If the bind fails, do not bother pretending the EGL Wayland extension
is usable, and no need to unbind, either.
Print some important details about the GLESv2 renderer configuration
into the log.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
This is a more generic fix for the issue solved in 4f521731 where
damage obscured by overlays could be lost in one of the output buffers
due to rapid move of a surface in an overlay plane.
This changes the renderer so it keeps track of the damage in each
buffer. Every time a new frame is drawn, the damage of the frame is
added to all the buffers and the rendered regions are cleared from
the current buffer's damage.
The existing algorithm had some corner cases (pun!), where it failed to
produce correct vertices in the right order. This appeared only when the
surface was transformed (rotated). It also produced degenerate polygons
(3 or more vertices with zero polygon area) for non-transformed cases
where the clipping and surface rectangles were adjacent but not
overlapping.
Introduce a new algorithm for finding the boundary vertices of the
intersection of a coordinate axis aligned rectangle and an arbitrary
polygon (here a quadrilateral). The code is based on the
Sutherland-Hodgman algorithm, where a polygon is clipped by infinite
lines one at a time.
This new algorithm should always produce the correct vertices in the
clockwise winding order, and discard duplicate vertices and degenerate
polygons. It retains the fast paths of the existing algorithm for the
no-hit and non-transformed cases.
Benchmarking with earlier versions showed that the new algorithm is
a little slower (56 vs. 68 us/call) than the existing algorithm, for
the transformed case. The 'cliptest f' command before and after this
commit can be used to compare the speed of the transformed case only.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Acked-by: Rob Clark <rob.clark@linaro.org>
We rename it flush_damage() as it's the point where we update our rendering
API source (eg, the gles2 texture) according to the accumulated damage,
if necessary.
We move the EGL and GLES2 output repaint code into a new gles2-render.c
file. The eglMakeCurrent, glViewPort, surface loop etc was duplicated
across all backends, but this patch moves it to a new file.