This can end up being the first function to touch a surface in a flow,
which leads to confusing traces.
Just trace the function without a flow instead.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
headless_output_repaint() is not actually called immediately after
weston_output_finish_frame(): Weston waits for "frame-duration - repaint-window"
but at least one millisecond.
And renderning can also take an arbitrary amount of time.
So use weston_output_arm_frame_timer() like all other timer based backends. It
takes all of this into account and calculates the delay relative to the next
expected vblank time.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
This tests out if libweston can be built with a C++ compiler and catch
potential issues which we don't normally see.
We re-use one of the builds, the full-x86-64 one, and build this new
front-end alongside it.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
A new gl_format_info structure is added to the pixel_format_info
structure in order to store new GL format information (compatible with
Table 1 in gl-utils.c) for each supported format. There will be a
temporary duplication of GL format info in order to keep other parts
of the code not yet ported working. That will be removed later.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_texture_format_BGRA8888 allows OpenGL ES implementations to
support GL_BGRA8_EXT FBO and texture format.
OpenGL implementations handle the spec differently regarding the use
of GL_BGRA8_EXT or GL_BGRA_EXT with TexStorage*D(), TexImage*D() and
RenderbufferStorage(). A recent revision of the spec (and Mesa)
clarifies all that, but in order to support most drivers we simply
check which method is supported by order of preference.
Co-authored-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Before the creation of the EXT_texture_storage extension,
OES_required_internalformat used to guarantee minimal FBO and texture
precisions to OpenGL ES 1 and 2 implementations using sized internal
formats.
Note that new external format and type combinations (like for instance
GL_RGB and GL_UNSIGNED_BYTE for the GL_RGB565 sized internal format)
should be available when OES_required_internalformat is supported.
This isn't supported by this wrapper for now because of the implicit
conversion in gl_texture_2d_init() that forces a specific type when
EXT_texture_storage isn't available.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_texture_type_2_10_10_10_REV allows OpenGL ES 2 implementations to
support GL_RGB10_A2 texture format.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
QCOM_render_sRGB_R8_RG8 allows OpenGL ES 3 implementations to support
GL_SR8_EXT and GL_SRG8_EXT FBO formats.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_texture_sRGB_RG8 allows OpenGL ES 3 implementations to support
GL_SRG8_EXT texture format.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_texture_sRGB_R8 allows OpenGL ES 3 implementations to support
GL_SR8_EXT texture format.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
APPLE_texture_packed_float allows OpenGL ES 2 implementations to
support GL_R11F_G11F_B10F and GL_RGB9_A5 texture formats.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
NV_packed_float allows OpenGL ES 2 implementations to support
GL_R11F_G11F_B10F FBO and texture format.
Note that GL_HALF_FLOAT should be available (the spec is a bit
confusing) as type combination with the GL_RGB external format when
both NV_packed_float and OES_texture_half_float are supported on
OpenGL ES 2. This isn't supported by this wrapper for now because of
the implicit conversion in gl_texture_2d_init() that forces a specific
type when EXT_texture_storage isn't available.
NV_packed_float_linear would require a new utility function to
retrieve whether a texture can be linearly interpolated by the texture
samplers or not. This hasn't been added for the other formats because
there's no users for now but this might be added later.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_color_buffer_float allows OpenGL ES implementations to support
GL_R16F, GL_RG16F, GL_RGBA16F, GL_R32F, GL_RG32F, GL_RGBA32F and
GL_R11F_G11F_B10F FBO formats. All of these are supported by default
from OpenGL ES 3.2.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
EXT_color_buffer_half_float allows OpenGL ES implementations to
support GL_R16F, GL_RG16F, GL_RGB16F and GL_RGBA16F FBO formats.
GL_R16F, GL_RG16F and GL_RGBA16F are supported by default from OpenGL
ES 3.2.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
OES_texture_float allows OpenGL ES 2 implementations to support
GL_R32F, GL_RG32F, GL_RGB32F and GL_RGBA32F texture formats.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
OES_texture_half_float allows OpenGL ES 2 implementations to support
GL_R16F, GL_RG16F, GL_RGB16F and GL_RGBA16F texture formats.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
OpenGL ES 2 implementations support texture immutability and sized
internal formats using the GL_EXT_texture_storage extension.
Co-authored-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Use glTexImage2D() instead of glTexStorage2D() and convert coloured
sized internal formats to base formats in order to support OpenGL ES
2.
Co-authored-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Add gl_texture_is_format_supported(), gl_texture_2d_init(),
gl_texture_2d_upload() and gl_texture_fini() utilities. The creation
function accepts all the coloured sized internal format from OpenGL ES
3 using glTexStorage2D() to create immutable textures and reduce API
overhead.
Co-authored-by: Daniel Stone <daniels@collabora.com>
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Validate the colour-renderable sized internal formats passed to
gl_fbo_init() using a new gl_fbo_is_format_supported() utility. Sized
internal formats are now required. More formats will progressively be
added depending on the OpenGL ES version and the supported extensions.
Support for RGBA8 FBOs is now required by the GL renderer.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Avoid duplicating the inclusion of the GLES headers by including them
once in gl-renderer-internal.h.
Upgrade GLES3 header to gl32.h.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
These utility functions are used (or will be used) in different source
files. This prevents gl-renderer.c from growing too much (the coming
texture utilities are quite verbose) by moving generic functions out.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Next commits will add support for a bunch of extensions. The extension
flag enumeration is sorted alhpabetically. This commit makes some
space for the coming flags and presets the current values in order to
avoid useless diff lines and ease code review.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
As most SDR video content uses that instead of BT.601. Crucially, most
KMS drivers use BT.709 as the default for the COLOR_ENCODING value,
making it the effective default for hardware planes we used before we
started setting an explicit value.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
In order to be consistent with our internal YUV shader and KMS plane
output. Note that the extension requires the hints to be ignored for
RGB formats.
Note that the attribs array previously was slightly larger than the
maximum number of attributes required.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Upstream KMS drivers currently default to either ITU-R BT.601 YCbCr or
ITU-R BT.709 YCbCr. Ensure consistent behavior by setting a default.
We use BT.601 as that is what our fallback shader uses at the moment.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Which will be used in later commits. For now using the sampler_type
works for all existing formats, however should we ever want to use
it for RGB formats this functions needs to get adopted.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
We add a flow_id when we touch a surface that has no flow id, and clear
it when we flush damage, so a flow line will be drawn connecting any
operations on a surface and terminating in its damage clear.
This is less useful for surfaces that never receive explicit damage after
they're set up, such as background images and the panel, as they might
never show up as a damage track, and have an unterminated flow line.
For surfaces that do show up on a damage track, we can follow them back to
the commit that caused them to update.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This shouldn't cause any problems with WESGR output, since the timing
will still be very close to what it was previously.
With perfetto tracing, this helps with event ordering. The final flush
event will now come after the damage accumulation function calls instead
of before. This is better when we add flow lines in a following commit.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Try to roughly achieve feature parity with WESGR by processing the same
timepoint data and feeding it into perfetto, with output and surface
specific tracks.
We can't match the way WESGR draws this information, because perfetto has
a different display paradigm, but we can try to at least make sure all the
same information is visible in an understandable way.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When we use perfetto, we'll want to enable the renderer timepoints, which
are currently gated behind weston_log_scope_is_enabled(). So let's make a
function that checks if either the timeline scope or perfetto is enabled.
We do not yet process these timepoints, that comes in a future commit.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Just pepper some perfetto tracing about.
These functions are picked mostly to provide some visibility into repaint,
but in the future we might want to add more sites, such as input
processing.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This borrows heavily from the Mesa project's perfetto instrumentation, and
for now just adds perfetto to the build and a collection of useful macros
for adding trace points.
The atomics have been cargo culted in - Weston currently has no need of
such things, but I guess they're harmless for now and could be useful if
we consider threads in the future.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
I'll be adding perfetto instrumentation, which will want to know the
timepoint name without having to parse it.
For now, just pass an enum and add a helper function to convert to strings.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Weston seems quite ready for that so let us do it!
This makes the winpr3 Static assert warning message go away, allowing us
to perform a build (as we fail with any type of warnings).
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>