Now that we have weston_matrix_transform_rect we can use that
instead of weston_transformed_coord + viewport_surface_to_buffer.
viewport_surface_to_buffer no longer has users, so remove it.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
New function that transforms a pixman_box32_t rectangle by a matrix.
Since pixman rectangles are represented by 2 corners, non-90 degree
rotations can't be properly represented. This function gives the
axis aligned rectangle that encloses the rotated rectangle.
We use this for weston_matrix_transform_region(), simplifying it and
allowing it to work for non 90 degree rotations.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Surface views that are not assigned to a layer are not going to be
rendered, and thus should not participate in determining the outputs the
surface is on.
There are other view properties that may determine if the view should be
considered in output_mask calculations, e.g., is_mapped, but checking
for this currently breaks tests. Such additional checks are left for
future fixes or reworkings of the view infrastructure.
Fixes#646
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
weston_output_set_position() currently assumes the output is enabled, but
we could be using weston_output_move() to configure an output that hasn't
yet been enabled.
If that's the case, we don't want to send signals or perform setup that
will eventually happen when the output is enabled anyway.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Make sure we don't enable an output that overlaps with other enabled
outputs.
We should probably do something similar when moving outputs, but we can't
realistically do that right now, so at least leave a comment explaining
why we're ignoring that case.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This is pretty counter-intuitive, and should probably happen outside of
the core in the front end while configuring the outputs.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When an atomic commit fails then the output will be stuck in
REPAINT_AWAITING_COMPLETION state. It is waiting for a vblank event that was
never scheduled.
If the error is EBUSY then it can be expected to be a transient error. So
propagate the error and schedule a new repaint in the core compositor.
This is necessary because there are some circumstances when the commit can fail
unexpectedly:
- With 'state_invalid == true' one commit will disable all planes. If another
commit for a different output is triggered immediately afterwards, then this
commit can temporarily fail with EBUSY because it tries to use the same
planes.
- At least with i915, if one commit enables an output then a second commit for a
different output immediately afterwards can temporarily fail with EBUSY. This
is probably caused by some hardware interdependency.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
This allows for setting a buffer offset without having to make it part
of the wl_surface.attach request. This is useful for e.g. setting a DND
surface icon hotspot offset when using Vulkan; or doing the same with
EGL without having to use wl_egl_window_resize().
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
The paint_node_z_order_list contains all views, not just the ones visible on the
current output. So all views are moved to the primary plane when one output
does not support planes.
This will be relevant with multiple backends: When an output without plane
support is rendered then the views of all other outputs are removed from
the current planes and the corresponding outputs will be repainted
unnecessarily.
So only reset the plane if the view is actually on the current output.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
A head may have its output protection set before it is attached to an
output. Recompute the output protection whenever a head is attached to
make sure it correctly set in output.
Signed-off-by: Joshua Watt <JPEWhacker@gmail.com>
This protocol allows clients to create single-pixel RGBA buffers. Now
that we have proper support for these buffers internally within Weston,
we can expose them to clients.
This bumps the build container version, as we now depend on
wayland-protocols v1.26.
Signed-off-by: Daniel Stone <daniels@collabora.com>
This patch acts as bandaid in the core compositor to avoid the renderer
doing a flush after the buffer has been released. Flushing after release
can happen due to problems in the internal damage tracking, is violating
the protocol, and causes visible glitches.
A more proper fix would be to handle compositor side damage correctly.
Suggested-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Acked-by: Daniel Stone <daniel.stone@collabora.com>
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
A view shouldn't be mapped if a surface isn't mapped, and it shouldn't
be in the scene graph if it isn't mapped either. Print when this happens
so you can see more from the debug.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Currently the idle_repaint_source is removed when the output is destroyed.
This covers the most common case: When a monitor is unplugged then the
corresponding DRM output is destroyed and not just disabled.
However, outputs can be explicitly disabled by the shell. In this case the
output is not removed and idle_repaint() may be called for a removed
output.
Remove the idle_repaint_source in weston_compositor_remove_output() to fix
this. And reset the variable to ensure that the source can be created
again.
Removing the source in weston_output_release() is now no longer necessary
since it calls weston_compositor_remove_output().
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
weston_compositor_reflow_outputs() assumes that all output are positioned from
left to right with no gaps in the same order in which they where created.
If the shell moves an output with weston_output_move() then this assumption is
no longer true. So stop reflowing the outputs in the case. The shell is now
responsible for positioning all outputs as needed.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
There is missing dependency on linux-dmabuf-unstable-v1-server-protocol.h
header file in backend-headless, backend-drm and backend-x11. That files
do not depend on that header, in fact. But by this moment they've had
that implicit dependency due to linux-dmabuf.h header.
With specific set of meson configure options the protocol header is not
generated at the right time, what causes build error in 100% cases using
small amount of building threads (from -j1 to -j8).
Signed-off-by: Ivan Nikolaenko <ivan.nikolaenko@unikie.com>
If a surface or a view is not mapped, then we should not be trying to
paint it. Check if this is the case and ensure that we only insert
paint nodes for mapped surfaces & views.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Fixes: #621
Add a struct weston_head parameter to weston_compositor_create_output()
and fold weston_compositor_create_output_with_head() into it.
See: https://gitlab.freedesktop.org/wayland/weston/-/issues/268
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Currently, the opaque is discarded for all transformations other than a simple
translation, because correctly transforming the opaque area is not possible in
general.
However, there is one simple case that is probably the most common one: A fully
opaque surface that is translated and scaled. In this case the opaque area is
simply the new bounding box. So set the transformed opaque area accordingly.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
If surface->is_opaque is set then we can assume that the whole surface is
opaque. In the trivial case (no transformation or translation only) this means
that transform.boundingbox is exactly the view area and is fully opaque. So it
can be used for transform.opaque.
This is important because damage calculation uses transform.opaque. Without
this, anything underneath a surface without an explicit opaque region but a
pixel format without alpha channel is drawn unnecessarily.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
Output color profile may be changed in flight. Output basic color
characteristics and EOTF mode cannot yet be changed in flight, but it is
reasonable to assume they could in the future. Therefore the color
outcome data may change in flight as well, which is the basis for HDR
metadata, which needs to be updated as well.
Track the changes to color outcome data with a serial number.
DRM-backend checks the serial number to see if it needs to re-create the
HDR metadata blob. This allows the changes to propagate all the way to
KMS.
The code added here is more of a reminder of what should happen than a
tested path.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
'color_characteristics_config_error' test ensures that all code paths in
parse_color_characteristics() and wet_output_set_color_characteristics()
get exercised. The return value and logged error messages are checked.
Other cases test the weston_hdr_metadata_type1 validation.
These are for the sake of test coverage, but also an example of how to
test a function from main.c, and how to capture messages from
weston_log().
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This adds hdr_meta field in weston_output_color_outcome. This field is
intended to be set by color manager modules, and read by backends which
will send the information to the video sink in SMPTE ST 2084 mode a.k.a
Perceptual Quantizer HDR system.
Such metadata is essential in ST 2084 mode for the video sink to produce
a good picture.
The validation of the data and the group split is based on the HDR
Static Metata Type 1 definition in CTA-861-G specification.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This adds color_chracteristics field in weston_output. This field is
intended to be set by compositor frontends and read by color managers.
Color managers can use this information when choosing the output color
space and dynamic range, particularly when no ICC profile has been set.
This is most useful for HDR outputs, where the HDR static metadata for
PQ mode or the display luminance parameters for HLG mode can be based on
color_characteristics.
The fields of weston_color_characteristics mirror the information
available in EDID. However, using EDID information as-is has several
caveats, so the decision to use EDID for this is left for the frontend
and ultimately to the end user.
There are no defined ranges or validity checks for this data. The color
manager will have to validate the values against whatever it is using
them for.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Add a new hide_from_clients flag which, if set, specifies that the
format is only for internal information and processing, and should not
be advertised for clients.
This will be used for formats like R8 and GR88, which are not useful for
client buffers, but are used internally to implement YUV -> RGB
conversion.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Now that we can reliably access buffer dimensions from weston_buffer,
and gl-renderer isn't doing strange things with buffer widths, just use
that. The renderer interface is now unused and can be deleted.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Similar to how we do it with drm_fb ref counts, increase a reference
count and return the same object.
Plug-in in desktop-shell when we map up the view in order to survive a
weston_surface destruction.
Astute readers will notice that this patch removes weston_view_destroy()
while keeping the balance between removing and adding a
weston_surface_unref() call in desktop_shell_destroy_surface().
The reason is to let weston_surface_unref() handle destruction on its
own. If multiple references are taken, then weston_surface_unref()
doesn't destroy the view, it just decreases the reference, with
a latter call to weston_surface_unref() to determine if the view
should be destroyed as well. This situation happens if we have
close animation enabled, were we have more than one reference taken: one
when mapping the view/surface and when when the surface itself was created,
(what we call, a weak reference).
If only a single reference is taken (for instance if we don't have close
animations enabled) then this weston_surface_unref()
call is inert as that reference is not set-up, leaving libweston to
handle the view destruction.
Following that with a weston_view_destroy() explicit call would cause a
UAF as the view was previous destroyed by a weston_surface_unref() call.
A side-effect of not keeping the weston_view_destroy() call would
happen when tearing down the compositor. If close animations are enabled,
weston_surface_unref() would not destroy the view, and because
weston_view_destroy() no longer exists, we would still have the
view in the other layers by the time we check-up if layers
have views present.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Calling weston_surface_unref() one time too many could be a sign we
haven't correctly increased the ref count for it.
Also, if we don't have a surface being passed, do no attempt to
use it.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Make it obvious that weston_surface has a reference counting happening
and destruction of the weston_surface happens when the last
weston_surface reference has been accounted for.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Unconditionally creating a surface feedback for each surface
creates unnecessary overhead and noise in the logs. Thus
create it when the first surface feedback resource for a
surface is requested and delete it again once all those
resources have been destroyed.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
I am going to need to add yet another output property to be set by a
color manager: HDR Static Metadata Type 1. With the old color manager
API design, I would have needed to add the fourth function pointer to be
called always in the same group as the previous three. This seemed more
convoluted than it needs to be.
Therefore collapse the three existing function pointers in the API into
just one that is resposible for setting up all three things.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This new struct collects all the things that a color manager needs to
set up when any colorimetry aspect of an output changes. The intention
is to make the color manager API less verbose.
In this first step, the new struct is added and replaces the fields in
weston_output.
The intention is for the following color manager API changes to
dynamically allocate this structure. Unfortunately, until that actually
happens, we need a temporary way to allocate it. That is
weston_output::colorout_, which will be removed in the next patch. This
keeps the patches more palatable for review at the cost of some
back-and-forth in code changes.
This is a pure refactoring, no functional changes.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is the switch to turn HDR mode on.
The values in the enumeration come straight from CTA-861-G standard.
Monitors advertise support for some of the HDR modes in their EDID, and
I am not aware of any other way to detect if a HDR mode actually works
or not. Different monitors may support different and multiple modes.
Different modes may look different. Therefore the high-level choice of
how to drive a HDR video sink is left for the Weston frontend to decide.
All the details like what HDR metadata to use are left for the color
manager.
This commit adds the libweston API for backends to advertise support and
for frontends to choose a mode. Backend and frontend implementations
follow in other commits.
The frontend API does not limit the EOTF mode to the supported ones to
allow experimentation and overriding EDID.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Rather than punching through to set the surface as a solid colour,
attach an actual weston_buffer to it instead.
This becomes the first user of attaching non-client-generated buffers
to a weston_surface. As a result, it is necessary to introduce a
function which will allow compositors and shells to attach a buffer to a
surface. weston_surface_attach_solid() is therefore introduced as a
special-purpose helper which will attach a solid buffer to a
weston_surface.
It is not intended as a general-purpose mechanism to allow compositors
to attach client-generated buffers to surfaces, as doing so would have
unknown effects on this core part of the compositor itself.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Currently solid-colour displays (e.g. the background for fullscreen
views) is implemented by a special-case weston_surface which has no
buffer attached, with a special punch-through renderer callback to set
the colour.
Replace this with a weston_buffer type explicitly specifying the solid
colour, which helps us eliminate yet more special cases in renderers and
backends.
This is not handled yet in any renderer or backend, however it is also
not used by anything yet. Following commits add support to the renderers
and backends.
Signed-off-by: Daniel Stone <daniels@collabora.com>
When the renderer/backend indicate that they do not need a surface's
buffer content to be preserved, most often because they have copied it,
simply downgrade the buffer reference to 'will not access', rather than
drop the buffer reference altogether.
Signed-off-by: Daniel Stone <daniels@collabora.com>
In the original conception, a weston_buffer_reference indicated that the
underlying contents of the wl_buffer would or could be accessed, so
wl_buffer.release must not be sent until the last reference was
released, as the compositor may still use it.
This meant that renderers or backends which copied the buffer content -
such as the GL renderer with SHM buffers - could only send a buffer
release event to the client by 'losing' the buffer reference altogether.
The main side effect is that `weston-debug scene-graph` could not show
any information at all about SHM buffers when using the GL renderer, but
it also meant that renderers and backends grew increasingly exotic
structures to cache information about the buffer.
Now that we have an additional buffer-reference mode (still referring to
the weston_buffer/wl_buffer, but not going to access its content), we
can allow the weston_buffer_reference and weston_buffer to live as long
as the buffer itself, even if we do send a release event.
This will enable a bunch of backend and renderer deduplication, as well
as finally making scene-graph more useful.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Add a mode argument to weston_buffer_reference which indicates whether a
buffer's storage may/will be accessed, or whether the underlying storage
will no longer be accessed, e.g. because it has been copied. This will
be used to retain a pointer to the weston_buffer whilst being able to
send a release event to the client.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Keep the weston_buffer alive for as long as at least one of the
underlying wl_buffer or a backend usage exists.
Signed-off-by: Daniel Stone <daniels@collabora.com>
We currently allow a weston_buffer to outlive the underlying wl_buffer
iff the renderer/backend has cached it. Currently the 'is this buffer
valid?' test relies on looking for the validity of the weston_buffer
itself; shift these tests to looking at the validity of the underlying
resource.
Signed-off-by: Daniel Stone <daniels@collabora.com>
y_inverted meant that the buffer's origin was (0,0), and non-inverted
meant that the buffer's origin was (0,height). In practice, every buffer
was 'inverted' into our natural co-ordinate space that we use
everywhere.
Switch to using an explicit origin enum to make this more clear.
Signed-off-by: Daniel Stone <daniels@collabora.com>