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2022-11-11render/vulkan: use initializer for VkBufferImageCopySimon Ser
Missed that one it seems.
2022-11-11render/vulkan: wait for device to become idle in vulkan_destroy()Simon Ser
It's not safe to destroy any resources which might still be in-use by the GPU. Wait for any asynchronous tasks to complete before destroying everything.
2022-11-11render/vulkan: always wait for last stage to complete before renderingSimon Ser
When we have multiple command buffers in flight, we need to make sure we don't start rendering before the previous texture uploads are complete.
2022-11-11render/vulkan: use command buffer pool for stageSimon Ser
2022-11-11render/vulkan: add a command buffer poolSimon Ser
Before re-using a VkCommandBuffer, we need to wait for its operations to complete. Right now we unconditionally wait for rendering to complete in vulkan_end(), however we have plans to fix this [1]. To fully avoid blocking, we need to handle multiple command buffers in flight at the same time (e.g. for multi-output, or for rendering followed by texture uploads). Implement a pool of command buffers. When we need to render, we pick a command buffer from the pool which has completed its operations. If we don't find one, try to allocate a new command buffer. If we don't have slots in the pool anymore, block like we did before. [1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3574
2022-11-11render/vulkan: switch to timeline semaphoresSimon Ser
Up until now we were using a VkFence for GPU-to-CPU synchronization. This has some limitations that become a blocker when trying to have multiple command buffers in flight at once (e.g. for multi-output). It's desirable to implement a command buffer pool [1], but VkFence cannot be used to track command buffer completion for individual subpasses. Let's just switch to timeline semaphores [2], which fix this issue, make synchronization a lot more ergonomic and are a core Vulkan 1.2 feature. [1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3802 [2]: https://www.khronos.org/blog/vulkan-timeline-semaphores
2022-11-11render/vulkan: add helper to load command function pointerSimon Ser
If NULL is returned by vkGetDeviceProcAddr(), either the driver is buggy, either the wlroots code is buggy. For a valid device and command name, drivers are not allowed to return NULL per the spec. This mirrors what the GLES2 renderer does in load_gl_proc().
2022-11-11build: bump version to 0.17.0-devSimon Ser
2022-11-11build: bump to version 0.16.0Simon Ser
2022-11-11wlr_scene: Remove duplicate buffer check when submitting a new bufferAlexander Orzechowski
wlr_buffer allows mutation during its lifetime. This happens for wlr_client_buffer which fixes damage tracking issues.
2022-11-11backend/drm: request page-flip event on modesetSimon Ser
The old drm_connector_set_mode() function did that by calling drm_crtc_page_flip(). We lost this in the refactoring. Fixes: f216e979836a ("backend/drm: drop drm_connector_set_mode()")
2022-11-11output-damage: deprecateKirill Primak
2022-11-11wlr_scene: Fix texture reuseAlexander Orzechowski
Add private interface to ignore a buffer that's locking a client_buffer for damage tracking. This should eventually be replaced by wlr_raster.
2022-11-09backend/drm: use pnp.ids to fetch EDID datailliliti
2022-11-08Revert "backend/drm: fetch EDID manufacturer from udev_hwdb"Simon Ser
This reverts commit e646d882cf4949d290fff2ba3b7ae4c124f6f13d. This commit has added a dependency on udev_hwdb. This API isn't available on all platforms (e.g. FreeBSD), and further deepens our udev dependency. A better solution is being worked on in [1]. [1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3638
2022-11-08damage-ring: add missing headersKirill Primak
2022-11-08scene: destroy addons before cleaning up internal stateSimon Ser
This allows addons to access wlr_scene_node/wlr_scene_surface fields to clean up themselves.
2022-11-08scene: fix whitespaceSimon Ser
2022-11-08Revert "render/pixman: apply source image cropping"Kirill Primak
This reverts commit 9fefeb69d6fc1136cfad7d690e1d7385c058fd72. It doesn't really crop anything, actually.
2022-11-08render/vulkan: add some interfaces to allow compositors to integratezccrs
Added wlr_vk_renderer_get_* functions to allow get the VkInstance, VkPhysicalDevice, VkDevice, queue family of a wlr_vk_renderer. Added wlr_vk_renderer_get_current_image_attribs function to allow get the VkImage of current renderer buffer to use on compositors. Added wlr_renderer_is_vk function, it's like the wlr_renderer_is_gles2, returns true if the wlr_renderer is a wlr_vk_renderer. Added wlr_vk_image_get_attribs function to get a VkImage and it's extras information (e.g. a VkImageLayout and VkImageFormat of the VkImage) from a wlr_texture.
2022-11-08render/pixman: apply source image croppingKirill Primak
2022-11-08scene: fix output damage expansionKirill Primak
This fixes e.g. `weston-simple-damage --use-viewport` which technically renders at the buffer scale of 0.5.
2022-11-07render/vulkan: use wl_array for wlr_vk_shared_buffer.allocsSimon Ser
Avoids the need to open-code the realloc() logic.
2022-11-07compositor: use the correct input regionKirill Primak
2022-11-07tinywl: handle view unmap while grabbedKirill Primak
Fixes: https://gitlab.freedesktop.org/wlroots/wlroots/-/issues/3372
2022-11-07render/vulkan: fix and add missing wl_list commentsSimon Ser
In wlroots we add comments near struct wl_list members to indicate which type it's linked to. The Vulkan renderer had some comments with mistakes, and some members without a comment.
2022-11-07render/vulkan: simplify texture VkPipelineShaderStageCreateInfoSimon Ser
I simplified the quad VkPipelineShaderStageCreateInfo in [1], but missed the one for texture. [1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3823
2022-11-06render/vulkan: use struct initializersSimon Ser
Instead of filling the fields one by one, use a struct initializer. This avoids repeating the name of the variable and is more consistent with the wlroots code style.
2022-11-06render/vulkan: simplify extension checksSimon Ser
find_extensions() is clunky to use when checking only a single extension, and it's surprising that it returns NULL on success. Simplify by replacing it with a check_extension() function which just checks whether a single extension is in the list.
2022-11-06compositor: enforce surface destruction orderKirill Primak
2022-11-06compositor: drop role object NULL checks in handlersKirill Primak
Instead, move the check to the caller.
2022-11-06xwayland/xwm: use role object destroy handlerKirill Primak
2022-11-06xdg-shell: use role object destroy handlerKirill Primak
2022-11-06drag-icon: use role object destroy handlerKirill Primak
2022-11-06input-method: use role object destroy handlerKirill Primak
2022-11-06session-lock: use role object destroy handlerKirill Primak
2022-11-06subcompositor: use role object destroy handlerKirill Primak
2022-11-06layer-shell: use role object destroy handlerKirill Primak
2022-11-06compositor: introduce wlr_surface_destroy_role_object()Kirill Primak
2022-11-05xdg-shell: fix geometry typesKirill Primak
2022-11-05scene: fix buffer source box transformingKirill Primak
2022-11-04render/vulkan: drop outdated commentsSimon Ser
2022-11-04render/vulkan: remove exts arg from vulkan_instance_create()Simon Ser
2022-11-04render/vulkan: add caching to vulkan_read_pixelsDavid96
2022-11-02xwayland: split headersSimon Ser
We're about to get one more Xwayland-related thing, and this header already contains two things.
2022-11-02backend/drm: get possible CRTCs in create_drm_connector()Simon Ser
This stuff is immutable for a given connector.
2022-11-02backend/drm: extract create_drm_connector()Simon Ser
Move a bit more logic out of the big loop in scan_drm_connectors().
2022-10-28render/gles2: de-duplicate vertex shadersSimon Ser
The vertex shaders for quads and textures are identical.
2022-10-28render/gles2: move color uniform from quad.vert to quad.fragSimon Ser
We have no use for a v_color varying. We can use the uniform directly from the fragment shader without getting the vertex shader involved.
2022-10-28render/gles2: move shaders to individual filesSimon Ser
Instead of having a C file with strings for each shader, move each shader into its own file. Use a small POSIX shell script to convert the files into C strings (can't wait for C23 #embed...). The benefits from this are: - Improved readability and syntax highlighting. - Line numbers in shader compiler errors are easier to make sense of. - Consistency with the Vulkan renderer. - Shaders will become more complicated as we add color management features.