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>
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>
This doesn't just handle censoring protected content anymore, fix the name
and the comments.
Signed-off-by: Derek Foreman <derek.foreman@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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
After freeing the renderer, clear the compositor->renderer pointer to
avoid use-after-free errors.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
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>
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>
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>
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>
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>
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>
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>