Age | Commit message (Collapse) | Author |
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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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It's possible that we don't have an EGLDevice if we created the
EGL context from a GBM device. Let's ensure all GPU-accelerated
renderers always have a DRM FD to return by falling back to GBM's
FD.
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This was used by the legacy rendering API. Since begin()/end()
only need to set current_render_buffer and nothing else, we can
drop all of these bits.
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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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All built-in renderers now implement the new API.
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When a texel from the Vulkan format VK_FORMAT_B8G8R8A8_SRGB is read,
the sRGB to linear conversion is applied independently to the R, G,
and B channels; the A channel has no influence on this. However,
DRM_FORMAT_ARGB8888 buffers are, per Wayland protocol, not encoded
in this fashion; one must first unpremultiply the color channels
before doing sRGB to linear conversion. This commit switches to
handling ARGB8888 and ABGR8888 formats using the general fragment
shader conversion from electrical to optical values.
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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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References: #3386
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sRGB encoding/decoding needs to happen with straight alpha, not
pre-multiplied alpha.
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When the backend and renderer would need GBM but it's disabled at
compile-time, log a message to make this situation easier to debug.
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It can be a bit confusing to debug when the user requests an
explicit renderer but it's disabled at build-time. Log an error
when that happens.
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This commit only applies to the render pass API.
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Pixman won't be chosen by default if the system has a valid render node
but gles2 and vulkan creation failed.
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Fixes: #3697
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Specfically, VUID-vkCmdBlitImage-srcImage-00247.
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The flags passed to vkCreateImage() must match the flags used when
querying formats. Make this clearer by using the same variable.
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Ported from wlr_render_rect().
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This optimization also fixes an validation error with the Vulkan
renderer by ensuring vkCmdClearAttachments does not receive empty
regions.
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Only open a render node if we actually need one (ie, if we're about
to attempt GLES2 or Vulkan).
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We could potentially leak a display here, but not really because the
display acts as a singleton that will be returned next time a renderer
of the same device is created.
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Display is always NULL here since egl_init is always last to be called.
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If the compositor were to try to handle a GPU reset within the lost
signal (by recreating the renderer) we should avoid referencing renderer
resources after the lost signal. This prevents use after free for such
compositors.
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We can just use a regular assignment instead. This is more
type-safe since there is no need to provide the struct size.
The remaining memcpy() calls perform array copies or copies from
void pointers (which may be unaligned).
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glslang 12.3.0 renamed glslangValidator to glslang,
use that by default and use the old name as a fallback.
References: https://github.com/KhronosGroup/glslang/blob/main/CHANGES.md?plain=1#L14
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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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...texture view is dynamically created
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Legacy DRM auth will only work if we are DRM master. Keep using an
unauthenticated DRM FD if we are not DRM master. This should be
enough for GBM.
Closes: https://gitlab.freedesktop.org/wlroots/wlroots/-/issues/3674
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Now that we are dynamically creating pipeline layouts, we need separate
texture views for each pipeline layout we choose to use with a texture.
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