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.
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.
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.
Some formats like sub-sampled YCbCr use a block of bytes to
store the color values for more than one pixel. Update our format
table to be able to handle such formats.
Setting the GLESv2 parameter GL_PACK_ALIGNMENT to 1 ensures that the
stride of the glReadPixels output matches the value computed in
`pack_stride`. Since the default value of GL_PACK_ALIGNMENT is 4, this
does not make a difference under normal use; but without this patch
the stride can be incorrect; for example, with RGB565 buffers and
screenshots of regions with odd width.
We'll use this function from wlr_shm too.
Add some assertions, use int32_t (since the wire protocol uses that,
and we don't want to use 16-bit integers on exotic systems) and
switch the stride check to be overflow-safe.
Call glGetGraphicsResetStatusKHR in wlr_renderer_begin to figure
out when a GPU reset occurs. Destroy the renderer when this
happens (the OpenGL context is defunct).
Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).
The benefits from this are:
- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
features.
This lets the renderer handle the wlr_buffer directly, just like it
does in texture_from_buffer. This also allows the renderer to batch
the rectangle updates, and update more than the damage region if
desirable (e.g. too many rects), so can be more efficient.
GL_ALPHA_BITS is the number of bits of the alpha channel of the
currently bound frame buffer's color buffer -- which is precisely
renderer->current_buffer->rbo . Thus, instead of binding the color
buffer and checking its properties, we can query the already bound
frame buffer.
Note that GL_IMPLEMENTATION_COLOR_READ_{FORMAT,TYPE} are also
properties of frame buffer's color buffer.
Instead of checking whether the wlr_egl dependencies are available
in the GLES2 code, introduce internal_features['egl'] and check
that field.
When updating the EGL dependency list, we no longer need to update
the GLES2 logic.
Whether a texture is opaque or not doesn't depend on the renderer
at all, it just depends on the source buffer. Instead of forcing
all renderers to implement wlr_texture_impl.is_opaque, let's move
this in common code and use the wlr_buffer format to know whether
a texture will be opaque.