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

229 lines
6.2 KiB
C
Raw Normal View History

/*
* Copyright © 2019 Collabora, Ltd.
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>
2019-04-18 19:15:48 +03:00
* 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
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>
2019-04-18 19:15:48 +03:00
#include <stdbool.h>
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>
2021-02-10 13:33:03 +03:00
#include <time.h>
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>
2019-04-18 19:15:48 +03:00
#include <wayland-util.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "shared/weston-egl-ext.h" /* for PFN* stuff */
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>
2019-04-18 19:15:48 +03:00
#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,
};
/** 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;
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>
2019-04-18 19:15:48 +03:00
bool green_tint:1;
/*
* 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_:26;
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>
2019-04-18 19:15:48 +03:00
};
static_assert(sizeof(struct gl_shader_requirements) ==
4 /* total bitfield size in bytes */,
"struct gl_shader_requirements must not contain implicit padding");
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>
2021-03-18 18:42:06 +03:00
struct gl_shader;
#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];
};
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_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;
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>
2019-04-18 19:15:48 +03:00
bool 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>
2019-04-18 19:15:48 +03:00
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>
2021-02-10 13:33:03 +03:00
/** Shader program cache in most recently used order
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>
2019-04-18 19:15:48 +03:00
*
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>
2021-02-10 13:33:03 +03:00
* Uses struct gl_shader::link.
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>
2019-04-18 19:15:48 +03:00
*/
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);
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>
2021-03-18 18:42:06 +03:00
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);
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>
2019-04-18 19:15:48 +03:00
void
gl_renderer_shader_list_destroy(struct gl_renderer *gr);
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>
2019-04-18 19:15:48 +03:00
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: 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>
2021-03-18 18:42:06 +03:00
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);
#endif /* GL_RENDERER_INTERNAL_H */