This adds a a function to create a wlr_texture from a wlr_buffer.
The main motivation for this is to allow the renderer to create a
single wlr_texture per wlr_buffer. This can avoid needless imports
by re-using existing textures.
This function is only required because the DRM backend still needs
to perform multi-GPU magic under-the-hood. Remove the wlr_ prefix
to make it clear it's not a candidate for being made public.
It allocates in local main memory via shm_open, and provides a FD
to allow sharing with other processes.
This is suitable for software rendering under the Wayland and X11
backends.
Compute only the transform matrix in the output. The projection matrix
will be calculated inside the gles2 renderer when we start rendering.
The goal is to help the pixman rendering process.
The swapchain maximum capacity is set to 4, so that we have enough room
for:
- A buffer currently displayed on screen
- A buffer queued for display (e.g. to KMS)
- A pending buffer that'll be queued next commit
- An additional pending buffer in case we want to invalidate the
currently pending one
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.
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
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.