It can be surprising that destroying a buffer changes the EGL context,
especially since this can be triggered from anywhere wlr_buffer_unlock
is called.
Prevent this from happening by saving and restoring the EGL context.
Rename wlr_renderer_get_dmabuf_formats to
wlr_renderer_get_dmabuf_texture_formats. This makes it clear the formats
are only suitable for creating wlr_textures.
texcoord is a vector of coordinates, with the first member being the X
axis value and the second member being the Y axis value. It makes more
sense to use the accessors with the same names.
This leaves an EGL context current behind. wlr_gles2_renderer_create was
assuming the EGL context was already current because of this (because it
called a GL function right off the bat).
This function can be called after wlr_egl_make_current to cleanup the
EGL context. This avoids having lingering EGL contexts that make things
work by chance.
Closes: https://github.com/swaywm/wlroots/issues/2197
Instead of requiring compositors to call wlr_texture_get_size each time
they want to access the texture's size, expose this information as
wlr_texture fields.
This makes it easier for the user of this library to properly handle
failure of this function.
The signature of wlr_renderer_impl.init_wl_display was also modified to
allow for proper error propagation.
Remove glapi.sh code generation, replace it with hand-written loading
code that checks extension strings before calling eglGetProcAddress.
The GLES2 renderer still uses global state because of:
- {PUSH,POP}_GLES2_DEBUG macros
- wlr_gles2_texture_from_* taking a wlr_egl instead of the renderer
This requires functions without a prototype definition to be static.
This allows to detect dead code, export less symbols and put shared
functions in headers.
Prior to this commit, compositors needed to render the texture to an
intermediate off-screen buffer using wlr_renderer APIs if they wanted to
use a custom rendering path (e.g. render to a 3D scene).
A new wlr_gles2_texture_get_attribs exposes the GL texture target and ID
so that compositors can render wlr_textures with their own shaders. An
example of a compositor doing so is available at [1].
[1]: 3db905b784/src/render.c (L227)
We don't need our own enum for types. Instead we just use
GL_TEXTURE_{2D,EXTERNAL_OES}, which already describes usage.
Also fixes a situation where we were using GL_TEXTURE_2D in a situation
we should not have. wl_drm buffers are always GL_TEXTURE_EXTERNAL_OES,
no matter if they're RGB or any other format.
When a texture is destroyed between wlr_egl_make_current and
wlr_egl_swap_buffers, it resets the current EGL surface to NULL. This
makes wlr_egl_swap_buffers fail.
If the EGL context is already current, there's no need to reset it.
We were assuming GL_BGRA_EXT was always supported.
We now check that it's supported for rendering. We fail if it isn't because
this format is specified as "always supported" by the Wayland protocol.
We also check if it's supported for reading pixels. A new preferred_read_format
function returns the preferred format that can be used to read pixels. This is
used by the screencopy protocol.
../render/gles2/renderer.c: In function ‘gles2_render_texture_with_matrix’:
../render/gles2/renderer.c:140:2: error: ‘target’ may be used uninitialized in this function [-Werror=maybe-uninitialized]
glBindTexture(target, tex_id);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../render/gles2/renderer.c:145:2: error: ‘prog’ may be used uninitialized in this function [-Werror=maybe-uninitialized]
glUseProgram(prog);
- Textures are now immutable (apart from those created from raw
pixels), no more invalid textures
- Move all wl_drm stuff in wlr_renderer
- Most of wlr_texture fields are now private
- Remove some duplicated DMA-BUF code in the DRM backend
- Add more assertions
- Stride is now always given as bytes rather than pixels
- Drop wl_shm functions
Fun fact: this patch has been written 10,000 meters up in the air.
By using the same vertex shader and adding alpha to the fragment shader
for external textures we can:
- use alpha blending
- have wlr_gles2_render_texture_with_matrix work with
the GL_TEXTURE_EXTERNAL_OES. So far this failed
since we passed in alpha which was unknown by fragment_src_external
Allow to set the texture target type when generating/binding the
texture. This allows us to attach the texture type to the texture so we
don't have to keep the logic elsewhere.