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>
Instead of basing this on simple checks, we can test the matrix. This
should result in more opportunistically picking fast nearest neighbour
filtering when it won't result in visible distortion.
For now we only use this in the gl renderer, as paint nodes aren't
plumbed into the pixman renderer yet.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Replace all the remaining weston_output::current_mode and borders[] uses
with the fb_size and the compositing area. The result is the same, but
we stop depending on weston_output, and border texture sizes which may
not be the same as border sizes.
This is more correct, semantically.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Do not use border texture size when we have the area stored. This
decouples border texture size further.
We also have buffer_height available directly from fb_size, so do not
reverse-engineer it.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Pure refactoring to make the code easier to read.
Also drop the redundant all-clean check.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Compute the border area from the framebuffer size and composited area
only.
Now the border textures can be freely sized while they will be stretched
to fill the respective border areas. In fact, this was already made use
of by having left/right image height=1 as special cases. Now all the
texture dimensions behave the same.
No change in behavior, the values are the same, just computed
differently.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This moves the identical code from draw_output_borders() and
output_get_border_damage() into a new shared function. Reduces code
duplication.
This is a pure refactoring, all the computations stay the same.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This step prepares to share the coordinate computations between
draw_output_borders() and output_get_border_damage(). The use of
weston_output is replaced with gl_output_state, so that when sharing the
code in a new function, it does not need a weston_output.
This stops the function from accessing output->current_mode and use the
gl-renderer tracked frambuffer size and compositing area instead. Not
using current_mode is a small step towards allowing gl-renderer to
render for other targets than an output.
No behavioral changes, all the values are still the same.
See the diagram in gl-renderer.h for the border areas.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is necessary if you want to resize an output that uses a shadow
framebuffer, instead of destroying and re-creating the renderer state.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This changes the GL-renderer interface to pass the initial framebuffer
size and compositing area explicitly. All backends are changed to
provide the correct parameters.
GL-renderer mostly does not yet use these values, but later patches
will. The pbuffer path uses it already, because they replaced the
existing fields.
All this is to make GL-renderer aware of the different sizes, so it can
implement the future revision of the screenshooting API.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Previously renderers were not told when the output (framebuffer they
need to draw) size changed. Renderers just pulled that information out
from weston_output::current_mode when they happened to need it. This
makes some things awkward, like resizing the shadow or intermediate
buffers. In fact, Pixman-renderer does not even support resizing its
shadow buffer, nor does GL-renderer. DRM-backend has to destroy and
re-create the renderer output state anyway, but rdp, x11 and wayland
backends would be natural users of resizing API.
This commit adds an API for resizing with empty implementations. Actual
implementations will be added in following patches for each renderer
while moving parts of resizing code from backends into the renderers.
No-op renderer needs no implementation.
Only wayland-backend has actual resizing code already, and that is made
to call the new API. Unfortunately, Pixman and GL renderers differ: one
does not blit them while the other does. In order to assert the
functionality of each renderer to keep the API consistent,
wayland-backend needs to lie to pixman-renderer. That's not new, it
already does so in wayland_output_get_shm_buffer() where the 'pm_image'
addresses only the interior area instead of the whole buffer.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Rename weston_output_region_from_global to weston_region_global_to_output,
and also no longer modify in place.
Trying to make it look a little nicer, as well as making it easier to use
from other places that don't want modify in place semantics.
This becomes a very thin wrapper around weston_matrix_transform_region.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Replace all uses of weston_transform_region with
weston_matrix_transform_region, then remove the function completely.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
The GL format and type are already recorded with pixel_format_info, use
that instead of a switch on Pixman formats.
Less special-casing, less dependency on Pixman formats.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Everywhere we are standardising to drm_fourcc.h pixel format codes, and
using struct pixel_format_info as a general handle that allows us to
access the equivalent format in various APIs. In the name of
standardisation, convert weston_compositor::read_format to
pixel_format_info.
Pixman formats are defined CPU-endian, while DRM formats are defined
always little-endian. OpenGL has various definitions. Correctly mapping
between these when the CPU is big-endian is an extra chore we can
hopefully offload to pixel-formats.c.
GL-renderer read_format is still defined based on Pixman format, because
of the pecualiar way OpenGL defines a pixel format with
GL_UNSIGNED_BYTE. That matches the same Pixman format on big-endian but
not the same drm_fourcc.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
It is only enabled by a debug key binding, currently not tested at all,
and is seems it doesn't really work, so let's remove it. This also
removes it from the man page.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
This patch makes sure we have a gl_buffer_state present when using
direct-display protocol extensions (which forbids any GL imports, and
assumes a direct path with the display unit to perform a KMS import).
Without this patch we would basically have no gl_buffer_state at repaint
time because we never manged to create one, as direct-display code path
will return much early.
Partially fixes gitlab.freedesktop.org/wayland/weston/-/issues/621.
Suggested-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Obviously the first allocation is always leaked, there is a second
zalloc() right below. Fix the leak.
Found by code inspection.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
It's three planes, not two.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Fixes: 8b167a1703 ("gl-renderer: Store EGL buffer state in weston_buffer")
There's just no good reason to do this.
The query entrypoints already tell us if we need to use
GL_TEXTURE_EXTERNAL_OES for a particular format/modifier. We also have
RGB -> YUV fallbacks which should be able to work well with TEXTURE_2D.
TEXTURE_EXTERNAL pessimises quite hard, forcing GPU-side reloads as well
as bad filtering. Allowing multi-planar formats to use TEXTURE_2D should
thus result in performance and quality improvements.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Now that we can pull everything we need from pixel-formats, go one step
further and reuse the same YUV format descriptors we use to emulate
dmabuf/EGLImage imports for SHM.
This eliminates all special-case YUV/SHM handling.
Signed-off-by: Daniel Stone <daniels@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>
We support this as an explicit YUV fallback path in gl-renderer's dmabuf
EGLImage import path, so might as well support it in the SHM path, given
it's just YUV420 with no subsampling.
Signed-off-by: Daniel Stone <daniels@collabora.com>
If we're doing partial uploads from SHM buffers, we need to use the
vertical subsampling factor rather than the horizontal for secondary
planes.
Signed-off-by: Daniel Stone <daniels@collabora.com>
pixel-formats already stores the gl_format, at least for single-planar
formats; use that instead of storing our own copies.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Instead of checking for each format whether we need compatibility
workarounds for GL implementations not supporting ES3.x or when
GL_EXT_texture_rg isn't present, have each format declare the ideal case
and fix it up later.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Rather than checking all the pixel-format components which are currently
duplicated inside gl-renderer, just check for equality of the pixel
format itself, which will become useful as we remove some of the
duplicate content.
This means that the texture storage will now be reallocated when clients
switch between pixel formats which could've had compatible GL storage
(e.g. XRGB <-> ARGB) on the same surface. However this does not seem
like a case worth optimising, and simplifies the code somewhat.
Signed-off-by: Daniel Stone <daniels@collabora.com>
We've got a nice shiny ARRAY_COPY macro, so use it rather than memcpy or
hand-unrolled assignments.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Log EGL features similar to how GL ES features are logged: listing just
the ones weston tests for.
This replaces some log messages from gl-renderer.c that become
redundant or belong with EGL better.
has_native_fence_sync and has_wait_sync are not logged, because missing
them already logs warnings.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This is a human readable replacement for printing out the list of all
available GL extensions that doesn't happen anymore by default.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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>
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>
Now that the gl_buffer_state owns everything related to buffers, move
the textures from there rather than living on the surface, to join the
EGLImage and/or SHM params.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Now that EGLImages are strongly associated with a gl_buffer_state, which
has a lifetime strictly bounded by a weston_buffer, we don't need to
have an egl_image wrapper having its own separate refcounting anymore.
Signed-off-by: Daniel Stone <daniels@collabora.com>
... apart from SHM.
EGL and dmabuf buffers already have a gl_buffer_state created for them
when we first attach the weston_buffer. By turning
gl_surface_state::buffer into a pointer, we can just reference rather
than inline the gl_buffer_state.
SHM buffers are special, in that we don't keep individual copies of them
within the GL renderer. Instead, the GL surface has a texture allocated
with a shadow copy of the most up-to-date surface content. Handle this
by allocating and destroying gl_buffer_state every time we need to
respecify textures or somehow meaningfully change the parameters.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Similarly to EGL buffers, store the gl_buffer_state for a dmabuf buffer
inside weston_buffer, rather than on the linux_dmabuf_buffer. This
slightly simplifies our gl_buffer_state handling, and will be used later
to eliminate the egl_image refcounting.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Introduce a renderer_private hook for weston_buffer, and use this to
store a copy of the gl_buffer_state for EGL buffers (i.e. non-dmabuf, via
EGL_WL_bind_wayland_display).
As part of this, we create the EGLImage along with the weston_buffer
information, and just take a reference to it each time it is attached.
If you have bisected a failure to update surface content to this commit,
it very likely means that your EGL implementation requires images to be
recreated rather than only rebound in order to have their content
updated, which is contrary to specification.
Signed-off-by: Daniel Stone <daniels@collabora.com>