1. 04 Mar, 2021 2 commits
    • Marek Vasut's avatar
      desktop-shell: Always activate the top-level surface · 7f9c9324
      Marek Vasut authored
      In case the device has only touchscreen input device and no keyboard or mouse,
      the top level surface is never activated. The behavior differs from a device
      which has a keyboard (or gpio-keys, or even uinput-emulated keyboard), where
      callchain activate()->weston_view_activate()->weston_seat_set_keyboard_focus()->
      weston_keyboard_set_focus()->wl_signal_emit(&keyboard->focus_signal, keyboard)->
      handle_keyboard_focus()->weston_desktop_surface_set_activated(..., true); sets
      the top level surface as activated. On device with touchscreen, the above is
      never called, hence the top level surface is never activated. Add explicit
      weston_desktop_surface_set_activated(shsurf->desktop_surface, true); into
      activate() to always active the top level surface.
      This fixes at least two known issues on such devices:
      - Wayland terminal cursor is an empty bar (full bar with keyboard present)
      - Chromium dropdown menus are randomly placed (they are placed correctly
        when keyboard is present, because then chromium can find the activated
        top level surface)
      Signed-off-by: Marek Vasut's avatarMarek Vasut <marex@denx.de>
    • Vlad Zahorodnii's avatar
      xwayland: Pass -listenfd instead of -listen <fd> · 022ea43f
      Vlad Zahorodnii authored
      The -listen <fd> option has been deprecated. Its replacement is -listenfd.
      Signed-off-by: Vlad Zahorodnii's avatarVlad Zahorodnii <vlad.zahorodnii@kde.org>
  2. 28 Feb, 2021 1 commit
  3. 25 Feb, 2021 37 commits
    • Pekka Paalanen's avatar
      gl-renderer: print use time with gl-shader-generator debug · f65ba188
      Pekka Paalanen authored
      This should help correlate which shaders were used in repainting outputs
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: garbage-collect old shaders · 1ed2cad8
      Pekka Paalanen authored
      This adds a heuristic for freeing shader programs that have not been
      needed for a while. The intention is to stop Weston accumulating shader
      programs indefinitely, especially in the future when color management
      will explode the number of possible different shader programs.
      Shader programs that have not been used in the past minute are freed,
      except always keep the ten most recently used shader programs anyway.
      The former rule is to ensure we keep shader programs that are actively
      used regardless of how many.  The latter rule is to prevent freeing too
      many shader programs after Weston has been idle for a long time and then
      repaints just a small area. Many of the shader programs could still be
      relevant even though not needed in the first repaint after idle.
      The numbers ten and one minute in the above are arbitrary and not based
      on anything.
      These heuristics are simpler to implement than e.g. views taking
      references on shader programs. Expiry by time allows shader programs to
      survive a while even after their last user is gone, with the hope of
      being re-used soon. Tracking actual use instead of references also
      adapts to what is actually visible rather than what merely exists.
      Keeping the shader list in most recently used order might also make
      gl_renderer_get_program() more efficient on average.
      last_repaint_start time is used for shader timestamp to avoid calling
      clock_gettime() more often. Adding that variable is an ABI break, but
      libweston major has already been bumped to 10 since last release.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: log shader deletions too · a8c4dfea
      Pekka Paalanen authored
      This is useful for seeing that the shader program garbage collection
      works in a future patch.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: add compositor shorthand pointer · 40c26a0b
      Pekka Paalanen authored
      One more thing is coming to need this, so add the compositor pointer and
      migrate existing places to use it where it simplifies things.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: whitespace style clean-up · 768f07cb
      Pekka Paalanen authored
      Fix some deviations from the coding style.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: doc YCbCr-RGB conversion · 9a59303a
      Pekka Paalanen authored
      I have verified that the conversion here follows ITU-R BT.601 except for
      the offsets 16/256 and 128/256 which should be 16/255 and 128/255
      I used to following octave script to verify this:
      rf = 0.299;
      gf = 0.587;
      bf = 0.114;
      crdiv = 1.402;
      cbdiv = 1.772;
      M = [ rf, gf, bf ;
            -rf / cbdiv, -gf / cbdiv, (1 - bf) / cbdiv;
            (1 - rf) / crdiv, -gf / crdiv, -bf / crdiv ];
      YCbCr = [ 'Y'; 'Cb'; 'Cr' ];
      RGB = [ 'R'; 'G'; 'B' ];
      eq = [ ' '; '='; ' ' ];
      l = [ ' [ '; ' [ '; ' [ ' ];
      r = [ ' ] '; ' ] '; ' ] ' ];
      mat = [
      	sprintf('%9f %9f %9f', M(1,:));
      	sprintf('%9f %9f %9f', M(2,:));
      	sprintf('%9f %9f %9f', M(3,:));
      [ l YCbCr r eq l mat r l RGB r ]
      R = inv(M);
      mat = [
      	sprintf('%9f %9f %9f', R(1,:));
      	sprintf('%9f %9f %9f', R(2,:));
      	sprintf('%9f %9f %9f', R(3,:));
      [ l RGB r eq l mat r l YCbCr r ]
      [ R(:,1), R(:,2:3) .* (255/224) ]
      The final matrix printed is what the shader uses down to +/- one digit,
      so at least 7 correct decimals.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: move view alpha out of sample_input_texture() · 2b5a8639
      Pekka Paalanen authored
      Sampling input texture has nothing to do with view alpha. This clarifies
      the code structure.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: factor out sample_input_texture() · 3f6be39f
      Pekka Paalanen authored
      Reading the input texture is just one part of the future color pipeline,
      so separate it into a function of its own. This makes it easier to add
      more steps to the pipeline, and shows the green tint is separate as
      Making use of early returns, reducing the if-else ladder should help
      with readability. Sharing the call to yuva2rgba() likewise.
      Setting yuva.w = alpha is not shared though, in case support for AYUV
      format might be added in the future.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: drop redundant texture lookups · d278015d
      Pekka Paalanen authored
      Do not call texture2D() in the shader when we already have the result.
      Simpler code, maybe even a little bit faster?
      Suggested-by: Harish Krupo's avatarHarish Krupo <harishkrupo@gmail.com>
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: move magic constants into yuva2rgba() · a88144f9
      Pekka Paalanen authored
      These same magic constants were used in all cases, so move them into a
      common place.
      While we are touching all these lines, also change from the four floats
      into a vec4. This allows further clean-up in the next patch.
      This makes the code easier to read.
      Behavior and results are unchanged.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: move alpha pre-mult from YUV to RGB · 054ba370
      Pekka Paalanen authored
      Mathematically the result is the same, while multiplying RGB with alpha
      is easier to understand as correct than the earlier form.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: rename color uniform to unicolor · a8d5ef4a
      Pekka Paalanen authored
      A more unique name is easier to grep for. Using 'color' as a local
      variable might be useful in the future.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      tests: add XYUV8888 to yuv-test · f6a8aa15
      Pekka Paalanen authored
      This will hit the XYUV shader variant in GL-renderer that was not
      covered in the test suite before.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: support XYUV8888 wl_shm format · 30104bd8
      Pekka Paalanen authored
      This support is added so that the XYUV shader variant can be tested with
      wl_shm from the test suite.
      Libwayland version requirement is bumped to get WL_SHM_FORMAT_XYUV8888.
      Libwayland is bumped to 1.18 too in the CI image. libwayland-dev package
      is dropped, because we build wayland anyway.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      Add weston-drm-fourcc.h · 4b301fe7
      Pekka Paalanen authored
      This header is for sharing fallback definitions for drm_fourcc.h. A new
      test in tests/yuv-buffer-test.c is going to be needing XYUV8888 format,
      and more new formats will be expected with HDR supports.
      Share these fallback definitions in one place instead of copying them
      all over.
      All users of drm_fourcc.h are converted to include weston-drm-fourcc.h
      instead for consistency: have the same definitions available everywhere.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      drop MOD_INVALID, MOD_LINEAR definitions · b9ca8013
      Pekka Paalanen authored
      MOD_INVALID came with libdrm 2.4.83 and MOD_LINEAR came with libdrm
      2.4.82. libweston unconditionally depends on libdrm >= 2.4.95, so the
      fallback is not necessary.
      Since linux-dmabuf.h itself has no use for these and also forgets to
      include drm_fourcc.h, .c files including drm_fourcc.h after this header
      would trigger compiler warnings.
      linux-dmabuf.c does need these, so add the proper include.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: drop R8 and GR88 definitions · e51a75c7
      Pekka Paalanen authored
      These were introduced in libdrm 2.4.68, commit
      268ae7cae5afd76462c3ef14ed9021a2d40c2e57. Weston unconditionally
      requires libdrm >= 2.4.95, so these fallback definitions are
      unnecessary now.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      tests: extend output-damage to GL shadow framebuffer · b1e56143
      Pekka Paalanen authored
      Extend the existing output-damage test to test
      blit_shadow_to_output() specifically. This function had problems
      originally, so make sure they can't reappear.
      The added quirk is explained in the test.
      An additional check of the quirk in gl_renderer_output_create() ensures
      that the shadow framebuffer is really used. The test could false-pass if
      the shadow is not used.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      CI: bump Mesa to 20.3.1 · a3b68c29
      Pekka Paalanen authored
      The version we used does not advertise GL_EXT_color_buffer_half_float
      with llvmpipe even though the functionality seems to work.
      If the extension is not advertised, the future commit
      "tests: extend output-damage to GL shadow framebuffer"
      will result in a test failure.
      Upgrade Mesa, this gets the extension advertised and the test is happy.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      compositor: add weston.ini option use-renderer-shadow · 81ef6d0a
      Pekka Paalanen authored
      This adds an output section option use-renderer-shadow in weston.ini.
      This option is only recognized with headless and DRM backends, because
      it requires GL-renderer and does not support resizing outputs.
      The option is called use-renderer-shadow because this is what it does
      right now. In the future the same setting will be used to turn on more
      complex image processing when operational pieces required for color
      management land. Once color management is implemented, this option is
      expected to be removed. This option allows developer testing of features
      to be used to implement color management.
      This is a rewrite of "weston.ini: introduce use-shadow-fbo in output
      config" by Harish Krupo. The main.c code is structured differently, the
      weston.ini option is renamed, and the man page paragraph is moved to
      weston.ini.man with different content.
      Cc: Harish Krupo <harishkrupo@gmail.com>
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Harish Krupo's avatar
      gl-renderer: implement intermediate framebuffer (shadow) · 7ef26886
      Harish Krupo authored
      Proper color management will need blending done with linear light pixel
      values, that is, EOTF applied before blending, and then inverse-EOTF
      applied for scanout after blending. The simplest way to set that up is
      to use an intemediate framebuffer a.k.a shadow buffer containing the
      composited image in linear light values, then blit from that to the
      actual framebuffer.
      This patch implements the shadow buffer, but the linear light
      blending is left for another patch. This allows GL-renderer to turn
      Half-float is chosen as the buffer format because linear light values
      require more bits to encode with sufficient precision than the usual
      non-linear pixel values.
      v2: Use /* */ instead of // (Pekka)
          Rename fbo and tex to shadow_{fbo,tex} (Pekka)
          Check for OpenGLES capabilities before creating
          shadow_{tex,fbo} (Pekka)
      Signed-off-by: Harish Krupo's avatarHarish Krupo <harishkrupo@gmail.com>
      v3: Rebased.
          Simplified GL version checks (Sebastian)
          Apply changes from "libweston: add color ops cap and bool renderer
          shadow buffer"
          Renamed supports_half_float_texture to has_gl_half_float to
          follow the existing naming pattern.
          Introduce gl_renderer_create_shadow_16f().
          Undo moving of glViewport() call.
          Replace half_float_texture_enabled with shadow_exists().
          Introduce struct gl_output_state_shadow.
          Assert no resizing with shadow.
          Fix triangle fan debug.
          Rename repaint_from_texture() to blit_shadow_to_output().
          Rewrite commit message because linear light blending is not
          implemented in this patch.
          Fix blit_shadow_to_output() for scaled/transformed outputs and
          remove redundant code.
          Fix has_gl_half_float determination.
      v4: Disable blending in blit_shadow. (Daniel)
          Port to gl_renderer_get_program().
          Make a generic fbo-texture struct with parameterized format. (Daniel)
          Change has_gl_half_float into gl_half_float_type.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      pixman-renderer: share region_global_to_output() · 0692079a
      Pekka Paalanen authored
      Converting a region from global coordinates to output pixel coordinates
      will become useful in GL-renderer soon, so move this function to be
      shared. It is tricky to reinvent.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      libweston: add color ops cap and bool renderer shadow buffer · b5265af6
      Pekka Paalanen authored
      This adds the libweston capability bit for "color operations" which
      refers to a renderer's support for operations needed for color
      management. GL-renderer will grow the support while Pixman-renderer will
      not, which is why the cap is needed.
      To make an example use of the cap, this also adds new API:
      weston_output_set_renderer_shadow_buffer(). This is a temporary API to
      enable future experimental features. The first such feature will be the
      renderer internal shadow buffer, the boolean variable for it taken from
      Harish Krupo's "weston.ini: introduce use-shadow-fbo in output config".
      Obviously this patch does not implement the renderer shadow buffer. No
      renderer sets WESTON_CAP_COLOR_OPS yet so trying to enable it will fail.
      The documentation here is deliberately vague, because the bits needed
      for color management will come in trickling for a long time until we can
      call it color management in any sense. Until then, the temporary API
      shall remain, perhaps poorly named.
      Cc: Harish Krupo <harishkrupo@gmail.com>
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Harish Krupo's avatar
      gl-renderer: Add debug scope for shader generator · 71078b40
      Harish Krupo authored
      This helps accounting how many shaders live in the cache, what the
      shader source code is, and when shaders are compiled.
      Signed-off-by: Harish Krupo's avatarHarish Krupo <harishkrupo@gmail.com>
      v2: Resolved rebase conflicts.
          Put shader_scope in struct gl_renderer, remove struct
          Wrote commit message.
          Rebased for "gl-renderer: rewrite fragment shaders" which completely
          changed how shader sources are generated.
          Added cache statistics to debug output on subscribe.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: add missing glActiveTexture calls · 7714c617
      Pekka Paalanen authored
      Various functions leave the current active texture as whatever. The
      functions touched in this commit forgot to reset the active texture to
      slot 0 before binding their textures. If not explicitly unbound, this
      could leave textures lingering in unused slots, perhaps. Not sure if
      that could cause any harm, but for consistency's sake, always use slot 0
      when not multitexturing.
      Found by code inspection.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: add fallback shader · c12963f9
      Pekka Paalanen authored
      If shader compiling on demand fails, then rather than using whatever
      random shader happens to be current, use an explicit fallback shader
      painting stuff brown.
      The color is chosen dim enough to hopefully not cause problems even in
      a HDR setting as it will be written verbatim into the fb/shadow.
      This also prevents NULL dereference on shader->key.variant in
      One way to test this shader is to hack fragment.glsl:
       #extension GL_OES_EGL_image_external : require
      +#error haa haa
      and then run e.g. weston-simple-dmabuf-v4l -f YUYV
      with vivid kernel module loaded. This worked on Intel.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: send protocol error on shader failure · 06c9d0f0
      Pekka Paalanen authored
      If we are trying to use a NULL shader, it is likely that the shader
      compilation failed for some reason. Since we are trying this for a view,
      the failure was probably triggered by a client. If there is a client,
      get rid of it by sending it a protocol error. Hopefully the compositor
      can then continue operation after a glitch on screen.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Harish Krupo's avatar
      gl-renderer: Requirement based shader generation · 7903c5e6
      Harish Krupo authored
      This patch modifies the shader generation code so that the shaders are
      stitched together based on the requirement instead of creating them
      during initialization. This is necessary for HDR use cases where each
      surface would have different properties based on which different
      de-gamma or tone mapping or gamma shaders are stitched together.
      v2: Use /* */ instead of // (Pekka)
          Move shader strings to gl-shaders.c file (Pekka)
          Remove Makefile.am changes (Pekka)
          Use a struct instead of uint32_t for storing requirements (Pekka)
          Clean up shader list on destroy (Pekka)
          Rename shader_release -> shader_destroy (Pekka)
          Move shader creation/deletion into gl-shaders.c (Pekka)
          Use create_shaders's multi string capbility instead of
          concatenating (Pekka)
      v3: Add length check when adding shader string (Pekka)
      Signed-off-by: Harish Krupo's avatarHarish Krupo <harishkrupo@gmail.com>
      v4: Rebased, PROTECTION_MODE_ENFORCED converted.
          Dropped unnecessary { }.
          Ported setup_censor_overrides().
          Split out moving code into gl-shaders.c.
          Changed to follow "gl-renderer: rewrite fragment shaders",
          no more shader source stitching.
          Added SHADER_VARIANT_XYUV.
          Const'fy function arguments.
          Added gl_shader_requirements_cmp() and moved the early return in
          Moved use_gl_program() before first use in file.
          Split solid shader requirements by use case: requirements_censor and
          Simplified fragment_debug_binding() since no need to force anything.
          Ensure struct gl_shader_requirements has no padding. This allows us
          to use normal C syntax instead of memset() and memcpy() when
          initializing or assigning. See also:
          Make it also a bitfield to squeeze the size.
      v5: Move wl_list_insert() into gl_shader_create() (Daniel)
          Compare variant to explicit value. (Daniel)
          Change functions to gl_renderer_get_program,
          gl_renderer_use_program, and
          Use local variable instead of gr->current_shader. (Daniel)
          Simplified gl_renderer_get_program.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: simplify shader replacement in draw_view() · e41c6d90
      Pekka Paalanen authored
      Do not change in setup_censor_overrides() and then put back gs->shader
      in draw_view() when the shader needs to be something else than what the
      surface content calls for.
      This makes the logic simpler, and makes following changes simpler as
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: dump failed shader source · 5b86f366
      Pekka Paalanen authored
      To help debugging shader compilation errors, print the shader source the
      way it was given to the GLSL compiler and with line numbers that match
      the compiler error messages.
      This is necessary because some snippets are added at runtime to the
      beginning, the source is not only what is in the respective .glsl file.
      I did look into using #line directives, but you cannot put source file
      names to it, only "source string numbers" which must be an integer
      expression. If we used #line, the reader would need to know that string
      number 0 is the version, string 1 is the config and string number 2 is
      fragment.glsl. I think that would have been too cumbersome.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: rename shader debug flag to green_tint · 5d64e66e
      Pekka Paalanen authored
      The new name reflects better what it does.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: rewrite fragment shaders · 477bdc85
      Pekka Paalanen authored
      The main goal of this patch is to improve the readability of how and
      what fragment shaders are generated.
      Instead of having C code that assembles each shader variant from literal
      string snippets, create one big fragment shader source that has
      everything in it. This relies on a GLSL compiler to optimize statically
      false conditions and unused uniforms away.
      Having all the fragment shader code in one file, uncluttered by C string
      literal syntax, improves readability significantly. A disadvantage is
      that the code is more verbose, but it allows comments much better.
      The actual shader code is kept unchanged except:
      - FRAGMENT_CONVERT_YUV macro is now a proper function
      - GLSL version is explicitly set to 1.00 ES
      - RGBA and EXTERNAL use the same path, the difference is how the sampler
        is declared
      Further shader code consolidation is possible, but is left for another
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: move vertex shader into new file · d9133633
      Pekka Paalanen authored
      This patch adds the tooling for incorporating files as C data, so that
      files can be built into the binaries. The tool is in Python to avoid
      adding extra dependencies like xxd.
      xxd.py is copied from Mesa as-is, from commit
      b729cd58d76f97f3fc04a67569535ee5ef2f5278 (master branch on 2021-01-26),
      a.k.a 21.0-branchpoint-635-gb729cd58d76.
      Moving the GLSL vertex shader into a separate file is not that
      interesting, the purpose of this commit is to provide a simple
      demonstration of the tooling. The real benefits come in a following
      patch where the fragment shaders are re-written and externalized.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: split into gl-shaders.c · 3ec25d78
      Pekka Paalanen authored
      This is purely moving code as is with no changes other than making the
      three functions non-static.
      Originally this was part of "gl-renderer: Requirement based shader
      generation" by Harish Krupo, but that patch made also big changes to the
      code at the same time. Patches are easier to review when code movement
      is separate from behavioral changes, therefore I introduced this patch.
      Cc: Harish Krupo <harishkrupo@gmail.com>
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: bikeshed GL version handling · d8a0ba89
      Pekka Paalanen authored
      The main point here is to print "GL ES %d.%d" instead of "GL ES 2"
      because GL-renderer can and will use GL ES 3 features when present.
      Saying it's GL ES 2 renderer is not quite true.
      To print that, I need to extract major, minor from gr->gl_version and
      those didn't have ready made macros yet. While writing the extraction,
      make all these trivial functions, so that the compiler might warn us if
      one passes e.g. negative literal numbers to gr_gl_version(). Explicit
      types help keeping the bit operations safe too.
      The only purpose for GR_GL_VERSION_INVALID was to fall back to version
      2.0. Moving the fallback and logging into get_gl_version() makes that
      macro unnecessary.
      Finally, just in case GL version string contained garbage, reject
      negative version numbers.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      tests: add output damage test · fbd41604
      Pekka Paalanen authored
      This test ensures that client submitted damage goes to the screen
      correctly, regardless of output scale or transform.
      The added quirk is explained in the test that uses it.
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>
    • Pekka Paalanen's avatar
      gl-renderer: assume pbuffers preserve contents · 1e365c8c
      Pekka Paalanen authored
      For a pbuffer EGLSurface, assume that EGL swap behavior is "preserved"
      which means buffer age is always 1 (after the very first
      EGL pbuffers are always single-buffered.
      Mesa EGL Surfaceless platform does not seem to expose EGL_EXT_buffer_age
      that could have told us the same. Hence all repaints to pbuffer surfaces
      used to need to repaint the whole output always. This patch makes
      repainting only the latest damage possible.
      Repainting only the latest damage is required for a future test on
      output damage regions: "tests: add output damage test".
      Technically, setting buffer_age to 1 is not correct before the very
      first eglSwapBuffers(), but to keep the code simpler I chose to rely on
      a newly enabled output always having full damage anyway.
      Checking that EGL_SWAP_BEHAVIOR is EGL_BUFFER_PRESERVED would do too.
      Unfortunately, Mesa seems to return EGL_BUFFER_DESTROYED, so I cannot
      fail the headless-backend in that check. Even so, the output damage test
      actually succeeds.
      See also: mesa/mesa#4278
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.com>