Age | Commit message (Collapse) | Author |
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Also get rid of gles2_texture.owns_texture. We only use the tex/fbo
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This is useful for e.g. lazily blitting a texture for readback
purposes while rendering.
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These comments were a bit misleading:
- "GL_TEXTURE_2D == mutable": not really, imported non-external-only
DMA-BUFs would also use this target, but are not mutable.
- "Only affects target == GL_TEXTURE_2D": same here.
- "If imported from a wlr_buffer": not really, would be NULL if
imported from a shm wlr_buffer.
Adjust these comments to better reflect reality and adjust the check
in gles2_texture_update_from_buffer().
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Let's us share more code with the other code path
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Since wlr_gles2_buffer is now managing importing for us, there is
no reason for us to continue doing this.
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We can get it from the buffer
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We can double import a dmabuf if we use it as a texture target and
a render target. Instead, let's unify render targets and texture dmabuf
imports to use wlr_gles2_buffer which manages the EGLImageKHR
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Since imported textures will be based off of gles2_buffer we have
to destroy textures first or else they will have an invalid reference
to the buffers they are imported from.
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We can't do it while we're creating them because we'll want to use
gles2 buffers for textures soon.
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If the external-only flag is set, then the EGLImage is only
supported for use with GL_TEXTURE_EXTERNAL_OES texture targets.
In particular, the EGLImage cannot be bound to a RBO.
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Why track the alpha here when we can already get that information
elsewhere?
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Many files used to require wlr_matrix but no longer do.
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These aren't really tied to wlr_output.
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Not needs set GL_DEPTH_TEST, Because when rendering to a framebuffer
that has no depth buffer, depth testing always behaves as though
the test is disabled, The initial value for each capability with
the exception of GL_DITHER is GL_FALSE.
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Fixes: #3697
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With this, errors should be properly wrapped in the debug scope.
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Let's not allow renderer implementations to mutate the passed in
options.
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This slightly improves type safety.
The culprits were found with:
git grep -E '\([a-z0-9_ ]+ \*\)\W?[a-z]'
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We can just refer to the struct field here.
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This is a bit more type-safe.
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Based on five calls:
wlr_render_timer_create - creates a timer which can be reused across
frames on the same renderer
wlr_renderer_begin_buffer_pass - now takes a timer so that backends can
record when the rendering starts and finishes
wlr_render_timer_get_time - should be called as late as possible so that
queries can make their way back from the GPU
wlr_render_timer_destroy - self-explanatory
The timer is exposed as an opaque `struct wlr_render_timer` so that
backends can store whatever they want in there.
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Avoids us needing to transpose.
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Some formats like sub-sampled YCbCr use a block of bytes to
store the color values for more than one pixel. Update our format
table to be able to handle such formats.
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Setting the GLESv2 parameter GL_PACK_ALIGNMENT to 1 ensures that the
stride of the glReadPixels output matches the value computed in
`pack_stride`. Since the default value of GL_PACK_ALIGNMENT is 4, this
does not make a difference under normal use; but without this patch
the stride can be incorrect; for example, with RGB565 buffers and
screenshots of regions with odd width.
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The spec [1] says that the maximum value for a mediump float
is at least 2¹⁴ in section 4.5.2. However, when using a 4k
resolution texture coordinates will exceed this value. This causes
issues on drivers which implement mediump as a 16-bit [2].
Switch to highp. There's a twist: on GLES2, support for highp is
optional. So we need to guard it with cute GL_FRAGMENT_PRECISION_HIGH
ifdefs.
[1]: https://registry.khronos.org/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
[2]: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21082
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Doesn't matter a lot, but let's try to be consistent with the
GL headers.
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We'll use this function from wlr_shm too.
Add some assertions, use int32_t (since the wire protocol uses that,
and we don't want to use 16-bit integers on exotic systems) and
switch the stride check to be overflow-safe.
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Call glGetGraphicsResetStatusKHR in wlr_renderer_begin to figure
out when a GPU reset occurs. Destroy the renderer when this
happens (the OpenGL context is defunct).
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Make it return a bool to indicate success/failure. Adapt the
various implementations to check errors.
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The vertex shaders for quads and textures are identical.
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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.
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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.
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The target is set to GL_TEXTURE_EXTERNAL_OES when
EGL_EXT_image_dma_buf_import_modifiers [1] returns an external_only
flag. That spec states:
> In order to support imports for the GL_TEXTURE_EXTERNAL_OES target, a
> compatible OpenGL ES implementation supporting GL_OES_EGL_image_external
> must be present.
Fail hearder when a driver doesn't follow the spec instead of
skipping rendering.
See [2].
[1]: https://registry.khronos.org/EGL/extensions/EXT/EGL_EXT_image_dma_buf_import_modifiers.txt
[2]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3631#note_1584343
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These are unused.
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This lets the renderer handle the wlr_buffer directly, just like it
does in texture_from_buffer. This also allows the renderer to batch
the rectangle updates, and update more than the damage region if
desirable (e.g. too many rects), so can be more efficient.
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