wl_drm is a legacy interface superseded by the linux-dmabuf
protocol. All clients should migrate.
As a first step, stop creating the wl_drm global by default.
This should let us discover any remaining issues in clients.
Compositors can still manually create the global if they want to.
As a second step, we can completely drop our implementation.
This is the last of a set of commits which ensures that both textures
and render buffers can be accessed through _UNORM and _SRGB image
views. While _UNORM image views are not yet used for 8-bpc image
formats, they will be needed in the future to support color transforms
for both textures and render buffers.
Sadly, the new API is not backwards compatible with the old API. Since
we have already switched all users in wlroots to the new API compositors
are already practically mandated to implement the new API. Let's get rid
of the old one since there is no point.
These comments were a bit misleading:
- "GL_TEXTURE_2D == mutable": not really, imported non-external-only
DMA-BUFs would also use this target, but are not mutable.
- "Only affects target == GL_TEXTURE_2D": same here.
- "If imported from a wlr_buffer": not really, would be NULL if
imported from a shm wlr_buffer.
Adjust these comments to better reflect reality and adjust the check
in gles2_texture_update_from_buffer().
We can double import a dmabuf if we use it as a texture target and
a render target. Instead, let's unify render targets and texture dmabuf
imports to use wlr_gles2_buffer which manages the EGLImageKHR
Since imported textures will be based off of gles2_buffer we have
to destroy textures first or else they will have an invalid reference
to the buffers they are imported from.
If the external-only flag is set, then the EGLImage is only
supported for use with GL_TEXTURE_EXTERNAL_OES texture targets.
In particular, the EGLImage cannot be bound to a RBO.
It's possible that we don't have an EGLDevice if we created the
EGL context from a GBM device. Let's ensure all GPU-accelerated
renderers always have a DRM FD to return by falling back to GBM's
FD.
When a texel from the Vulkan format VK_FORMAT_B8G8R8A8_SRGB is read,
the sRGB to linear conversion is applied independently to the R, G,
and B channels; the A channel has no influence on this. However,
DRM_FORMAT_ARGB8888 buffers are, per Wayland protocol, not encoded
in this fashion; one must first unpremultiply the color channels
before doing sRGB to linear conversion. This commit switches to
handling ARGB8888 and ABGR8888 formats using the general fragment
shader conversion from electrical to optical values.
Not needs set GL_DEPTH_TEST, Because when rendering to a framebuffer
that has no depth buffer, depth testing always behaves as though
the test is disabled, The initial value for each capability with
the exception of GL_DITHER is GL_FALSE.
We could potentially leak a display here, but not really because the
display acts as a singleton that will be returned next time a renderer
of the same device is created.
If the compositor were to try to handle a GPU reset within the lost
signal (by recreating the renderer) we should avoid referencing renderer
resources after the lost signal. This prevents use after free for such
compositors.
We can just use a regular assignment instead. This is more
type-safe since there is no need to provide the struct size.
The remaining memcpy() calls perform array copies or copies from
void pointers (which may be unaligned).
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.