This allows users to know the capabilities of the buffers that
will be allocated. The buffer capability is important to
know when negotiating buffer formats.
When importing a DMA-BUF wlr_buffer as a wlr_texture, the GLES2
renderer caches the result, in case the buffer is used for texturing
again in the future. When the wlr_texture is destroyed by the caller,
the wlr_buffer is unref'ed, but the wlr_gles2_texture is kept around.
This is fine because wlr_gles2_texture listens for wlr_buffer's destroy
event to avoid any use-after-free.
However, with this logic wlr_texture_destroy doesn't "really" destroy
the wlr_gles2_texture. It just decrements the wlr_buffer ref'count.
Each wlr_texture_destroy call must have a matching prior
wlr_texture_create_from_buffer call or the ref'counting will go south.
Wehn destroying the renderer, we don't want to decrement any wlr_buffer
ref'count. Instead, we want to go through any cached wlr_gles2_texture
and destroy our GL state. So instead of calling wlr_texture_destroy, we
need to call our internal gles2_texture_destroy function.
Closes: https://github.com/swaywm/wlroots/issues/2941
Make it so wlr_gles2_texture is ref'counted (via wlr_buffer). This
is similar to wlr_gles2_buffer or wlr_drm_fb work.
When creating a wlr_texture from a wlr_buffer, first check if we
already have a texture for the buffer. If so, increase the
wlr_buffer ref'count and make sure any changes made by an external
process are made visible (by invalidating the texture).
When destroying a wlr_texture created from a wlr_buffer, decrease
the ref'count, but keep the wlr_texture around in case the caller
uses it again. When the wlr_buffer is destroyed, cleanup the
wlr_texture.
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.