gl-renderer: Make wireframe a debug mode

In order to avoid the complexity of handling multiple debug modes at
the same time, this commit makes wireframe a proper debug mode. It
also uses the new tinting system to make the white wireframe pop over
a darkened damaged region.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
This commit is contained in:
Loïc Molinari 2024-05-07 15:14:28 +02:00 committed by Derek Foreman
parent 42d68e9112
commit 6fe2221655
3 changed files with 45 additions and 63 deletions

View File

@ -165,11 +165,9 @@ struct gl_renderer {
struct weston_compositor *compositor;
struct weston_log_scope *renderer_scope;
/* Debug modes. */
struct weston_binding *debug_mode_binding;
int debug_mode;
struct weston_binding *wireframe_binding;
bool wireframe_debug;
bool wireframe_dirty;
GLuint wireframe_tex;
int wireframe_size;

View File

@ -69,6 +69,7 @@
enum gl_debug_mode {
DEBUG_MODE_NONE = 0,
DEBUG_MODE_SHADERS,
DEBUG_MODE_WIREFRAME,
DEBUG_MODE_LAST,
};
@ -1377,32 +1378,35 @@ draw_mesh(struct gl_renderer *gr,
const struct clipper_vertex *positions,
const uint32_t *barycentrics,
const uint16_t *indices,
int nidx,
bool wireframe)
int nidx)
{
assert(nidx > 0);
if (wireframe) {
/* Wireframe rendering is based on Celes & Abraham's "Fast and
* versatile texture-based wireframe rendering", 2011. */
glEnableVertexAttribArray(SHADER_ATTRIB_LOC_BARYCENTRIC);
glVertexAttribPointer(SHADER_ATTRIB_LOC_BARYCENTRIC, 4,
GL_UNSIGNED_BYTE, GL_TRUE, 0,
barycentrics);
if (gr->debug_mode) {
/* Debug mode tints indexed by gl_debug_mode enumeration. While
* tints are meant to be premultiplied, debug modes can have
* invalid colors in order to create visual effects. */
static const float tints[DEBUG_MODE_LAST][4] = {
{}, /* DEBUG_MODE_NONE */
{ 0.0f, 0.3f, 0.0f, 0.2f }, /* DEBUG_MODE_SHADERS */
{ 0.0f, 0.0f, 0.0f, 0.3f }, /* DEBUG_MODE_WIREFRAME */
};
sconf->req.wireframe = wireframe;
sconf->wireframe_tex = gr->wireframe_tex;
}
if (gr->debug_mode == DEBUG_MODE_SHADERS) {
/* While tints are meant to be premultiplied, the shaders tint
* has its green component greater than alpha for saturation
* purpose. */
static const float debug_mode_shaders[] =
{ 0.0f, 0.3f, 0.0f, 0.2f };
copy_uniform4f(sconf->tint, debug_mode_shaders);
assert(gr->debug_mode < DEBUG_MODE_LAST);
copy_uniform4f(sconf->tint, tints[gr->debug_mode]);
sconf->req.tint = true;
if (gr->debug_mode == DEBUG_MODE_WIREFRAME) {
/* Wireframe rendering is based on Celes & Abraham's
* "Fast and versatile texture-based wireframe
* rendering", 2011. */
sconf->req.wireframe = true;
sconf->wireframe_tex = gr->wireframe_tex;
glEnableVertexAttribArray(SHADER_ATTRIB_LOC_BARYCENTRIC);
glVertexAttribPointer(SHADER_ATTRIB_LOC_BARYCENTRIC, 4,
GL_UNSIGNED_BYTE, GL_TRUE, 0,
barycentrics);
}
}
if (!gl_renderer_use_program(gr, sconf))
@ -1412,7 +1416,7 @@ draw_mesh(struct gl_renderer *gr,
0, positions);
glDrawElements(GL_TRIANGLE_STRIP, nidx, GL_UNSIGNED_SHORT, indices);
if (wireframe)
if (gr->debug_mode == DEBUG_MODE_WIREFRAME)
glDisableVertexAttribArray(SHADER_ATTRIB_LOC_BARYCENTRIC);
}
@ -1430,7 +1434,7 @@ repaint_region(struct gl_renderer *gr,
uint16_t *indices;
int i, j, n, nrects, positions_size, barycentrics_size, indices_size;
int nvtx = 0, nidx = 0;
bool wireframe = gr->wireframe_debug;
bool wireframe = gr->debug_mode == DEBUG_MODE_WIREFRAME;
/* Build-time sub-mesh constants. Clipping emits 8 vertices max.
* store_indices() store at most 10 indices. */
@ -1483,8 +1487,7 @@ repaint_region(struct gl_renderer *gr,
* Subtracting 2 removes the last chaining indices. */
if ((nvtx + nvtx_max) > UINT16_MAX) {
draw_mesh(gr, pnode, sconf, positions,
barycentrics, indices, nidx - 2,
wireframe);
barycentrics, indices, nidx - 2);
nvtx = nidx = 0;
}
}
@ -1492,7 +1495,7 @@ repaint_region(struct gl_renderer *gr,
if (nvtx)
draw_mesh(gr, pnode, sconf, positions, barycentrics, indices,
nidx - 2, wireframe);
nidx - 2);
gr->position_stream.size = 0;
gr->indices.size = 0;
@ -1704,7 +1707,7 @@ update_wireframe_tex(struct gl_renderer *gr,
int new_size, i;
uint8_t *buffer;
if (!gr->wireframe_debug) {
if (gr->debug_mode != DEBUG_MODE_WIREFRAME) {
if (gr->wireframe_size) {
glDeleteTextures(1, &gr->wireframe_tex);
gr->wireframe_size = 0;
@ -2228,18 +2231,19 @@ gl_renderer_repaint_output(struct weston_output *output,
* any wireframes left over from previous draws on this buffer. This
* precludes the use of EGL_EXT_swap_buffers_with_damage and
* EGL_KHR_partial_update, since we damage the whole area. */
if (gr->wireframe_debug) {
if (gr->debug_mode == DEBUG_MODE_WIREFRAME) {
pixman_region32_t undamaged;
pixman_region32_init(&undamaged);
pixman_region32_subtract(&undamaged, &output->region,
output_damage);
gr->wireframe_debug = false;
gr->debug_mode = DEBUG_MODE_NONE;
repaint_views(output, &undamaged);
gr->wireframe_debug = true;
gr->debug_mode = DEBUG_MODE_WIREFRAME;
pixman_region32_fini(&undamaged);
}
if (gr->has_egl_partial_update && !gr->wireframe_debug) {
if (gr->has_egl_partial_update &&
gr->debug_mode != DEBUG_MODE_WIREFRAME) {
int n_egl_rects;
EGLint *egl_rects;
@ -2285,7 +2289,8 @@ gl_renderer_repaint_output(struct weston_output *output,
if (go->egl_surface != EGL_NO_SURFACE) {
EGLBoolean ret;
if (gr->swap_buffers_with_damage && !gr->wireframe_debug) {
if (gr->swap_buffers_with_damage &&
gr->debug_mode != DEBUG_MODE_WIREFRAME) {
int n_egl_rects;
EGLint *egl_rects;
@ -2335,7 +2340,7 @@ gl_renderer_repaint_output(struct weston_output *output,
extents = weston_matrix_transform_rect(&output->matrix,
rb->base.damage.extents);
if (gr->wireframe_debug) {
if (gr->debug_mode == DEBUG_MODE_WIREFRAME) {
rect.y = go->fb_size.height - go->area.y - go->area.height;
rect.height = go->area.height;
} else {
@ -2345,7 +2350,7 @@ gl_renderer_repaint_output(struct weston_output *output,
}
if (gr->gl_version >= gr_gl_version(3, 0) &&
! gr->wireframe_debug) {
gr->debug_mode != DEBUG_MODE_WIREFRAME) {
glPixelStorei(GL_PACK_ROW_LENGTH, width);
rect.width = extents.x2 - extents.x1;
rect.x += extents.x1;
@ -4152,8 +4157,6 @@ gl_renderer_destroy(struct weston_compositor *ec)
if (gr->debug_mode_binding)
weston_binding_destroy(gr->debug_mode_binding);
if (gr->wireframe_binding)
weston_binding_destroy(gr->wireframe_binding);
weston_log_scope_destroy(gr->shader_scope);
weston_log_scope_destroy(gr->renderer_scope);
@ -4362,19 +4365,8 @@ debug_mode_binding(struct weston_keyboard *keyboard,
struct gl_renderer *gr = get_renderer(compositor);
gr->debug_mode = (gr->debug_mode + 1) % DEBUG_MODE_LAST;
weston_compositor_damage_all(compositor);
}
gr->wireframe_dirty = gr->debug_mode == DEBUG_MODE_WIREFRAME;
static void
wireframe_debug_repaint_binding(struct weston_keyboard *keyboard,
const struct timespec *time,
uint32_t key, void *data)
{
struct weston_compositor *compositor = data;
struct gl_renderer *gr = get_renderer(compositor);
gr->wireframe_debug = !gr->wireframe_debug;
gr->wireframe_dirty = true;
weston_compositor_damage_all(compositor);
}
@ -4609,10 +4601,6 @@ gl_renderer_setup(struct weston_compositor *ec)
gr->debug_mode_binding =
weston_compositor_add_debug_binding(ec, KEY_M,
debug_mode_binding, ec);
gr->wireframe_binding =
weston_compositor_add_debug_binding(ec, KEY_F,
wireframe_debug_repaint_binding,
ec);
weston_log("GL ES %d.%d - renderer features:\n",
gr_gl_version_major(gr->gl_version),

View File

@ -124,9 +124,9 @@ Rotate the window (if supported)
.SS DEBUG BINDINGS
The combination \fBmod + Shift + Space\fR begins a debug binding. Debug
bindings are completed by pressing an additional key. For example, pressing
F may toggle texture mesh wireframes with the GL renderer.
(In fact, most debug effects can be disabled again by repeating the command.)
Debug bindings are often tied to specific backends. Below are the debug bindings available.
M may cycle through the GL renderer debug modes. Most debug effects can be
disabled again by repeating the command. Debug bindings are often tied to
specific backends. Below are the debug bindings available.
.RS
- KEY_D :
@ -147,11 +147,7 @@ Start VAAPI recorder.
.RE
- KEY_M :
.RS 4
Cycle through gl-renderer debug modes: none, shaders.
.RE
- KEY_F :
.RS 4
Enable wireframe debugging for gl-renderer.
Cycle through gl-renderer debug modes: none, shaders, wireframe.
.RE
- KEY_R :
.RS 4