Age | Commit message (Collapse) | Author |
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This renders only a subset of the texture, instead of the full texture.
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texcoord is a vector of coordinates, with the first member being the X
axis value and the second member being the Y axis value. It makes more
sense to use the accessors with the same names.
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EGL_EXT_image_dma_buf_import_modifiers tells us whether we should use
GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES. Using the right texture target
can fix some failures and/or improve performance on some drivers.
This does the same as a Weston commit [1].
[1]: https://gitlab.freedesktop.org/wayland/weston/commit/40c519a3e613
Closes: https://github.com/swaywm/wlroots/issues/2173
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This leaves an EGL context current behind. wlr_gles2_renderer_create was
assuming the EGL context was already current because of this (because it
called a GL function right off the bat).
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This function can be called after wlr_egl_make_current to cleanup the
EGL context. This avoids having lingering EGL contexts that make things
work by chance.
Closes: https://github.com/swaywm/wlroots/issues/2197
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Instead of requiring compositors to call wlr_texture_get_size each time
they want to access the texture's size, expose this information as
wlr_texture fields.
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Only expose linux-dmabuf extension if EGL_EXT_image_dmabuf_import_ext is
supported.
Closes: https://github.com/swaywm/wlroots/issues/2076
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This allows us to hard-fail if the extension is advertised but we fail
to enable it.
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This makes it easier for the user of this library to properly handle
failure of this function.
The signature of wlr_renderer_impl.init_wl_display was also modified to
allow for proper error propagation.
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Keeping textures bound results in hard-to-debug situations where some GL
operations incorrectly affect the texture.
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Remove glapi.sh code generation, replace it with hand-written loading
code that checks extension strings before calling eglGetProcAddress.
The GLES2 renderer still uses global state because of:
- {PUSH,POP}_GLES2_DEBUG macros
- wlr_gles2_texture_from_* taking a wlr_egl instead of the renderer
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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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Prior to this commit, compositors needed to render the texture to an
intermediate off-screen buffer using wlr_renderer APIs if they wanted to
use a custom rendering path (e.g. render to a 3D scene).
A new wlr_gles2_texture_get_attribs exposes the GL texture target and ID
so that compositors can render wlr_textures with their own shaders. An
example of a compositor doing so is available at [1].
[1]: https://git.sr.ht/~sircmpwn/wxrc/tree/3db905b7842ac42cf1878876e647005b41f00a52/src/render.c#L227
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We don't need our own enum for types. Instead we just use
GL_TEXTURE_{2D,EXTERNAL_OES}, which already describes usage.
Also fixes a situation where we were using GL_TEXTURE_2D in a situation
we should not have. wl_drm buffers are always GL_TEXTURE_EXTERNAL_OES,
no matter if they're RGB or any other format.
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When a texture is destroyed between wlr_egl_make_current and
wlr_egl_swap_buffers, it resets the current EGL surface to NULL. This
makes wlr_egl_swap_buffers fail.
If the EGL context is already current, there's no need to reset it.
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This is often the name of the GPU and can help debugging graphics issues.
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Fixes #1094
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We were assuming GL_BGRA_EXT was always supported.
We now check that it's supported for rendering. We fail if it isn't because
this format is specified as "always supported" by the Wayland protocol.
We also check if it's supported for reading pixels. A new preferred_read_format
function returns the preferred format that can be used to read pixels. This is
used by the screencopy protocol.
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Also rephrase the write_pixels comment.
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It's not allowed to change the format of a texture so remove
the confusing parameter.
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Texture functions, that create and manipulate textures should switch
the current context if necessary.
thanks to: @emersion
Fixes #934
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This reverts commit a0afedcd8fbeb2013252e629d524aa83cdd9326e.
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Fix GLES2 renderer to use glGetUniformLocations locations
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This is needed as uniform locations are driver implementation-specific.
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render: remove wlr_renderer_check_import_dmabuf
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Signed-off-by: Genki Sky <sky@genki.is>
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It's possible to implement it outside the renderer, by creating a
texture and destroying it right away. This reduces the API surface
of the renderer.
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