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renderer-gl: make resize_output() logging more accurate
Discriminate between renderbuffer discard and shadow allocation failures. While at it, let's pring the shadow pixel format rather than hardcoding it in a string. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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parent
9a9423e3c4
commit
e891beddc2
1 changed files with 11 additions and 5 deletions
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@ -4535,8 +4535,11 @@ gl_renderer_resize_output(struct weston_output *output,
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/* Discard renderbuffers as a last step in order to emit discarded
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* callbacks once the renderer has correctly been updated. */
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if (!gl_renderer_discard_renderbuffers(go, false))
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if (!gl_renderer_discard_renderbuffers(go, false)) {
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weston_log("Output %s failed to discard renderbuffers.\n",
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output->name);
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return false;
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}
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if (!shfmt)
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return true;
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@ -4550,6 +4553,11 @@ gl_renderer_resize_output(struct weston_output *output,
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gl_texture_parameters_init(gr, &go->shadow_param, GL_TEXTURE_2D, NULL,
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NULL, NULL, false);
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if (!ret) {
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weston_log("Output %s failed to create %s shadow.\n",
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output->name, shfmt->drm_format_name);
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}
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return ret;
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}
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@ -4637,16 +4645,14 @@ gl_renderer_output_create(struct weston_output *output,
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output->renderer_state = go;
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if (!gl_renderer_resize_output(output, fb_size, area)) {
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weston_log("Output %s failed to create 16F shadow.\n",
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output->name);
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output->renderer_state = NULL;
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free(go);
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return -1;
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}
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if (shadow_exists(go)) {
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weston_log("Output %s uses 16F shadow.\n",
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output->name);
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weston_log("Output %s uses %s shadow.\n",
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output->name, go->shadow_format->drm_format_name);
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}
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return 0;
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