| Commit message (Collapse) | Author | Age | Files | Lines |
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(#12992)
* shader: split CM rgba/rgbx into discard ones
make it branchless if we have no discards.
* shader: ensure we dont stall on vbo uv buffer
if we render a new texture before the previous was done gpu wise its
going to stall until done, call glBufferData to orphan the data.
this allows the driver to return a new memory block immediately
if the GPU is still reading from the previous one
* protocols: ensure we reset GL_PACK_ALIGNMENT
reset GL_PACK_ALIGNMENT back to the default initial value of 4
* shader: use unsigned short in VAO
loose a tiny bit of precision but gain massive bandwidth reductions.
use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV
for uint16_t in customUv.
* shader: interleave vertex buffers
use std::array for fullverts, use a single interleaved buffer for
position and uv, should in theory improve cache locality. and also remove
the need to have two buffers around.
* shader: revert precision drop
we need the float precision because we might have 1.01 or similiar
floats entering CM shader maths, and rounding/clamping those means the
maths turns out wrong. so revert back to float, sadly higher bandwidth
usage.
* update doColorManagement api
* convert primaries to XYZ on cpu
* remove unused primaries uniform
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Co-authored-by: UjinT34 <ujint34@mail.ru>
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conversions (#12879)
* format: add internal formats for drm formats
cross referenced with weston and added internal formats and types for a
lot of missing ones. also added a isFormatYUV helper.
* framebuffer: ensure we use right internalformat
ensure we use the right internal format to avoid internal driver
blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might
just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that
we want a depth aswell.
* texture: use external on yuv or non linear mods
using external makes us use the gpu's internal detiler.
and this is makes intel a lot happier then having to format convert it
to a linear format internally.
* shaders: add external support to CM frag
add external support to CM frag, and correct ext.frag typo.
* formats: remove duplicates and fix a typo in cm.frag
remove duplicate formats and a typo in cm.frag
* formats: add swizzle logic to all formats
add swizzle logic from weston for all formats and use it in shm texture
paths.
* format: more format changes
use monitor drm format instead of forcing something different.
* shader: remove external from cm.frag
drivers want this resolved at compiletime cant use both
samplerExternalOES and sampler2d and then runtime branch it.
* screencopy: swizzle textures in screencopy
swizzle textures in screencopy, to get the right colors when copying.
* screencopy: restore old behaviour
try restore old behaviour before the gles3 format changes.
glReadPixels had the wrong format, so i went to far trying to mitigate
it. should be like before now.
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fixes #12412
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Reworks the window rule syntax completely
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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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ref https://github.com/hyprwm/xdg-desktop-portal-hyprland/issues/270
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fixes #11299
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fixes #11310
closes #11312
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fixes #11002
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fixes #10487
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scaling (#10675)
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(#10628)
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(#10455)
stops rendering the permission popup on stuff like grim when it asks
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* core: drop the legacy renderer
the legacy renderer is broken and barely used, drop it.
* Nix: drop support for legacyRenderer
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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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* render: refactor class member vars
* render: fix clang format
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* cleanup eglSync
* properly release buffers in renderer
* add renderingDoneCallback and use it in screencopy
* use static constructor for CEGLSync
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* make CHLBufferReference not a SP anymore
* copy over release and acquire points in CHLBufferReference
* use CHLBufferReference in screencopy and toplevel export
TODO: use CHLBufferReference in direct scanout properly
the only problem is the scanout buffer release timing,
specifically the onBackendRelease mechanism
* cleanup SSurfaceState and surface pending commit tracking
* move surface code from DRMSyncobj, and move acquire to SSurfaceState
* use queue for comitted pending surface states like proto says
"The content update is placed in a queue until it becomes active." - wl_surface::commit
* drop, not release, prev buffer if 2nd buffer wl_surface.attach is sent
"A wl_buffer that has been attached and then replaced by another attach instead of committed will not receive a release event, and is not used by the compositor." - wl_surface::attach
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* screencopy, render: Use explicit sync for screencopy
* screencopy: Check if explicit sync is enabled
* screencopy: Don't require explicit KMS enabled
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ensure framebuffer textures are detached and deleted, avoid leaving framebuffers bound when not needed
* render: avoid calling glDeleteProgram on no program
its safe to do so but it adds a bunch of unnecessery lines in apitrace
when tracing. if guard it and return early.
* opengl: ensure texture and buffers are unbound
ensure bound buffers are unbound after use, also detach textures from
framebuffer before deleting it otherwise it will become dangling and
essentially leak.
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in favor of const refs
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avoid reallocations as much as possible with a few edge cases where the
reservation overshoots a tiny bit. but a few bytes of memory short term
is better used then the overhead of potential reallocation.
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helps the compiler optimize
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Cleanup some unneeded includes to speed up compilation
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This adds a .clang-tidy file for us.
It's not a strict requirement to be compliant, but I tuned it to be alright.
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fixes #8355
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ref #8325
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