Commit Graph

50 Commits

Author SHA1 Message Date
Leandro Ribeiro
9002667aa0 color: add support to parametric curves in weston_color_curve
Until now, all the curves would be represented with 3x1D LUT's. Now we
support LINPOW and POWLIN curves (arbitrary names that we've picked).
We can use these curves to represent LittleCMS curves type 1, 4 and
their inverses -1, -4. The reason why we want that is because we gain
precision using the parametric curves (compared to the LUT's);

Surprisingly we had to increase the tolerance of the sRGB->adobeRGB MAT
test. Our analysis is that the inverse EOTF power-law curve with
exponent 1.0 / 2.2 amplifies errors more than the LUT, specially for
input (optical) values closer to zero.

That makes sense, because this curve is more sensible to input values
closer to zero (i.e. little input variation results in lots of output
variation). And this model makes sense, as humans are more capable of
perceiving changes of light intensity in the dark.

But the downside of all that is that for input values closer to zero, a
little bit of noise increases significantly the error.

Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
2024-03-26 11:23:26 +00:00
Leandro Ribeiro
d9e2eca13f gl-renderer: move lut_3x1d curves to union
In the next commit we'll add support for more color curves. So move
lut_3x1d to an union.

Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
2024-03-26 11:23:26 +00:00
Loïc Molinari
4861b19f3d gl-renderer: Enable async output capture support for OpenGL ES 2
Plug async read back support to OpenGL ES 2 implementations using
GL_NV_pixel_buffer_object, GL_OES_mapbuffer extensions and
GL_EXT_map_buffer_range.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Loïc Molinari
b9be532b27 gl-renderer: Add OpenGL ES 3 async output capture support
ReadPixels() implies a synchronous read back of the render buffer to
return pixel data. OpenGL ES 3 adds asynchronous read back support by
writing the pixel data into a dedicated buffer object. This commit
adds asynchronous read back support to the output capture code. It
spawns a read back request and schedules a timeout a few frames later
in order to store the pixels into the client SHM buffer.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Arnaud Vrac
9c637d70eb gl-renderer: do not use glTexImage3D directly
Resolve the function through eglGetProcAddress instead as it's only defined
starting with OpenGLES 3.0.

Signed-off-by: Arnaud Vrac <avrac@freebox.fr>
2023-11-29 15:13:49 +00:00
Loïc Molinari
bcd04e0fad gl-renderer: Derive texcoords from position in the vertex shader
Let the graphics hardware handle the transformation from surface
position to texture coordinates. Paint nodes now have a single vertex
position attribute from which texture coordinates are derived. A new
vertex shader variant handles the transformation.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Philipp Zabel
2122be5a13 gl-renderer: remove pbuffer dummy surface
Drop the dummy PBuffer surface.
This makes EGL_KHR_surfaceless_context mandatory.

Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
2023-06-09 10:26:58 +01:00
Philipp Zabel
5a40ebbbf1 gl-renderer: add FBO output support
Add support for creating surfaceless outputs and rendering to FBOs.

The backend has to create FBOs with the create_fbo API and pass the
resulting weston_renderbuffer handles to repaint_output.

Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
2023-06-09 09:21:31 +00:00
Loïc Molinari
7c9c545b4e gl-renderer: Get rid of begin fence sync
Output repaint uses a pair of fence syncs to profile GPU execution by
retrieving their timestamps once signalled. While the end timestamp
can be rather inaccurate in some cases (drivers reusing sync objects
from previous command buffers), the begin timestamp is never correct
because fence syncs are signalled on command buffer completion.

Get rid of the begin fence sync and use the EXT_disjoint_timer_query
extension to measure the actual repaint duration and extrapolate the
begin timestamp from the end one.

Fixes #342

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-04-03 09:52:36 +02:00
Philipp Zabel
ad38c41a50 gl-renderer: use pixel_format_info instead of drm fourccs
Use struct pixel_format_info pointers instead of uint32_t drm fourcc
values at the API surface for output and image creation.

Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
2023-01-29 14:47:03 +01:00
Pekka Paalanen
f60c9cc1e9 gl-renderer: implement output capture
This services output capture tasks for the 'framebuffer' and 'full
framebuffer' pixel sources.

Both pixel sources come from the same source: the EGLSurface. The only
difference is the area. The EGLSurface contains the borders used for
output decorations, hence 'full framebuffer' is possible to capture.

We use GL_ANGLE_pack_reverse_row_order extension to make glReadPixels
return the image data in the layout we need for wl_shm buffers directly.
Without the extension we have to flip manually.

Another extension to the same effect is MESA_pack_invert, but this is
not specified for GL ES. It also uses a different token value, so it
cannot be directly substituted even if supported.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2022-11-29 11:00:52 +02:00
Vitaly Prosyak
cd888bde6f gl-renderer: add matrix
Add matrix in color.h
Matrix is used as an optimized method for
color mapping vs 3DLUT.
Nothing sets color mapping to matrix yet.

Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
2022-09-28 10:28:28 +00:00
Vitaly Prosyak
96f0fc3974 gl-renderer: add post-curve set to identity
Add post-curve support in color.h.
Pre-curve and post-curve describe color pipeline components
in a single GL shader invocation.The GL shader is supposed
to match struct weston_color_transform exactly.
We have the following color pipeline:
shader A -> blending -> shader B -> KMS. Both A and B shaders
using the same source file :fragment.glsl.
Each shader has pre and post curve.

The typical color pipeline with 3DLUT:
Shader A: pre-curve identity->3DLUT->blending->post-curve identity
Shader B: pre-curve->3DLUT identity->post-curve identity->KMS

The typical color pipeline with matrix (in next commits):
Shader A: pre-curve->matrix->blending->post-curve identity
Shader B: pre-curve->matrix identity->post-curve identity->KMS
The pre-curve plays role of EOTF (shader A) or INV_EOTF
(shader B) becouse we are stiching the shaders.

We assume that someone in the future may use both pre-curve
and post-curve, for example, when it is not possible to combine
these curves into 3DLUT and we will do mapping elements based on
their location in ICC profile.

Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
2022-09-28 10:28:28 +00:00
Pekka Paalanen
092115786e gl-renderer: move extension lists away from log
Print all EGL and OpenGL extension lists into a new log scope
"gl-renderer" instead of the usual log.

These lists cluttered the log while they were very rarely actually
useful. Sometimes they might be interesting, so make them still
available through the new log scope.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2022-05-18 13:45:53 +03:00
Pekka Paalanen
ccb0d4f7ce gl-renderer: pass gr to gl_renderer_log_extensions()
Plumb struct gl_renderer all the way through to
gl_renderer_log_extensions(). In the future, the extension lists will be
printed into a debug scope specifically, and it will get the debug scope
from gr.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2022-05-18 13:45:53 +03:00
Vitaly Prosyak
cda130e4b0 gl-renderer: add declaration of color mapping function
Introduce shader color mapping identity and 3D LUT.
Shader requirements struct uses union for color mapping
to prepare the place for 3x3 matrix.

Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
2022-02-09 20:42:50 -05:00
Manuel Stoeckl
b0ed4a2e3b gl-renderer: add support for (a|x)bgr16161616 shm formats
These formats are useful because they are often easier to produce
on CPU than half-float formats, and abgr16161616 has both >= 10bpc
color channels and adequate alpha, unlike abgr2101010.

The 16-bpc textures created from buffers with these formats require
the GL_EXT_texture_norm16 extension.

As WL_SHM_FORMAT_ABGR16161616 was introduced in libwayland 1.20,
update Weston's build requirements and CI.

The formats also needed to be registered in the pixel format table,
and defined in a fallback path if recent libdrm is not available.

Signed-off-by: Manuel Stoeckl <code@mstoeckl.com>
2022-02-02 11:58:58 +00:00
Scott Anderson
f9787ba482 gl-renderer: query DRM device given an EGLDisplay
Add function to query the DRM device given an EGLDisplay. It is the
device being used by the compositor to perform composition.

This will be useful in the next commits of this series, where we add
support for dma-buf feedback.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Reviewed-by: Daniel Stone <daniels@collabora.com>
2021-11-25 10:47:39 -03:00
Manuel Stoeckl
c7fbc97120 gl-renderer: add support for (a|x)bgr2101010 shm formats
Adding these formats makes it possible for clients using wl_shm to
submit buffers with 10 bits per pixel, and thus (if Weston is
configured with an xrgb2101010 frame buffer) display more precise
colors on some computer monitors.

Signed-off-by: Manuel Stoeckl <code@mstoeckl.com>
2021-10-27 09:02:07 +00:00
Pekka Paalanen
92f2367e58 gl-renderer: implement 3 x 1D LUT color pre-curve
This makes weston_color_transform object be able to express
three-channel one-dimensional look-up table transformations. They are
useful for applying EOTF and EOTF^-1 mapping, or, gamma curves. They
will also be useful in optimizing a following 3D LUT tap distribution
once support for 3D LUT is added.

The code added here translates from the lut_3x1d fill_in() interface to
a GL texture to be used with SHADER_COLOR_CURVE_LUT_3x1D for
weston_surfaces.

It demonstrates how renderer data is attached to weston_color_transform
and cached.

GL_OES_texture_float_linear is required to be able to use bilinear
texture filtering with 32-bit floating-point textures, used for the LUT.

As the size of the LUT depends on what implements it, lut_3x1d fill_in()
interface is a callback to the color management component to ask for an
arbitrary size. For GL-renderer this is not important as it can easily
realize any LUT size, but when DRM-backend wants to offload the EOTF^-1
mapping to KMS (GAMMA_LUT), the LUT size comes from KMS.

Nothing actually implements lut_3x1d fill_in() yet, that will come in a
later patch.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-21 14:36:33 +00:00
Pekka Paalanen
9a6a4e7032 gl-renderer: implement SHADER_COLOR_CURVE_LUT_3x1D
This adds shader support for using a three-channel one-dimensional
look-up table for de/encoding input colors. This operation will be useful
for applying EOTF or its inverse, in other words, gamma curves. It will
also be useful in optimizing a following 3D LUT tap distribution once
support for 3D LUT is added.

Even though called three-channel and one-dimensional, it is actually
implemented as a one-channel two-dimensional texture with four rows.
Each row corresponds to a source color channel except the fourth one is
unused. The reason for having the fourth row is to get texture
coordinates in 1/8 steps instead of 1/6 steps. 1/6 may would not be
exact in floating- or fixed-point arithmetic and might perhaps risk
unintended results from bilinear texture filtering when we want linear
filtering only in x but not in y texture coordinates. I may be paranoid.

The LUT is applied on source colors after they have been converted to
straight RGB. It cannot be applied with pre-multiplied alpha. A LUT can
be used for both applying EOTF to go from source color space to blending
color space, and EOTF^-1 to go from blending space to output
(electrical) space. However, this type of LUT cannot do color space
conversions.

For now, this feature is hardcoded to off everywhere, to be enabled in
following patches.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-21 14:36:33 +00:00
Pekka Paalanen
4d5b2f3410 gl-renderer: add shader bit input_is_premult
Add a new shader requirements bit input_is_premult which says whether
the texture sampling results in premultiplied alpha or not. Currently
this can be deduced fully from the shader texture variant, but in the
future there might a protocol extension to explicitly control it. Hence
the need for a new bit.

yuva2rgba() is changed to produce straight alpha always. This makes
sample_input_texture() sometimes produce straight or premultiplied
alpha. The input_is_premult bit needs to match sample_input_texture()
behavior. Doing this should save three multiplications in the shader for
straight alpha formats.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-21 14:36:33 +00:00
Pekka Paalanen
734c2278f9 gl-renderer: require GL ES 3.0 for color management
Trying to support GL ES 2.0 + extensions along with GL ES 3.0 for better
control is becoming too complicated fast. In this patch you see the
GL_RGBA vs. GL_RBA16F and GL_HALF_FLOAT vs. GL_HALF_FLOAT_OES paths.
More such cases will come, e.g. GL_RED_EXT vs. GL_R32F.

Make things simpler and require GL ES 3.0 +
GL_EXT_color_buffer_half_float for all color management related
functionality. If one doesn't have GL ES 3.0, all you lose is color
management.

Also, all extensions needed by color transformation operations are
gathered under one boolean flag instead of having a flag per extension,
again for simplicity.

This makes the GL ES extension handling much easier.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-14 16:04:43 +03:00
Pekka Paalanen
401e190913 Revert "gl-renderer: Make dummy surface current after all outputs are gone"
This reverts commit 36d699a164.

A different way to fix this same issue is the previous commit
"gl-renderer: do not unbind the context on output destroy"
which is needed for other reasons.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-14 16:04:43 +03:00
Leandro Ribeiro
1b403263d4 gl-renderer: do not expose query_dmabuf_formats and query_dmabuf_modifiers
In commit "libweston: add struct weston_drm_format" struct
weston_drm_format and its helper functions were added to libweston.

The functions query_dmabuf_formats and query_dmabuf_modifiers are very
specific to GL-renderer and its internals. So instead of exposing them
in libweston, query and store DRM formats and modifiers internally in
GL-renderer. Also, add a vfunction to struct weston_renderer in order
to retrieve the formats.

Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
2021-04-27 19:56:38 +00:00
Pekka Paalanen
0f52da6226 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>
2021-04-07 11:45:10 +00:00
Pekka Paalanen
6d1a7df42f gl-renderer: move shader list destroy to gl-shaders.c
This paves way for making struct gl_shader opaque outside of
gl-shaders.c.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-04-07 11:45:10 +00:00
Pekka Paalanen
9f428a633c gl-renderer: move functions into gl-shaders.c
These functions are related to shaders, so they are more at home in
gl-shaders.c. gl-renderer.c is too long already.

This allows making a couple functions static while the moved functions
become non-static. Future changes turn some of these functions into
static again, with the ultimate goal of making struct gl_shader opaque.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-04-07 11:45:10 +00:00
Pekka Paalanen
1ed2cad87e 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>
2021-02-25 14:36:46 +02:00
Pekka Paalanen
a8c4dfead5 gl-renderer: log shader deletions too
This is useful for seeing that the shader program garbage collection
works in a future patch.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 14:36:46 +02:00
Pekka Paalanen
40c26a0b7c gl-renderer: add compositor shorthand pointer
One more thing is coming to need this, so add the compositor pointer and
migrate existing places to use it where it simplifies things.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 14:36:46 +02:00
Harish Krupo
7ef26886f5 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>
2021-02-25 13:16:02 +02:00
Harish Krupo
71078b4044 gl-renderer: Add debug scope for shader generator
This helps accounting how many shaders live in the cache, what the
shader source code is, and when shaders are compiled.

Signed-off-by: Harish Krupo <harishkrupo@gmail.com>

v2: Resolved rebase conflicts.
    Put shader_scope in struct gl_renderer, remove struct
    gl_shader_generator.
    Wrote commit message.
    Rebased for "gl-renderer: rewrite fragment shaders" which completely
    changed how shader sources are generated.
    Added cache statistics to debug output on subscribe.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00
Pekka Paalanen
c12963f98d gl-renderer: add fallback shader
If shader compiling on demand fails, then rather than using whatever
random shader happens to be current, use an explicit fallback shader
painting stuff brown.

The color is chosen dim enough to hopefully not cause problems even in
a HDR setting as it will be written verbatim into the fb/shadow.

This also prevents NULL dereference on shader->key.variant in
draw_view().

One way to test this shader is to hack fragment.glsl:
 #if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
 #extension GL_OES_EGL_image_external : require
+#error haa haa
 #endif

and then run e.g. weston-simple-dmabuf-v4l -f YUYV
with vivid kernel module loaded. This worked on Intel.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00
Harish Krupo
7903c5e667 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>
2021-02-25 13:16:02 +02:00
Pekka Paalanen
3ec25d7812 gl-renderer: split into gl-shaders.c
This is purely moving code as is with no changes other than making the
three functions non-static.

Originally this was part of "gl-renderer: Requirement based shader
generation" by Harish Krupo, but that patch made also big changes to the
code at the same time. Patches are easier to review when code movement
is separate from behavioral changes, therefore I introduced this patch.

Cc: Harish Krupo <harishkrupo@gmail.com>
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00
Pekka Paalanen
593d5af43a gl-renderer: require GL_EXT_unpack_subimage
Require GL_EXT_unpack_subimage unconditionally in GL-renderer. Without
this extension, it would take considerable effort in GL-renderer to
handle correctly images that contain row padding, either as a temporary
copy to remove padding or doing SubImage updates row by row.

I would guess that this path has gone long completely untested, and if
it was exercised, the rows never had padding thanks to 32-bit pixel
formats. Instead of writing tests to poke the corner cases and fixing
it, remove it.

This will make it easier to fix other problems in GL-renderer in this
area in the future - one less path to consider and many restrictions in
GL API gone.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2020-12-15 14:42:46 +00:00
Michael Olbrich
40c519a3e6 gl-renderer: query EGL to determine if GL_TEXTURE_EXTERNAL_OES should be used
Using the number of planes to determine if GL_TEXTURE_EXTERNAL_OES should be
used is incorrect with some modifiers: For example RGBA with a
I915_FORMAT_MOD_Y_TILED_CCS modifier has two planes.

Use eglQueryDmaBufModifiersEXT() to query if the current format/modifier only
supports GL_TEXTURE_EXTERNAL_OES.

Use the current code as fallback of modifiers are not supported.

Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
2020-05-25 11:06:28 +00:00
Scott Anderson
4ed62d47cc gl-renderer: Move EGL display creation to egl-glue.c
It makes more sense for it to be there instead.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
2020-02-18 18:11:26 +13:00
Scott Anderson
4ed58b1d47 gl-renderer: Move platform extension checks to EGL client setup
This removes the duplicate checks for EGL_EXT_platform_base.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
2020-02-18 18:06:52 +13:00
Scott Anderson
7725415478 gl-renderer: Move get_platform_display to EGL client setup
This is to put more of the EGL client extension handling in the same
place. This also adds a boolean to check if EGL_EXT_platform_base is
supported, similar to other extensions we check.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
2020-02-18 17:41:06 +13:00
Scott Anderson
dddb592cfb gl-renderer: Move EGL client extension handling earlier
EGL client extensions are not tied to the EGLDisplay we create, and have
an effect on how we create the EGLDisplay. Since we're using this to
look for EGL_EXT_platform_base, it makes more sense for this to be near
the start of the GL renderer initialization.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
2020-02-18 17:38:27 +13:00
Vivek Kasireddy
9e7e7fac37 gl-renderer: Add support for XYUV format (v2)
Accept XYUV dmabuf buffers that a client application such as
weston-simple-dmabuf-v4l might submit.

v2 (Daniel):
Add XYUV to yuv_formats array to have the compositor color convert
with a shader if GL_TEXTURE_EXTERNAL_OES does not work.

Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
2019-11-25 17:19:33 -08:00
Eero Tamminen
58e99de1a8 Add include for missing symbols
Fixes: https://gitlab.freedesktop.org/wayland/weston/issues/303
2019-11-13 11:34:30 +00:00
Pekka Paalanen
5d6d2b10af gl-renderer: configs for pbuffers too
Fold more code into the common config choosing, the pbuffer path this time.
Simplifies code and allows gl_renderer_get_egl_config() to grow smarter in the
future to guarantee config compatility in the absence of configless_context
extension.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00
Pekka Paalanen
7cb7a6781f gl-renderer: remove EGLConfig attributes from API
Now that all backends pass in a list of acceptable DRM formats, that is used to
determine if the EGLConfig has an alpha channel or not. Therefore the
opaque_attribs and alpha_attribs are now useless, and we can remove the whole
config_attribs argument from the API.

gl_renderer_get_egl_config() uses an internal attrib list that matches at least
the union of the opaque_attribs and alpha_attribs matches.

Overall, behaviour should remain unchanged.

The new attribute array becomes variable in the future, so it is left
non-const.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00
Pekka Paalanen
7cbafec8ae gl-renderer: fuzzy EGLConfig matching for non-GBM
Implement fuzzy EGLConfig pixel format matching, where we ensure that R, G, B
and A channels have the expected number of bits exactly. This is used on EGL
platforms where the EGLConfig native visual ID is not a DRM format code. On EGL
GBM platform, the old exact matching of native visual ID is kept.

As only the DRM backend uses a DRM format list for picking a config, this patch
should not change any behaviour.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00
Pekka Paalanen
c01ba92eb2 gl-renderer: use pixel_format_info internally for EGL
Using arrays of pixel_format_info instead of just DRM format codes is useful
for fuzzy matching of formats with EGLConfigs in the future. The immediate
benefit is that we can easily print format names in log messages.

We should never deal with formats we don't have in our database, so discarding
unknown formats should be ok. Using unknown formats would become hard later,
too.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00
Pekka Paalanen
8e42af02a6 gl_renderer: introduce gl_renderer_get_egl_config()
In an attempt to pull more of EGLConfig choosing into one place, refactor code
into the new gl_renderer_get_egl_config(). The purpose of this function is to
find an EGL config that not only satisfies the requested attributes and the
pixel formats if given but also makes sure the config is generally compatible
with the single GL context we have.

All this was already checked in gl_renderer_create_window_surface(), but
gl_renderer_create_pbuffer_surface() is still missing it. This patch is
preparation for fixing the pbuffer path.

We explicitly replace visual_id with drm_formats, because that is what they
really are. Only the DRM backend passes in other than NULL/0, and if other
backends start caring about the actual pixel format, drm_format is the lingua
franca.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00
Pekka Paalanen
5aaf8dc405 gl-renderer: move into egl-glue.c
Start a new source file for EGL glue stuff, for the EGL platform Weston runs
on. gl-renderer.c is getting too long, and I want to add even more boring code
(config pretty-printing etc.).

This pure code move, no changes.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-10-04 12:17:18 +03:00