Age | Commit message (Collapse) | Author |
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Up until now, wlr_backend_autocreate() created the wlr_session and
then stuffed it into struct wlr_multi_backend so that compositors
can grab it later.
This is an abuse of wlr_multi_backend and the wlr_backend API:
wlr_backend_get_session() and wlr_multi_backend.session only exist
to accomodate the needs of wlr_backend_autocreate(). What's more,
the DRM and libinput backends don't implement
wlr_backend_impl.get_session.
Instead, return the struct wlr_session to the compositor in the
wlr_backend_autocreate() call. wlr_backend_get_session() will be
removed in the next commit.
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This union is unnecessary since the recent input device refactor and can
now be replaced by wlr_*_from_input_device() functions.
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If a NULL xkb_rule_names pointer is passed to
xkb_keymap_new_from_names, libxkbcommon will default to reading
the XKB_* env variables. So there's no need to do it ourselves.
Also s/xkb_map_new_from_names/xkb_keymap_new_from_names/ since the
latter is more consistent with the returned struct name.
[1]: https://xkbcommon.org/doc/current/structxkb__rule__names.html
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Most of the examples had a GLES2 dependency, but weren't using it.
Convert multi-pointer to wlr_renderer instead of using directly
glClear.
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Fixes: 27fba3df4347 ("render: use DRM formats in wlr_texture_from_pixels")
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This callback allowed compositors to customize the EGL config used by
the renderer. However with renderer v6 EGL configs aren't used anymore.
Instead, buffers are allocated via GBM and GL FBOs are rendered to. So
customizing the EGL config is a no-op.
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Just use wlr_texture.{width,height} directly.
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This uncovered many places where we were using things without directly
including them.
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Due to the way the wlr_output API was changed, these examples would
never get a frame event to start the rendering loop. We now commit the
outputs to start it.
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This requires functions without a prototype definition to be static.
This allows to detect dead code, export less symbols and put shared
functions in headers.
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The documentation for wayland-server.h says:
> Use of this header file is discouraged. Prefer including
> wayland-server-core.h instead, which does not include the server protocol
> header and as such only defines the library PI, excluding the deprecated API
> below.
Replacing wayland-server.h with wayland-server-core.h allows us to drop the
WL_HIDE_DEPRECATED declaration.
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This is necessary for direct scan-out and other upcoming features. This patch
changes the output API to look like the wl_surface API.
Outputs now have some double-buffered state: the frame to be submitted
(currently only wlr_renderer frames are supported) and the damaged region.
To attach a pending frame, use wlr_output_attach_render. To set the pending
damaged region, use wlr_output_set_damage.
To submit the pending state, call wlr_output_commit. This will submit the
pending frame to the backend.
To migrate from the old API to the new one:
- Replace wlr_output_make_current calls by wlr_output_attach_render
- Replace wlr_output_swap_buffers calls by wlr_output_set_damage and
wlr_output_commit
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The wl_display_destroy function already destroys the backend's renderer.
Freeing it by hand causes a segmentation fault.
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Compositors now have more control over how the backend creates its
renderer. Currently all backends create an EGL/GLES2 renderer, so
the necessary attributes for creating the context are passed to a
user-provided callback function. It is responsible for initializing
provided wlr_egl and to return a renderer. On fail, return 0.
Fixes #987
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TODO test
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- Textures are now immutable (apart from those created from raw
pixels), no more invalid textures
- Move all wl_drm stuff in wlr_renderer
- Most of wlr_texture fields are now private
- Remove some duplicated DMA-BUF code in the DRM backend
- Add more assertions
- Stride is now always given as bytes rather than pixels
- Drop wl_shm functions
Fun fact: this patch has been written 10,000 meters up in the air.
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This allows raw GL calls outside wlr_renderer to be removed.
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so we can use the alpha channel to e.g. blend in textures
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