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.
surface_accumulate_damage() will call surface_compute_bbox() with the
extents of the surface damage region, for transformed surfaces only. If
there is no damage, surface_compute_bbox() will round up the empty
rectangle to a 1x1 rectangle. Triangles are produced for this 1x1
rectangle intersected with the surface.
The problem showed up with the triangle fan debug, where some seemingly
garbage pixels showed up relative to rotated surfaces.
Fix this by explicitly checking, that the area, for which a bounding box
is being computed for, is not zero.
Note, that the bbox will also be empty if only one of width and height
is zero. We do not paint things with zero thickness.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Cc: Rob Clark <rob.clark@linaro.org>
The intersection of two rectangles is guaranteed to be convex. Therefore
we do not need a center vertex for the triangle fan, we can simply use
the whatever first vertex the intersection polygon has. This reduces the
number of triangles, while still painting the exact same area.
While at it, emit_vertex() nested function is factored into the
for-loop, since that is the only calling site left.
Comments are updated to reflect the changes, and some unrelated comment
fixes are in repaint_region().
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Cc: Rob Clark <rob.clark@linaro.org>
- make it respect output transforms by making sure the uniforms are
up-to-date
- properly restore the current shader program, in case it was
overridden
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
weston_surface_draw() is restructured so that it will always use the
RGBX shader for opaque regions, if the surface is assigned the RGBA
shader.
Previously for opaque regions, we simply assumed, that the texture alpha
would be 1.0. If it was not (which really is an application bug), the
region would be misrendered. The RGBX shader forces the texture alpha to
1.0.
Xwayland surfaces may have bad alpha data in the opaque client area. If
blending was enabled, the bad alpha would be used with the RGBA shader.
This patch fixes rendering opaque xwayland windows with full-surface
alpha applied.
Test case: xterm, with full-surface alpha one step below 1.0. Before,
black text was fully transparent, now it is correctly only slightly
transparent.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Remove weston_surface::opaque_rect completely.
Instead, set the opaque region in xwayland.
Before this patch, black text in xterm was transparent. Now it is not.
However, this patch fixes only a part of the alpha problem. If you apply
full-surface alpha with super+alt+wheel, the problem reappears. This
problem is still due to bad alpha channel contents on xwayland windows.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Draw the borders of all the triangles.
v1: original
v2: add keybinding to enable/disable fan debug (super-alt-space),
cycle colors to make it easier to see individual draws, and
redraw undamaged region to clean up previous frames debug
lines
Signed-off-by: Rob Clark <rob@ti.com>
We can use and render the opaque region only, if we are not applying a
full-surface alpha.
Test case: weston-terminal; use super+alt+mousewheel to adjust the
window transparency. Before it went black, now it blends correctly.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Remove the weston_surface::blend attribute, which really meant that the
texture produced valid alpha values. This was used to override the opaque
region for RGBX surfaces, which produce undefined values for alpha.
Instead, compile a new shader especially for RGBX surfaces, that
hardcodes the sampled alpha as 1.0.
Before "compositor: optimize/simplify shaders" there was a 'vec4 opaque'
in the shaders, that would cause part of the texture to be forced to
alpha=1.0. Now that is gone, and we need this replacement.
To test: launch simple-shm, and use the super+alt+mousewheel combination
to make it transparent. It should not show a light cross over the window.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Re-work how the shaders and emitted vertices work. Rather than always
rendering clip-rect sized quads and doing transformation in tex coords
(and requiring the corresponding clipping in frag shader), instead
emit transformed vertices, clipped wrt. dirty region, and use simpler
frag shaders. Also, split the rendering, so blended surfaces with an
opaque region have the opaque region drawn with blend disabled. The
result is considerably fewer pixels drawn with blend enabled, and much
fewer cycles in the frag shader.
This requires having some more complex logic to figure out the vertices
of the shape which forms the intersection of the clip rect and the
transformed surface. Which has perhaps got a few bugs or missing cases,
still (visual glitches in some cases) but at this point more or less is
starting to work. I think it is at least far enough along to get some
initial review.
The result, on small SoC GPU (omap4/pandaboard) on 1920x1080 display,
for simple stuff like moving windows around, I get 60fps (before 30fps
or less), and pushing YUV buffers for hw decoded 1080p video goes from
~6fps to 30fps, with no drop in framerate for transformed/rotated video
surface.
v1: original
v2: check that perpendicular intersect vertex falls within bounds of
transformed surface
v3: update w/ comments and fixes from Pekka Paalanen
v4: fix for full surface alpha from Pekka Paalanen, fix compositor-
wayland build
Signed-off-by: Rob Clark <rob@ti.com>
In cases where the GPU can natively handle certain YUV formats,
eglQueryWaylandBufferWL() can return the value EGL_TEXTURE_EXTERNAL_WL
and the compositor will treat the buffer as a single egl-image-external.
See:
http://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external.txt
v1: original
v2: rename EGL_TEXTURE_EXTERNAL_OES -> EGL_TEXTURE_EXTERNAL_WL and query
for the extension
v3: fix build without updated mesa headers, if EGL_TEXTURE_EXTERNAL_WL
#define is missing from older mesa headers.
v4: resend without missing parts
Signed-off-by: Rob Clark <rob@ti.com>
This patch allows rotation and mirroring outputs for x11 and drm backends.
A new 'transform' key can be set in the [output] section. From the protocol:
"The flipped values correspond to an initial flip around a vertical axis
followed by rotation."
The transform key can be one of the following 8 strings:
normal
90
180
270
flipped
flipped-90
flipped-180
flipped-270
Instead of clearing the whole output region after a repaint, clear
only the regions that were actually painted. This way, the damage
added when a surface moves from the primary plane to another one is
kept while this region is obscured by the opaque region. This allows
the contents below an overlaid surface to be culled, but to make this
work properly, it is also necessary to change the way previous damage
is drawn.
Consider the following scenario: a surface is moved to an overlay plane
leaving some damage in the primary plane. On the following frame, the
surface on the overlay moves, revealing part of the damaged region on
the primary plane. On the frame after that, the overlaid surface moves
back to its previous position obscuring the region of the primary plane
repainted before. At this point, the repainted region was added to the
output's previous damage so that it is draw to both buffers. But since
this region is now obscured, the redrawing is skipped. If the overlaid
surface moves again revealing this region, one of the buffers actually
contains the wrong content.
To fix this problem, this patch ensures that any previous damage that
would be lost is actually preserved by folding it back into the
primary plane damage just before repainting.
This way we map the surface if it currently isn't mapped and avoid
duplicating some of the code already in pointer_cursor_surface_configure().
Without this, the cursor code relied on a wl_surface.attach() to show the
new pointer surface. If we're not changing the cursor buffer, we don't
get that, but we still need to map the cursor.
Add a wl_seat argument to the activate and deactivate requests of
text_method.
On activation a text_model gets assigned to the input_method of the
wl_seat specified in the activate request.
When accumulating damage in the repaint loop, the opaque region of
surfaces in other planes is added to the overall opaque region. This
causes surface->clip to contain the areas obscured by surfaces in
other planes. Change it to contain only the opaque region of surfaces
in the primary plane
This fixes a bug where moving a window that was just moved from the
primary plane to another would leave artifacts on the screen. The
problem was that the damage generated by weston_surface_move_to_plane()
would be clipped on weston_surface_redraw(), leaving the contets below
it unchanged. Moving the overlaid surface would no longer generate
damage on the primary plane, so the contents would remain unchanged
(i.e. wrong) indefinitely.
compositor.c: In function ‘log_extensions’:
compositor.c:3085:7: warning: field precision should have type ‘int’,
but argument 2 has type ‘long int’
compositor.c:3087:4: warning: field precision should have type ‘int’,
but argument 2 has type ‘long int’
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Commit 982387011 causes a bug where starting weston results in a black screen
(if no clients are immediately started). The problem is that the offending
commit causes the compositor to not damage if a surface has an empty output
mask, which is the case for the fade surface, which is created by the
compositor. This patch updates the surface output_mask unconditionally,
and only skips sending out the events if there no client.
In cases where we know the surface bounding box doesn't change in the
next frame, we can limit redraws to only the outputs the surface is
currently on. We could do even better by forcing the transform
update so we know where the surface will be in the next frame, but
this is a much simpler first step.
When the entire output is transformed or we're capturing the output
for screenshot or video, disable all output specific overlays
(drm planes, hw cursors etc) and move all surfaces into the primary
plane.
When we analyze and accumulate damage prior to repainting, we need to
accumulate damage per plane, so that whatever damage a surface
contributes is accumulated in the plane that it's assigned to. Before,
we would always accumulate damge in the primary plane, which caused
repaints in the primary plane whenever a surface in a sprite or
framebuffer was damaged. Eliminating this repaint is a big win for
cases where we pageflip to a client surface or use a sprite overlay.
This also prepares for fixing the missing cursor updates, since we
now track damage to the cursor surface in a dedicated sprite plane.
This backend has not seen even build testing for months, presumably does
not even compile, and is starting to hinder development a little.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Cc: Benjamin Franzke <benjaminfranzke@googlemail.com>
In the wl_seat conversion, struct wl_touch got fields for the focused
surface and the client resource for the input device being focused.
However, the conversion was incomplete: the old fields
weston_seat::touch_focus* we still used by the event dispatching code,
but the new code never set them. Therefore no touch events were ever
sent.
From weston_seat, remove the fields touch_focus, touch_focus_listener,
touch_focus_resource, and touch_focus_resource_listener. They are
replaced by the corresponding fields and listeners from struct
wl_touch.
While doing this, fix touch_set_focus().
If touch_set_focus() was called first with surface A, and then with
surface B, without being called with NULL in between, it would corrupt
the destroy_signal list. It was equivalent of calling wl_signal_add()
for different signal sources with the same listener without removing in
between.
Now, touch_set_focus() first removes focus and listeners, and then
attempts to assign focus if requested. If the target client has not
subscribed for touch events, the touch focus will now be NULL.
Before this patch, the touch focus was left to the previous surface.
NOTE: this patch depends on the patch "server: add lose_touch_focus()"
for Wayland.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
When we hit a segv, it's often the case that we might crash again in
the attempt to clean up. Instead we introduce a minimal restore callback
in the backend abstraction, that shuts down as simply as possible. Then
we can call that from the segv handler, and then to aid debugging, we
raise SIGTRAP in the segv handler. This lets us run gdb on weston from
a different vt, and if we tell gdb
(gdb) handle SIGSEGV nostop
gdb won't stop when the segv happens but let weston clean up and switch vt,
and then stop when SIGTRAP is raised.
It's also possible to just let gdb catch the segv, and then use sysrq+k
followed by manual vt switch to get back.
Simply exit(1)'ing the program will leave the VT unusable, since
DRM backend's clean-up does not run.
After a backend has been initialised, prefer jumping to clean-up instead
of directly exiting.
This fixes the case where 'weston-launch -- -i 5' would leave the
console unusable.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>