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The initial drm backend implementation for Vulkan passes display device allocated gbm bos directly to the renderer. This is a bit awkward since it requires the renderer to maintain a custom output creation interface and another code path for importing specifically gbm bos. Since then, vulkan-renderer received support to use dmabuf renderbuffers to support e.g. pipewire dmabuf, in an interface which is also common with gl-renderer. The dmabuf renderbuffer code path is similar to what the drm backend implementation intended to do, so we can unify it to a single interface. This has the advantages of requiring one less custom output creation interface, as well as the renderer being able to handle the drm backend through a single shared dmabuf renderbuffer path. Signed-off-by: Erico Nunes <nunes.erico@gmail.com> |
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| .. | ||
| meson.build | ||
| vulkan-pipeline.c | ||
| vulkan-pixel-format.c | ||
| vulkan-renderer-internal.h | ||
| vulkan-renderer.c | ||
| vulkan-renderer.h | ||
| vulkan_fragment_shader.frag | ||
| vulkan_vertex_shader_surface.vert | ||
| vulkan_vertex_shader_texcoord.vert | ||