Devices created via drm_device_create have this hash table, but those
created via drm_backend_create don't.
Signed-off-by: Ray Smith <rsmith@brightsign.biz>
When multiple outputs are present, a failure in one's repaint will
cause any repaints of all other outputs to be cancelled. If this
happens during the headless "frame" time, the assertion on
repaint_status in weston_output_finish_frame fails.
Do the same as the DRM backend does in its equivalent callback
drm_output_update_complete and don't finish the frame.
Signed-off-by: Ray Smith <rsmith@brightsign.biz>
Recently I accidentally created a few files using spaces instead of
tabs. This patch fixes that.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
This makes the code slightly easier to read and prevents using
incorrect locations now that shader permutations can provide different
vertex streams.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Index vertices from the damage mesh as lines and emit a single draw
call in fan debug mode. A new shader path and an additional vertex
stream are added in order to filter the color of the solid shader
variant per sub-mesh.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
A paint node with 'n' rects damaged by 'm' quads emits 'n*m' OpenGL
draw calls. This commit batches the 'n*m' clipped polygons into an
indexed triangle strip damage mesh using degenerate triangles. A
single draw call per paint node is emitted to reduce API overhead.
Fan debug mode is disabled for now and will be added back using
batching in the next commits.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
There is no need to expose it since it can be accessed by passing
non-axis aligned quads. Move existing tests to the quad clipper.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The added complexity is unnecessary, it is limited to polygons of
length less than or equal to 8, there is currently no use for that
feature nor any plans to use it and tests are non-existent.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The repaint loop is started when a client provides a new frame while the
compositor is idle. This frame should be shown as soon as possible. So it makes
no sense to commit the previous frame one more time before rendering the next
frame.
Just call weston_output_finish_frame() directly to start repainting immediately.
As a side effect, this fixes an issue when the output is resized when no
fullscreen shell is involved: At that point, parent.draw_initial_frame is
already false, so draw_initial_frame() is not called. But when resizing, the old
buffers are removed so the commit happens without a buffer attached to the
surface. So the surface is invisible for one frame until the next one is
rendered.
draw_initial_frame() is not removed here, because it is still needed for the
synchronous resize that happens with the fullscreen shell.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
Since DRM_CAP_ATOMIC_ASYNC_PAGE_FLIP capability is available in the
mainline kernel, now we should enable back tearing support.
v2:
- Bump kernel version to 6.9
- include the fallback definitions
Reviewed-by: Marius Vlad <marius.vlad@collabora.com>
Reviewed-by: Derek Foreman <derek.foreman@collabora.com>
Signed-off-by: Naveen Kumar <naveen1.kumar@intel.com>
Assume axis alignment using node's valid_transform boolean instead of
relying on the transform flags of the weston_view struct. This is more
reliable since matrix flags could erroneously hang around after a
series of transforms. Additionally, nodes with standard output
transforms like translations, flips and rotations by 90° can now take
the fast axis aligned path.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
This changes the callback frame list insertion after paint node late
update takes place in order for to the visibily region to be modified.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
When we lift planes entirely out of the scene graph, paint node visibility
calculations become "per plane". This means that when we lift something
onto a paint node, anything beneath it will be redrawn in response to
client side damage even if the lower surfaces are occluded.
Instead, keep the scene graph together and make the paint node visible
regions be their visibility within the global scene graph.
This has the side effect of plane motion causing redraws, to update
regions they've been obscuring. My assumption is that moving planes
is less frequent than damage being posted beneath an overlay, and
that we'll be more efficient for normal use cases this way.
An optimization is in place to prevent redraws when moving transparent
planes, as they haven't been occluding updates.
In addition to theoretically removing some wasteful rendering time, this
also simplifies damage accumulation.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When a client is killed we don't get a clean dismissal of pop-ups in
construction order. This can lead to a weston_desktop_surface being
destroyed before its child popup is destroyed.
The weston_surface is still alive, so the surface destroy listener can't
save us.
Track grabbed seats in parent surfaces and explicitly break any grabs
that depend on them when the surfaces are destroyed.
Fixes#870
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
We've forgotten to set this up in some backends, so let's just do it in
weston_compositor_init_renderer().
The headless backend used to fail out if linux_dmabuf_setup() failed, but
had no reason to do so, so just remove that to make the code common.
Suggested by cwabbott on irc.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
The headless backend does not display to anything, so it doesn't care
what the colorimetry mode is. To allow testing compositor internal
behavior, claim to support all colorimetry modes.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Based on what is configured in weston_output, check and set the
colorimetry mode into KMS connector property "Colorspace".
This changes how video sinks interpret the pixels, and should allow
driving e.g. WCG monitors in BT.2020 mode.
This does not alter the pixel values themselves. That is the color
manager responsibility, and ultimately the responsibility of the
frontend and the end user to match the monitor driving mode with the
output color profile they chose.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Based on KMS "Colorspace" connector property, populate the mask of
supported colorimetry modes on a head.
EDID should be checked too, but it is currently ignored.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This API is mostly for use by the DRM-backend. Colorimetry mode is is
the KMS connector property "Colorspace" which defines the video signal
encoding colorimetry. A video sink indicates the supported modes in EDID
or DisplayID.
This patch adds the libweston API that allows backends to indicate the
supported modes for the frontends, and frontends to set the mode to be
used by backends. Colorimetry mode does not directly affect color
management inside Weston, it is only metadata for the video sink. It is
the frontend's responsibility to set up an output color profile that
agrees with the colorimetry mode. (That API has not been implemented
yet.) eotf_mode will be the same.
There is only one reason to make this a libweston core API instead of
a backend-drm API: when wayland-backend gains color-management protocol
support, meaning it can forward WCG and HDR content correctly to a
host compositor, the supported colorimetry modes can be determined from
the host compositor's supported color-management features, allowing the
guest Weston to pick some other output image description than the host
compositor's preferred image description. This likely allows only a few
other choices from standard colorspaces, so it's possible this isn't
sufficient for that use case.
Either way, it is easy to just copy the eotf_mode API design, and since
colorimetry_mode and eotf_mode go together, let both have the same API
design. It is possible to convert this to backend-drm API later.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Helper to assert that a value does not have any bit set outside of the
mask. To be used with "all bits mask" of enum types that enumerate bits.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Currently EOTF mode is not validated against the supported mask, to
allow easier experimenting without supplying a modified EDID through the
kernel.
The validation should be added before color management becomes
non-experimental.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This will allow me to use this header in libweston core to build a
single translation table between core enums, string names, and wdrm
enums.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Refactor existing code into a helper, so when I introduce more bit mask
enums, I don't need to copy the whole function.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Turns out these structures do not need to be in the public header, so
move them into a private header.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This patch is for our CM&HDR protocol extension implementation.
When a client requests to create an image description, it can only start
using that after receiving the 'ready' event. The compositor may take
the time it needs to create the backing color profile for such image
description. But nothing guarantees that clients will do the right
thing.
This fixes some issues for not well behaved clients and also documents
how we handle image description that are not ready.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
This patch is for our CM&HDR protocol extension implementation.
When we gracefully fail to create an image description, we send the
'failed' event and the client can only destroy such image description.
But nothing guarantees that clients will do the right thing.
This fixes some issues for not well behaved clients and also documents
how we handle image description whose creation gracefully failed
internally.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
There's a comment with a TODO that would be super simple to implement,
but we preferred to wait at the moment. But there are discussions on the
upstream CM&HDR protocol MR that would change that. This patch documents
that.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
It doesn't make sense to stack the plane before it's useful - so only
put it in the compositor's plane list on output_enable. The opposite of
weston_output_enable is weston_compositor_remove_output, so release the
plane there.
This stops a crash when closing one of multiple windows for a nested
backend results in the output being freed while the plane is still on the
compositor's plane list.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Previously we assigned any paint node to the primary_plane of the output
it was on and marked it dirty.
This doesn't make sense if we're releasing the primary_plane.
Let's just delete the paint nodes and force a view list rebuild, which
will recreate them appropriately.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This should produce the best results on average for all kinds of apps on
any kind of display.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is pure refactoring.
Ease readability by reducing code duplication between pre and post curve
powlin handling.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is pure refactoring.
Ease readability by reducing code duplication between pre and post curve
linpow handling.
While at it, define symbols for the counts. This patch converts only
linpow. Powlin are converted in follow-up.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is pure refactoring.
Ease readability by reducing code duplication between pre and post curve
LUT handling.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This prevents a potential crash where users of
weston_layer_entry_insert/layer_entry_remove() would see when moving
views into a NULL layer (effectively unmapping the surface/view).
Users that have migrated to the weston_view_move_to_layer() are immune
to this issue because that takes care of paint node destruction.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
When reading back for the remote backends we need to convert the extents
of the damage (which is in global coordinates) to output coordinates
to read back the correct region.
We were doing this in a bespoke fashion by adding the output coordinates.
Instead, use weston_matrix_transform_rect() to transform the extents by
the output transform - which includes the scale factor.
This fixes output scale on RDP with the gl renderer.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
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>
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>
Given a certain curveset, get_parametric_curveset_params() returns true
if the curveset contains parametric curves. Also, it returns the
parameters of the curveset (for each curve) and if the input should be
clamped or not.
This is not a generic function, it will specifically work for some well
behaved curveset. E.g. we return false if there are more than 3 curves
(one per color channel).
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Currently in translate_curve_element() we always translate the curve
into a LUT. But in the future we'll be able to translate the curves to
parametric ones.
So move the current code to a new function
translate_curve_element_LUT(), so that in translate_curve_element() we
are able to call one of the two functions (_LUT() or _parametric()).
No behavior changes, just preparation for the upcoming patches.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Not a behavior change, but this allow us to decide what function pointer
to use within this function (instead of forcing callers to decide that).
In the following commits this will be helpful. We'll add more curves
besides 3x1D LUT's and, depending on the curve, the function pointer
signature may differ.
Also, we now pass the xform directly to the function, and it can select
the curves depending if it is being called for a pre or a post curve.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Pointer values are hard to track for humans, being long numbers. Now
that we have unique id for each color transformation, print that instead
of the pointer. It is a small number easy to track for humans.
Transformation id numbers do get re-used aggressively, so you have to
keep track of what is being destroyed and created over time when reading
logs. Pointers had the same caveat, just a lot more random.
The prefix 't' indicates "transformation".
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Just like with color profiles, generate an ID for color transformations
as well. This is not needed by protocol or anything, it is just for
debugging purposes. A small ID is easier for humans than a long pointer
value.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Pointer values are hard to track for humans, being long numbers. Now
that we have unique id for each color profile, print that instead of the
pointer. It is a small number easy to track for humans.
Profile id numbers do get re-used aggressively, so you have to keep
track of what is being destroyed and created over time when reading
logs. Pointers had the same caveat, just a lot more random.
The prefix 'p' indicates "profile", just in case we use another id space
for some other thing similarly.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
A proper dependency on egl is missing for several backends as well as
for libshared. This dependency is necessary to pull in the correct
include directories from the egl.pc pkg-config file.
Signed-off-by: Jordan Williams <jordan@jwillikers.com>