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weston/libweston/renderer-gl/gl-renderer-internal.h

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/*
* Copyright © 2019 Collabora, Ltd.
* Copyright © 2019 Harish Krupo
* Copyright © 2019 Intel 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.
*/
#ifndef GL_RENDERER_INTERNAL_H
#define GL_RENDERER_INTERNAL_H
#include <stdbool.h>
#include <time.h>
#include <wayland-util.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "shared/weston-egl-ext.h" /* for PFN* stuff */
#include "shared/helpers.h"
enum gl_shader_texture_variant {
SHADER_VARIANT_NONE = 0,
/* Keep the following in sync with fragment.glsl. */
SHADER_VARIANT_RGBX,
SHADER_VARIANT_RGBA,
SHADER_VARIANT_Y_U_V,
SHADER_VARIANT_Y_UV,
SHADER_VARIANT_Y_XUXV,
SHADER_VARIANT_XYUV,
SHADER_VARIANT_SOLID,
SHADER_VARIANT_EXTERNAL,
};
/* Keep the following in sync with fragment.glsl. */
enum gl_shader_color_curve {
SHADER_COLOR_CURVE_IDENTITY = 0,
SHADER_COLOR_CURVE_LUT_3x1D,
};
/** GL shader requirements key
*
* This structure is used as a binary blob key for building and searching
* shaders. Therefore it must not contain any bytes or bits the C compiler
* would be free to leave undefined e.g. after struct initialization,
* struct assignment, or member operations.
*
* Use 'pahole' from package 'dwarves' to inspect this structure.
*/
struct gl_shader_requirements
{
unsigned variant:4; /* enum gl_shader_texture_variant */
bool input_is_premult:1;
bool green_tint:1;
unsigned color_pre_curve:1; /* enum gl_shader_color_curve */
/*
* The total size of all bitfields plus pad_bits_ must fill up exactly
* how many bytes the compiler allocates for them together.
*/
unsigned pad_bits_:25;
};
static_assert(sizeof(struct gl_shader_requirements) ==
4 /* total bitfield size in bytes */,
"struct gl_shader_requirements must not contain implicit padding");
struct gl_shader;
struct weston_color_transform;
#define GL_SHADER_INPUT_TEX_MAX 3
struct gl_shader_config {
struct gl_shader_requirements req;
struct weston_matrix projection;
float view_alpha;
GLfloat unicolor[4];
GLint input_tex_filter; /* GL_NEAREST or GL_LINEAR */
GLuint input_tex[GL_SHADER_INPUT_TEX_MAX];
GLuint color_pre_curve_lut_tex;
GLfloat color_pre_curve_lut_scale_offset[2];
};
struct gl_renderer {
struct weston_renderer base;
struct weston_compositor *compositor;
bool fragment_shader_debug;
bool fan_debug;
struct weston_binding *fragment_binding;
struct weston_binding *fan_binding;
EGLenum platform;
EGLDisplay egl_display;
EGLContext egl_context;
EGLConfig egl_config;
EGLSurface dummy_surface;
uint32_t gl_version;
struct wl_array vertices;
struct wl_array vtxcnt;
struct weston_drm_format_array supported_formats;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
PFNEGLCREATEIMAGEKHRPROC create_image;
PFNEGLDESTROYIMAGEKHRPROC destroy_image;
PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage;
PFNEGLGETPLATFORMDISPLAYEXTPROC get_platform_display;
PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC create_platform_window;
bool has_platform_base;
PFNEGLBINDWAYLANDDISPLAYWL bind_display;
PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
bool has_bind_display;
bool has_context_priority;
bool has_egl_image_external;
bool has_egl_buffer_age;
bool has_egl_partial_update;
PFNEGLSETDAMAGEREGIONKHRPROC set_damage_region;
bool has_configless_context;
bool has_surfaceless_context;
bool has_dmabuf_import;
struct wl_list dmabuf_images;
struct wl_list dmabuf_formats;
bool has_texture_type_2_10_10_10_rev;
bool has_gl_texture_rg;
struct gl_shader *current_shader;
struct gl_shader *fallback_shader;
struct wl_signal destroy_signal;
bool has_dmabuf_import_modifiers;
PFNEGLQUERYDMABUFFORMATSEXTPROC query_dmabuf_formats;
PFNEGLQUERYDMABUFMODIFIERSEXTPROC query_dmabuf_modifiers;
bool has_native_fence_sync;
PFNEGLCREATESYNCKHRPROC create_sync;
PFNEGLDESTROYSYNCKHRPROC destroy_sync;
PFNEGLDUPNATIVEFENCEFDANDROIDPROC dup_native_fence_fd;
bool has_wait_sync;
PFNEGLWAITSYNCKHRPROC wait_sync;
bool gl_supports_color_transforms;
/** Shader program cache in most recently used order
*
* Uses struct gl_shader::link.
*/
struct wl_list shader_list;
struct weston_log_scope *shader_scope;
};
static inline struct gl_renderer *
get_renderer(struct weston_compositor *ec)
{
return (struct gl_renderer *)ec->renderer;
}
void
gl_renderer_print_egl_error_state(void);
void
gl_renderer_log_extensions(const char *name, const char *extensions);
void
log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig);
EGLConfig
gl_renderer_get_egl_config(struct gl_renderer *gr,
EGLint egl_surface_type,
const uint32_t *drm_formats,
unsigned drm_formats_count);
int
gl_renderer_setup_egl_display(struct gl_renderer *gr, void *native_display);
int
gl_renderer_setup_egl_client_extensions(struct gl_renderer *gr);
int
gl_renderer_setup_egl_extensions(struct weston_compositor *ec);
GLenum
gl_shader_texture_variant_get_target(enum gl_shader_texture_variant v);
bool
gl_shader_texture_variant_can_be_premult(enum gl_shader_texture_variant v);
void
gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader);
void
gl_renderer_shader_list_destroy(struct gl_renderer *gr);
struct gl_shader *
gl_renderer_create_fallback_shader(struct gl_renderer *gr);
void
gl_renderer_garbage_collect_programs(struct gl_renderer *gr);
bool
gl_renderer_use_program(struct gl_renderer *gr,
const struct gl_shader_config *sconf);
struct weston_log_scope *
gl_shader_scope_create(struct gl_renderer *gr);
bool
gl_shader_config_set_color_transform(struct gl_shader_config *sconf,
struct weston_color_transform *xform);
#endif /* GL_RENDERER_INTERNAL_H */