This a new matrix inversion test written from scratch to be suitable for
running in CI: quick to run and automatically detects success/failure.
This all is a result of what I learnt while working on
https://gitlab.freedesktop.org/pq/fourbyfour
Computing the residual error with infinity norm comes straight from
fourbyfour documentation on how to evaluate matrix inversion error.
Most of the hard-coded test matrices have been generated with fourbyfour
project as well, as it contains the generator code. The matrices are
hard-coded here also to make testing faster, but primarily because the
generator code needs BLAS and LAPACK, and having those as Weston
dependencies would be far too much just for this.
Now, if someone wants to modify weston_matrix stuff, we should at least
detect matrix inversion and multiplication bugs.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This #define was used only by the matrix-test program, which was removed
in the previous commit.
Remove it as unused and fold away MATRIX_TEST_EXPORT.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This test program was useful a decade ago when weston_matrix_invert()
was being developed. It was a manual test program that ran for a certain
number of seconds and required human interpretation of numbers to see if
results were acceptable or not. Hence it was foundamentally unsuitable
for CI.
The way it generated random matrices for inversion testing was also very
naive, and it used the determinant value to determine invertability
which is completely bogus. This made it also a bad test for correctness.
Much better speed and correctness testing is implemented in
https://gitlab.freedesktop.org/pq/fourbyfour
with documented testing procedures. It has a copy of the weston_matrix
implementation.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Buffer scale is common enough in the modern desktop space to
expect average GL clients to handle it. Thus lets include it into
our main example client.
While on it, also handle buffer transforms. It's essentially free
for GL clients in terms of computing power but may increase the
chance that Wayland compositors are able to hit scanout fast paths.
Thus having an example client for it is likely valueabel for client
and compositor developers.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Setting the opaque region correctly is common source of error for
clients that simply want to express that a whole surface is opaque.
This is especially true once buffer_scale and buffer_transform come
into play, as unlike for damage, where buffer_damage is the
encouraged and user friendly way today, opaque regions are always
in logical coordinates.
As faulty opaque regions don't have a visual impact in these cases
but only increase resource consumption, these errors often remain
for long times. See
1e2bc68171
for one of many examples.
Give an easy example how to set the opaque region in a conformant
and reliable way.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Obviously the first allocation is always leaked, there is a second
zalloc() right below. Fix the leak.
Found by code inspection.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
As we could have situations where dmabuf import failed when attempting
to figure it the framebuffer is scanout-capable, make sure we also have
a way to store that information. Otherwise, we could end up
NULL-dereferencing, as we don't provide a valid storage for it.
Further more, with this, we also print out the reason why it failed, to
aid in further debugging.
Observed on platforms where GBM_BO_HANDLE failed + in combination w/
direct-display proto extension.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Output color profile may be changed in flight. Output basic color
characteristics and EOTF mode cannot yet be changed in flight, but it is
reasonable to assume they could in the future. Therefore the color
outcome data may change in flight as well, which is the basis for HDR
metadata, which needs to be updated as well.
Track the changes to color outcome data with a serial number.
DRM-backend checks the serial number to see if it needs to re-create the
HDR metadata blob. This allows the changes to propagate all the way to
KMS.
The code added here is more of a reminder of what should happen than a
tested path.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Forward the HDR Static Metadata Type 1 to the video sink. This makes the
sink aware of our video content parameters and may be able to produce a
better picture. This type of metadata is used only with the ST 2084 HDR
mode a.k.a PQ.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This creates a new file for KMS related color code, to avoid making
drm.c even longer.
The moved code was just added in 5151f9fe9e
so the new file copyrights are written based on that.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
'color_characteristics_config_error' test ensures that all code paths in
parse_color_characteristics() and wet_output_set_color_characteristics()
get exercised. The return value and logged error messages are checked.
Other cases test the weston_hdr_metadata_type1 validation.
These are for the sake of test coverage, but also an example of how to
test a function from main.c, and how to capture messages from
weston_log().
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Check that weston.ini settings to eotf-mode and basic color
characteristics are correctly parsed.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is the beginnings of creating composited content HDR metadata for
the ST2084 HDR mode. The immediate goal is to allow essentially setting
the HDR metadata from weston.ini, so that it can be experimented with.
Setting an output ICC profile will stop weston.ini metadata from taking
effect, but using an ICC profile in HDR mode is an open question anyway.
maxDML, maxCLL, and minDML are set based on the assumption that we want
to make use of the full sink/monitor dynamic range.
This also adds several TODOs about how we should handle output profiles,
basic output color characteristics, and HDR metadata. Implementing these
properly will take more thought and effort.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This adds hdr_meta field in weston_output_color_outcome. This field is
intended to be set by color manager modules, and read by backends which
will send the information to the video sink in SMPTE ST 2084 mode a.k.a
Perceptual Quantizer HDR system.
Such metadata is essential in ST 2084 mode for the video sink to produce
a good picture.
The validation of the data and the group split is based on the HDR
Static Metata Type 1 definition in CTA-861-G specification.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This adds an option to program basic display color characteristics from
weston.ini. In the future there will be a way to set this information
from EDID, but because EDID is unreliable that will probably not be the
default. An ICC profile will likely override most or all of this. The
main reason to add this option is to be able to characterise HDR
monitors.
An 'output' section can have a key 'color_characteristics' (string)
set to a name. The name refers to any 'color_characteristics' section
with 'name' set to the same string.
The 'name' key of a 'color_characteristics' section cannot contain a
colon ':'. Names with colon in 'output' section key
'color_characteristics' value are reserved for future use, e.g. to
indicate that the metadata is to be taken from EDID instead of a
weston.ini section.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This adds color_chracteristics field in weston_output. This field is
intended to be set by compositor frontends and read by color managers.
Color managers can use this information when choosing the output color
space and dynamic range, particularly when no ICC profile has been set.
This is most useful for HDR outputs, where the HDR static metadata for
PQ mode or the display luminance parameters for HLG mode can be based on
color_characteristics.
The fields of weston_color_characteristics mirror the information
available in EDID. However, using EDID information as-is has several
caveats, so the decision to use EDID for this is left for the frontend
and ultimately to the end user.
There are no defined ranges or validity checks for this data. The color
manager will have to validate the values against whatever it is using
them for.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Allow the front end to register audio setup and teardown functions. These
functions should use FreeRDP's rdpsnd_server_context or
audin_server_context and set up their own handler threads.
The backend remains mostly ignorant to any audio details beyond setting up
and tearing down.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Instead of a meson option or hidden define, just run these checks always.
It is not Weston's style to add build options for specific asserts, and
currently weston's codebase is expected to always run with asserts
enabled.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
It is used in Mesa. Lets switch to it as well in order to provide
good examples and encourage proper API usage.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Compositors may choose to send multiple scanout or non-scanout
tranches. So instead of assuming that the first respective tranche
contains the format/modifier we're looking for, check all tranches.
While on it, make sure that in case a compositor sends scanout
tranches on the initial feedback, `pick_format_from_scanout_tranche()`
does not unintentionally pick `INITIAL_BUFFER_FORMAT`.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
It doesn't and can't build, because it depends on cairo-gl. We already
have simple-egl which shows how to use EGL/GLESv2 on Wayland.
Signed-off-by: Daniel Stone <daniels@collabora.com>
It's three planes, not two.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Fixes: 8b167a1703 ("gl-renderer: Store EGL buffer state in weston_buffer")
There's just no good reason to do this.
The query entrypoints already tell us if we need to use
GL_TEXTURE_EXTERNAL_OES for a particular format/modifier. We also have
RGB -> YUV fallbacks which should be able to work well with TEXTURE_2D.
TEXTURE_EXTERNAL pessimises quite hard, forcing GPU-side reloads as well
as bad filtering. Allowing multi-planar formats to use TEXTURE_2D should
thus result in performance and quality improvements.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Now that we can pull everything we need from pixel-formats, go one step
further and reuse the same YUV format descriptors we use to emulate
dmabuf/EGLImage imports for SHM.
This eliminates all special-case YUV/SHM handling.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Add a new hide_from_clients flag which, if set, specifies that the
format is only for internal information and processing, and should not
be advertised for clients.
This will be used for formats like R8 and GR88, which are not useful for
client buffers, but are used internally to implement YUV -> RGB
conversion.
Signed-off-by: Daniel Stone <daniels@collabora.com>
We support this as an explicit YUV fallback path in gl-renderer's dmabuf
EGLImage import path, so might as well support it in the SHM path, given
it's just YUV420 with no subsampling.
Signed-off-by: Daniel Stone <daniels@collabora.com>
If we're doing partial uploads from SHM buffers, we need to use the
vertical subsampling factor rather than the horizontal for secondary
planes.
Signed-off-by: Daniel Stone <daniels@collabora.com>
We already had these with effective width and height, but they're useful
externally as well. Pull them out to a helper.
Signed-off-by: Daniel Stone <daniels@collabora.com>
'depth' isn't actually used to determine the bit depth of meaningful
components generally, but specifically to determine whether we can use
the legacy drmModeAddFB (pre-AddFB2) with those formats.
Rename the member to make it more clear what it's used for.
Signed-off-by: Daniel Stone <daniels@collabora.com>
pixel-formats already stores the gl_format, at least for single-planar
formats; use that instead of storing our own copies.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Instead of checking for each format whether we need compatibility
workarounds for GL implementations not supporting ES3.x or when
GL_EXT_texture_rg isn't present, have each format declare the ideal case
and fix it up later.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Rather than checking all the pixel-format components which are currently
duplicated inside gl-renderer, just check for equality of the pixel
format itself, which will become useful as we remove some of the
duplicate content.
This means that the texture storage will now be reallocated when clients
switch between pixel formats which could've had compatible GL storage
(e.g. XRGB <-> ARGB) on the same surface. However this does not seem
like a case worth optimising, and simplifies the code somewhat.
Signed-off-by: Daniel Stone <daniels@collabora.com>
We've got a nice shiny ARRAY_COPY macro, so use it rather than memcpy or
hand-unrolled assignments.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Allow clipboard pasting in and out of an RDP session.
Co-authored-by: Steve Pronovost <spronovo@microsoft.com>
Co-authored-by: Brenton DeGeer <brdegeer@microsoft.com>
Signed-off-by: Hideyuki Nagase <hideyukn@microsoft.com>
Signed-off-by: Steve Pronovost <spronovo@microsoft.com>
Signed-off-by: Brenton DeGeer <brdegeer@microsoft.com>
RDP exposes certain features (audio, clipboard, RAIL) through a facility
called "virtual channels". Set up the communications framework for using
these.
Co-authored-by: Steve Pronovost <spronovo@microsoft.com>
Co-authored-by: Brenton DeGeer <brdegeer@microsoft.com>
Signed-off-by: Hideyuki Nagase <hideyukn@microsoft.com>
Signed-off-by: Steve Pronovost <spronovo@microsoft.com>
Signed-off-by: Brenton DeGeer <brdegeer@microsoft.com>