void doBlur(const RenderTarget &renderTarget, const RenderViewport &viewport, const QRegion &shape, const QRect &screen, const float opacity, bool isDock, QRect windowRect);
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void uploadRegion(QVector2D *&map, const QRegion ®ion);
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void uploadRegion(const std::span<QVector2D> map, size_t &index, const QRegion ®ion);
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Q_REQUIRED_RESULT bool uploadGeometry(GLVertexBuffer *vbo, const QRegion &expandedBlurRegion, const QRegion &blurRegion);
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void generateNoiseTexture();
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void screenAdded(EffectScreen *screen);
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@ -128,7 +128,11 @@ static GLVertexBuffer *texturedRectVbo(const QRectF &geometry, qreal scale)
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};
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vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D));
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auto map = static_cast<GLVertex2D *>(vbo->map(6 * sizeof(GLVertex2D)));
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const auto opt = vbo->map<GLVertex2D>(6);
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if (!opt) {
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return nullptr;
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}
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const auto map = *opt;
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auto deviceGeometry = scaledRect(geometry, scale);
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@ -222,6 +226,11 @@ void ScreenTransformEffect::paintScreen(const RenderTarget &renderTarget, const
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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GLVertexBuffer *vbo = texturedRectVbo(lerp(it->m_oldGeometry, screenRect, blendFactor), scale);
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if (!vbo) {
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return;
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}
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ShaderManager *sm = ShaderManager::instance();
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sm->pushShader(m_shader.get());
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m_shader->setUniform(m_modelViewProjectioMatrixLocation, modelViewProjectionMatrix);
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@ -229,7 +238,6 @@ void ScreenTransformEffect::paintScreen(const RenderTarget &renderTarget, const
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m_shader->setUniform(m_currentTextureLocation, 0);
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m_shader->setUniform(m_previousTextureLocation, 1);
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GLVertexBuffer *vbo = texturedRectVbo(lerp(it->m_oldGeometry, screenRect, blendFactor), scale);
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vbo->bindArrays();
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vbo->draw(GL_TRIANGLES, 0, 6);
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vbo->unbindArrays();
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@ -281,8 +281,6 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
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return;
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}
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const size_t size = totalVertexCount * sizeof(GLVertex2D);
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ShaderTraits shaderTraits = ShaderTrait::MapTexture | ShaderTrait::TransformColorspace;
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if (data.brightness() != 1.0) {
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@ -296,7 +294,10 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
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vbo->reset();
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vbo->setAttribLayout(GLVertexBuffer::GLVertex2DLayout, 2, sizeof(GLVertex2D));
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GLVertex2D *map = (GLVertex2D *)vbo->map(size);
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const auto map = vbo->map<GLVertex2D>(totalVertexCount);
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if (!map) {
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return;
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}
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for (int i = 0, v = 0; i < renderContext.renderNodes.count(); i++) {
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RenderNode &renderNode = renderContext.renderNodes[i];
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@ -313,7 +314,7 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
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renderNode.geometry.postProcessTextureCoordinates(renderNode.texture->matrix(renderNode.coordinateType));
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renderNode.geometry.copy(std::span(&map[v], renderNode.geometry.count()));
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renderNode.geometry.copy(map->subspan(v));
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v += renderNode.geometry.count();
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}
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