render/gles2: save/restore context when creating/submitting a render pass

This is useful for e.g. lazily blitting a texture for readback
purposes while rendering.
master
Simon Ser 1 year ago
parent 1208ba6c28
commit e8b187cc92

@ -15,6 +15,8 @@
#include <wlr/util/addon.h>
#include <wlr/util/log.h>
#include "render/egl.h"
// mesa ships old GL headers that don't include this type, so for distros that use headers from
// mesa we need to def it ourselves until they update.
// https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23144
@ -132,6 +134,7 @@ struct wlr_gles2_render_pass {
struct wlr_render_pass base;
struct wlr_gles2_buffer *buffer;
float projection_matrix[9];
struct wlr_egl_context prev_ctx;
struct wlr_gles2_render_timer *timer;
};
@ -164,6 +167,6 @@ void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_gles2_render_timer *timer);
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer);
#endif

@ -21,6 +21,10 @@ struct wlr_egl;
* the current EGL is global state. The GLES2 renderer operations will save
* and restore any previous EGL context when called. A render pass is seen as
* a single operation.
*
* The GLES2 renderer doesn't support arbitrarily nested render passes. It
* supports a subset only: after a nested render pass is created, any parent
* render pass can't be used before the nested render pass is submitted.
*/
struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd);

@ -41,6 +41,7 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
pop_gles2_debug(renderer);
wlr_egl_restore_context(&pass->prev_ctx);
wlr_buffer_unlock(pass->buffer->buffer);
free(pass);
@ -247,7 +248,7 @@ static const char *reset_status_str(GLenum status) {
}
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_gles2_render_timer *timer) {
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer) {
struct wlr_gles2_renderer *renderer = buffer->renderer;
struct wlr_buffer *wlr_buffer = buffer->buffer;
@ -274,6 +275,7 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
wlr_buffer_lock(wlr_buffer);
pass->buffer = buffer;
pass->timer = timer;
pass->prev_ctx = *prev_ctx;
matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);

@ -433,6 +433,9 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_renderer,
struct wlr_buffer *wlr_buffer, const struct wlr_buffer_pass_options *options) {
struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
struct wlr_egl_context prev_ctx = {0};
wlr_egl_save_context(&prev_ctx);
if (!wlr_egl_make_current(renderer->egl)) {
return NULL;
}
@ -448,7 +451,7 @@ static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_
return NULL;
}
struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer, timer);
struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer, &prev_ctx, timer);
if (!pass) {
return NULL;
}

Loading…
Cancel
Save