This will become necessary when we switch away from scissoring. For the
time being, this cleans things up a bit and allows for a trivial
blending implementation for textures when that comes.
Avoids repeating the common bits between dma_tex_features and
dma_tex_ycbcr_features, and we will need just the YCbCr-related
flags for shm YCbCr support soon.
These features are required for shm only: the TRANSFER stuff is
for texture upload. We don't need these for DMA-BUFs. Make this
clearer by changing the name.
Also re-order the definitions to group all texture-related features
together.
Based on five calls:
wlr_render_timer_create - creates a timer which can be reused across
frames on the same renderer
wlr_renderer_begin_buffer_pass - now takes a timer so that backends can
record when the rendering starts and finishes
wlr_render_timer_get_time - should be called as late as possible so that
queries can make their way back from the GPU
wlr_render_timer_destroy - self-explanatory
The timer is exposed as an opaque `struct wlr_render_timer` so that
backends can store whatever they want in there.
The Vulkan spec states:
> For the purposes of range expansion and Y′CBCR model conversion,
> the R and B components contain color difference (chroma) values
> and the G component contains luma.
The equations below that sentence also help understand the mapping.
We don't actually need the REPEAT mode, and this makes things more
consistent with the YCbCr sampler (which requires CLAMP_TO_EDGE for
spec compliance).
Also drop borderColor which is unused for this mode.
Fixes the following validation error:
[ VUID-VkImageViewCreateInfo-pNext-01970 ] Object 0: handle = 0x62e00003c400, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xf378e14b | vkCreateImageView(): If there is a VkSamplerYcbcrConversion, the imageView must be created with the identity swizzle.
Some formats like sub-sampled YCbCr use a block of bytes to
store the color values for more than one pixel. Update our format
table to be able to handle such formats.
This is implemented by a two-subpass rendering scheme; the first
subpass draws (and blends) onto a linear R16G16B16A16_SFLOAT buffer,
while the second subpass performs linear->srgb conversion, writing
onto the actual output buffer.
This fixes the following validation errors when shutting down Sway:
00:00:01.263 [wlr] [render/vulkan/vulkan.c:65] Validation Error: [ VUID-vkDestroyFramebuffer-framebuffer-00892 ] Object 0: handle = 0x62e00003c400, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xdb308312 | Cannot call vkDestroyFramebuffer on VkFramebuffer 0x2e2cd000000002b[] that is currently in use by a command buffer. The Vulkan spec states: All submitted commands that refer to framebuffer must have completed execution (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkDestroyFramebuffer-framebuffer-00892) (VUID-vkDestroyFramebuffer-framebuffer-00892)
00:00:01.264 [wlr] [render/vulkan/vulkan.c:65] Validation Error: [ VUID-vkDestroyImage-image-01000 ] Object 0: handle = 0x62e00003c400, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xf2d29b5a | Cannot call vkDestroyImage on VkImage 0x3fbcd60000000028[] that is currently in use by a command buffer. The Vulkan spec states: All submitted commands that refer to image, either directly or via a VkImageView, must have completed execution (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkDestroyImage-image-01000) (VUID-vkDestroyImage-image-01000)
Remove debug logs when a texture is created, since this happens
pretty often. Use drmGetFormatName() and drmGetFormatModifierName()
to log DRM formats and modifiers.
This ensures that the pool sizes grow exponentially, making the number
of pools needed logarithmic in the number of descriptors, instead of
linear. Since the first pool's size is 256, this change only has an
effect when the compositor creates a large number of textures.
The Vulkan spec doesn't guarantee that the driver will wait for
implicitly synchronized client buffers before texturing from them.
radv happens to perform the wait, but anv doesn't.
Fix this by extracting implicit fences from DMA-BUFs, importing
them into Vulkan as a VkSemaphore objects, and make the render pass
wait on these VkSemaphores.
pre_cb was an alias for stage_cb->vk. Let's just use a single
variable instead.
Additionally, early return when vulkan_record_stage_cb() fails.
We were crashing in vkCmdPipelineBarrier() if that happened.
Skip clears with an empty scissor.
Fixes the following validation error:
00:00:09.734 [wlr] [render/vulkan/vulkan.c:61] Validation Error: [ VUID-vkCmdClearAttachments-rect-02682 ] Object 0: handle = 0x62600001b100, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xadbd476f | CmdClearAttachments(): pRects[0].rect.extent.width is zero. The Vulkan spec states: The rect member of each element of pRects must have an extent.width greater than 0 (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdClearAttachments-rect-02682) (VUID-vkCmdClearAttachments-rect-02682)
We were filling VkTimelineSemaphoreSubmitInfoKHR.pSignalSemaphoreValues,
but we were missing VkSubmitInfo.pSignalSemaphores.
This was causing VkTimelineSemaphoreSubmitInfoKHR.pSignalSemaphoreValues
to be ignored. By chance, the render command buffer was using the
next timeline point, so we were waiting for that instead.
struct wlr_vk_format_props contains a mix of properties for shm
and dmabuf, and it's not immediately clear which fields are for
which kind of buffer. Use a nested struct to group the fields.
Right now the Vulkan renderer blocks until the frame is complete
after rendering. This is necessary because Vulkan doesn't
interoperate well with implicit sync we use everywhere else.
Use the new kernel API to import a sync_file into a DMA-BUF to
avoid blocking.
We need to wait for the pending command buffer to complete before
re-using stage buffers. Otherwise we'll overwrite the stage buffer
with new contents before the texture is fully uploaded.
We need to wait for any pending command buffer to complete before
we're able to fully destroy a struct wlr_vk_texture: the Vulkan
spec requires the VkDescriptorSet to be kept alive.
So far we've done this in vulkan_end(), after blocking until the
command buffer completes. We'll soon stop blocking, so move this
logic in get_command_buffer(), where we check which commands buffers
have completed in a non-blocking fashion.
vkCmdCopyBufferToImage requires that the buffer offset be a multiple
of the texel block size, which for single plane uncompressed formats
is the same as the number of bytes per pixel. This commit adds an
alignment parameter to vulkan_get_stage_span which ensures that the
provided span (and the sequence of image copy operations derived which
use it) have this alignment.
Let's just forward-declare struct wlr_backend instead.
We need to fixup the Vulkan renderer: it needs makedev(), which
got included by chance via <wlr/backend.h> → <wlr/backend/session.h>
→ <libudev.h>.
Allow to get whether has alpha channel of the VkImage, it can help an
optimization to disable blending when the texture doesn't have alpha.
Because the VkFormat isn't enough because it's always set to
VK_FORMAT_B8G8R8A8_SRGB or VK_FORMAT_R8G8B8A8_SRGB.
It's not safe to destroy any resources which might still be in-use
by the GPU. Wait for any asynchronous tasks to complete before
destroying everything.
Before re-using a VkCommandBuffer, we need to wait for its
operations to complete. Right now we unconditionally wait for
rendering to complete in vulkan_end(), however we have plans to
fix this [1]. To fully avoid blocking, we need to handle multiple
command buffers in flight at the same time (e.g. for multi-output,
or for rendering followed by texture uploads).
Implement a pool of command buffers. When we need to render, we
pick a command buffer from the pool which has completed its
operations. If we don't find one, try to allocate a new command
buffer. If we don't have slots in the pool anymore, block like we
did before.
[1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3574
Up until now we were using a VkFence for GPU-to-CPU
synchronization. This has some limitations that become a blocker
when trying to have multiple command buffers in flight at once
(e.g. for multi-output). It's desirable to implement a command
buffer pool [1], but VkFence cannot be used to track command buffer
completion for individual subpasses.
Let's just switch to timeline semaphores [2], which fix this issue,
make synchronization a lot more ergonomic and are a core Vulkan 1.2
feature.
[1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3802
[2]: https://www.khronos.org/blog/vulkan-timeline-semaphores
If NULL is returned by vkGetDeviceProcAddr(), either the driver
is buggy, either the wlroots code is buggy. For a valid device and
command name, drivers are not allowed to return NULL per the spec.
This mirrors what the GLES2 renderer does in load_gl_proc().
Added wlr_vk_renderer_get_* functions to allow get the VkInstance,
VkPhysicalDevice, VkDevice, queue family of a wlr_vk_renderer.
Added wlr_vk_renderer_get_current_image_attribs function to allow get
the VkImage of current renderer buffer to use on compositors.
Added wlr_renderer_is_vk function, it's like the wlr_renderer_is_gles2,
returns true if the wlr_renderer is a wlr_vk_renderer.
Added wlr_vk_image_get_attribs function to get a VkImage and it's
extras information (e.g. a VkImageLayout and VkImageFormat of the
VkImage) from a wlr_texture.