Whenever an output repaint fails, we leave the presentation-feedback
requests hanging. Requeue them back to the surface so the next repaint
attempt can collect them.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Fundamentally, the flags are a property of each paint node, rather than
each view as such. Move them over there so it gets a little less painful
to work with.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Commit c3321d5819 tried to fix this, but
I didn't thoroughly look for other uses of the wrong scale variable.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
1. remove the restriction on underlay planes when finding plane.
Because the view on the underlay plane can be displayed by drawing
a through hole on primary plane, so we can try underlay planes.
2. Add step to check if the view is assigned on underlay plane, When
it is successfully placed on a HW plane. Because we need to set the
underlay view pnode->need_hole to true so that gl-renderer
will draw a hole for it when repainting.
3. Avoid assigning views to underlay HW planes when the backend format
is opaque and avoid assigning views with alpha to underlay HW planes.
4. when overlay plane is not enough, try to find underlay plane on
platform with both overlay and underlay plane.
Signed-off-by: Chao Guo <chao.guo@nxp.com>
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
On underlay platforms, the HW planes can be placed below the primary
plane, so some views that intersect with the renderer region can try
to be placed on the underlay planes. In order to assign these views
to underlay planes, the improvement is as follows:
1. Add current_lowest_zpos_overlay. Record the current lowest zpos
of the overlay planes.
2. Add current_lowest_zpos_underlay. Record the current lowest zpos
of the underlay plane. It is initialized to scanout_plane::zpos.
3. Add need_underlay to indicate whether to find underlay plane for
view.
4. The views that intersect with the renderer region and underlay
views should be assigned to underlay planes.
Signed-off-by: Chao Guo <chao.guo@nxp.com>
Add 'is_underlay' in drm_plane, which is used to indicate whether the
HW plane is below the primary plane at the Z position.
Add 'has_underlay' in drm_backend, which is used indicate that there
are underlay planes in drm backend.
Signed-off-by: Chao Guo <chao.guo@nxp.com>
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
When users need to place view on underlay HW plane, they need to set
the output format to alpha format.
This will cause gl-renderer to output a transparent image, allowing
through holes to work.
Signed-off-by: Chao Guo <chao.guo@nxp.com>
Add a boolean member named need_hole in weston_paint_node, which is used
to indicate whether the renderer should draw through hole on primary
plane when rendering.
For paint node whose view are placed on the underlay plane, this
member should be set to true, otherwise it is false.
Signed-off-by: Chao Guo <chao.guo@nxp.com>
This reverts f843ba34d1 ("drm-backend: limit
reset/restart to output of a failed commit") and actually solves the problem
correctly.
The pending_state is no longer valid at this point, so it cannot be used to
determine the outputs of the current commit. So only clear will_repaint when
starting to repaint, so it can be used to determine which outputs of a device
were actually repainted and use it to reset/restart those outputs.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
If the first tick of an animation finishes the animation, then the
animation is destroyed before its creation function even returns.
Let's just defer that destruction to the idle loop so that can't happen.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
refactor the deferred animation destruction code into
defer_animation_destroy() so we can use it elsewhere later.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This moves debug mode setup to a dedicated function because the
addition of new modes made it bigger.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The shaders debug mode doesn't have much interest now that other more
specific debug modes show shaders too.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The batches debug mode tints each batch of a repaint pass in a
different color in order to highlight batches.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Use gcc and clang's 'fallthrough' attribute instead of a comment to
fall through switch statements. This allows to request fall through
inside a block and prevents issues with preprocessed files.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The wireframe debug mode needs to clear the current renderbuffer in
order to clean up old wireframes lying around. This commit makes this
system generic for upcoming debug modes with similar needs.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
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>
Don't color sub-mesh differently in wireframe mode. There's not much
interest in being able to distinguish the sub-meshes in a paint node
and this allows to simplify the logic by removing the color vertex
stream.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Current green tint support is a hard-coded Porter-Duff premultiplied
blending of a green source (slightly skewed on the green channel) over
the updated damaged destination. This commit makes green tinting
generic by letting the shader user provide a custom tint color.
The goal is to reuse that system for the upcoming debug modes.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Set up debug mode initial infrastructure using a dedicated key binding
and make shaders debug a debug mode.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
This prevents a potential abort yelling:
PANIC: ../subprojects/neatvnc/src/server.c: 2245: Multiple displays are not implemented. Aborting!
which happens because we never unregister the output, a mirror function
for nvnc_add_display().
Further more, we migrate nvc_close() to vnc_destroy() and check for
a valid output in vnc_client_cleanup(). Having a single caller in
vnc_shutdown() (which was migrated) we removed that entirely. Necessary
to avoid a use-after-free caused by nvc_close().
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
After c08a6ff8 moved attach to the render loop, we have a bad situation
when clients delete an attached shm buffer. We try to query the stride
at attach time, but the shm_buffer has been destroyed, and we crash.
Instead of carefully fixing that, I've instead stored the stride at
buffer creation time (as we already do with buffer width and height).
This lets attach succeed in the gl-renderer, keeping the old texture data
available for any upcoming rendering.
Fixes: #927
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Tested-by: Connor Abbott <cwabbott0@gmail.com>
is_fully_opaque takes precedence over opaque region, so we shouldn't
replace surface_opaque with the opaque region when is_fully_opaque is
true.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
We can skip posting damage beneath planes that are fully translucent,
but that doesn't mean we can skip posting damage beneath planes that
are not fully opaque.
Add a check for content that is entirely blended, and use that instead.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
image should be initialised to NULL in case image loading fails
between setjmp() and xzalloc().
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Fix ‘image’ clobbered by ‘longjmp’ warning using volatile.
jpeg_image_data members are now also declared volatile (like
png_image_data members) to explicitly request compilers to store them
on the stack (not in registers) to avoid warnings and bugs later.
Co-authored-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Doing this might cause unnecessary DRM importing, which might result in
an error when the DRM's memory address mapping is nearly full.
Return before attempting to create drm_fb to avoid that, since it will
fail in the later check anyway.
Signed-off-by: Jeffy Chen <jeffy.chen@rock-chips.com>
Mistakenly used weston_seat as opposed to shell_seat when iterating over
the shell seats. This unfortunately takes down the compositor upon switching
back.
Fixes: 4c100ca1d7 ('desktop-shell: Add session listener')
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
This most likely is a driver fail, as we shouldn't be getting a zero
value for max_brightness. Later on, this will be used to compute a
normalized brightness which would trip a with a division by zero.
Rather than fixing that up, just don't enable backlight support and
reportat that to the user that we have an invalid max_brightness value
and not backlight support.
Fixes: #878
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Moving attach to the render loop in c08a6ff8bd
caused this to crash if the shm buffer is destroyed between being committed
to a surface and being rendered.
Since we don't keep a reference to the buffer pool anyway, we might as well
just skip the attachment here.
Fixes: #922
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
weston_output_schedule_repaint() already checks the compositor state but
idle_repaint() is called asynchronously so the state may have changed.
Check the state again and abort if necessary.
Without this the DRM compositor might execute a modeset in
drm_output_start_repaint_loop() which should not happen while sleeping or
offscreen.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
With commit a1f8c49d5b 'compositor: repaint backends separately'
we will be repainting outputs independently so there's no need to keep
this band-aid on. Further more, the comment was most likely wrong.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
With commit a1f8c49d5b 'compositor: repaint backends separately'
we will be repainting outputs independently so there's no need to keep
this band-aid on.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Turns out kiosk_shell_output_set_active_surface_tree() requires having a
valid output which as seen in the wild might not be case. Prevents
an illegal dereference on an invalid shoutput.
Fixes: #920
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Render wireframe within paint nodes instead of drawing lines in a
second pass. The wireframe is blended over the node in a single draw
call. This slightly simplifies the logic by removing the computation
of a second set of indices and enables wireframe anti-aliasing using
Celes and Abraham's "Fast and versatile texture-based wireframe
rendering" paper from 2011.
Celes and Abraham use a one-dimensional set of texture coords for each
triangle edge, 1.0 for the 2 vertices defining the edge and 0.0 for
the other vertex, which basically define barycentric coords. Texture
mapping and the mip chain is then exploited to give a constant-width
edge. The main drawback of the technique is that contour edges of
node's damage mesh are drawn half as thick as interior lines since
each triangle draws half of each line's thickness.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Wrap compiler builtins into shared functions with proper generic
implementations. __builtin_clz() isn't wrapped for now because its use
by screenshooter is pretty specific. It will be properly wrapped in
the next commit which needs a round up to the next power of 2
function.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Only pass -W (warnings are fatal) to Sphinx if we've set Werror in
Meson.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Closes: wayland/weston#917
When a commit fails, then only the outputs that where part of this commit should
be reset or restarted.
Otherwise an unrelated output that has another successful pending commit may be
restarted incorrectly. Then the output is in an inconsistent state and will
trigger an assertion:
weston: ../libweston/backend-drm/state-propose.c:627: drm_output_propose_state: Assertion `!output->state_last' failed.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
Currently only the return value of the last backend that implements
repaint_flush() is actually used. That only works because the drm backend is the
only backend that implements repaint_flush().
In the drm backend only the return value of the last device is used. And if a
failure is actually detected, then all repainted outputs of all backends are
reset. This can trigger asserts:
weston_output_schedule_repaint_reset() (or _restart()) will change the state of
the output but the backend that did not cause the failure will still call
weston_output_finish_frame().
The same thing can happen with multiple devices in the drm backend. Or outputs
get stuck if an error is dropped.
Since the drm backend is the only one that implements repaint_flush() anyways,
move the failure handling into the backend and make it device specific.
This way only the outputs that need it are reset.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
With multiple backends or devices repaint_begin/repaint_flush may be called even
if no outout of a device will be repainted. This results in an "empty" drm state
without any output.
The actual commit to the kernel is already skipped but the drm-backend log is
still filled with "Beginning repaint"/"repaint-flush" messages and the scene
graph.
Use the new prepare_repaint() callback to determine if a backend needs to be
repainted and only create the pending_state if necessary.
Exit early in repaint_flush()/repaint_cancel() when no pending_state was created.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
When a repaint is triggered then not all backends may have outputs that need to
be repainted.
Check which outputs will be repainted first and then repaint only the backends
that need it.
This way unnecessary repaint_begin() and repaint_flush()/repaint_cancel() can
be skipped and errors are handled for each backend separately.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>