Commit graph

276 commits

Author SHA1 Message Date
Derek Foreman
71079ffd1a renderers: Make flush_damage take a weston_paint_node
Currently we're passing in a surface, a buffer, and an output. All of
these things are available in the paint node.

Further, if we pass in the paint node directly, we don't have to walk
a list of paint nodes to figure out if the texture is used in the
upcoming repaint.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Derek Foreman
39d9e67b08 gl-renderer: Don't flush damage on surface create
We'll flush this during repaint eventually, so there's no need to do it
now.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Derek Foreman
101e270f9b gl-renderer: Use pnode->surface directly instead of pnode->view->surface
We don't need the view, so let's skip the extra indirection.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Derek Foreman
4a8e8f5e83 gl-renderer: Stop returning bools for things that can't fail
None of these can fail, so let's not return anything from them.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Derek Foreman
4be5e79f8d gl-renderer: Don't check zalloc return in gl_render_attach_shm
We don't always check allocation failures, so why bother here?

Removing this allows simplifying some code in a further patch.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Derek Foreman
41ff97a0d9 gl-renderer: Rename maybe_censor_override
This doesn't just handle censoring protected content anymore, fix the name
and the comments.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2024-06-11 09:23:27 +00:00
Loïc Molinari
06436d8adc gl-renderer: Define attrib array locations in an enum
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>
2024-06-04 17:24:12 +00:00
Loïc Molinari
26a69cb2f2 gl-renderer: Rename fan debug mode to wireframe debug
There's no fans anymore, so wireframe makes more sense now.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-06-04 17:24:12 +00:00
Loïc Molinari
23ae2e7f32 gl-renderer: Batch paint node's draw calls in fan debug mode
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>
2024-06-04 17:24:12 +00:00
Loïc Molinari
f7a14ba0e7 gl-renderer: Batch paint node's draw calls
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>
2024-06-04 17:24:12 +00:00
Loïc Molinari
d4fe0a42fd gl-renderer: Assume axis alignment using node's valid_transform
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>
2024-05-27 16:21:21 +00:00
Derek Foreman
527bc8aeb3 gl-renderer: apply output transform before readback in repaint
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>
2024-04-10 19:03:04 +00:00
Loïc Molinari
4861b19f3d gl-renderer: Enable async output capture support for OpenGL ES 2
Plug async read back support to OpenGL ES 2 implementations using
GL_NV_pixel_buffer_object, GL_OES_mapbuffer extensions and
GL_EXT_map_buffer_range.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Loïc Molinari
b5553cb5dd gl-renderer: Use fence sync to listen for async capture completion
Using a fence sync triggered on read back completion allows to
precisely know when it completed. The timeout path is kept as a
fallback when fence syncs aren't available.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Loïc Molinari
f1f921b8cf gl-renderer: Validate SHM stride in common output capture path
SHM buffer stride validation is duplicated in sync and async output
capture paths. Move it into a common path to avoid duplication.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Loïc Molinari
b9be532b27 gl-renderer: Add OpenGL ES 3 async output capture support
ReadPixels() implies a synchronous read back of the render buffer to
return pixel data. OpenGL ES 3 adds asynchronous read back support by
writing the pixel data into a dedicated buffer object. This commit
adds asynchronous read back support to the output capture code. It
spawns a read back request and schedules a timeout a few frames later
in order to store the pixels into the client SHM buffer.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-08 13:12:13 +00:00
Loïc Molinari
bc2d30050b gl-renderer: Only update y2 when merging damage rects
No need to update x1, x2 and y1 when merging a damage rect into a
previous one because they don't change. Melt merge_rect() into the
band compression routine as it's quite short now and convert the
boolean-based for/else construct to a more concise goto-based one.

Describe the compression logic to give a bit more context.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Loïc Molinari
7ba16ef264 gl-renderer: Prevent programming errors on damage regions
transform_damage() expects a non-empty damage region. Remove
compress_bands()'s run-time handling of errors and use asserts to
prevent programming errors.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Loïc Molinari
946bb51a2a gl-renderer: Test axis alignment once per paint node
The axis alignment test is part of the damage transformation routine
executed for each damage rect. Extract it in order to compute it once
per paint node.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Loïc Molinari
445e83c417 gl-renderer: Transform damage rects once per paint node
Previous commit ensured damage rects compression (first step) happens
just once when a paint node both has an opaque and a translucent
region. This one makes sure that the damage rects transformation to
surface space (second step) happens just once.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Loïc Molinari
2170caade0 gl-renderer: Compress damage rects once per paint node
Before rendering a surface, its visible region is intersected with the
damage region in global space. The resulting region is compressed
(first step) and transformed to surface space (second step) for
clipping. These steps sometimes happen twice when a paint node both
has an opaque and a translucent region. This commit makes sure the
first step happens just once.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Loïc Molinari
2d71347397 gl-renderer: Move functions to ease next commit review
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2024-03-05 11:48:17 +00:00
Robert Mader
e37454a262 linux-dmabuf: Add support for protocol version 5
It adds the followig paragraph:
```
Starting from version 5, the invalid_format protocol error is sent if
all planes don't use the same modifier.
```

We already assumed this in some places and, most importantly, it's
required by the kernel. Thus alter `dmabuf_attributes.modifier` to make
it clear that different modifiers for multi-planar dmabufs were never
supported.

Signed-off-by: Robert Mader <robert.mader@collabora.com>
2024-01-19 18:59:22 +01:00
Jeffy Chen
e454de5af3 renderer-gl: Fix segfault when reading pixels
We should use the actual stride to create tmp pixmap.

Signed-off-by: Jeffy Chen <jeffy.chen@rock-chips.com>
2024-01-16 22:18:30 +08:00
Jeffy Chen
623c7b5202 renderer-gl: Fix wrong stride error when reading pixels
The gl_renderer_do_read_pixels() is expecting stride in bytes.

Signed-off-by: Jeffy Chen <jeffy.chen@rock-chips.com>
2024-01-16 22:18:30 +08:00
Loïc Molinari
42205628bf gl-renderer: Prefix clipper API
Prefix and slightly rename the clipper structs and funcs:

  - struct clip_vertex -> struct clipper_vertex
  - struct gl_quad     -> struct clipper_quad
  - clip_transformed() -> clipper_clip()
  - init_quad()        -> clipper_quad_init()
  - clip_quad()        -> clipper_quad_clip()
  - clip_quad_box32()  -> clipper_quad_clip_box32()
  - float_difference() -> clipper_float_difference()

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2023-12-05 10:54:39 +00:00
Loïc Molinari
2d0d0175d2 gl-renderer: Add init_quad() to clipper
Extract quad bounding box initialization from the GL renderer and move
it to a dedicated initialization function in the clipper. It's used by
both the renderer and the clipping test client, which further reduces
code duplication.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2023-12-05 10:54:39 +00:00
Loïc Molinari
bf222f1897 gl-renderer: Use clip_vertex struct for boxes in clipper API
Carry on the common vertex representation front by making boxes use
the clip_vertex struct.

A new function clip_quad_box32() is added to clearly separate the main
function taking a clip_vertex struct from the utility function taking
a pixman_box32 struct.

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2023-12-05 10:54:39 +00:00
Loïc Molinari
b8063dbb13 gl-renderer: Remove polygon8 struct from clipper API
Pass a clip_vertex struct and a size to clip_transformed() instead of
a polygon8 struct to simplify the clipper API by sticking to a common
vertex representation.

Simmplify vertex-clip test since clip_transformed() now works on a
copy of the polygon (commit edd5d1cc09).

Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
2023-12-05 10:54:39 +00:00
Arnaud Vrac
9c637d70eb gl-renderer: do not use glTexImage3D directly
Resolve the function through eglGetProcAddress instead as it's only defined
starting with OpenGLES 3.0.

Signed-off-by: Arnaud Vrac <avrac@freebox.fr>
2023-11-29 15:13:49 +00:00
Loïc Yhuel
71616edc4d gl-renderer: use correct read-back format and support WL_SHM_FORMAT_ABGR8888
PIXMAN_a8r8g8b8 / PIXMAN_a8b8g8r8 only matches GL_BGRA_EXT / GL_BGRA on little-endian.
So to have a GL format, we should use DRM_FORMAT_ARGB8888 / DRM_FORMAT_ABGR8888.

Without GL_EXT_read_format_bgra, the read-back format is DRM_FORMAT_ABGR8888.
Then weston-screenshooter fails to create a wl_shm buffer with WL_SHM_FORMAT_ABGR8888,
unless it has been added with wl_display_add_shm_format.

Signed-off-by: Loïc Yhuel <loic.yhuel@softathome.com>
2023-09-15 07:04:02 +00:00
Loïc Yhuel
623646bbfd gl-renderer: Do not attach the first buffer twice
When gl_renderer_attach is called, surface->buffer_ref.buffer points to the buffer.
So if the surface state needs to be created, we have :
gl_renderer_attach -> get_surface_state -> gl_renderer_create_surface -> gl_renderer_attach

Fixes: 895b1fdcb2 ("gl-renderer: Attach buffer during surface state creation if possible")
Signed-off-by: Loïc Yhuel <loic.yhuel@softathome.com>
2023-09-13 15:31:19 +00:00
Robert Mader
12744bcbee renderer-gl: Add YUV format descriptors for P010/P012/P016
For drivers not supporting importing them directly. We use the equivalent
values to NV12 but with 16bit. The lowest 6 or 4 bits for P010/P012 are
padding and set to zero, so we can use the same subformats like for P016
and share the shader with NV12.

Signed-off-by: Robert Mader <robert.mader@collabora.com>
2023-09-07 15:46:57 +02:00
Philipp Zabel
a401a1b247 renderer-gl: only flush damage for surfaces used in the next output repaint
Stop flushing surfaces that are put on an overlay plane on the output to
be repainted next, but that have to be painted into another output's
primary_plane.

Now that each output has its own primary_plane, and flush_damage() knows
the output that is going to be repainted, texture_used can be limited to
surfaces that will actually be used by the renderer during the following
repaint_output().

Always upload when called from gl_renderer_surface_copy_content() or
gl_renderer_create_surface() with the output parameter set to NULL.

Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
2023-07-14 16:30:52 +00:00
Philipp Zabel
155fa3a56a libweston: Add output parameter to weston_renderer::flush_damage()
When flush_damage() is called, the output to be repainted next is
already known. Pass it along into the renderer, which can make use
of this information:

The GL renderer can get a better idea which SHM surface textures
actually have to be updated, in case a surface can be put on a plane
on one output, but not another.

A future Vulkan renderer could record texture uploads into an output
specific command buffer.

Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
2023-07-14 16:30:52 +00:00
Derek Foreman
ee7971e2cd libweston: have one primary_plane per output
The primary_plane is currently shared amongst all outputs, and is the last
barrier to having overlapping outputs.

Split it up and make it per output instead.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2023-07-11 07:26:43 -05:00
Derek Foreman
fe2b5db01e libweston: Track plane in paint node instead of view
Tracking the view's plane in the paint node in this way is a step towards
inflicting plane damage from paint node update during the output repaint,
instead of manually doing weston_view_damage_below().

We remove view->plane entirely and do all access through pnodes.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2023-07-11 07:26:43 -05:00
Derek Foreman
8d00cf7a96 libweston: Track visibility in paint nodes
Now that we have visibility for views, we can clip that to an output
and store it in paint nodes.

This requires us to split the paint_node_update() function into two,
one for things that need to be done before assign_planes() and
one for after.

This will eventually be useful for tracking damage with paint nodes,
as we'll need to damage a paint node's entire visible area for
some operations.

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2023-07-11 07:26:43 -05:00
Derek Foreman
7b2ae2ba77 libweston: Add visible region to weston_view
Later, we'll want to use the visible region for damage tracking in
paint_nodes. For now, we can use it in the renderers where they've been
calculating it independently to draw paint nodes.

We still can't remove view->clip entirely, because
weston_view_damage_below() may be called before the first render of
a view, when its visible region hasn't been calculated yet. The
clip is empty at that point, which allows weston_view_damage_below()
to "work".

Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
2023-07-11 07:26:43 -05:00
Max Ihlenfeldt
cccff21538 initialize fourcc with DRM_FORMAT_INVALID
Signed-off-by: Max Ihlenfeldt <max@igalia.com>
2023-06-29 12:36:56 +02:00
Max Ihlenfeldt
a5f3bece5a gl-renderer: Always initialize variable
clang 17 complains that `fourcc` in `gl_renderer_fill_buffer_info()` is
uninitialized in the default case, because it fails to recognize that
if hit, that case will `assert(0)`. To get rid of this complaint, we can
just apply clang's suggestion and initialize the variable with 0 when
declaring it.

Signed-off-by: Max Ihlenfeldt <max@igalia.com>
2023-06-29 11:31:26 +02:00
Philipp Zabel
da683dad57 gl-renderer: clear renderer pointer in gl_renderer_destroy
After freeing the renderer, clear the compositor->renderer pointer to
avoid use-after-free errors.

Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
2023-06-26 13:45:59 +00:00
Philipp Zabel
efc846b659 gl-renderer: fix FBO renderbuffer download extents
Translate damage extents used to calculate glReadPixels rectangle from
global to local coordinates.

Fixes: b1606a9f2c ("gl-renderer: support automatically downloading FBO renderbuffers")
Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
2023-06-13 22:48:22 +00:00
Loïc Molinari
fff8dbd9b8 gl-renderer: Move clip_quad() to clipper
clip_quad() is a dedicated clipping function for quads that doesn't
depend on any GL renderer internal structures. It can be moved out to
the clipper to be called by both the renderer and the clipping test
client without having to duplicate code.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
3d94f943a6 gl-renderer: Update HTTP links to vertex clipping resources
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
39fee794b5 gl-renderer: Get rid of axis-aligned bbox check in simple clipper
Since both the surface rect and the transformed quad are axis-aligned
in the simple clipping path, non-zero area detection can more
efficiently be checked post-clipping by comparing opposite edges.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
d34f35c904 gl-renderer: Use simple clipper on translated and/or scaled nodes
Add a basic check to let the clipper take the simple axis-aligned path
when nodes are solely transformed with a translation and/or a scaling.
That makes some nodes like sub-surfaces (which always have their
transform enabled) take the fast path in the common case.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
49053a2aa2 gl-renderer: Store clipped vertices directly into the vertex buffer
Move vertex clipper back to single-precision floating point
intermediates. Since positions are sent down the graphics hardware as
single-precision values, this prevents useless conversions between
single and double precision values and lets compilers fit twice as
much data into vector registers. It also removes a copy by letting the
clipper store vertices directly into the vertex buffer.

This is mostly reverting the conversion to double-precision that
happened along with the switch to the weston_coord struct for vertex
coordinates (commit 10e70bf23c).

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
bcd04e0fad gl-renderer: Derive texcoords from position in the vertex shader
Let the graphics hardware handle the transformation from surface
position to texture coordinates. Paint nodes now have a single vertex
position attribute from which texture coordinates are derived. A new
vertex shader variant handles the transformation.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00
Loïc Molinari
a4d31fa8bd gl-renderer: Decouple coord space transformation from clipper
The clipper transforms dirty rects to surface space before clipping.
Each dirty rect is transformed by the same matrix for each surface
rect. This change decouples the transformation and the clipping code
to transform and compute the bounding box of dirty rects just once.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00