Commit Graph

18 Commits

Author SHA1 Message Date
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