- Aug 06, 2019
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Sebastian Wick authored
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- Aug 05, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
color-management: add color-mangagement cap for backends; rework how enabling color management and shadow fb works
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- Aug 03, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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- Aug 02, 2019
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Sebastian Wick authored
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Sebastian Wick authored
makes sure that both framebuffer fetch + shader blending and shadow framebuffer + ff blending work
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The upcoming patches introduce 2 pass rendering using a shadow fbo which is used for linear light blending for HDR. This 2 pass rendering, unsurprisingly, affects performance especially when the full output is damaged (fullscreen video playback). To remedy this, a new configuration option called "use-shadow-fbo" is introduced in the output section of weston.ini which controls the use of a shadow fbo for an output. The default value is false for the config option. Signed-off-by: Harish Krupo <harishkrupo@gmail.com>
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Linear light blending is required when the presented surfaces are of different colorspaces. The surfaces are linearized, colorspace convertion is applied (if required) and then blended together. All this is done to an intermediate texture so that it can be blitted on to the framebuffer while applying the required non linear curve. 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 <harishkrupo@gmail.com>
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Sebastian Wick authored
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- Aug 01, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
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- Jul 31, 2019
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Sebastian Wick authored
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- Jul 28, 2019
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Sebastian Wick authored
gl-renderer: only create color space conversions if needed gl-renderer: fragment debug now shows which parts are color corrected by the compositor
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- Jul 27, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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- Jul 24, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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Sebastian Wick authored
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- Jul 23, 2019
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Sebastian Wick authored
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Sebastian Wick authored
Signed-off-by: Sebastian Wick <sebastian@sebastianwick.net>
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Sebastian Wick authored
Since version 7 clients must use MAP_PRIVATE to map the keymap fd so we can use memfd_create in os_ro_anonymous_file_get_ref, for older version support_shared is set to allow compatibility with MAP_SHARED. Signed-off-by: Sebastian Wick <sebastian@sebastianwick.net>
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Sebastian Wick authored
The ro_anonymous_file is a abstraction around anonymous read-only files. os_create_ro_anonymous_file creates such a file with the contents passed in data. Subsequent calls to os_ro_anonymous_file_get_ref get a reference to a fd that's ready to be send over the socket. If support_shared is not set the socket is only guaranteed to be mmap-able readonly with MAP_PRIVATE but does not require duplicating the file for each resource when memfd_create is available. See also: weston commit 76829fc4 wayland commit 905c0a341ddf0a885811d19e2b79c65a3f1d210c Signed-off-by: Sebastian Wick <sebastian@sebastianwick.net>
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Sebastian Wick authored
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Sebastian Wick authored
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- Jul 20, 2019
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Sebastian Wick authored
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Sebastian Wick authored
gather uniform values in struct gl_shader_uniforms, update uniforms and bind all resources in shader_uniforms
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Sebastian Wick authored
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- Jul 18, 2019
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Sebastian Wick authored
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Sebastian Wick authored
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- Jul 16, 2019
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Sebastian Wick authored
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- Jul 15, 2019
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Sebastian Wick authored
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- Jul 12, 2019
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Sebastian Wick authored
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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 <harishkrupo@gmail.com>
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- Jul 02, 2019
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Sebastian Wick authored
the GL part is broken
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