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/*
* Copyright © 2012 Intel Corporation
gl-renderer: garbage-collect old shaders This adds a heuristic for freeing shader programs that have not been needed for a while. The intention is to stop Weston accumulating shader programs indefinitely, especially in the future when color management will explode the number of possible different shader programs. Shader programs that have not been used in the past minute are freed, except always keep the ten most recently used shader programs anyway. The former rule is to ensure we keep shader programs that are actively used regardless of how many. The latter rule is to prevent freeing too many shader programs after Weston has been idle for a long time and then repaints just a small area. Many of the shader programs could still be relevant even though not needed in the first repaint after idle. The numbers ten and one minute in the above are arbitrary and not based on anything. These heuristics are simpler to implement than e.g. views taking references on shader programs. Expiry by time allows shader programs to survive a while even after their last user is gone, with the hope of being re-used soon. Tracking actual use instead of references also adapts to what is actually visible rather than what merely exists. Keeping the shader list in most recently used order might also make gl_renderer_get_program() more efficient on average. last_repaint_start time is used for shader timestamp to avoid calling clock_gettime() more often. Adding that variable is an ABI break, but libweston major has already been bumped to 10 since last release. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
* Copyright © 2015,2019,2021 Collabora, Ltd.
* Copyright © 2016 NVIDIA Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "config.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
#include <GLES3/gl3.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#include <ctype.h>
#include <float.h>
#include <assert.h>
#include <linux/input.h>
#include <unistd.h>
#include "linux-sync-file.h"
#include "timeline.h"
libweston: introduce CMS component architecture See: https://gitlab.freedesktop.org/wayland/weston/-/issues/467#note_814985 This starts building the framework required for implementing color management. The main new interface is struct weston_color_manager. This commit also adds a no-op color manager implementation, which is used if no other color manager is loaded. This no-op color manager simply provides identity color transforms for everything, so that Weston keeps running exactly like before. weston_color_manager interface is incomplete and will be extended later. Colorspace objects are not introduced in this commit. However, when client content colorspace and output colorspace definitions are combined, they will produce color transformations from client content to output blending space and from output blending space to output space. This commit introduces a placeholder struct for color transforms, weston_color_transform. Objects of this type are expected to be heavy to create and store, which is why they are designed to be shared as much as possible, ideally making their instances unique. As color transform description is intended to be generic in libweston core, renderers and backends are expected to derive their own state for each transform object as necessary. Creating and storing the derived state maybe be expensive as well, more the reason to re-use these objects as much as possible. E.g. GL-renderer might upload a 3D LUT into a texture and keep the texture around. DRM-backend might create a KMS blob for a LUT and keep that around. As a color transform depends on both the surface and the output, a transform object may need to be created for each unique pair of them. Therefore color transforms are referenced from weston_paint_node. As paint nodes exist for not just surface+output but surface+view+output triplets, the code ensures that all paint nodes (having different view) for the same surface+output have the same color transform state. As a special case, if weston_color_transform is NULL, it means identity transform. This short-circuits some checks and memory allocations, but it does mean we use a separate member on weston_paint_node to know if the color transform has been initialized or not. Color transformations are pre-created at the weston_output paint_node_z_order_list creation step. Currently the z order lists contain all views globally, which means we populate color transforms we may never need, e.g. a view is never shown on a particular output. This problem should get fixed naturally when z order lists are constructed "pruned" in the future: to contain only those paint nodes that actually contribute to the output's image. As nothing actually supports color transforms yet, both renderers and the DRM-backend assert that they only get identity transforms. This check has the side-effect that all surface-output pairs actually get a weston_surface_color_transform_ref even though it points to NULL weston_color_transform. This design is inspired by Sebastian Wick's Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
#include "color.h"
#include "gl-renderer.h"
#include "gl-renderer-internal.h"
#include "vertex-clipping.h"
#include "linux-dmabuf.h"
#include "linux-dmabuf-unstable-v1-server-protocol.h"
libweston: Support zwp_surface_synchronization_v1.set_acquire_fence Implement the set_acquire_fence request of the zwp_surface_synchronization_v1 interface. The implementation uses the acquire fence in two ways: 1. If the associated buffer is used as GL render source, an EGLSyncKHR is created from the fence and used to synchronize access. 2. If the associated buffer is used as a plane framebuffer, the acquire fence is treated as an in-fence for the atomic commit operation. If in-fences are not supported and the buffer has an acquire fence, we don't consider it for plane placement. If the used compositor/renderer doesn't support explicit synchronization, we don't advertise the protocol at all. Currently only the DRM and X11 backends when using the GL renderer advertise the protocol for production use. Issues for discussion --------------------- a. Currently, a server-side wait of EGLSyncKHR is performed before using the EGLImage/texture during rendering. Unfortunately, it's not clear from the specs whether this is generally safe to do, or we need to sync before glEGLImageTargetTexture2DOES. The exception is TEXTURE_EXTERNAL_OES where the spec mentions it's enough to sync and then glBindTexture for any changes to take effect. Changes in v5: - Meson support. - Make explicit sync server error reporting more generic, supporting all explicit sync related interfaces not just wp_linux_surface_synchronization. - Fix typo in warning for missing EGL_KHR_wait_sync extension. - Support minor version 2 of the explicit sync protocol (i.e., support fences for opaque EGL buffers). Changes in v4: - Introduce and use fd_clear and and fd_move helpers. - Don't check for a valid buffer when updating surface acquire fence fd from state. - Assert that pending state acquire fence fd is always clear after a commit. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to just the renderer. - Check for EGL_KHR_wait_sync before using eglWaitSyncKHR. - Dup the acquire fence before passing to EGL. Changes in v3: - Keep acquire_fence_fd in surface instead of buffer. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to both backend and renderer. - Move comment about non-ownership of in_fence_fd to struct drm_plane_state definition. - Assert that we don't try to use planes with in-fences when using the legacy KMS API. - Remove unnecessary info from wayland error messages. - Handle acquire fence for subsurface commits. - Guard against self-update in fd_update. - Disconnect the client if acquire fence EGLSyncKHR creation or wait fails. - Use updated protocol interface names. - User correct format specifier for resource ids. - Advertise protocol for X11 backend with GL renderer. Changes in v2: - Remove sync file wait fallbacks. - Raise UNSUPPORTED_BUFFER error at commit if we have an acquire fence, but the committed buffer is not a valid linux_dmabuf. - Don't put buffers with in-fences on planes that don't support in-fences. - Don't advertise explicit sync protocol if backend does not support explicit sync. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
#include "linux-explicit-synchronization.h"
#include "pixel-formats.h"
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
#include "shared/fd-util.h"
#include "shared/helpers.h"
#include "shared/platform.h"
#include "shared/string-helpers.h"
#include "shared/timespec-util.h"
#include "shared/weston-drm-fourcc.h"
#include "shared/weston-egl-ext.h"
#define BUFFER_DAMAGE_COUNT 2
enum gl_border_status {
BORDER_STATUS_CLEAN = 0,
BORDER_TOP_DIRTY = 1 << GL_RENDERER_BORDER_TOP,
BORDER_LEFT_DIRTY = 1 << GL_RENDERER_BORDER_LEFT,
BORDER_RIGHT_DIRTY = 1 << GL_RENDERER_BORDER_RIGHT,
BORDER_BOTTOM_DIRTY = 1 << GL_RENDERER_BORDER_BOTTOM,
BORDER_ALL_DIRTY = 0xf,
BORDER_SIZE_CHANGED = 0x10
};
struct gl_border_image {
GLuint tex;
int32_t width, height;
int32_t tex_width;
void *data;
};
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
struct gl_fbo_texture {
GLuint fbo;
GLuint tex;
int32_t width;
int32_t height;
};
struct gl_output_state {
EGLSurface egl_surface;
pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT];
int buffer_damage_index;
enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
struct gl_border_image borders[4];
enum gl_border_status border_status;
bool swap_behavior_is_preserved;
struct weston_matrix output_matrix;
EGLSyncKHR begin_render_sync, end_render_sync;
/* struct timeline_render_point::link */
struct wl_list timeline_render_point_list;
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
struct gl_fbo_texture shadow;
};
struct gl_renderer;
struct dmabuf_format {
uint32_t format;
struct wl_list link;
uint64_t *modifiers;
unsigned *external_only;
int num_modifiers;
};
/*
* yuv_format_descriptor and yuv_plane_descriptor describe the translation
* between YUV and RGB formats. When native YUV sampling is not available, we
* bind each YUV plane as one or more RGB plane and convert in the shader.
* This structure describes the mapping: output_planes is the number of
* RGB images we need to bind, each of which has a yuv_plane_descriptor
* describing the GL format and the input (YUV) plane index to bind.
*
* The specified shader_variant is then used to sample.
*/
struct yuv_plane_descriptor {
uint32_t format;
int plane_index;
};
struct yuv_format_descriptor {
uint32_t format;
int output_planes;
enum gl_shader_texture_variant shader_variant;
struct yuv_plane_descriptor plane[3];
};
struct gl_buffer_state {
struct gl_renderer *gr;
GLfloat color[4];
bool needs_full_upload;
pixman_region32_t texture_damage;
/* Only needed between attach() and flush_damage() */
int pitch; /* plane 0 pitch in pixels */
GLenum gl_pixel_type;
GLenum gl_format[3];
int offset[3]; /* per-plane pitch in bytes */
EGLImageKHR images[3];
int num_images;
enum gl_shader_texture_variant shader_variant;
GLuint textures[3];
int num_textures;
struct wl_listener destroy_listener;
};
struct gl_surface_state {
struct weston_surface *surface;
struct gl_buffer_state *buffer;
/* These buffer references should really be attached to paint nodes
* rather than either buffer or surface state */
struct weston_buffer_reference buffer_ref;
struct weston_buffer_release_reference buffer_release_ref;
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
/* Whether this surface was used in the current output repaint.
Used only in the context of a gl_renderer_repaint_output call. */
bool used_in_output_repaint;
struct wl_listener surface_destroy_listener;
struct wl_listener renderer_destroy_listener;
};
enum timeline_render_point_type {
TIMELINE_RENDER_POINT_TYPE_BEGIN,
TIMELINE_RENDER_POINT_TYPE_END
};
struct timeline_render_point {
struct wl_list link; /* gl_output_state::timeline_render_point_list */
enum timeline_render_point_type type;
int fd;
struct weston_output *output;
struct wl_event_source *event_source;
};
static uint32_t
gr_gl_version(uint16_t major, uint16_t minor)
{
return ((uint32_t)major << 16) | minor;
}
static int
gr_gl_version_major(uint32_t ver)
{
return ver >> 16;
}
static int
gr_gl_version_minor(uint32_t ver)
{
return ver & 0xffff;
}
static inline const char *
dump_format(uint32_t format, char out[4])
{
#if BYTE_ORDER == BIG_ENDIAN
format = __builtin_bswap32(format);
#endif
memcpy(out, &format, 4);
return out;
}
static inline struct gl_output_state *
get_output_state(struct weston_output *output)
{
return (struct gl_output_state *)output->renderer_state;
}
static int
gl_renderer_create_surface(struct weston_surface *surface);
static inline struct gl_surface_state *
get_surface_state(struct weston_surface *surface)
{
if (!surface->renderer_state)
gl_renderer_create_surface(surface);
return (struct gl_surface_state *)surface->renderer_state;
}
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
static bool
shadow_exists(const struct gl_output_state *go)
{
return go->shadow.fbo != 0;
}
struct yuv_format_descriptor yuv_formats[] = {
{
.format = DRM_FORMAT_YUYV,
.output_planes = 2,
.shader_variant = SHADER_VARIANT_Y_XUXV,
{{
.format = DRM_FORMAT_GR88,
.plane_index = 0
}, {
.format = DRM_FORMAT_ARGB8888,
.plane_index = 0
}}
}, {
.format = DRM_FORMAT_NV12,
.output_planes = 2,
.shader_variant = SHADER_VARIANT_Y_UV,
{{
.format = DRM_FORMAT_R8,
.plane_index = 0
}, {
.format = DRM_FORMAT_GR88,
.plane_index = 1
}}
}, {
.format = DRM_FORMAT_YUV420,
.output_planes = 3,
.shader_variant = SHADER_VARIANT_Y_U_V,
{{
.format = DRM_FORMAT_R8,
.plane_index = 0
}, {
.format = DRM_FORMAT_R8,
.plane_index = 1
}, {
.format = DRM_FORMAT_R8,
.plane_index = 2
}}
}, {
.format = DRM_FORMAT_YUV444,
.output_planes = 3,
.shader_variant = SHADER_VARIANT_Y_U_V,
{{
.format = DRM_FORMAT_R8,
.plane_index = 0
}, {
.format = DRM_FORMAT_R8,
.plane_index = 1
}, {
.format = DRM_FORMAT_R8,
.plane_index = 2
}}
}, {
.format = DRM_FORMAT_XYUV8888,
.output_planes = 1,
.shader_variant = SHADER_VARIANT_XYUV,
{{
.format = DRM_FORMAT_XBGR8888,
.plane_index = 0
}}
}
};
static void
timeline_render_point_destroy(struct timeline_render_point *trp)
{
wl_list_remove(&trp->link);
wl_event_source_remove(trp->event_source);
close(trp->fd);
free(trp);
}
static int
timeline_render_point_handler(int fd, uint32_t mask, void *data)
{
struct timeline_render_point *trp = data;
const char *tp_name = trp->type == TIMELINE_RENDER_POINT_TYPE_BEGIN ?
"renderer_gpu_begin" : "renderer_gpu_end";
if (mask & WL_EVENT_READABLE) {
struct timespec tspec = { 0 };
if (weston_linux_sync_file_read_timestamp(trp->fd,
&tspec) == 0) {
TL_POINT(trp->output->compositor, tp_name, TLP_GPU(&tspec),
TLP_OUTPUT(trp->output), TLP_END);
}
}
timeline_render_point_destroy(trp);
return 0;
}
static EGLSyncKHR
create_render_sync(struct gl_renderer *gr)
{
static const EGLint attribs[] = { EGL_NONE };
if (!gr->has_native_fence_sync)
return EGL_NO_SYNC_KHR;
return gr->create_sync(gr->egl_display, EGL_SYNC_NATIVE_FENCE_ANDROID,
attribs);
}
static void
timeline_submit_render_sync(struct gl_renderer *gr,
struct weston_output *output,
EGLSyncKHR sync,
enum timeline_render_point_type type)
{
struct gl_output_state *go;
struct wl_event_loop *loop;
int fd;
struct timeline_render_point *trp;
if (!weston_log_scope_is_enabled(gr->compositor->timeline) ||
!gr->has_native_fence_sync ||
sync == EGL_NO_SYNC_KHR)
return;
go = get_output_state(output);
loop = wl_display_get_event_loop(gr->compositor->wl_display);
fd = gr->dup_native_fence_fd(gr->egl_display, sync);
if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID)
return;
trp = zalloc(sizeof *trp);
if (trp == NULL) {
close(fd);
return;
}
trp->type = type;
trp->fd = fd;
trp->output = output;
trp->event_source = wl_event_loop_add_fd(loop, fd,
WL_EVENT_READABLE,
timeline_render_point_handler,
trp);
wl_list_insert(&go->timeline_render_point_list, &trp->link);
}
#define max(a, b) (((a) > (b)) ? (a) : (b))
#define min(a, b) (((a) > (b)) ? (b) : (a))
/*
* Compute the boundary vertices of the intersection of the global coordinate
* aligned rectangle 'rect', and an arbitrary quadrilateral produced from
* 'surf_rect' when transformed from surface coordinates into global coordinates.
* The vertices are written to 'ex' and 'ey', and the return value is the
* number of vertices. Vertices are produced in clockwise winding order.
* Guarantees to produce either zero vertices, or 3-8 vertices with non-zero
* polygon area.
*/
static int
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
calculate_edges(struct weston_view *ev, pixman_box32_t *rect,
pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
{
struct clip_context ctx;
int i, n;
GLfloat min_x, max_x, min_y, max_y;
struct polygon8 surf = {
{ surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 },
{ surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 },
4
};
ctx.clip.x1 = rect->x1;
ctx.clip.y1 = rect->y1;
ctx.clip.x2 = rect->x2;
ctx.clip.y2 = rect->y2;
/* transform surface to screen space: */
for (i = 0; i < surf.n; i++)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(ev, surf.x[i], surf.y[i],
&surf.x[i], &surf.y[i]);
/* find bounding box: */
min_x = max_x = surf.x[0];
min_y = max_y = surf.y[0];
for (i = 1; i < surf.n; i++) {
min_x = min(min_x, surf.x[i]);
max_x = max(max_x, surf.x[i]);
min_y = min(min_y, surf.y[i]);
max_y = max(max_y, surf.y[i]);
}
/* First, simple bounding box check to discard early transformed
* surface rects that do not intersect with the clip region:
*/
if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) ||
(min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1))
return 0;
/* Simple case, bounding box edges are parallel to surface edges,
* there will be only four edges. We just need to clip the surface
* vertices to the clip rect bounds:
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!ev->transform.enabled)
return clip_simple(&ctx, &surf, ex, ey);
/* Transformed case: use a general polygon clipping algorithm to
* clip the surface rectangle with each side of 'rect'.
* The algorithm is Sutherland-Hodgman, as explained in
* http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm
* but without looking at any of that code.
*/
n = clip_transformed(&ctx, &surf, ex, ey);
if (n < 3)
return 0;
return n;
}
static bool
merge_down(pixman_box32_t *a, pixman_box32_t *b, pixman_box32_t *merge)
{
if (a->x1 == b->x1 && a->x2 == b->x2 && a->y1 == b->y2) {
merge->x1 = a->x1;
merge->x2 = a->x2;
merge->y1 = b->y1;
merge->y2 = a->y2;
return true;
}
return false;
}
static int
compress_bands(pixman_box32_t *inrects, int nrects, pixman_box32_t **outrects)
{
bool merged = false;
pixman_box32_t *out, merge_rect;
int i, j, nout;
if (!nrects) {
*outrects = NULL;
return 0;
}
/* nrects is an upper bound - we're not too worried about
* allocating a little extra
*/
out = malloc(sizeof(pixman_box32_t) * nrects);
out[0] = inrects[0];
nout = 1;
for (i = 1; i < nrects; i++) {
for (j = 0; j < nout; j++) {
merged = merge_down(&inrects[i], &out[j], &merge_rect);
if (merged) {
out[j] = merge_rect;
break;
}
}
if (!merged) {
out[nout] = inrects[i];
nout++;
}
}
*outrects = out;
return nout;
}
static int
texture_region(struct weston_view *ev,
pixman_region32_t *region,
pixman_region32_t *surf_region)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct gl_surface_state *gs = get_surface_state(ev->surface);
struct weston_buffer *buffer = gs->buffer_ref.buffer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_compositor *ec = ev->surface->compositor;
struct gl_renderer *gr = get_renderer(ec);
GLfloat *v, inv_width, inv_height;
unsigned int *vtxcnt, nvtx = 0;
pixman_box32_t *rects, *surf_rects;
pixman_box32_t *raw_rects;
int i, j, k, nrects, nsurf, raw_nrects;
bool used_band_compression;
raw_rects = pixman_region32_rectangles(region, &raw_nrects);
surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
if (raw_nrects < 4) {
used_band_compression = false;
nrects = raw_nrects;
rects = raw_rects;
} else {
nrects = compress_bands(raw_rects, raw_nrects, &rects);
used_band_compression = true;
}
/* worst case we can have 8 vertices per rect (ie. clipped into
* an octagon):
*/
v = wl_array_add(&gr->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
vtxcnt = wl_array_add(&gr->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
inv_width = 1.0 / buffer->width;
inv_height = 1.0 / buffer->height;
for (i = 0; i < nrects; i++) {
pixman_box32_t *rect = &rects[i];
for (j = 0; j < nsurf; j++) {
pixman_box32_t *surf_rect = &surf_rects[j];
GLfloat sx, sy, bx, by;
GLfloat ex[8], ey[8]; /* edge points in screen space */
int n;
/* The transformed surface, after clipping to the clip region,
* can have as many as eight sides, emitted as a triangle-fan.
* The first vertex in the triangle fan can be chosen arbitrarily,
* since the area is guaranteed to be convex.
*
* If a corner of the transformed surface falls outside of the
* clip region, instead of emitting one vertex for the corner
* of the surface, up to two are emitted for two corresponding
* intersection point(s) between the surface and the clip region.
*
* To do this, we first calculate the (up to eight) points that
* form the intersection of the clip rect and the transformed
* surface.
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
n = calculate_edges(ev, rect, surf_rect, ex, ey);
if (n < 3)
continue;
/* emit edge points: */
for (k = 0; k < n; k++) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_float(ev, ex[k], ey[k],
&sx, &sy);
/* position: */
*(v++) = ex[k];
*(v++) = ey[k];
/* texcoord: */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_surface_to_buffer_float(ev->surface,
sx, sy,
&bx, &by);
*(v++) = bx * inv_width;
if (buffer->buffer_origin == ORIGIN_TOP_LEFT) {
*(v++) = by * inv_height;
} else {
*(v++) = (buffer->height - by) * inv_height;
}
}
vtxcnt[nvtx++] = n;
}
}
if (used_band_compression)
free(rects);
return nvtx;
}
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
/** Create a texture and a framebuffer object
*
* \param fbotex To be initialized.
* \param width Texture width in pixels.
* \param height Texture heigh in pixels.
* \param internal_format See glTexImage2D.
* \param format See glTexImage2D.
* \param type See glTexImage2D.
* \return True on success, false otherwise.
*/
static bool
gl_fbo_texture_init(struct gl_fbo_texture *fbotex,
int32_t width,
int32_t height,
GLint internal_format,
GLenum format,
GLenum type)
{
int fb_status;
GLuint shadow_fbo;
GLuint shadow_tex;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &shadow_tex);
glBindTexture(GL_TEXTURE_2D, shadow_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0,
format, type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &shadow_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, shadow_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, shadow_tex, 0);
fb_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &shadow_fbo);
glDeleteTextures(1, &shadow_tex);
return false;
}
fbotex->fbo = shadow_fbo;
fbotex->tex = shadow_tex;
fbotex->width = width;
fbotex->height = height;
return true;
}
static void
gl_fbo_texture_fini(struct gl_fbo_texture *fbotex)
{
glDeleteFramebuffers(1, &fbotex->fbo);
fbotex->fbo = 0;
glDeleteTextures(1, &fbotex->tex);
fbotex->tex = 0;
}
static void
gl_renderer_send_shader_error(struct weston_view *view)
{
struct wl_resource *resource = view->surface->resource;
if (!resource)
return;
wl_client_post_implementation_error(wl_resource_get_client(resource),
"Weston GL-renderer shader failed for wl_surface@%u",
wl_resource_get_id(resource));
}
static void
triangle_fan_debug(struct gl_renderer *gr,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
const struct gl_shader_config *sconf,
struct weston_output *output,
int first, int count)
{
int i;
/* There can be at most eight vertices for a given view. */
GLushort buffer[(8 - 1 + 8 - 2) * 2];
GLushort *index;
GLsizei nelems;
static int color_idx = 0;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
struct gl_shader_config alt;
const GLfloat *col;
struct weston_color_transform *ctransf;
static const GLfloat color[][4] = {
{ 1.0, 0.0, 0.0, 1.0 },
{ 0.0, 1.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 1.0 },
};
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
col = color[color_idx++ % ARRAY_LENGTH(color)];
alt = (struct gl_shader_config) {
.req = {
.variant = SHADER_VARIANT_SOLID,
.input_is_premult = true,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
},
.projection = sconf->projection,
.view_alpha = 1.0f,
.unicolor = { col[0], col[1], col[2], col[3] },
};
ctransf = output->color_outcome->from_sRGB_to_blend;
if (!gl_shader_config_set_color_transform(&alt, ctransf)) {
weston_log("GL-renderer: %s failed to generate a color transformation.\n",
__func__);
return;
}
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_renderer_use_program(gr, &alt);
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
nelems = (count - 1 + count - 2) * 2;
assert((unsigned long)nelems <= ARRAY_LENGTH(buffer));
index = buffer;
for (i = 1; i < count; i++) {
*index++ = first;
*index++ = first + i;
}
for (i = 2; i < count; i++) {
*index++ = first + i - 1;
*index++ = first + i;
}
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_renderer_use_program(gr, sconf);
}
static void
repaint_region(struct gl_renderer *gr,
struct weston_view *ev,
struct weston_output *output,
pixman_region32_t *region,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
pixman_region32_t *surf_region,
const struct gl_shader_config *sconf)
{
GLfloat *v;
unsigned int *vtxcnt;
int i, first, nfans;
/* The final region to be painted is the intersection of
* 'region' and 'surf_region'. However, 'region' is in the global
* coordinates, and 'surf_region' is in the surface-local
* coordinates. texture_region() will iterate over all pairs of
* rectangles from both regions, compute the intersection
* polygon for each pair, and store it as a triangle fan if
* it has a non-zero area (at least 3 vertices, actually).
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
nfans = texture_region(ev, region, surf_region);
v = gr->vertices.data;
vtxcnt = gr->vtxcnt.data;
/* position: */
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
glEnableVertexAttribArray(0);
/* texcoord: */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
glEnableVertexAttribArray(1);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
if (!gl_renderer_use_program(gr, sconf)) {
gl_renderer_send_shader_error(ev);
/* continue drawing with the fallback shader */
}
for (i = 0, first = 0; i < nfans; i++) {
glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
if (gr->fan_debug)
triangle_fan_debug(gr, sconf, output, first, vtxcnt[i]);
first += vtxcnt[i];
}
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
gr->vertices.size = 0;
gr->vtxcnt.size = 0;
}
static int
use_output(struct weston_output *output)
{
static int errored;
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
EGLBoolean ret;
ret = eglMakeCurrent(gr->egl_display, go->egl_surface,
go->egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
if (errored)
return -1;
errored = 1;
weston_log("Failed to make EGL context current.\n");
gl_renderer_print_egl_error_state();
return -1;
}
return 0;
}
libweston: Support zwp_surface_synchronization_v1.set_acquire_fence Implement the set_acquire_fence request of the zwp_surface_synchronization_v1 interface. The implementation uses the acquire fence in two ways: 1. If the associated buffer is used as GL render source, an EGLSyncKHR is created from the fence and used to synchronize access. 2. If the associated buffer is used as a plane framebuffer, the acquire fence is treated as an in-fence for the atomic commit operation. If in-fences are not supported and the buffer has an acquire fence, we don't consider it for plane placement. If the used compositor/renderer doesn't support explicit synchronization, we don't advertise the protocol at all. Currently only the DRM and X11 backends when using the GL renderer advertise the protocol for production use. Issues for discussion --------------------- a. Currently, a server-side wait of EGLSyncKHR is performed before using the EGLImage/texture during rendering. Unfortunately, it's not clear from the specs whether this is generally safe to do, or we need to sync before glEGLImageTargetTexture2DOES. The exception is TEXTURE_EXTERNAL_OES where the spec mentions it's enough to sync and then glBindTexture for any changes to take effect. Changes in v5: - Meson support. - Make explicit sync server error reporting more generic, supporting all explicit sync related interfaces not just wp_linux_surface_synchronization. - Fix typo in warning for missing EGL_KHR_wait_sync extension. - Support minor version 2 of the explicit sync protocol (i.e., support fences for opaque EGL buffers). Changes in v4: - Introduce and use fd_clear and and fd_move helpers. - Don't check for a valid buffer when updating surface acquire fence fd from state. - Assert that pending state acquire fence fd is always clear after a commit. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to just the renderer. - Check for EGL_KHR_wait_sync before using eglWaitSyncKHR. - Dup the acquire fence before passing to EGL. Changes in v3: - Keep acquire_fence_fd in surface instead of buffer. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to both backend and renderer. - Move comment about non-ownership of in_fence_fd to struct drm_plane_state definition. - Assert that we don't try to use planes with in-fences when using the legacy KMS API. - Remove unnecessary info from wayland error messages. - Handle acquire fence for subsurface commits. - Guard against self-update in fd_update. - Disconnect the client if acquire fence EGLSyncKHR creation or wait fails. - Use updated protocol interface names. - User correct format specifier for resource ids. - Advertise protocol for X11 backend with GL renderer. Changes in v2: - Remove sync file wait fallbacks. - Raise UNSUPPORTED_BUFFER error at commit if we have an acquire fence, but the committed buffer is not a valid linux_dmabuf. - Don't put buffers with in-fences on planes that don't support in-fences. - Don't advertise explicit sync protocol if backend does not support explicit sync. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
static int
ensure_surface_buffer_is_ready(struct gl_renderer *gr,
struct gl_surface_state *gs)
{
EGLint attribs[] = {
EGL_SYNC_NATIVE_FENCE_FD_ANDROID,
-1,
EGL_NONE
};
struct weston_surface *surface = gs->surface;
struct weston_buffer *buffer = gs->buffer_ref.buffer;
EGLSyncKHR sync;
EGLint wait_ret;
EGLint destroy_ret;
if (!buffer)
return 0;
if (surface->acquire_fence_fd < 0)
return 0;
/* We should only get a fence if we support EGLSyncKHR, since
* we don't advertise the explicit sync protocol otherwise. */
assert(gr->has_native_fence_sync);
/* We should only get a fence for non-SHM buffers, since surface
* commit would have failed otherwise. */
assert(buffer->type != WESTON_BUFFER_SHM);
libweston: Support zwp_surface_synchronization_v1.set_acquire_fence Implement the set_acquire_fence request of the zwp_surface_synchronization_v1 interface. The implementation uses the acquire fence in two ways: 1. If the associated buffer is used as GL render source, an EGLSyncKHR is created from the fence and used to synchronize access. 2. If the associated buffer is used as a plane framebuffer, the acquire fence is treated as an in-fence for the atomic commit operation. If in-fences are not supported and the buffer has an acquire fence, we don't consider it for plane placement. If the used compositor/renderer doesn't support explicit synchronization, we don't advertise the protocol at all. Currently only the DRM and X11 backends when using the GL renderer advertise the protocol for production use. Issues for discussion --------------------- a. Currently, a server-side wait of EGLSyncKHR is performed before using the EGLImage/texture during rendering. Unfortunately, it's not clear from the specs whether this is generally safe to do, or we need to sync before glEGLImageTargetTexture2DOES. The exception is TEXTURE_EXTERNAL_OES where the spec mentions it's enough to sync and then glBindTexture for any changes to take effect. Changes in v5: - Meson support. - Make explicit sync server error reporting more generic, supporting all explicit sync related interfaces not just wp_linux_surface_synchronization. - Fix typo in warning for missing EGL_KHR_wait_sync extension. - Support minor version 2 of the explicit sync protocol (i.e., support fences for opaque EGL buffers). Changes in v4: - Introduce and use fd_clear and and fd_move helpers. - Don't check for a valid buffer when updating surface acquire fence fd from state. - Assert that pending state acquire fence fd is always clear after a commit. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to just the renderer. - Check for EGL_KHR_wait_sync before using eglWaitSyncKHR. - Dup the acquire fence before passing to EGL. Changes in v3: - Keep acquire_fence_fd in surface instead of buffer. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to both backend and renderer. - Move comment about non-ownership of in_fence_fd to struct drm_plane_state definition. - Assert that we don't try to use planes with in-fences when using the legacy KMS API. - Remove unnecessary info from wayland error messages. - Handle acquire fence for subsurface commits. - Guard against self-update in fd_update. - Disconnect the client if acquire fence EGLSyncKHR creation or wait fails. - Use updated protocol interface names. - User correct format specifier for resource ids. - Advertise protocol for X11 backend with GL renderer. Changes in v2: - Remove sync file wait fallbacks. - Raise UNSUPPORTED_BUFFER error at commit if we have an acquire fence, but the committed buffer is not a valid linux_dmabuf. - Don't put buffers with in-fences on planes that don't support in-fences. - Don't advertise explicit sync protocol if backend does not support explicit sync. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
attribs[1] = dup(surface->acquire_fence_fd);
if (attribs[1] == -1) {
linux_explicit_synchronization_send_server_error(
gs->surface->synchronization_resource,
"Failed to dup acquire fence");
return -1;
}
sync = gr->create_sync(gr->egl_display,
EGL_SYNC_NATIVE_FENCE_ANDROID,
attribs);
if (sync == EGL_NO_SYNC_KHR) {
linux_explicit_synchronization_send_server_error(
gs->surface->synchronization_resource,
"Failed to create EGLSyncKHR object");
close(attribs[1]);
return -1;
}
wait_ret = gr->wait_sync(gr->egl_display, sync, 0);
if (wait_ret == EGL_FALSE) {
linux_explicit_synchronization_send_server_error(
gs->surface->synchronization_resource,
"Failed to wait on EGLSyncKHR object");
/* Continue to try to destroy the sync object. */
}
destroy_ret = gr->destroy_sync(gr->egl_display, sync);
if (destroy_ret == EGL_FALSE) {
linux_explicit_synchronization_send_server_error(
gs->surface->synchronization_resource,
"Failed to destroy on EGLSyncKHR object");
}
return (wait_ret == EGL_TRUE && destroy_ret == EGL_TRUE) ? 0 : -1;
}
static void
censor_override(struct gl_shader_config *sconf,
struct weston_output *output)
{
struct weston_color_transform *ctransf;
struct gl_shader_config alt = {
.req = {
.variant = SHADER_VARIANT_SOLID,
.input_is_premult = true,
},
.projection = sconf->projection,
.view_alpha = sconf->view_alpha,
.unicolor = { 0.40, 0.0, 0.0, 1.0 },
};
ctransf = output->color_outcome->from_sRGB_to_blend;
if (!gl_shader_config_set_color_transform(&alt, ctransf)) {
weston_log("GL-renderer: %s failed to generate a color transformation.\n",
__func__);
}
*sconf = alt;
}
/* Checks if a view needs to be censored on an output
* Checks for 2 types of censor requirements
* - recording_censor: Censor protected view when a
* protected view is captured.
* - unprotected_censor: Censor regions of protected views
* when displayed on an output which has lower protection capability.
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
* If censoring is needed, smashes the GL shader config.
*/
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
static void
maybe_censor_override(struct gl_shader_config *sconf,
struct weston_output *output,
struct weston_view *ev)
{
struct gl_surface_state *gs = get_surface_state(ev->surface);
struct weston_buffer *buffer = gs->buffer_ref.buffer;
bool recording_censor =
(output->disable_planes > 0) &&
(ev->surface->desired_protection > WESTON_HDCP_DISABLE);
bool unprotected_censor =
(ev->surface->desired_protection > output->current_protection);
if (buffer->direct_display) {
censor_override(sconf, output);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
return;
}
/* When not in enforced mode, the client is notified of the protection */
/* change, so content censoring is not required */
if (ev->surface->protection_mode !=
WESTON_SURFACE_PROTECTION_MODE_ENFORCED)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
return;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
if (recording_censor || unprotected_censor)
censor_override(sconf, output);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
}
static void
gl_shader_config_set_input_textures(struct gl_shader_config *sconf,
struct gl_surface_state *gs)
{
struct gl_buffer_state *gb = gs->buffer;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
int i;
sconf->req.variant = gb->shader_variant;
sconf->req.input_is_premult =
gl_shader_texture_variant_can_be_premult(gb->shader_variant);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
for (i = 0; i < 4; i++)
sconf->unicolor[i] = gb->color[i];
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
assert(gb->num_textures <= GL_SHADER_INPUT_TEX_MAX);
for (i = 0; i < gb->num_textures; i++)
sconf->input_tex[i] = gb->textures[i];
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
for (; i < GL_SHADER_INPUT_TEX_MAX; i++)
sconf->input_tex[i] = 0;
}
static bool
gl_shader_config_init_for_paint_node(struct gl_shader_config *sconf,
struct weston_paint_node *pnode,
GLint filter)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
{
struct gl_surface_state *gs = get_surface_state(pnode->surface);
struct gl_output_state *go = get_output_state(pnode->output);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
libweston: introduce CMS component architecture See: https://gitlab.freedesktop.org/wayland/weston/-/issues/467#note_814985 This starts building the framework required for implementing color management. The main new interface is struct weston_color_manager. This commit also adds a no-op color manager implementation, which is used if no other color manager is loaded. This no-op color manager simply provides identity color transforms for everything, so that Weston keeps running exactly like before. weston_color_manager interface is incomplete and will be extended later. Colorspace objects are not introduced in this commit. However, when client content colorspace and output colorspace definitions are combined, they will produce color transformations from client content to output blending space and from output blending space to output space. This commit introduces a placeholder struct for color transforms, weston_color_transform. Objects of this type are expected to be heavy to create and store, which is why they are designed to be shared as much as possible, ideally making their instances unique. As color transform description is intended to be generic in libweston core, renderers and backends are expected to derive their own state for each transform object as necessary. Creating and storing the derived state maybe be expensive as well, more the reason to re-use these objects as much as possible. E.g. GL-renderer might upload a 3D LUT into a texture and keep the texture around. DRM-backend might create a KMS blob for a LUT and keep that around. As a color transform depends on both the surface and the output, a transform object may need to be created for each unique pair of them. Therefore color transforms are referenced from weston_paint_node. As paint nodes exist for not just surface+output but surface+view+output triplets, the code ensures that all paint nodes (having different view) for the same surface+output have the same color transform state. As a special case, if weston_color_transform is NULL, it means identity transform. This short-circuits some checks and memory allocations, but it does mean we use a separate member on weston_paint_node to know if the color transform has been initialized or not. Color transformations are pre-created at the weston_output paint_node_z_order_list creation step. Currently the z order lists contain all views globally, which means we populate color transforms we may never need, e.g. a view is never shown on a particular output. This problem should get fixed naturally when z order lists are constructed "pruned" in the future: to contain only those paint nodes that actually contribute to the output's image. As nothing actually supports color transforms yet, both renderers and the DRM-backend assert that they only get identity transforms. This check has the side-effect that all surface-output pairs actually get a weston_surface_color_transform_ref even though it points to NULL weston_color_transform. This design is inspired by Sebastian Wick's Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
if (!pnode->surf_xform_valid)
return false;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
*sconf = (struct gl_shader_config) {
.projection = go->output_matrix,
.view_alpha = pnode->view->alpha,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
.input_tex_filter = filter,
};
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_shader_config_set_input_textures(sconf, gs);
if (!gl_shader_config_set_color_transform(sconf, pnode->surf_xform.transform)) {
weston_log("GL-renderer: failed to generate a color transformation.\n");
return false;
}
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
return true;
}
static void
draw_paint_node(struct weston_paint_node *pnode,
pixman_region32_t *damage /* in global coordinates */)
{
struct gl_renderer *gr = get_renderer(pnode->surface->compositor);
struct gl_surface_state *gs = get_surface_state(pnode->surface);
struct gl_buffer_state *gb = gs->buffer;
struct weston_buffer *buffer = gs->buffer_ref.buffer;
/* repaint bounding region in global coordinates: */
pixman_region32_t repaint;
/* opaque region in surface coordinates: */
pixman_region32_t surface_opaque;
/* non-opaque region in surface coordinates: */
pixman_region32_t surface_blend;
GLint filter;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
struct gl_shader_config sconf;
if (gb->shader_variant == SHADER_VARIANT_NONE &&
!buffer->direct_display)
return;
pixman_region32_init(&repaint);
pixman_region32_intersect(&repaint,
&pnode->view->transform.boundingbox, damage);
pixman_region32_subtract(&repaint, &repaint, &pnode->view->clip);
if (!pixman_region32_not_empty(&repaint))
goto out;
libweston: Support zwp_surface_synchronization_v1.set_acquire_fence Implement the set_acquire_fence request of the zwp_surface_synchronization_v1 interface. The implementation uses the acquire fence in two ways: 1. If the associated buffer is used as GL render source, an EGLSyncKHR is created from the fence and used to synchronize access. 2. If the associated buffer is used as a plane framebuffer, the acquire fence is treated as an in-fence for the atomic commit operation. If in-fences are not supported and the buffer has an acquire fence, we don't consider it for plane placement. If the used compositor/renderer doesn't support explicit synchronization, we don't advertise the protocol at all. Currently only the DRM and X11 backends when using the GL renderer advertise the protocol for production use. Issues for discussion --------------------- a. Currently, a server-side wait of EGLSyncKHR is performed before using the EGLImage/texture during rendering. Unfortunately, it's not clear from the specs whether this is generally safe to do, or we need to sync before glEGLImageTargetTexture2DOES. The exception is TEXTURE_EXTERNAL_OES where the spec mentions it's enough to sync and then glBindTexture for any changes to take effect. Changes in v5: - Meson support. - Make explicit sync server error reporting more generic, supporting all explicit sync related interfaces not just wp_linux_surface_synchronization. - Fix typo in warning for missing EGL_KHR_wait_sync extension. - Support minor version 2 of the explicit sync protocol (i.e., support fences for opaque EGL buffers). Changes in v4: - Introduce and use fd_clear and and fd_move helpers. - Don't check for a valid buffer when updating surface acquire fence fd from state. - Assert that pending state acquire fence fd is always clear after a commit. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to just the renderer. - Check for EGL_KHR_wait_sync before using eglWaitSyncKHR. - Dup the acquire fence before passing to EGL. Changes in v3: - Keep acquire_fence_fd in surface instead of buffer. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to both backend and renderer. - Move comment about non-ownership of in_fence_fd to struct drm_plane_state definition. - Assert that we don't try to use planes with in-fences when using the legacy KMS API. - Remove unnecessary info from wayland error messages. - Handle acquire fence for subsurface commits. - Guard against self-update in fd_update. - Disconnect the client if acquire fence EGLSyncKHR creation or wait fails. - Use updated protocol interface names. - User correct format specifier for resource ids. - Advertise protocol for X11 backend with GL renderer. Changes in v2: - Remove sync file wait fallbacks. - Raise UNSUPPORTED_BUFFER error at commit if we have an acquire fence, but the committed buffer is not a valid linux_dmabuf. - Don't put buffers with in-fences on planes that don't support in-fences. - Don't advertise explicit sync protocol if backend does not support explicit sync. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
if (ensure_surface_buffer_is_ready(gr, gs) < 0)
goto out;
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (pnode->view->transform.enabled ||
pnode->output->current_scale != pnode->surface->buffer_viewport.buffer.scale)
filter = GL_LINEAR;
else
filter = GL_NEAREST;
if (!gl_shader_config_init_for_paint_node(&sconf, pnode, filter))
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
goto out;
/* blended region is whole surface minus opaque region: */
pixman_region32_init_rect(&surface_blend, 0, 0,
pnode->surface->width, pnode->surface->height);
if (pnode->view->geometry.scissor_enabled)
pixman_region32_intersect(&surface_blend, &surface_blend,
&pnode->view->geometry.scissor);
pixman_region32_subtract(&surface_blend, &surface_blend,
&pnode->surface->opaque);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
/* XXX: Should we be using ev->transform.opaque here? */
pixman_region32_init(&surface_opaque);
if (pnode->view->geometry.scissor_enabled)
pixman_region32_intersect(&surface_opaque,
&pnode->surface->opaque,
&pnode->view->geometry.scissor);
else
pixman_region32_copy(&surface_opaque, &pnode->surface->opaque);
maybe_censor_override(&sconf, pnode->output, pnode->view);
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
if (pixman_region32_not_empty(&surface_opaque)) {
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
struct gl_shader_config alt = sconf;
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
if (alt.req.variant == SHADER_VARIANT_RGBA) {
/* Special case for RGBA textures with possibly
* bad data in alpha channel: use the shader
* that forces texture alpha = 1.0.
* Xwayland surfaces need this.
*/
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
alt.req.variant = SHADER_VARIANT_RGBX;
}
if (pnode->view->alpha < 1.0)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
repaint_region(gr, pnode->view, pnode->output,
&repaint, &surface_opaque, &alt);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
gs->used_in_output_repaint = true;
}
if (pixman_region32_not_empty(&surface_blend)) {
glEnable(GL_BLEND);
repaint_region(gr, pnode->view, pnode->output,
&repaint, &surface_blend, &sconf);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
gs->used_in_output_repaint = true;
}
pixman_region32_fini(&surface_blend);
pixman_region32_fini(&surface_opaque);
out:
pixman_region32_fini(&repaint);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_views(struct weston_output *output, pixman_region32_t *damage)
{
struct weston_compositor *compositor = output->compositor;
struct weston_paint_node *pnode;
wl_list_for_each_reverse(pnode, &output->paint_node_z_order_list,
z_order_link) {
if (pnode->view->plane == &compositor->primary_plane)
draw_paint_node(pnode, damage);
}
}
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
static int
gl_renderer_create_fence_fd(struct weston_output *output);
/* Updates the release fences of surfaces that were used in the current output
* repaint. Should only be used from gl_renderer_repaint_output, so that the
* information in gl_surface_state.used_in_output_repaint is accurate.
*/
static void
update_buffer_release_fences(struct weston_compositor *compositor,
struct weston_output *output)
{
struct weston_paint_node *pnode;
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
wl_list_for_each_reverse(pnode, &output->paint_node_z_order_list,
z_order_link) {
struct weston_view *view = pnode->view;
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
struct gl_surface_state *gs;
struct weston_buffer_release *buffer_release;
int fence_fd;
if (view->plane != &compositor->primary_plane)
continue;
gs = get_surface_state(view->surface);
buffer_release = gs->buffer_release_ref.buffer_release;
if (!gs->used_in_output_repaint || !buffer_release)
continue;
fence_fd = gl_renderer_create_fence_fd(output);
/* If we have a buffer_release then it means we support fences,
* and we should be able to create the release fence. If we
* can't, something has gone horribly wrong, so disconnect the
* client.
*/
if (fence_fd == -1) {
linux_explicit_synchronization_send_server_error(
buffer_release->resource,
"Failed to create release fence");
fd_clear(&buffer_release->fence_fd);
continue;
}
/* At the moment it is safe to just replace the fence_fd,
* discarding the previous one:
*
* 1. If the previous fence fd represents a sync fence from
* a previous repaint cycle, that fence fd is now not
* sufficient to provide the release guarantee and should
* be replaced.
*
* 2. If the fence fd represents a sync fence from another
* output in the same repaint cycle, it's fine to replace
* it since we are rendering to all outputs using the same
* EGL context, so a fence issued for a later output rendering
* is guaranteed to signal after fences for previous output
* renderings.
*
* Note that the above is only valid if the buffer_release
* fences only originate from the GL renderer, which guarantees
* a total order of operations and fences. If we introduce
* fences from other sources (e.g., plane out-fences), we will
* need to merge fences instead.
*/
fd_update(&buffer_release->fence_fd, fence_fd);
}
}
static void
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
draw_output_border_texture(struct gl_renderer *gr,
struct gl_output_state *go,
struct gl_shader_config *sconf,
enum gl_renderer_border_side side,
int32_t x, int32_t y,
int32_t width, int32_t height)
{
struct gl_border_image *img = &go->borders[side];
static GLushort indices [] = { 0, 1, 3, 3, 1, 2 };
if (!img->data) {
if (img->tex) {
glDeleteTextures(1, &img->tex);
img->tex = 0;
}
return;
}
if (!img->tex) {
glGenTextures(1, &img->tex);
glBindTexture(GL_TEXTURE_2D, img->tex);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
glBindTexture(GL_TEXTURE_2D, img->tex);
}
if (go->border_status & (1 << side)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
img->tex_width, img->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, img->data);
}
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
sconf->input_tex_filter = GL_NEAREST;
sconf->input_tex[0] = img->tex;
gl_renderer_use_program(gr, sconf);
GLfloat texcoord[] = {
0.0f, 0.0f,
(GLfloat)img->width / (GLfloat)img->tex_width, 0.0f,
(GLfloat)img->width / (GLfloat)img->tex_width, 1.0f,
0.0f, 1.0f,
};
GLfloat verts[] = {
x, y,
x + width, y,
x + width, y + height,
x, y + height
};
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
static int
output_has_borders(struct weston_output *output)
{
struct gl_output_state *go = get_output_state(output);
return go->borders[GL_RENDERER_BORDER_TOP].data ||
go->borders[GL_RENDERER_BORDER_RIGHT].data ||
go->borders[GL_RENDERER_BORDER_BOTTOM].data ||
go->borders[GL_RENDERER_BORDER_LEFT].data;
}
static void
draw_output_borders(struct weston_output *output,
enum gl_border_status border_status)
{
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
struct gl_shader_config sconf = {
.req = {
.variant = SHADER_VARIANT_RGBA,
.input_is_premult = true,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
},
.view_alpha = 1.0f,
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
};
struct weston_color_transform *ctransf;
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_border_image *top, *bottom, *left, *right;
int full_width, full_height;
if (border_status == BORDER_STATUS_CLEAN)
return; /* Clean. Nothing to do. */
ctransf = output->color_outcome->from_sRGB_to_output;
if (!gl_shader_config_set_color_transform(&sconf, ctransf)) {
weston_log("GL-renderer: %s failed to generate a color transformation.\n", __func__);
return;
}
top = &go->borders[GL_RENDERER_BORDER_TOP];
bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
left = &go->borders[GL_RENDERER_BORDER_LEFT];
right = &go->borders[GL_RENDERER_BORDER_RIGHT];
full_width = output->current_mode->width + left->width + right->width;
full_height = output->current_mode->height + top->height + bottom->height;
glDisable(GL_BLEND);
glViewport(0, 0, full_width, full_height);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
weston_matrix_init(&sconf.projection);
weston_matrix_translate(&sconf.projection,
-full_width / 2.0, -full_height / 2.0, 0);
weston_matrix_scale(&sconf.projection,
2.0 / full_width, -2.0 / full_height, 1);
glActiveTexture(GL_TEXTURE0);
if (border_status & BORDER_TOP_DIRTY)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_TOP,
0, 0,
full_width, top->height);
if (border_status & BORDER_LEFT_DIRTY)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_LEFT,
0, top->height,
left->width, output->current_mode->height);
if (border_status & BORDER_RIGHT_DIRTY)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_RIGHT,
full_width - right->width, top->height,
right->width, output->current_mode->height);
if (border_status & BORDER_BOTTOM_DIRTY)
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_BOTTOM,
0, full_height - bottom->height,
full_width, bottom->height);
}
static void
output_get_border_damage(struct weston_output *output,
enum gl_border_status border_status,
pixman_region32_t *damage)
{
struct gl_output_state *go = get_output_state(output);
struct gl_border_image *top, *bottom, *left, *right;
int full_width, full_height;
if (border_status == BORDER_STATUS_CLEAN)
return; /* Clean. Nothing to do. */
top = &go->borders[GL_RENDERER_BORDER_TOP];
bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
left = &go->borders[GL_RENDERER_BORDER_LEFT];
right = &go->borders[GL_RENDERER_BORDER_RIGHT];
full_width = output->current_mode->width + left->width + right->width;
full_height = output->current_mode->height + top->height + bottom->height;
if (border_status & BORDER_TOP_DIRTY)
pixman_region32_union_rect(damage, damage,
0, 0,
full_width, top->height);
if (border_status & BORDER_LEFT_DIRTY)
pixman_region32_union_rect(damage, damage,
0, top->height,
left->width, output->current_mode->height);
if (border_status & BORDER_RIGHT_DIRTY)
pixman_region32_union_rect(damage, damage,
full_width - right->width, top->height,
right->width, output->current_mode->height);
if (border_status & BORDER_BOTTOM_DIRTY)
pixman_region32_union_rect(damage, damage,
0, full_height - bottom->height,
full_width, bottom->height);
}
static void
output_get_damage(struct weston_output *output,
pixman_region32_t *buffer_damage, uint32_t *border_damage)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
EGLint buffer_age = 0;
EGLBoolean ret;
int i;
if (gr->has_egl_buffer_age || gr->has_egl_partial_update) {
ret = eglQuerySurface(gr->egl_display, go->egl_surface,
EGL_BUFFER_AGE_EXT, &buffer_age);
if (ret == EGL_FALSE) {
weston_log("buffer age query failed.\n");
gl_renderer_print_egl_error_state();
}
} else if (go->swap_behavior_is_preserved) {
buffer_age = 1;
}
if (buffer_age == 0 || buffer_age - 1 > BUFFER_DAMAGE_COUNT) {
pixman_region32_copy(buffer_damage, &output->region);
*border_damage = BORDER_ALL_DIRTY;
} else {
for (i = 0; i < buffer_age - 1; i++)
*border_damage |= go->border_damage[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT];
if (*border_damage & BORDER_SIZE_CHANGED) {
/* If we've had a resize, we have to do a full
* repaint. */
*border_damage |= BORDER_ALL_DIRTY;
pixman_region32_copy(buffer_damage, &output->region);
} else {
for (i = 0; i < buffer_age - 1; i++)
pixman_region32_union(buffer_damage,
buffer_damage,
&go->buffer_damage[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT]);
}
}
}
static void
output_rotate_damage(struct weston_output *output,
pixman_region32_t *output_damage,
enum gl_border_status border_status)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
if (!gr->has_egl_buffer_age && !gr->has_egl_partial_update)
return;
go->buffer_damage_index += BUFFER_DAMAGE_COUNT - 1;
go->buffer_damage_index %= BUFFER_DAMAGE_COUNT;
pixman_region32_copy(&go->buffer_damage[go->buffer_damage_index], output_damage);
go->border_damage[go->buffer_damage_index] = border_status;
}
/**
* Given a region in Weston's (top-left-origin) global co-ordinate space,
* translate it to the co-ordinate space used by GL for our output
* rendering. This requires shifting it into output co-ordinate space:
* translating for output offset within the global co-ordinate space,
* multiplying by output scale to get buffer rather than logical size.
*
* Finally, if borders are drawn around the output, we translate the area
* to account for the border region around the outside, and add any
* damage if the borders have been redrawn.
*
* @param output The output whose co-ordinate space we are after
* @param global_region The affected region in global co-ordinate space
* @param[out] rects Y-inverted quads in {x,y,w,h} order; caller must free
* @param[out] nrects Number of quads (4x number of co-ordinates)
*/
static void
pixman_region_to_egl_y_invert(struct weston_output *output,
struct pixman_region32 *global_region,
EGLint **rects,
EGLint *nrects)
{
struct gl_output_state *go = get_output_state(output);
pixman_region32_t transformed;
struct pixman_box32 *box;
int buffer_height;
EGLint *d;
int i;
/* Translate from global to output co-ordinate space. */
pixman_region32_init(&transformed);
pixman_region32_copy(&transformed, global_region);
pixman_region32_translate(&transformed, -output->x, -output->y);
weston_transformed_region(output->width, output->height,
output->transform,
output->current_scale,
&transformed, &transformed);
/* If we have borders drawn around the output, shift our output damage
* to account for borders being drawn around the outside, adding any
* damage resulting from borders being redrawn. */
if (output_has_borders(output)) {
pixman_region32_translate(&transformed,
go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_TOP].height);
output_get_border_damage(output, go->border_status,
&transformed);
}
/* Convert from a Pixman region into {x,y,w,h} quads, flipping in the
* Y axis to account for GL's lower-left-origin co-ordinate space. */
box = pixman_region32_rectangles(&transformed, nrects);
*rects = malloc(*nrects * 4 * sizeof(EGLint));
buffer_height = go->borders[GL_RENDERER_BORDER_TOP].height +
output->current_mode->height +
go->borders[GL_RENDERER_BORDER_BOTTOM].height;
d = *rects;
for (i = 0; i < *nrects; ++i) {
*d++ = box[i].x1;
*d++ = buffer_height - box[i].y2;
*d++ = box[i].x2 - box[i].x1;
*d++ = box[i].y2 - box[i].y1;
}
pixman_region32_fini(&transformed);
}
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
static void
blit_shadow_to_output(struct weston_output *output,
pixman_region32_t *output_damage)
{
struct gl_output_state *go = get_output_state(output);
struct gl_shader_config sconf = {
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
.req = {
.variant = SHADER_VARIANT_RGBA,
.input_is_premult = true,
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
},
.projection = {
.d = { /* transpose */
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f
},
.type = WESTON_MATRIX_TRANSFORM_SCALE |
WESTON_MATRIX_TRANSFORM_TRANSLATE,
},
.view_alpha = 1.0f,
.input_tex_filter = GL_NEAREST,
.input_tex[0] = go->shadow.tex,
};
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
struct gl_renderer *gr = get_renderer(output->compositor);
double width = output->current_mode->width;
double height = output->current_mode->height;
struct weston_color_transform *ctransf;
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
pixman_box32_t *rects;
int n_rects;
int i;
pixman_region32_t translated_damage;
GLfloat verts[4 * 2];
ctransf = output->color_outcome->from_blend_to_output;
if (!gl_shader_config_set_color_transform(&sconf, ctransf)) {
weston_log("GL-renderer: %s failed to generate a color transformation.\n", __func__);
return;
}
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
pixman_region32_init(&translated_damage);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_renderer_use_program(gr, &sconf);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
glDisable(GL_BLEND);
/* output_damage is in global coordinates */
pixman_region32_intersect(&translated_damage, output_damage,
&output->region);
/* Convert to output pixel coordinates in-place */
weston_output_region_from_global(output, &translated_damage);
rects = pixman_region32_rectangles(&translated_damage, &n_rects);
for (i = 0; i < n_rects; i++) {
verts[0] = rects[i].x1 / width;
verts[1] = (height - rects[i].y1) / height;
verts[2] = rects[i].x2 / width;
verts[3] = (height - rects[i].y1) / height;
verts[4] = rects[i].x2 / width;
verts[5] = (height - rects[i].y2) / height;
verts[6] = rects[i].x1 / width;
verts[7] = (height - rects[i].y2) / height;
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(0);
/* texcoord: */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
glBindTexture(GL_TEXTURE_2D, 0);
pixman_region32_fini(&translated_damage);
}
/* NOTE: We now allow falling back to ARGB gl visuals when XRGB is
* unavailable, so we're assuming the background has no transparency
* and that everything with a blend, like drop shadows, will have something
* opaque (like the background) drawn underneath it.
*
* Depending on the underlying hardware, violating that assumption could
* result in seeing through to another display plane.
*/
static void
gl_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage)
{
struct gl_output_state *go = get_output_state(output);
struct weston_compositor *compositor = output->compositor;
struct gl_renderer *gr = get_renderer(compositor);
EGLBoolean ret;
static int errored;
/* areas we've damaged since we last used this buffer */
pixman_region32_t previous_damage;
/* total area we need to repaint this time */
pixman_region32_t total_damage;
enum gl_border_status border_status = BORDER_STATUS_CLEAN;
struct weston_paint_node *pnode;
assert(output->from_blend_to_output_by_backend ||
output->color_outcome->from_blend_to_output == NULL ||
shadow_exists(go));
if (use_output(output) < 0)
return;
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
/* Clear the used_in_output_repaint flag, so that we can properly track
* which surfaces were used in this output repaint. */
wl_list_for_each_reverse(pnode, &output->paint_node_z_order_list,
z_order_link) {
if (pnode->view->plane == &compositor->primary_plane) {
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
struct gl_surface_state *gs =
get_surface_state(pnode->view->surface);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
gs->used_in_output_repaint = false;
}
}
if (go->begin_render_sync != EGL_NO_SYNC_KHR)
gr->destroy_sync(gr->egl_display, go->begin_render_sync);
if (go->end_render_sync != EGL_NO_SYNC_KHR)
gr->destroy_sync(gr->egl_display, go->end_render_sync);
go->begin_render_sync = create_render_sync(gr);
/* Calculate the global GL matrix */
go->output_matrix = output->matrix;
weston_matrix_translate(&go->output_matrix,
-(output->current_mode->width / 2.0),
-(output->current_mode->height / 2.0), 0);
weston_matrix_scale(&go->output_matrix,
2.0 / output->current_mode->width,
-2.0 / output->current_mode->height, 1);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
/* If using shadow, redirect all drawing to it first. */
if (shadow_exists(go)) {
/* XXX: Shadow code does not support resizing. */
assert(output->current_mode->width == go->shadow.width);
assert(output->current_mode->height == go->shadow.height);
glBindFramebuffer(GL_FRAMEBUFFER, go->shadow.fbo);
glViewport(0, 0, go->shadow.width, go->shadow.height);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_BOTTOM].height,
output->current_mode->width,
output->current_mode->height);
}
/* In fan debug mode, redraw everything to make sure that we clear any
* fans left over from previous draws on this buffer.
* This precludes the use of EGL_EXT_swap_buffers_with_damage and
* EGL_KHR_partial_update, since we damage the whole area. */
if (gr->fan_debug) {
pixman_region32_t undamaged;
pixman_region32_init(&undamaged);
pixman_region32_subtract(&undamaged, &output->region,
output_damage);
gr->fan_debug = false;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_views(output, &undamaged);
gr->fan_debug = true;
pixman_region32_fini(&undamaged);
}
/* previous_damage covers regions damaged in previous paints since we
* last used this buffer */
pixman_region32_init(&previous_damage);
pixman_region32_init(&total_damage); /* total area to redraw */
/* Update previous_damage using buffer_age (if available), and store
* current damaged region for future use. */
output_get_damage(output, &previous_damage, &border_status);
output_rotate_damage(output, output_damage, go->border_status);
/* Redraw both areas which have changed since we last used this buffer,
* as well as the areas we now want to repaint, to make sure the
* buffer is up to date. */
pixman_region32_union(&total_damage, &previous_damage, output_damage);
border_status |= go->border_status;
if (gr->has_egl_partial_update && !gr->fan_debug) {
int n_egl_rects;
EGLint *egl_rects;
/* For partial_update, we need to pass the region which has
* changed since we last rendered into this specific buffer;
* this is total_damage. */
pixman_region_to_egl_y_invert(output, &total_damage,
&egl_rects, &n_egl_rects);
gr->set_damage_region(gr->egl_display, go->egl_surface,
egl_rects, n_egl_rects);
free(egl_rects);
}
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
if (shadow_exists(go)) {
/* Repaint into shadow. */
if (compositor->test_data.test_quirks.gl_force_full_redraw_of_shadow_fb)
repaint_views(output, &output->region);
else
repaint_views(output, output_damage);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_BOTTOM].height,
output->current_mode->width,
output->current_mode->height);
blit_shadow_to_output(output, &total_damage);
} else {
repaint_views(output, &total_damage);
}
pixman_region32_fini(&total_damage);
pixman_region32_fini(&previous_damage);
draw_output_borders(output, border_status);
wl_signal_emit(&output->frame_signal, output_damage);
go->end_render_sync = create_render_sync(gr);
if (gr->swap_buffers_with_damage && !gr->fan_debug) {
int n_egl_rects;
EGLint *egl_rects;
/* For swap_buffers_with_damage, we need to pass the region
* which has changed since the previous SwapBuffers on this
* surface - this is output_damage. */
pixman_region_to_egl_y_invert(output, output_damage,
&egl_rects, &n_egl_rects);
ret = gr->swap_buffers_with_damage(gr->egl_display,
go->egl_surface,
egl_rects, n_egl_rects);
free(egl_rects);
} else {
ret = eglSwapBuffers(gr->egl_display, go->egl_surface);
}
if (ret == EGL_FALSE && !errored) {
errored = 1;
weston_log("Failed in eglSwapBuffers.\n");
gl_renderer_print_egl_error_state();
}
go->border_status = BORDER_STATUS_CLEAN;
/* We have to submit the render sync objects after swap buffers, since
* the objects get assigned a valid sync file fd only after a gl flush.
*/
timeline_submit_render_sync(gr, output, go->begin_render_sync,
TIMELINE_RENDER_POINT_TYPE_BEGIN);
timeline_submit_render_sync(gr, output, go->end_render_sync,
TIMELINE_RENDER_POINT_TYPE_END);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
update_buffer_release_fences(compositor, output);
gl-renderer: garbage-collect old shaders This adds a heuristic for freeing shader programs that have not been needed for a while. The intention is to stop Weston accumulating shader programs indefinitely, especially in the future when color management will explode the number of possible different shader programs. Shader programs that have not been used in the past minute are freed, except always keep the ten most recently used shader programs anyway. The former rule is to ensure we keep shader programs that are actively used regardless of how many. The latter rule is to prevent freeing too many shader programs after Weston has been idle for a long time and then repaints just a small area. Many of the shader programs could still be relevant even though not needed in the first repaint after idle. The numbers ten and one minute in the above are arbitrary and not based on anything. These heuristics are simpler to implement than e.g. views taking references on shader programs. Expiry by time allows shader programs to survive a while even after their last user is gone, with the hope of being re-used soon. Tracking actual use instead of references also adapts to what is actually visible rather than what merely exists. Keeping the shader list in most recently used order might also make gl_renderer_get_program() more efficient on average. last_repaint_start time is used for shader timestamp to avoid calling clock_gettime() more often. Adding that variable is an ABI break, but libweston major has already been bumped to 10 since last release. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_renderer_garbage_collect_programs(gr);
}
static int
gl_renderer_read_pixels(struct weston_output *output,
const struct pixel_format_info *format, void *pixels,
uint32_t x, uint32_t y,
uint32_t width, uint32_t height)
{
struct gl_output_state *go = get_output_state(output);
x += go->borders[GL_RENDERER_BORDER_LEFT].width;
y += go->borders[GL_RENDERER_BORDER_BOTTOM].height;
if (format->gl_format == 0 || format->gl_type == 0)
return -1;
if (use_output(output) < 0)
return -1;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(x, y, width, height, format->gl_format,
format->gl_type, pixels);
return 0;
}
static GLenum
gl_format_from_internal(GLenum internal_format)
{
switch (internal_format) {
case GL_R8_EXT:
return GL_RED_EXT;
case GL_RG8_EXT:
return GL_RG_EXT;
case GL_RGBA16_EXT:
case GL_RGBA16F:
case GL_RGB10_A2:
return GL_RGBA;
default:
return internal_format;
}
}
static void
gl_renderer_flush_damage(struct weston_surface *surface,
struct weston_buffer *buffer)
{
const struct weston_testsuite_quirks *quirks =
&surface->compositor->test_data.test_quirks;
struct gl_surface_state *gs = get_surface_state(surface);
struct gl_buffer_state *gb = gs->buffer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
bool texture_used;
pixman_box32_t *rectangles;
uint8_t *data;
int i, j, n;
assert(buffer && gb);
pixman_region32_union(&gb->texture_damage,
&gb->texture_damage, &surface->damage);
/* This can happen if a SHM wl_buffer gets destroyed before we flush
* damage, because wayland-server just nukes the wl_shm_buffer from
* underneath us */
if (!buffer->shm_buffer)
return;
/* Avoid upload, if the texture won't be used this time.
* We still accumulate the damage in texture_damage, and
* hold the reference to the buffer, in case the surface
* migrates back to the primary plane.
*/
texture_used = false;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link) {
if (view->plane == &surface->compositor->primary_plane) {
texture_used = true;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
break;
}
}
if (!texture_used)
return;
if (!pixman_region32_not_empty(&gb->texture_damage) &&
!gb->needs_full_upload)
goto done;
data = wl_shm_buffer_get_data(buffer->shm_buffer);
glActiveTexture(GL_TEXTURE0);
if (gb->needs_full_upload || quirks->gl_force_full_upload) {
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
wl_shm_buffer_begin_access(buffer->shm_buffer);
for (j = 0; j < gb->num_textures; j++) {
int hsub = pixel_format_hsub(buffer->pixel_format, j);
int vsub = pixel_format_vsub(buffer->pixel_format, j);
glBindTexture(GL_TEXTURE_2D, gb->textures[j]);
7 years ago
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
gb->pitch / hsub);
glTexImage2D(GL_TEXTURE_2D, 0,
gb->gl_format[j],
buffer->width / hsub,
buffer->height / vsub,
0,
gl_format_from_internal(gb->gl_format[j]),
gb->gl_pixel_type,
data + gb->offset[j]);
}
wl_shm_buffer_end_access(buffer->shm_buffer);
goto done;
}
rectangles = pixman_region32_rectangles(&gb->texture_damage, &n);
wl_shm_buffer_begin_access(buffer->shm_buffer);
for (i = 0; i < n; i++) {
pixman_box32_t r;
r = weston_surface_to_buffer_rect(surface, rectangles[i]);
for (j = 0; j < gb->num_textures; j++) {
int hsub = pixel_format_hsub(buffer->pixel_format, j);
int vsub = pixel_format_vsub(buffer->pixel_format, j);
glBindTexture(GL_TEXTURE_2D, gb->textures[j]);
7 years ago
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT,
gb->pitch / hsub);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, r.x1 / hsub);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, r.y1 / vsub);
glTexSubImage2D(GL_TEXTURE_2D, 0,
r.x1 / hsub,
r.y1 / vsub,
(r.x2 - r.x1) / hsub,
(r.y2 - r.y1) / vsub,
gl_format_from_internal(gb->gl_format[j]),
gb->gl_pixel_type,
data + gb->offset[j]);
}
}
wl_shm_buffer_end_access(buffer->shm_buffer);
done:
pixman_region32_fini(&gb->texture_damage);
pixman_region32_init(&gb->texture_damage);
gb->needs_full_upload = false;
weston_buffer_reference(&gs->buffer_ref, buffer,
BUFFER_WILL_NOT_BE_ACCESSED);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
weston_buffer_release_reference(&gs->buffer_release_ref, NULL);
}
static void
destroy_buffer_state(struct gl_buffer_state *gb)
{
int i;
glDeleteTextures(gb->num_textures, gb->textures);
for (i = 0; i < gb->num_images; i++)
gb->gr->destroy_image(gb->gr->egl_display, gb->images[i]);
pixman_region32_fini(&gb->texture_damage);
wl_list_remove(&gb->destroy_listener.link);
free(gb);
}
static void
handle_buffer_destroy(struct wl_listener *listener, void *data)
{
struct weston_buffer *buffer = data;
struct gl_buffer_state *gb =
container_of(listener, struct gl_buffer_state, destroy_listener);
assert(gb == buffer->renderer_private);
buffer->renderer_private = NULL;
destroy_buffer_state(gb);
}
static void
ensure_textures(struct gl_buffer_state *gb, GLenum target, int num_textures)
{
int i;
assert(gb->num_textures == 0);
glActiveTexture(GL_TEXTURE0);
for (i = 0; i < num_textures; i++) {
glGenTextures(1, &gb->textures[i]);
glBindTexture(target, gb->textures[i]);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gb->num_textures = num_textures;
glBindTexture(target, 0);
}
static bool
gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
struct gl_buffer_state *gb;
struct wl_shm_buffer *shm_buffer = buffer->shm_buffer;
struct weston_buffer *old_buffer = gs->buffer_ref.buffer;
GLenum gl_format[3] = {0, 0, 0};
GLenum gl_pixel_type;
enum gl_shader_texture_variant shader_variant;
int pitch;
int offset[3] = { 0, 0, 0 };
unsigned int num_planes;
unsigned int i;
bool using_glesv2 = gr->gl_version < gr_gl_version(3, 0);
const struct yuv_format_descriptor *yuv = NULL;
/* When sampling YUV input textures and converting to RGB by hand, we
* have to bind to each plane separately, with a different format. For
* example, YUYV will have a single wl_shm input plane, but be bound as
* two planes within gl-renderer, one as GR88 and one as ARGB8888.
*
* The yuv_formats array gives us this translation.
*/
for (i = 0; i < ARRAY_LENGTH(yuv_formats); ++i) {
if (yuv_formats[i].format == buffer->pixel_format->format) {
yuv = &yuv_formats[i];
break;
}
}
if (yuv) {
unsigned int out;
unsigned int shm_plane_count;
int shm_offset[3] = { 0 };
int bpp = buffer->pixel_format->bpp;
/* XXX: Pitch here is given in pixel units, whereas offset is
* given in byte units. This is fragile and will break with
* new formats.
*/
if (!bpp)
bpp = pixel_format_get_info(yuv->plane[0].format)->bpp;
pitch = wl_shm_buffer_get_stride(shm_buffer) / (bpp / 8);
/* well, they all are so far ... */
gl_pixel_type = GL_UNSIGNED_BYTE;
shader_variant = yuv->shader_variant;
/* pre-compute all plane offsets in shm buffer */
shm_plane_count = pixel_format_get_plane_count(buffer->pixel_format);
assert(shm_plane_count <= ARRAY_LENGTH(shm_offset));
for (i = 1; i < shm_plane_count; i++) {
int hsub, vsub;
hsub = pixel_format_hsub(buffer->pixel_format, i - 1);
vsub = pixel_format_vsub(buffer->pixel_format, i - 1);
shm_offset[i] = shm_offset[i - 1] +
((pitch / hsub) * (buffer->height / vsub));
}
num_planes = yuv->output_planes;
for (out = 0; out < num_planes; out++) {
const struct pixel_format_info *sub_info =
pixel_format_get_info(yuv->plane[out].format);
assert(sub_info);
assert(yuv->plane[out].plane_index < (int) shm_plane_count);
gl_format[out] = sub_info->gl_format;
offset[out] = shm_offset[yuv->plane[out].plane_index];
}
} else {
int bpp = buffer->pixel_format->bpp;
assert(pixel_format_get_plane_count(buffer->pixel_format) == 1);
num_planes = 1;
if (pixel_format_is_opaque(buffer->pixel_format))
shader_variant = SHADER_VARIANT_RGBX;
else
shader_variant = SHADER_VARIANT_RGBA;
assert(bpp > 0 && !(bpp & 7));
pitch = wl_shm_buffer_get_stride(shm_buffer) / (bpp / 8);
gl_format[0] = buffer->pixel_format->gl_format;
gl_pixel_type = buffer->pixel_format->gl_type;
}
for (i = 0; i < ARRAY_LENGTH(gb->gl_format); i++) {
/* Fall back to GL_RGBA for 10bpc formats on ES2 */
if (using_glesv2 && gl_format[i] == GL_RGB10_A2) {
assert(gl_pixel_type == GL_UNSIGNED_INT_2_10_10_10_REV_EXT);
gl_format[i] = GL_RGBA;
}
/* Fall back to old luminance-based formats if we don't have
* GL_EXT_texture_rg, which requires different sampling for
* two-component formats. */
if (!gr->has_gl_texture_rg && gl_format[i] == GL_R8_EXT) {
assert(gl_pixel_type == GL_UNSIGNED_BYTE);
assert(shader_variant == SHADER_VARIANT_Y_U_V ||
shader_variant == SHADER_VARIANT_Y_UV);
gl_format[i] = GL_LUMINANCE;
}
if (!gr->has_gl_texture_rg && gl_format[i] == GL_RG8_EXT) {
assert(gl_pixel_type == GL_UNSIGNED_BYTE);
assert(shader_variant == SHADER_VARIANT_Y_UV ||
shader_variant == SHADER_VARIANT_Y_XUXV);
shader_variant = SHADER_VARIANT_Y_XUXV;
gl_format[i] = GL_LUMINANCE_ALPHA;
}
}
/* If this surface previously had a SHM buffer, its gl_buffer_state will
* be speculatively retained. Check to see if we can reuse it rather
* than allocating a new one. */
assert(!gs->buffer ||
(old_buffer && old_buffer->type == WESTON_BUFFER_SHM));
if (gs->buffer &&
buffer->width == old_buffer->width &&
buffer->height == old_buffer->height &&
buffer->pixel_format == old_buffer->pixel_format) {
gs->buffer->pitch = pitch;
memcpy(gs->buffer->offset, offset, sizeof(offset));
return true;
}
if (gs->buffer)
destroy_buffer_state(gs->buffer);
gs->buffer = NULL;
gb = zalloc(sizeof(*gb));
if (!gb)
return false;
gb->gr = gr;
wl_list_init(&gb->destroy_listener.link);
pixman_region32_init(&gb->texture_damage);
gb->pitch = pitch;
gb->shader_variant = shader_variant;
ARRAY_COPY(gb->offset, offset);
ARRAY_COPY(gb->gl_format, gl_format);
gb->gl_pixel_type = gl_pixel_type;
gb->needs_full_upload = true;
gs->buffer = gb;
gs->surface = es;
ensure_textures(gb, GL_TEXTURE_2D, num_planes);
return true;
}
static bool
gl_renderer_fill_buffer_info(struct weston_compositor *ec,
struct weston_buffer *buffer)
{
struct gl_renderer *gr = get_renderer(ec);
struct gl_buffer_state *gb = zalloc(sizeof(*gb));
EGLint format;
uint32_t fourcc;
GLenum target;
EGLint y_inverted;
bool ret = true;
int i;
if (!gb)
return false;
gb->gr = gr;
pixman_region32_init(&gb->texture_damage);
buffer->legacy_buffer = (struct wl_buffer *)buffer->resource;
ret &= gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_WIDTH, &buffer->width);
ret &= gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_HEIGHT, &buffer->height);
ret &= gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_TEXTURE_FORMAT, &format);
if (!ret) {
weston_log("eglQueryWaylandBufferWL failed\n");
gl_renderer_print_egl_error_state();
goto err_free;
}
/* The legacy EGL buffer interface only describes the channels we can
* sample from; not their depths or order. Take a stab at something
* which might be representative. Pessimise extremely hard for
* TEXTURE_EXTERNAL_OES. */
switch (format) {
case EGL_TEXTURE_RGB:
fourcc = DRM_FORMAT_XRGB8888;
gb->num_images = 1;
gb->shader_variant = SHADER_VARIANT_RGBA;
break;
case EGL_TEXTURE_RGBA:
fourcc = DRM_FORMAT_ARGB8888;
gb->num_images = 1;
gb->shader_variant = SHADER_VARIANT_RGBA;
break;
case EGL_TEXTURE_EXTERNAL_WL:
fourcc = DRM_FORMAT_ARGB8888;
gb->num_images = 1;
gb->shader_variant = SHADER_VARIANT_EXTERNAL;
break;
case EGL_TEXTURE_Y_XUXV_WL:
fourcc = DRM_FORMAT_YUYV;
gb->num_images = 2;
gb->shader_variant = SHADER_VARIANT_Y_XUXV;
break;
case EGL_TEXTURE_Y_UV_WL:
fourcc = DRM_FORMAT_NV12;
gb->num_images = 2;
gb->shader_variant = SHADER_VARIANT_Y_UV;
break;
case EGL_TEXTURE_Y_U_V_WL:
fourcc = DRM_FORMAT_YUV420;
gb->num_images = 3;
gb->shader_variant = SHADER_VARIANT_Y_U_V;
break;
default:
assert(0 && "not reached");
}
buffer->pixel_format = pixel_format_get_info(fourcc);
assert(buffer->pixel_format);
buffer->format_modifier = DRM_FORMAT_MOD_INVALID;
/* Assume scanout co-ordinate space i.e. (0,0) is top-left
* if the query fails */
ret = gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_WAYLAND_Y_INVERTED_WL, &y_inverted);
if (!ret || y_inverted)
buffer->buffer_origin = ORIGIN_TOP_LEFT;
else
buffer->buffer_origin = ORIGIN_BOTTOM_LEFT;
for (i = 0; i < gb->num_images; i++) {
const EGLint attribs[] = {
EGL_WAYLAND_PLANE_WL, i,
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE
};
gb->images[i] = gr->create_image(gr->egl_display,
EGL_NO_CONTEXT,
EGL_WAYLAND_BUFFER_WL,
buffer->legacy_buffer,
attribs);
if (gb->images[i] == EGL_NO_IMAGE_KHR) {
weston_log("couldn't create EGLImage for plane %d\n", i);
goto err_img;
}
}
target = gl_shader_texture_variant_get_target(gb->shader_variant);
ensure_textures(gb, target, gb->num_images);
buffer->renderer_private = gb;
gb->destroy_listener.notify = handle_buffer_destroy;
wl_signal_add(&buffer->destroy_signal, &gb->destroy_listener);
return true;
err_img:
while (--i >= 0)
gr->destroy_image(gb->gr->egl_display, gb->images[i]);
err_free:
free(gb);
return false;
}
static bool
gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
struct gl_buffer_state *gb = buffer->renderer_private;
GLenum target;
int i;
assert(gb);
gs->buffer = gb;
target = gl_shader_texture_variant_get_target(gb->shader_variant);
for (i = 0; i < gb->num_images; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(target, gb->textures[i]);
gr->image_target_texture_2d(target, gb->images[i]);
}
return true;
}
static void
gl_renderer_destroy_dmabuf(struct linux_dmabuf_buffer *dmabuf)
{
struct gl_buffer_state *gb =
linux_dmabuf_buffer_get_user_data(dmabuf);
linux_dmabuf_buffer_set_user_data(dmabuf, NULL, NULL);
destroy_buffer_state(gb);
}
static EGLImageKHR
import_simple_dmabuf(struct gl_renderer *gr,
struct dmabuf_attributes *attributes)
{
EGLint attribs[52];
int atti = 0;
bool has_modifier;
/* This requires the Mesa commit in
* Mesa 10.3 (08264e5dad4df448e7718e782ad9077902089a07) or
* Mesa 10.2.7 (55d28925e6109a4afd61f109e845a8a51bd17652).
* Otherwise Mesa closes the fd behind our back and re-importing
* will fail.
* https://bugs.freedesktop.org/show_bug.cgi?id=76188
*/
attribs[atti++] = EGL_WIDTH;
attribs[atti++] = attributes->width;
attribs[atti++] = EGL_HEIGHT;
attribs[atti++] = attributes->height;
attribs[atti++] = EGL_LINUX_DRM_FOURCC_EXT;
attribs[atti++] = attributes->format;
attribs[atti++] = EGL_IMAGE_PRESERVED_KHR;
attribs[atti++] = EGL_TRUE;
if (attributes->modifier[0] != DRM_FORMAT_MOD_INVALID) {
if (!gr->has_dmabuf_import_modifiers)
return NULL;
has_modifier = true;
} else {
has_modifier = false;
}
if (attributes->n_planes > 0) {
attribs[atti++] = EGL_DMA_BUF_PLANE0_FD_EXT;
attribs[atti++] = attributes->fd[0];
attribs[atti++] = EGL_DMA_BUF_PLANE0_OFFSET_EXT;
attribs[atti++] = attributes->offset[0];
attribs[atti++] = EGL_DMA_BUF_PLANE0_PITCH_EXT;
attribs[atti++] = attributes->stride[0];
if (has_modifier) {
attribs[atti++] = EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT;
attribs[atti++] = attributes->modifier[0] & 0xFFFFFFFF;
attribs[atti++] = EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT;
attribs[atti++] = attributes->modifier[0] >> 32;
}
}
if (attributes->n_planes > 1) {
attribs[atti++] = EGL_DMA_BUF_PLANE1_FD_EXT;
attribs[atti++] = attributes->fd[1];
attribs[atti++] = EGL_DMA_BUF_PLANE1_OFFSET_EXT;
attribs[atti++] = attributes->offset[1];
attribs[atti++] = EGL_DMA_BUF_PLANE1_PITCH_EXT;
attribs[atti++] = attributes->stride[1];
if (has_modifier) {
attribs[atti++] = EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT;
attribs[atti++] = attributes->modifier[1] & 0xFFFFFFFF;
attribs[atti++] = EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT;
attribs[atti++] = attributes->modifier[1] >> 32;
}
}
if (attributes->n_planes > 2) {
attribs[atti++] = EGL_DMA_BUF_PLANE2_FD_EXT;
attribs[atti++] = attributes->fd[2];
attribs[atti++] = EGL_DMA_BUF_PLANE2_OFFSET_EXT;
attribs[atti++] = attributes->offset[2];
attribs[atti++] = EGL_DMA_BUF_PLANE2_PITCH_EXT;
attribs[atti++] = attributes->stride[2];
if (has_modifier) {
attribs[atti++] = EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT;
attribs[atti++] = attributes->modifier[2] & 0xFFFFFFFF;
attribs[atti++] = EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT;
attribs[atti++] = attributes->modifier[2] >> 32;
}
}
if (gr->has_dmabuf_import_modifiers) {
if (attributes->n_planes > 3) {
attribs[atti++] = EGL_DMA_BUF_PLANE3_FD_EXT;
attribs[atti++] = attributes->fd[3];
attribs[atti++] = EGL_DMA_BUF_PLANE3_OFFSET_EXT;
attribs[atti++] = attributes->offset[3];
attribs[atti++] = EGL_DMA_BUF_PLANE3_PITCH_EXT;
attribs[atti++] = attributes->stride[3];
attribs[atti++] = EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT;
attribs[atti++] = attributes->modifier[3] & 0xFFFFFFFF;
attribs[atti++] = EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT;
attribs[atti++] = attributes->modifier[3] >> 32;
}
}
attribs[atti++] = EGL_NONE;
return gr->create_image(gr->egl_display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attribs);
}
static EGLImageKHR
import_dmabuf_single_plane(struct gl_renderer *gr,
const struct pixel_format_info *info,
int idx,
const struct dmabuf_attributes *attributes,
struct yuv_plane_descriptor *descriptor)
{
struct dmabuf_attributes plane;
EGLImageKHR image;
char fmt[4];
int hsub = pixel_format_hsub(info, idx);
int vsub = pixel_format_vsub(info, idx);
plane.width = attributes->width / hsub;
plane.height = attributes->height / vsub;
plane.format = descriptor->format;
plane.n_planes = 1;
plane.fd[0] = attributes->fd[descriptor->plane_index];
plane.offset[0] = attributes->offset[descriptor->plane_index];
plane.stride[0] = attributes->stride[descriptor->plane_index];
plane.modifier[0] = attributes->modifier[descriptor->plane_index];
image = import_simple_dmabuf(gr, &plane);
if (image == EGL_NO_IMAGE_KHR) {
weston_log("Failed to import plane %d as %.4s\n",
descriptor->plane_index,
dump_format(descriptor->format, fmt));
return NULL;
}
return image;
}
static bool
import_yuv_dmabuf(struct gl_renderer *gr, struct gl_buffer_state *gb,
struct dmabuf_attributes *attributes)
{
unsigned i;
int j;
struct yuv_format_descriptor *format = NULL;
const struct pixel_format_info *info;
int plane_count;
GLenum target;
char fmt[4];
for (i = 0; i < ARRAY_LENGTH(yuv_formats); ++i) {
if (yuv_formats[i].format == attributes->format) {
format = &yuv_formats[i];
break;
}
}
if (!format) {
weston_log("Error during import, and no known conversion for format "
"%.4s in the renderer\n",
dump_format(attributes->format, fmt));
return false;
}
info = pixel_format_get_info(attributes->format);
assert(info);
plane_count = pixel_format_get_plane_count(info);
if (attributes->n_planes != plane_count) {
weston_log("%.4s dmabuf must contain %d plane%s (%d provided)\n",
dump_format(format->format, fmt),
plane_count,
(plane_count > 1) ? "s" : "",
attributes->n_planes);
return false;
}
for (j = 0; j < format->output_planes; ++j) {
gb->images[j] = import_dmabuf_single_plane(gr, info, j, attributes,
&format->plane[j]);
if (gb->images[j] == EGL_NO_IMAGE_KHR) {
while (--j >= 0) {
gr->destroy_image(gb->gr->egl_display,
gb->images[j]);
gb->images[j] = NULL;
}
return false;
}
}
gb->num_images = format->output_planes;
gb->shader_variant = format->shader_variant;
target = gl_shader_texture_variant_get_target(gb->shader_variant);
ensure_textures(gb, target, gb->num_images);
return true;
}
static void
gl_renderer_query_dmabuf_modifiers_full(struct gl_renderer *gr, int format,
uint64_t **modifiers,
unsigned **external_only,
int *num_modifiers);
static struct dmabuf_format*
dmabuf_format_create(struct gl_renderer *gr, uint32_t format)
{
struct dmabuf_format *dmabuf_format;
dmabuf_format = calloc(1, sizeof(struct dmabuf_format));
if (!dmabuf_format)
return NULL;
dmabuf_format->format = format;
gl_renderer_query_dmabuf_modifiers_full(gr, format,
&dmabuf_format->modifiers,
&dmabuf_format->external_only,
&dmabuf_format->num_modifiers);
if (dmabuf_format->num_modifiers == 0) {
free(dmabuf_format);
return NULL;
}
wl_list_insert(&gr->dmabuf_formats, &dmabuf_format->link);
return dmabuf_format;
}
static void
dmabuf_format_destroy(struct dmabuf_format *format)
{
free(format->modifiers);
free(format->external_only);
wl_list_remove(&format->link);
free(format);
}
static GLenum
choose_texture_target(struct gl_renderer *gr,
struct dmabuf_attributes *attributes)
{
struct dmabuf_format *tmp, *format = NULL;
wl_list_for_each(tmp, &gr->dmabuf_formats, link) {
if (tmp->format == attributes->format) {
format = tmp;
break;
}
}
if (!format)
format = dmabuf_format_create(gr, attributes->format);
if (format) {
int i;
for (i = 0; i < format->num_modifiers; ++i) {
if (format->modifiers[i] == attributes->modifier[0]) {
if (format->external_only[i])
return GL_TEXTURE_EXTERNAL_OES;
else
return GL_TEXTURE_2D;
}
}
}
switch (attributes->format & ~DRM_FORMAT_BIG_ENDIAN) {
case DRM_FORMAT_YUYV:
case DRM_FORMAT_YVYU:
case DRM_FORMAT_UYVY:
case DRM_FORMAT_VYUY:
case DRM_FORMAT_AYUV:
case DRM_FORMAT_XYUV8888:
return GL_TEXTURE_EXTERNAL_OES;
default:
return GL_TEXTURE_2D;
}
}
static struct gl_buffer_state *
import_dmabuf(struct gl_renderer *gr,
struct linux_dmabuf_buffer *dmabuf)
{
EGLImageKHR egl_image;
struct gl_buffer_state *gb;
if (!pixel_format_get_info(dmabuf->attributes.format))
return NULL;
gb = zalloc(sizeof(*gb));
if (!gb)
return NULL;
gb->gr = gr;
pixman_region32_init(&gb->texture_damage);
wl_list_init(&gb->destroy_listener.link);
egl_image = import_simple_dmabuf(gr, &dmabuf->attributes);
if (egl_image != EGL_NO_IMAGE_KHR) {
GLenum target = choose_texture_target(gr, &dmabuf->attributes);
gb->num_images = 1;
gb->images[0] = egl_image;
switch (target) {
case GL_TEXTURE_2D:
gb->shader_variant = SHADER_VARIANT_RGBA;
break;
default:
gb->shader_variant = SHADER_VARIANT_EXTERNAL;
}
ensure_textures(gb, target, gb->num_images);
return gb;
}
if (!import_yuv_dmabuf(gr, gb, &dmabuf->attributes)) {
destroy_buffer_state(gb);
return NULL;
}
return gb;
}
static void
gl_renderer_query_dmabuf_formats(struct weston_compositor *wc,
int **formats, int *num_formats)
{
struct gl_renderer *gr = get_renderer(wc);
static const int fallback_formats[] = {
DRM_FORMAT_ARGB8888,
DRM_FORMAT_XRGB8888,
DRM_FORMAT_YUYV,
DRM_FORMAT_NV12,
DRM_FORMAT_YUV420,
DRM_FORMAT_YUV444,
DRM_FORMAT_XYUV8888,
};
bool fallback = false;
EGLint num;
assert(gr->has_dmabuf_import);
if (!gr->has_dmabuf_import_modifiers ||
!gr->query_dmabuf_formats(gr->egl_display, 0, NULL, &num)) {
num = gr->has_gl_texture_rg ? ARRAY_LENGTH(fallback_formats) : 2;
fallback = true;
}
*formats = calloc(num, sizeof(int));
if (*formats == NULL) {
*num_formats = 0;
return;
}
if (fallback) {
memcpy(*formats, fallback_formats, num * sizeof(int));
*num_formats = num;
return;
}
if (!gr->query_dmabuf_formats(gr->egl_display, num, *formats, &num)) {
*num_formats = 0;
free(*formats);
return;
}
*num_formats = num;
}
static void
gl_renderer_query_dmabuf_modifiers_full(struct gl_renderer *gr, int format,
uint64_t **modifiers,
unsigned **external_only,
int *num_modifiers)
{
int num;
assert(gr->has_dmabuf_import);
if (!gr->has_dmabuf_import_modifiers ||
!gr->query_dmabuf_modifiers(gr->egl_display, format, 0, NULL,
NULL, &num) ||
num == 0) {
*num_modifiers = 0;
return;
}
*modifiers = calloc(num, sizeof(uint64_t));
if (*modifiers == NULL) {
*num_modifiers = 0;
return;
}
if (external_only) {
*external_only = calloc(num, sizeof(unsigned));
if (*external_only == NULL) {
*num_modifiers = 0;
free(*modifiers);
return;
}
}
if (!gr->query_dmabuf_modifiers(gr->egl_display, format,
num, *modifiers, external_only ?
*external_only : NULL, &num)) {
*num_modifiers = 0;
free(*modifiers);
if (external_only)
free(*external_only);
return;
}
*num_modifiers = num;
}
static void
gl_renderer_query_dmabuf_modifiers(struct weston_compositor *wc, int format,
uint64_t **modifiers,
int *num_modifiers)
{
struct gl_renderer *gr = get_renderer(wc);
gl_renderer_query_dmabuf_modifiers_full(gr, format, modifiers, NULL,
num_modifiers);
}
static bool
gl_renderer_import_dmabuf(struct weston_compositor *ec,
struct linux_dmabuf_buffer *dmabuf)
{
struct gl_renderer *gr = get_renderer(ec);
struct gl_buffer_state *gb;
int i;
assert(gr->has_dmabuf_import);
for (i = 0; i < dmabuf->attributes.n_planes; i++) {
/* return if EGL doesn't support import modifiers */
if (dmabuf->attributes.modifier[i] != DRM_FORMAT_MOD_INVALID)
if (!gr->has_dmabuf_import_modifiers)
return false;
/* return if modifiers passed are unequal */
if (dmabuf->attributes.modifier[i] !=
dmabuf->attributes.modifier[0])
return false;
}
/* reject all flags we do not recognize or handle */
if (dmabuf->attributes.flags & ~ZWP_LINUX_BUFFER_PARAMS_V1_FLAGS_Y_INVERT)
return false;
gb = import_dmabuf(gr, dmabuf);
if (!gb)
return false;
linux_dmabuf_buffer_set_user_data(dmabuf, gb,
gl_renderer_destroy_dmabuf);
return true;
}
static struct gl_buffer_state *
ensure_renderer_gl_buffer_state(struct weston_surface *surface,
struct weston_buffer *buffer)
{
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
struct gl_buffer_state *gb = buffer->renderer_private;
if (gb) {
gs->buffer = gb;
return gb;
}
gb = zalloc(sizeof(*gb));
gb->gr = gr;
pixman_region32_init(&gb->texture_damage);
buffer->renderer_private = gb;
gb->destroy_listener.notify = handle_buffer_destroy;
wl_signal_add(&buffer->destroy_signal, &gb->destroy_listener);
gs->buffer = gb;
return gb;
}
static void
attach_direct_display_censor_placeholder(struct weston_surface *surface,
struct weston_buffer *buffer)
{
struct gl_buffer_state *gb;
gb = ensure_renderer_gl_buffer_state(surface, buffer);
/* uses the same color as the content-protection placeholder */
gb->color[0] = 0.40f;
gb->color[1] = 0.0f;
gb->color[2] = 0.0f;
gb->color[3] = 1.0f;
gb->shader_variant = SHADER_VARIANT_SOLID;
}
static bool
gl_renderer_attach_dmabuf(struct weston_surface *surface,
struct weston_buffer *buffer)
{
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
struct gl_buffer_state *gb;
struct linux_dmabuf_buffer *dmabuf = buffer->dmabuf;
GLenum target;
int i;
if (buffer->direct_display) {
attach_direct_display_censor_placeholder(surface, buffer);
return true;
}
/* Thanks to linux-dmabuf being totally independent of libweston,
* the first time a dmabuf is attached, the gl_buffer_state will
* only be set as userdata on the dmabuf, not on the weston_buffer.
* When this happens, steal it away into the weston_buffer. */
if (!buffer->renderer_private) {
gb = linux_dmabuf_buffer_get_user_data(dmabuf);
assert(gb);
linux_dmabuf_buffer_set_user_data(dmabuf, NULL, NULL);
buffer->renderer_private = gb;
gb->destroy_listener.notify = handle_buffer_destroy;
wl_signal_add(&buffer->destroy_signal, &gb->destroy_listener);
}
assert(buffer->renderer_private);
assert(linux_dmabuf_buffer_get_user_data(dmabuf) == NULL);
gb = buffer->renderer_private;
gs->buffer = gb;
target = gl_shader_texture_variant_get_target(gb->shader_variant);
for (i = 0; i < gb->num_images; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(target, gb->textures[i]);
gr->image_target_texture_2d(target, gb->images[i]);
}
return true;
}
static const struct weston_drm_format_array *
gl_renderer_get_supported_formats(struct weston_compositor *ec)
{
struct gl_renderer *gr = get_renderer(ec);
return &gr->supported_formats;
}
static int
populate_supported_formats(struct weston_compositor *ec,
struct weston_drm_format_array *supported_formats)
{
struct weston_drm_format *fmt;
int *formats = NULL;
uint64_t *modifiers = NULL;
int num_formats, num_modifiers;
int i, j;
int ret = 0;
/* Use EGL_EXT_image_dma_buf_import_modifiers to query the
* list of formats/modifiers of the renderer. */
gl_renderer_query_dmabuf_formats(ec, &formats, &num_formats);
if (num_formats == 0)
return 0;
for (i = 0; i < num_formats; i++) {
const struct pixel_format_info *info =
pixel_format_get_info(formats[i]);
if (!info || info->hide_from_clients)
continue;
fmt = weston_drm_format_array_add_format(supported_formats,
formats[i]);
if (!fmt) {
ret = -1;
goto out;
}
/* Always add DRM_FORMAT_MOD_INVALID, as EGL implementations
* support implicit modifiers. */
ret = weston_drm_format_add_modifier(fmt, DRM_FORMAT_MOD_INVALID);
if (ret < 0)
goto out;
gl_renderer_query_dmabuf_modifiers(ec, formats[i],
&modifiers, &num_modifiers);
if (num_modifiers == 0)
continue;
for (j = 0; j < num_modifiers; j++) {
/* Skip MOD_INVALID, as it has already been added. */
if (modifiers[j] == DRM_FORMAT_MOD_INVALID)
continue;
ret = weston_drm_format_add_modifier(fmt, modifiers[j]);
if (ret < 0) {
free(modifiers);
goto out;
}
}
free(modifiers);
}
out:
free(formats);
return ret;
}
static bool
gl_renderer_attach_solid(struct weston_surface *surface,
struct weston_buffer *buffer)
{
struct gl_buffer_state *gb;
gb = ensure_renderer_gl_buffer_state(surface, buffer);
gb->color[0] = buffer->solid.r;
gb->color[1] = buffer->solid.g;
gb->color[2] = buffer->solid.b;
gb->color[3] = buffer->solid.a;
gb->shader_variant = SHADER_VARIANT_SOLID;
return true;
}
static void
gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer)
{
struct gl_surface_state *gs = get_surface_state(es);
bool ret = false;
/* SHM buffers are a little special in that they are allocated
* per-surface rather than per-buffer, because we keep a shadow
* copy of the SHM data in a GL texture; for these we need to
* destroy the buffer state when we're switching to another
* buffer type. For all the others, the gl_buffer_state comes
* from the weston_buffer itself, and will only be destroyed
* along with it. */
if (gs->buffer && gs->buffer_ref.buffer->type == WESTON_BUFFER_SHM) {
if (!buffer || buffer->type != WESTON_BUFFER_SHM) {
destroy_buffer_state(gs->buffer);
gs->buffer = NULL;
}
} else {
gs->buffer = NULL;
}
if (!buffer)
goto out;
switch (buffer->type) {
case WESTON_BUFFER_SHM:
ret = gl_renderer_attach_shm(es, buffer);
break;
case WESTON_BUFFER_DMABUF:
ret = gl_renderer_attach_dmabuf(es, buffer);
break;
case WESTON_BUFFER_RENDERER_OPAQUE:
ret = gl_renderer_attach_egl(es, buffer);
break;
case WESTON_BUFFER_SOLID:
ret = gl_renderer_attach_solid(es, buffer);
break;
default:
break;
}
if (!ret) {
weston_log("unhandled buffer type!\n");
weston_buffer_send_server_error(buffer,
"disconnecting due to unhandled buffer type");
goto out;
}
weston_buffer_reference(&gs->buffer_ref, buffer,
BUFFER_MAY_BE_ACCESSED);
weston_buffer_release_reference(&gs->buffer_release_ref,
es->buffer_release_ref.buffer_release);
return;
out:
assert(!gs->buffer);
weston_buffer_reference(&gs->buffer_ref, NULL,
BUFFER_WILL_NOT_BE_ACCESSED);
weston_buffer_release_reference(&gs->buffer_release_ref, NULL);
}
static uint32_t
pack_color(pixman_format_code_t format, float *c)
{
uint8_t r = round(c[0] * 255.0f);
uint8_t g = round(c[1] * 255.0f);
uint8_t b = round(c[2] * 255.0f);
uint8_t a = round(c[3] * 255.0f);
switch (format) {
case PIXMAN_a8b8g8r8:
return (a << 24) | (b << 16) | (g << 8) | r;
default:
assert(0);
return 0;
}
}
static int
gl_renderer_surface_copy_content(struct weston_surface *surface,
void *target, size_t size,
int src_x, int src_y,
int width, int height)
{
static const GLfloat verts[4 * 2] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
static const GLfloat projmat_normal[16] = { /* transpose */
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f
};
static const GLfloat projmat_yinvert[16] = { /* transpose */
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, -2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
struct gl_shader_config sconf = {
.view_alpha = 1.0f,
.input_tex_filter = GL_NEAREST,
};
const pixman_format_code_t format = PIXMAN_a8b8g8r8;
const size_t bytespp = 4; /* PIXMAN_a8b8g8r8 */
const GLenum gl_format = GL_RGBA; /* PIXMAN_a8b8g8r8 little-endian */
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
struct gl_buffer_state *gb = gs->buffer;
struct weston_buffer *buffer = gs->buffer_ref.buffer;
int cw, ch;
GLuint fbo;
GLuint tex;
GLenum status;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
int ret = -1;
assert(buffer);
cw = buffer->width;
ch = buffer->height;
switch (buffer->type) {
case WESTON_BUFFER_SOLID:
*(uint32_t *)target = pack_color(format, gb->color);
return 0;
case WESTON_BUFFER_SHM:
gl_renderer_flush_damage(surface, buffer);
/* fall through */
case WESTON_BUFFER_DMABUF:
case WESTON_BUFFER_RENDERER_OPAQUE:
break;
}
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
gl_shader_config_set_input_textures(&sconf, gs);
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cw, ch,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
weston_log("%s: fbo error: %#x\n", __func__, status);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
goto out;
}
glViewport(0, 0, cw, ch);
glDisable(GL_BLEND);
if (buffer->buffer_origin == ORIGIN_TOP_LEFT)
ARRAY_COPY(sconf.projection.d, projmat_normal);
else
ARRAY_COPY(sconf.projection.d, projmat_yinvert);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
sconf.projection.type = WESTON_MATRIX_TRANSFORM_SCALE |
WESTON_MATRIX_TRANSFORM_TRANSLATE;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
if (!gl_renderer_use_program(gr, &sconf))
goto out;
/* position: */
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(0);
/* texcoord: */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glPixelStorei(GL_PACK_ALIGNMENT, bytespp);
glReadPixels(src_x, src_y, width, height, gl_format,
GL_UNSIGNED_BYTE, target);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
ret = 0;
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
out:
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
gl-renderer: rework uniform value assignments This patch gathers all values to be loaded to shader uniforms into a new struct gl_shader_config along with texture target and filter information. Struct gl_shader becomes opaque outside of gl-shaders.c. Everything that used or open-coded these are converted. The aim is to make gl-renderer.c easier to read. Previously, uniform values were loaded up in various places, texture units were set up in one place, textures were bound into units in different places. Stuff was all over the place. Now, shader requirements and associated uniform data is stored in a single struct. The data is loaded into a shader program in one function only. That makes it easy for things like maybe_censor_override() to replace the whole config rather than poke only the shader requirements. This may not look like much right now, but when color management adds more uniforms and even hardcoded color need to go through the proper color pipeline, doing things the old way would become intractable. Similar simplification can be seen in draw_view(), where the RGBA->RGBX override becomes more contained. There is no longer a need to "pre-load" the shader used by triangle fan debug. Triangle fan debug no longer needs to play tricks with saving and restoring the current shader. The real benefit of this change will probably come when almost all shader operations need to take color spaces into account. That means filling in gl_shader_config parts based on a color transformation. This is based on an idea Sebastian already used in his Weston color management work. Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
return ret;
}
static void
surface_state_destroy(struct gl_surface_state *gs, struct gl_renderer *gr)
{
wl_list_remove(&gs->surface_destroy_listener.link);
wl_list_remove(&gs->renderer_destroy_listener.link);
gs->surface->renderer_state = NULL;
if (gs->buffer && gs->buffer_ref.buffer->type == WESTON_BUFFER_SHM)
destroy_buffer_state(gs->buffer);
gs->buffer = NULL;
weston_buffer_reference(&gs->buffer_ref, NULL,
BUFFER_WILL_NOT_BE_ACCESSED);
libweston: Support zwp_surface_synchronization_v1.get_release Implement the get_release request of the zwp_surface_synchronization_v1 interface. This commit implements the zwp_buffer_release_v1 interface. It supports the zwp_buffer_release_v1.fenced_release event for surfaces rendered by the GL renderer, and the zwp_buffer_release_v1.immediate_release event for other cases. Note that the immediate_release event is safe to be used for surface buffers used as planes in the DRM backend, since the backend releases them only after the next page flip that doesn't use the buffers has finished. Changes in v7: - Remove "partial" from commit title and description. - Fix inverted check when clearing used_in_output_repaint flag. Changes in v5: - Use the new, generic explicit sync server error reporting function. - Introduce and use weston_buffer_release_move. - Introduce internally and use weston_buffer_release_destroy. Changes in v4: - Support the zwp_buffer_release_v1.fenced_release event. - Support release fences in the GL renderer. - Assert that pending state buffer_release is always NULL after a commit. - Simplify weston_buffer_release_reference. - Move removal of destroy listener before resource destruction to avoid concerns about use-after-free in weston_buffer_release_reference - Rename weston_buffer_release_reference.busy_count to ref_count. - Add documentation for weston_buffer_release and ..._reference. Changes in v3: - Raise NO_BUFFER for get_release if no buffer has been committed, don't raise UNSUPPORTED_BUFFER for non-dmabuf buffers, so get_release works for all valid buffers. - Destroy the buffer_release object after sending an event. - Track lifetime of buffer_release objects per commit, independently of any buffers. - Use updated protocol interface names. - Use correct format specifier for resource ids. Changes in v2: - Raise UNSUPPORTED_BUFFER at commit if client has requested a buffer_release, but the committed buffer is not a valid linux_dmabuf. - Remove tests that are not viable anymore due to our inability to create dmabuf buffers and fences in a unit-test environment. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
weston_buffer_release_reference(&gs->buffer_release_ref, NULL);
free(gs);
}
static void
surface_state_handle_surface_destroy(struct wl_listener *listener, void *data)
{
struct gl_surface_state *gs;
struct gl_renderer *gr;
gs = container_of(listener, struct gl_surface_state,
surface_destroy_listener);
gr = get_renderer(gs->surface->compositor);
surface_state_destroy(gs, gr);
}
static void
surface_state_handle_renderer_destroy(struct wl_listener *listener, void *data)
{
struct gl_surface_state *gs;
struct gl_renderer *gr;
gr = data;
gs = container_of(listener, struct gl_surface_state,
renderer_destroy_listener);
surface_state_destroy(gs, gr);
}
static int
gl_renderer_create_surface(struct weston_surface *surface)
{
struct gl_surface_state *gs;
struct gl_renderer *gr = get_renderer(surface->compositor);
gs = zalloc(sizeof *gs);
if (gs == NULL)
return -1;
/* A buffer is never attached to solid color surfaces, yet
* they still go through texcoord computations. Do not divide
* by zero there.
*/
gs->surface = surface;
surface->renderer_state = gs;
gs->surface_destroy_listener.notify =
surface_state_handle_surface_destroy;
wl_signal_add(&surface->destroy_signal,
&gs->surface_destroy_listener);
gs->renderer_destroy_listener.notify =
surface_state_handle_renderer_destroy;
wl_signal_add(&gr->destroy_signal,
&gs->renderer_destroy_listener);
if (surface->buffer_ref.buffer) {
gl_renderer_attach(surface, surface->buffer_ref.buffer);
if (surface->buffer_ref.buffer->type == WESTON_BUFFER_SHM) {
gl_renderer_flush_damage(surface,
surface->buffer_ref.buffer);
}
}
return 0;
}
void
gl_renderer_log_extensions(struct gl_renderer *gr,
const char *name, const char *extensions)
{
const char *p, *end;
int l;
int len;
if (!weston_log_scope_is_enabled(gr->renderer_scope))
return;
l = weston_log_scope_printf(gr->renderer_scope, "%s:", name);
p = extensions;
while (*p) {
end = strchrnul(p, ' ');
len = end - p;
if (l + len > 78) {
l = weston_log_scope_printf(gr->renderer_scope,
"\n %.*s", len, p);
} else {
l += weston_log_scope_printf(gr->renderer_scope,
" %.*s", len, p);
}
for (p = end; isspace(*p); p++)
;
}
weston_log_scope_printf(gr->renderer_scope, "\n");
}
static void
log_egl_info(struct gl_renderer *gr, EGLDisplay egldpy)
{
const char *str;
str = eglQueryString(egldpy, EGL_VERSION);
weston_log("EGL version: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_VENDOR);
weston_log("EGL vendor: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_CLIENT_APIS);
weston_log("EGL client APIs: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_EXTENSIONS);
gl_renderer_log_extensions(gr, "EGL extensions", str ? str : "(null)");
}
static void
log_gl_info(struct gl_renderer *gr)
{
const char *str;
str = (char *)glGetString(GL_VERSION);
weston_log("GL version: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
weston_log("GLSL version: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_VENDOR);
weston_log("GL vendor: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_RENDERER);
weston_log("GL renderer: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_EXTENSIONS);
gl_renderer_log_extensions(gr, "GL extensions", str ? str : "(null)");
}
static void
gl_renderer_output_set_border(struct weston_output *output,
enum gl_renderer_border_side side,
int32_t width, int32_t height,
int32_t tex_width, unsigned char *data)
{
struct gl_output_state *go = get_output_state(output);
if (go->borders[side].width != width ||
go->borders[side].height != height)
/* In this case, we have to blow everything and do a full
* repaint. */
go->border_status |= BORDER_SIZE_CHANGED | BORDER_ALL_DIRTY;
if (data == NULL) {
width = 0;
height = 0;
}
go->borders[side].width = width;
go->borders[side].height = height;
go->borders[side].tex_width = tex_width;
go->borders[side].data = data;
go->border_status |= 1 << side;
}
static int
gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface);
static EGLSurface
gl_renderer_create_window_surface(struct gl_renderer *gr,
EGLNativeWindowType window_for_legacy,
void *window_for_platform,
const uint32_t *drm_formats,
unsigned drm_formats_count)
{
EGLSurface egl_surface = EGL_NO_SURFACE;
EGLConfig egl_config;
egl_config = gl_renderer_get_egl_config(gr, EGL_WINDOW_BIT,
drm_formats, drm_formats_count);
if (egl_config == EGL_NO_CONFIG_KHR)
return EGL_NO_SURFACE;
log_egl_config_info(gr->egl_display, egl_config);
if (gr->create_platform_window)
egl_surface = gr->create_platform_window(gr->egl_display,
egl_config,
window_for_platform,
NULL);
else
egl_surface = eglCreateWindowSurface(gr->egl_display,
egl_config,
window_for_legacy, NULL);
return egl_surface;
}
static int
gl_renderer_output_create(struct weston_output *output,
EGLSurface surface)
{
struct gl_output_state *go;
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
struct gl_renderer *gr = get_renderer(output->compositor);
const struct weston_testsuite_quirks *quirks;
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
bool ret;
int i;
quirks = &output->compositor->test_data.test_quirks;
go = zalloc(sizeof *go);
if (go == NULL)
return -1;
go->egl_surface = surface;
for (i = 0; i < BUFFER_DAMAGE_COUNT; i++)
pixman_region32_init(&go->buffer_damage[i]);
wl_list_init(&go->timeline_render_point_list);
go->begin_render_sync = EGL_NO_SYNC_KHR;
go->end_render_sync = EGL_NO_SYNC_KHR;
if ((output->color_outcome->from_blend_to_output != NULL &&
output->from_blend_to_output_by_backend == false) ||
quirks->gl_force_full_redraw_of_shadow_fb) {
assert(gr->gl_supports_color_transforms);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
ret = gl_fbo_texture_init(&go->shadow,
output->current_mode->width,
output->current_mode->height,
GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
if (ret) {
weston_log("Output %s uses 16F shadow.\n",
output->name);
} else {
weston_log("Output %s failed to create 16F shadow.\n",
output->name);
free(go);
return -1;
}
}
output->renderer_state = go;
return 0;
}
static int
gl_renderer_output_window_create(struct weston_output *output,
const struct gl_renderer_output_options *options)
{
struct weston_compositor *ec = output->compositor;
struct gl_renderer *gr = get_renderer(ec);
EGLSurface egl_surface = EGL_NO_SURFACE;
int ret = 0;
egl_surface = gl_renderer_create_window_surface(gr,
options->window_for_legacy,
options->window_for_platform,
options->drm_formats,
options->drm_formats_count);
if (egl_surface == EGL_NO_SURFACE) {
weston_log("failed to create egl surface\n");
return -1;
}
ret = gl_renderer_output_create(output, egl_surface);
if (ret < 0)
weston_platform_destroy_egl_surface(gr->egl_display, egl_surface);
return ret;
}
static int
gl_renderer_output_pbuffer_create(struct weston_output *output,
const struct gl_renderer_pbuffer_options *options)
{
struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_output_state *go;
EGLConfig pbuffer_config;
EGLSurface egl_surface;
EGLint value = 0;
int ret;
EGLint pbuffer_attribs[] = {
EGL_WIDTH, options->width,
EGL_HEIGHT, options->height,
EGL_NONE
};
pbuffer_config = gl_renderer_get_egl_config(gr, EGL_PBUFFER_BIT,
options->drm_formats,
options->drm_formats_count);
if (pbuffer_config == EGL_NO_CONFIG_KHR) {
weston_log("failed to choose EGL config for PbufferSurface\n");
return -1;
}
log_egl_config_info(gr->egl_display, pbuffer_config);
egl_surface = eglCreatePbufferSurface(gr->egl_display, pbuffer_config,
pbuffer_attribs);
if (egl_surface == EGL_NO_SURFACE) {
weston_log("failed to create egl surface\n");
gl_renderer_print_egl_error_state();
return -1;
}
eglSurfaceAttrib(gr->egl_display, egl_surface,
EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED);
if (!eglQuerySurface(gr->egl_display, egl_surface,
EGL_SWAP_BEHAVIOR, &value) ||
value != EGL_BUFFER_PRESERVED) {
weston_log("Error: pbuffer surface does not support EGL_BUFFER_PRESERVED, got 0x%x."
" Continuing anyway.\n", value);
}
ret = gl_renderer_output_create(output, egl_surface);
if (ret < 0) {
eglDestroySurface(gr->egl_display, egl_surface);
} else {
go = get_output_state(output);
go->swap_behavior_is_preserved = true;
}
return ret;
}
static void
gl_renderer_output_destroy(struct weston_output *output)
{
struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_output_state *go = get_output_state(output);
struct timeline_render_point *trp, *tmp;
int i;
for (i = 0; i < 2; i++)
pixman_region32_fini(&go->buffer_damage[i]);
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
if (shadow_exists(go))
gl_fbo_texture_fini(&go->shadow);
eglMakeCurrent(gr->egl_display,
gr->dummy_surface, gr->dummy_surface, gr->egl_context);
weston_platform_destroy_egl_surface(gr->egl_display, go->egl_surface);
if (!wl_list_empty(&go->timeline_render_point_list))
weston_log("warning: discarding pending timeline render"
"objects at output destruction");
wl_list_for_each_safe(trp, tmp, &go->timeline_render_point_list, link)
timeline_render_point_destroy(trp);
if (go->begin_render_sync != EGL_NO_SYNC_KHR)
gr->destroy_sync(gr->egl_display, go->begin_render_sync);
if (go->end_render_sync != EGL_NO_SYNC_KHR)
gr->destroy_sync(gr->egl_display, go->end_render_sync);
free(go);
}
static int
gl_renderer_create_fence_fd(struct weston_output *output)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
int fd;
if (go->end_render_sync == EGL_NO_SYNC_KHR)
return -1;
fd = gr->dup_native_fence_fd(gr->egl_display, go->end_render_sync);
if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID)
return -1;
return fd;
}
static void
gl_renderer_destroy(struct weston_compositor *ec)
{
struct gl_renderer *gr = get_renderer(ec);
struct dmabuf_format *format, *next_format;
wl_signal_emit(&gr->destroy_signal, gr);
if (gr->has_bind_display)
gr->unbind_display(gr->egl_display, ec->wl_display);
gl_renderer_shader_list_destroy(gr);
if (gr->fallback_shader)
gl_shader_destroy(gr, gr->fallback_shader);
/* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */
eglMakeCurrent(gr->egl_display,
EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
wl_list_for_each_safe(format, next_format, &gr->dmabuf_formats, link)
dmabuf_format_destroy(format);
weston_drm_format_array_fini(&gr->supported_formats);
if (gr->dummy_surface != EGL_NO_SURFACE)
weston_platform_destroy_egl_surface(gr->egl_display,
gr->dummy_surface);
eglTerminate(gr->egl_display);
eglReleaseThread();
wl_array_release(&gr->vertices);
wl_array_release(&gr->vtxcnt);
if (gr->fragment_binding)
weston_binding_destroy(gr->fragment_binding);
if (gr->fan_binding)
weston_binding_destroy(gr->fan_binding);
weston_log_scope_destroy(gr->shader_scope);
weston_log_scope_destroy(gr->renderer_scope);
free(gr);
}
static int
gl_renderer_create_pbuffer_surface(struct gl_renderer *gr) {
EGLConfig pbuffer_config;
static const EGLint pbuffer_attribs[] = {
EGL_WIDTH, 10,
EGL_HEIGHT, 10,
EGL_NONE
};
pbuffer_config = gr->egl_config;
if (pbuffer_config == EGL_NO_CONFIG_KHR) {
pbuffer_config =
gl_renderer_get_egl_config(gr, EGL_PBUFFER_BIT,
NULL, 0);
}
if (pbuffer_config == EGL_NO_CONFIG_KHR) {
weston_log("failed to choose EGL config for PbufferSurface\n");
return -1;
}
gr->dummy_surface = eglCreatePbufferSurface(gr->egl_display,
pbuffer_config,
pbuffer_attribs);
if (gr->dummy_surface == EGL_NO_SURFACE) {
weston_log("failed to create PbufferSurface\n");
return -1;
}
return 0;
}
static int
create_default_dmabuf_feedback(struct weston_compositor *ec,
struct gl_renderer *gr)
{
struct stat dev_stat;
struct weston_dmabuf_feedback_tranche *tranche;
uint32_t flags = 0;
if (stat(gr->drm_device, &dev_stat) != 0) {
weston_log("%s: device disappeared, so we can't recover\n", __func__);
abort();
}
ec->default_dmabuf_feedback =
weston_dmabuf_feedback_create(dev_stat.st_rdev);
if (!ec->default_dmabuf_feedback)
return -1;
tranche =
weston_dmabuf_feedback_tranche_create(ec->default_dmabuf_feedback,
ec->dmabuf_feedback_format_table,
dev_stat.st_rdev, flags,
RENDERER_PREF);
if (!tranche) {
weston_dmabuf_feedback_destroy(ec->default_dmabuf_feedback);
ec->default_dmabuf_feedback = NULL;
return -1;
}
return 0;
}
static int
gl_renderer_display_create(struct weston_compositor *ec,
const struct gl_renderer_display_options *options)
{
struct gl_renderer *gr;
int ret;
gr = zalloc(sizeof *gr);
if (gr == NULL)
return -1;
gr->compositor = ec;
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
wl_list_init(&gr->shader_list);
gr->platform = options->egl_platform;
gr->renderer_scope = weston_compositor_add_log_scope(ec, "gl-renderer",
"GL-renderer verbose messages\n", NULL, NULL, gr);
if (!gr->renderer_scope)
goto fail;
gr->shader_scope = gl_shader_scope_create(gr);
if (!gr->shader_scope)
goto fail;
if (gl_renderer_setup_egl_client_extensions(gr) < 0)
goto fail;
gr->base.read_pixels = gl_renderer_read_pixels;
gr->base.repaint_output = gl_renderer_repaint_output;
gr->base.flush_damage = gl_renderer_flush_damage;
gr->base.attach = gl_renderer_attach;
gr->base.destroy = gl_renderer_destroy;
gr->base.surface_copy_content = gl_renderer_surface_copy_content;
gr->base.fill_buffer_info = gl_renderer_fill_buffer_info;
if (gl_renderer_setup_egl_display(gr, options->egl_native_display) < 0)
goto fail;
weston_drm_format_array_init(&gr->supported_formats);
log_egl_info(gr, gr->egl_display);
ec->renderer = &gr->base;
if (gl_renderer_setup_egl_extensions(ec) < 0)
goto fail_with_error;
if (!gr->has_configless_context) {
EGLint egl_surface_type = options->egl_surface_type;
if (!gr->has_surfaceless_context)
egl_surface_type |= EGL_PBUFFER_BIT;
gr->egl_config =
gl_renderer_get_egl_config(gr,
egl_surface_type,
options->drm_formats,
options->drm_formats_count);
if (gr->egl_config == EGL_NO_CONFIG_KHR) {
weston_log("failed to choose EGL config\n");
goto fail_terminate;
}
}
libweston: Support zwp_surface_synchronization_v1.set_acquire_fence Implement the set_acquire_fence request of the zwp_surface_synchronization_v1 interface. The implementation uses the acquire fence in two ways: 1. If the associated buffer is used as GL render source, an EGLSyncKHR is created from the fence and used to synchronize access. 2. If the associated buffer is used as a plane framebuffer, the acquire fence is treated as an in-fence for the atomic commit operation. If in-fences are not supported and the buffer has an acquire fence, we don't consider it for plane placement. If the used compositor/renderer doesn't support explicit synchronization, we don't advertise the protocol at all. Currently only the DRM and X11 backends when using the GL renderer advertise the protocol for production use. Issues for discussion --------------------- a. Currently, a server-side wait of EGLSyncKHR is performed before using the EGLImage/texture during rendering. Unfortunately, it's not clear from the specs whether this is generally safe to do, or we need to sync before glEGLImageTargetTexture2DOES. The exception is TEXTURE_EXTERNAL_OES where the spec mentions it's enough to sync and then glBindTexture for any changes to take effect. Changes in v5: - Meson support. - Make explicit sync server error reporting more generic, supporting all explicit sync related interfaces not just wp_linux_surface_synchronization. - Fix typo in warning for missing EGL_KHR_wait_sync extension. - Support minor version 2 of the explicit sync protocol (i.e., support fences for opaque EGL buffers). Changes in v4: - Introduce and use fd_clear and and fd_move helpers. - Don't check for a valid buffer when updating surface acquire fence fd from state. - Assert that pending state acquire fence fd is always clear after a commit. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to just the renderer. - Check for EGL_KHR_wait_sync before using eglWaitSyncKHR. - Dup the acquire fence before passing to EGL. Changes in v3: - Keep acquire_fence_fd in surface instead of buffer. - Clarify that WESTON_CAP_EXPLICIT_SYNC applies to both backend and renderer. - Move comment about non-ownership of in_fence_fd to struct drm_plane_state definition. - Assert that we don't try to use planes with in-fences when using the legacy KMS API. - Remove unnecessary info from wayland error messages. - Handle acquire fence for subsurface commits. - Guard against self-update in fd_update. - Disconnect the client if acquire fence EGLSyncKHR creation or wait fails. - Use updated protocol interface names. - User correct format specifier for resource ids. - Advertise protocol for X11 backend with GL renderer. Changes in v2: - Remove sync file wait fallbacks. - Raise UNSUPPORTED_BUFFER error at commit if we have an acquire fence, but the committed buffer is not a valid linux_dmabuf. - Don't put buffers with in-fences on planes that don't support in-fences. - Don't advertise explicit sync protocol if backend does not support explicit sync. Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
6 years ago
ec->capabilities |= WESTON_CAP_ROTATION_ANY;
ec->capabilities |= WESTON_CAP_CAPTURE_YFLIP;
ec->capabilities |= WESTON_CAP_VIEW_CLIP_MASK;
if (gr->has_native_fence_sync && gr->has_wait_sync)
ec->capabilities |= WESTON_CAP_EXPLICIT_SYNC;
if (gr->has_dmabuf_import) {
gr->base.import_dmabuf = gl_renderer_import_dmabuf;
gr->base.get_supported_formats = gl_renderer_get_supported_formats;
ret = populate_supported_formats(ec, &gr->supported_formats);
if (ret < 0)
goto fail_terminate;
if (gr->drm_device) {
/* We support dma-buf feedback only when the renderer
* exposes a DRM-device */
ec->dmabuf_feedback_format_table =
weston_dmabuf_feedback_format_table_create(&gr->supported_formats);
if (!ec->dmabuf_feedback_format_table)
goto fail_terminate;
ret = create_default_dmabuf_feedback(ec, gr);
if (ret < 0)
goto fail_feedback;
}
}
wl_list_init(&gr->dmabuf_formats);
if (gr->has_surfaceless_context) {
gr->dummy_surface = EGL_NO_SURFACE;
} else {
if (gl_renderer_create_pbuffer_surface(gr) < 0)
goto fail_with_error;
}
wl_signal_init(&gr->destroy_signal);
if (gl_renderer_setup(ec, gr->dummy_surface) < 0) {
if (gr->dummy_surface != EGL_NO_SURFACE)
weston_platform_destroy_egl_surface(gr->egl_display,
gr->dummy_surface);
goto fail_with_error;
}
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_RGB565);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_YUV420);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_YUV444);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_NV12);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_YUYV);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_XYUV8888);
#if __BYTE_ORDER == __LITTLE_ENDIAN
if (gr->has_texture_type_2_10_10_10_rev) {
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_ABGR2101010);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_XBGR2101010);
}
if (gr->gl_supports_color_transforms) {
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_ABGR16161616F);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_XBGR16161616F);
}
if (gr->has_texture_norm16) {
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_ABGR16161616);
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_XBGR16161616);
}
#endif
if (gr->gl_supports_color_transforms)
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
ec->capabilities |= WESTON_CAP_COLOR_OPS;
return 0;
fail_with_error:
gl_renderer_print_egl_error_state();
if (gr->drm_device) {
weston_dmabuf_feedback_destroy(ec->default_dmabuf_feedback);
ec->default_dmabuf_feedback = NULL;
}
fail_feedback:
if (gr->drm_device) {
weston_dmabuf_feedback_format_table_destroy(ec->dmabuf_feedback_format_table);
ec->dmabuf_feedback_format_table = NULL;
}
fail_terminate:
weston_drm_format_array_fini(&gr->supported_formats);
eglTerminate(gr->egl_display);
fail:
weston_log_scope_destroy(gr->shader_scope);
weston_log_scope_destroy(gr->renderer_scope);
free(gr);
ec->renderer = NULL;
return -1;
}
static void
fragment_debug_binding(struct weston_keyboard *keyboard,
const struct timespec *time,
uint32_t key, void *data)
{
struct weston_compositor *ec = data;
struct gl_renderer *gr = get_renderer(ec);
struct weston_output *output;
gr->fragment_shader_debug = !gr->fragment_shader_debug;
wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output);
}
static void
fan_debug_repaint_binding(struct weston_keyboard *keyboard,
const struct timespec *time,
uint32_t key, void *data)
{
struct weston_compositor *compositor = data;
struct gl_renderer *gr = get_renderer(compositor);
gr->fan_debug = !gr->fan_debug;
weston_compositor_damage_all(compositor);
}
static uint32_t
get_gl_version(void)
{
const char *version;
int major, minor;
version = (const char *) glGetString(GL_VERSION);
if (version &&
(sscanf(version, "%d.%d", &major, &minor) == 2 ||
sscanf(version, "OpenGL ES %d.%d", &major, &minor) == 2) &&
major > 0 && minor >= 0) {
return gr_gl_version(major, minor);
}
weston_log("warning: failed to detect GLES version, defaulting to 2.0.\n");
return gr_gl_version(2, 0);
}
static int
gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
{
struct gl_renderer *gr = get_renderer(ec);
const char *extensions;
EGLBoolean ret;
EGLint context_attribs[16] = {
EGL_CONTEXT_CLIENT_VERSION, 0,
};
unsigned int nattr = 2;
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
weston_log("failed to bind EGL_OPENGL_ES_API\n");
gl_renderer_print_egl_error_state();
return -1;
}
/*
* Being the compositor we require minimum output latency,
* so request a high priority context for ourselves - that should
* reschedule all of our rendering and its dependencies to be completed
* first. If the driver doesn't permit us to create a high priority
* context, it will fallback to the default priority (MEDIUM).
*/
if (gr->has_context_priority) {
context_attribs[nattr++] = EGL_CONTEXT_PRIORITY_LEVEL_IMG;
context_attribs[nattr++] = EGL_CONTEXT_PRIORITY_HIGH_IMG;
}
assert(nattr < ARRAY_LENGTH(context_attribs));
context_attribs[nattr] = EGL_NONE;
/* try to create an OpenGLES 3 context first */
context_attribs[1] = 3;
gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_config,
EGL_NO_CONTEXT, context_attribs);
if (gr->egl_context == NULL) {
/* and then fallback to OpenGLES 2 */
context_attribs[1] = 2;
gr->egl_context = eglCreateContext(gr->egl_display,
gr->egl_config,
EGL_NO_CONTEXT,
context_attribs);
if (gr->egl_context == NULL) {
weston_log("failed to create context\n");
gl_renderer_print_egl_error_state();
return -1;
}
}
if (gr->has_context_priority) {
EGLint value = EGL_CONTEXT_PRIORITY_MEDIUM_IMG;
eglQueryContext(gr->egl_display, gr->egl_context,
EGL_CONTEXT_PRIORITY_LEVEL_IMG, &value);
if (value != EGL_CONTEXT_PRIORITY_HIGH_IMG) {
weston_log("Failed to obtain a high priority context.\n");
/* Not an error, continue on as normal */
}
}
ret = eglMakeCurrent(gr->egl_display, egl_surface,
egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
weston_log("Failed to make EGL context current.\n");
gl_renderer_print_egl_error_state();
return -1;
}
gr->gl_version = get_gl_version();
log_gl_info(gr);
gr->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
extensions = (const char *) glGetString(GL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving GL extension string failed.\n");
return -1;
}
if (!weston_check_egl_extension(extensions, "GL_EXT_texture_format_BGRA8888")) {
weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
return -1;
}
if (weston_check_egl_extension(extensions, "GL_EXT_read_format_bgra"))
ec->read_format = pixel_format_get_info_by_pixman(PIXMAN_a8r8g8b8);
else
ec->read_format = pixel_format_get_info_by_pixman(PIXMAN_a8b8g8r8);
if (gr->gl_version < gr_gl_version(3, 0) &&
!weston_check_egl_extension(extensions, "GL_EXT_unpack_subimage")) {
weston_log("GL_EXT_unpack_subimage not available.\n");
return -1;
}
if (gr->gl_version >= gr_gl_version(3, 0) ||
weston_check_egl_extension(extensions, "GL_EXT_texture_type_2_10_10_10_REV"))
gr->has_texture_type_2_10_10_10_rev = true;
if (weston_check_egl_extension(extensions, "GL_EXT_texture_norm16"))
gr->has_texture_norm16 = true;
if (gr->gl_version >= gr_gl_version(3, 0) ||
weston_check_egl_extension(extensions, "GL_EXT_texture_rg"))
gr->has_gl_texture_rg = true;
if (weston_check_egl_extension(extensions, "GL_OES_EGL_image_external"))
gr->has_egl_image_external = true;
if (gr->gl_version >= gr_gl_version(3, 0) &&
weston_check_egl_extension(extensions, "GL_OES_texture_float_linear") &&
weston_check_egl_extension(extensions, "GL_EXT_color_buffer_half_float") &&
weston_check_egl_extension(extensions, "GL_OES_texture_3D")) {
gr->gl_supports_color_transforms = true;
gl-renderer: implement intermediate framebuffer (shadow) Proper color management will need blending done with linear light pixel values, that is, EOTF applied before blending, and then inverse-EOTF applied for scanout after blending. The simplest way to set that up is to use an intemediate framebuffer a.k.a shadow buffer containing the composited image in linear light values, then blit from that to the actual framebuffer. This patch implements the shadow buffer, but the linear light blending is left for another patch. This allows GL-renderer to turn WESTON_CAP_COLOR_OPS on. Half-float is chosen as the buffer format because linear light values require more bits to encode with sufficient precision than the usual non-linear pixel values. v2: Use /* */ instead of // (Pekka) Rename fbo and tex to shadow_{fbo,tex} (Pekka) Check for OpenGLES capabilities before creating shadow_{tex,fbo} (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v3: Rebased. Simplified GL version checks (Sebastian) Apply changes from "libweston: add color ops cap and bool renderer shadow buffer" Renamed supports_half_float_texture to has_gl_half_float to follow the existing naming pattern. Introduce gl_renderer_create_shadow_16f(). Undo moving of glViewport() call. Replace half_float_texture_enabled with shadow_exists(). Introduce struct gl_output_state_shadow. Assert no resizing with shadow. Fix triangle fan debug. Rename repaint_from_texture() to blit_shadow_to_output(). Rewrite commit message because linear light blending is not implemented in this patch. Fix blit_shadow_to_output() for scaled/transformed outputs and remove redundant code. Fix has_gl_half_float determination. v4: Disable blending in blit_shadow. (Daniel) Port to gl_renderer_get_program(). Make a generic fbo-texture struct with parameterized format. (Daniel) Change has_gl_half_float into gl_half_float_type. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
}
glActiveTexture(GL_TEXTURE0);
gr->fallback_shader = gl_renderer_create_fallback_shader(gr);
if (!gr->fallback_shader) {
weston_log("Error: compiling fallback shader failed.\n");
return -1;
}
gr->fragment_binding =
weston_compositor_add_debug_binding(ec, KEY_S,
fragment_debug_binding,
ec);
gr->fan_binding =
weston_compositor_add_debug_binding(ec, KEY_F,
fan_debug_repaint_binding,
ec);
weston_log("GL ES %d.%d - renderer features:\n",
gr_gl_version_major(gr->gl_version),
gr_gl_version_minor(gr->gl_version));
weston_log_continue(STAMP_SPACE "read-back format: %s\n",
ec->read_format->drm_format_name);
weston_log_continue(STAMP_SPACE "wl_shm 10 bpc formats: %s\n",
yesno(gr->has_texture_type_2_10_10_10_rev));
weston_log_continue(STAMP_SPACE "wl_shm 16 bpc formats: %s\n",
yesno(gr->has_texture_norm16));
weston_log_continue(STAMP_SPACE "wl_shm half-float formats: %s\n",
yesno(gr->gl_supports_color_transforms));
weston_log_continue(STAMP_SPACE "internal R and RG formats: %s\n",
yesno(gr->has_gl_texture_rg));
weston_log_continue(STAMP_SPACE "OES_EGL_image_external: %s\n",
yesno(gr->has_egl_image_external));
return 0;
}
WL_EXPORT struct gl_renderer_interface gl_renderer_interface = {
.display_create = gl_renderer_display_create,
.output_window_create = gl_renderer_output_window_create,
.output_pbuffer_create = gl_renderer_output_pbuffer_create,
.output_destroy = gl_renderer_output_destroy,
.output_set_border = gl_renderer_output_set_border,
.create_fence_fd = gl_renderer_create_fence_fd,
};