Age | Commit message (Collapse) | Author |
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These are trivial wrappers around eglMakeCurrent and
eglGetCurrentContext. Compositors which need to call these
functions will also call other EGL or GL functions anyways. Let's
reduce our API surface a bit by making them private.
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Compositors can use wlr_egl_create_with_context if they need a
custom EGL display or context.
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These formats require EXT_texture_norm16, which in turn needs OpenGL
ES 3.1. The EXT_texture_norm16 extension does not support passing
gl_internalformat = GL_RGBA to glTexImage2D, as can be done for
formats available in OpenGL ES 2.0, so this commit adds a field to
wlr_gles2_pixel_format to provide a more specific internalformat
parameter to glTexImage2D.
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They are never used in practice, which makes all of our flag
handling effectively dead code. Also, APIs such as KMS don't
provide a good way to deal with the flags. Let's just fail the
DMA-BUF import when clients provide flags.
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This new renderer is implemented with the existing wlr_renderer API
(which is known to be sub-optimal for some operations). It's not
used by default, but users can opt-in by setting WLR_RENDERER=vulkan.
The renderer depends on VK_EXT_image_drm_format_modifier and
VK_EXT_physical_device_drm.
Co-authored-by: Simon Ser <contact@emersion.fr>
Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
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Signed-off-by: Elyes HAOUAS <ehaouas@noos.fr>
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This reverts commit 833437d5921339f2862ccfb0493617630ea3937d.
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Fixes: d9d8fc1ab9b7 ("render/allocator: re-open GBM FD")
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Add render/allocator/ and include/render/allocator/ to hold
everything allocator-related.
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Saves us from walking a list.
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The half-float formats depend on GL_OES_texture_half_float_linear,
not just the GL_OES_texture_half_float extension, because the latter
does not include support for linear magni/minification filters.
The new 2101010 and 16161616F formats are only available on little-
endian builds, since their gl_types are larger than a byte and thus
endianness dependent.
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This change introduces a new function to check whether the renderer
has the needed GL extensions to read a given pixel format.
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Khronos refers to extensions with their namespace as a prefix in
uppercase. Change our naming to align with Khronos conventions.
This also makes grepping easier.
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Our GLES2 renderer doesn't use it anymore, so we can drop it.
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We never create an EGL context with the platform set to something
other than EGL_PLATFORM_GBM_KHR. Let's simplify wlr_egl_create by
taking a DRM FD instead of a (platform, remote_display) tuple.
This hides the internal details of creating an EGL context for a
specific device. This will allow us to transparently use the device
platform [1] when the time comes.
[1]: https://github.com/swaywm/wlroots/pull/2671
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The wlr_egl functions are mostly used internally by the GLES2
renderer. Let's reduce our API surface a bit by hiding them. If
there are good use-cases for one of these, we can always make them
public again.
The functions mutating the current EGL context are not made private
because e.g. Wayfire uses them.
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Make it clear this function is a private wlroots API and will stay
that way.
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This allows users to know the capabilities of the buffers that
will be allocated. The buffer capability is important to
know when negotiating buffer formats.
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When importing a DMA-BUF wlr_buffer as a wlr_texture, the GLES2
renderer caches the result, in case the buffer is used for texturing
again in the future. When the wlr_texture is destroyed by the caller,
the wlr_buffer is unref'ed, but the wlr_gles2_texture is kept around.
This is fine because wlr_gles2_texture listens for wlr_buffer's destroy
event to avoid any use-after-free.
However, with this logic wlr_texture_destroy doesn't "really" destroy
the wlr_gles2_texture. It just decrements the wlr_buffer ref'count.
Each wlr_texture_destroy call must have a matching prior
wlr_texture_create_from_buffer call or the ref'counting will go south.
Wehn destroying the renderer, we don't want to decrement any wlr_buffer
ref'count. Instead, we want to go through any cached wlr_gles2_texture
and destroy our GL state. So instead of calling wlr_texture_destroy, we
need to call our internal gles2_texture_destroy function.
Closes: https://github.com/swaywm/wlroots/issues/2941
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Make it so wlr_gles2_texture is ref'counted (via wlr_buffer). This
is similar to wlr_gles2_buffer or wlr_drm_fb work.
When creating a wlr_texture from a wlr_buffer, first check if we
already have a texture for the buffer. If so, increase the
wlr_buffer ref'count and make sure any changes made by an external
process are made visible (by invalidating the texture).
When destroying a wlr_texture created from a wlr_buffer, decrease
the ref'count, but keep the wlr_texture around in case the caller
uses it again. When the wlr_buffer is destroyed, cleanup the
wlr_texture.
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This adds a a function to create a wlr_texture from a wlr_buffer.
The main motivation for this is to allow the renderer to create a
single wlr_texture per wlr_buffer. This can avoid needless imports
by re-using existing textures.
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Same as wlr_allocator_autocreate, but allows the caller to force a
DRM FD.
Similar to renderer_autocreate_with_drm_fd.
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This function is only required because the DRM backend still needs
to perform multi-GPU magic under-the-hood. Remove the wlr_ prefix
to make it clear it's not a candidate for being made public.
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It allocates in local main memory via shm_open, and provides a FD
to allow sharing with other processes.
This is suitable for software rendering under the Wayland and X11
backends.
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For anything more complicated than quads, compositors can easily
ship their own shaders.
Closes: https://github.com/swaywm/wlroots/issues/2759
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Compute only the transform matrix in the output. The projection matrix
will be calculated inside the gles2 renderer when we start rendering.
The goal is to help the pixman rendering process.
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