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synced 2026-04-17 06:46:39 -04:00
Add new struct wlr_multi_gpu
For development to continue on systems (such as optimus laptops) that have multiple GPUs, we need a way to reference all of the renderers that have been created for devices in the system. A wlr_multi_gpu struct holds renderers coming from two different sources: 1. the primary renderer (given to us by the compositor) 2. drm sub backends, each of which has a renderer created for cross-GPU copies. This change provides a way to access all of these from the same place.
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ed8961b309
commit
5a38cc57c8
7 changed files with 142 additions and 4 deletions
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@ -3,6 +3,7 @@
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#include <wlr/render/swapchain.h>
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#include <wlr/render/swapchain.h>
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#include <wlr/render/wlr_renderer.h>
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#include <wlr/render/wlr_renderer.h>
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#include <wlr/util/log.h>
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#include <wlr/util/log.h>
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#include "backend/backend.h"
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#include "backend/drm/drm.h"
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#include "backend/drm/drm.h"
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#include "backend/drm/fb.h"
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#include "backend/drm/fb.h"
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#include "backend/drm/renderer.h"
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#include "backend/drm/renderer.h"
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@ -2,11 +2,15 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <time.h>
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#include <time.h>
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#include <xf86drm.h>
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#include <fcntl.h>
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#include <wlr/backend/interface.h>
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#include <wlr/backend/interface.h>
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#include <wlr/types/wlr_buffer.h>
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#include <wlr/types/wlr_buffer.h>
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#include <wlr/util/log.h>
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#include <wlr/util/log.h>
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#include "render/wlr_renderer.h"
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#include "backend/backend.h"
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#include "backend/backend.h"
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#include "backend/multi.h"
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#include "backend/multi.h"
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#include "render/allocator/allocator.h"
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struct subbackend_state {
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struct subbackend_state {
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struct wlr_backend *backend;
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struct wlr_backend *backend;
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@ -58,6 +62,7 @@ static void multi_backend_destroy(struct wlr_backend *wlr_backend) {
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wl_container_of(backend->backends.next, sub, link);
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wl_container_of(backend->backends.next, sub, link);
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wlr_backend_destroy(sub->backend);
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wlr_backend_destroy(sub->backend);
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}
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}
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wlr_multi_gpu_destroy(backend->multi_gpu);
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free(backend);
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free(backend);
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}
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}
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@ -118,6 +123,7 @@ struct wlr_backend *wlr_multi_backend_create(struct wl_event_loop *loop) {
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}
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}
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wl_list_init(&backend->backends);
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wl_list_init(&backend->backends);
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backend->multi_gpu = wlr_multi_gpu_create();
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wlr_backend_init(&backend->backend, &backend_impl);
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wlr_backend_init(&backend->backend, &backend_impl);
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wl_signal_init(&backend->events.backend_add);
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wl_signal_init(&backend->events.backend_add);
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@ -225,3 +231,101 @@ void wlr_multi_for_each_backend(struct wlr_backend *_backend,
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callback(sub->backend, data);
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callback(sub->backend, data);
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}
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}
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}
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}
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/*
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* Create a wlr_multi_gpu struct and populate it with a renderer and allocator for each
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* device in the system. This is done by finding all DRM nodes using drmGetDevices2.
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*/
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struct wlr_multi_gpu *wlr_multi_gpu_create(void) {
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int flags = 0;
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struct wlr_multi_gpu *multi_gpu = NULL;
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int devices_len = drmGetDevices2(flags, NULL, 0);
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if (devices_len < 0) {
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wlr_log(WLR_ERROR, "drmGetDevices2 failed: %s", strerror(-devices_len));
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return NULL;
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}
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drmDevice **devices = calloc(devices_len, sizeof(*devices));
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if (devices == NULL) {
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wlr_log_errno(WLR_ERROR, "Allocation failed");
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goto out;
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}
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devices_len = drmGetDevices2(flags, devices, devices_len);
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if (devices_len < 0) {
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wlr_log(WLR_ERROR, "drmGetDevices2 failed: %s", strerror(-devices_len));
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goto out;
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}
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multi_gpu = calloc(1, sizeof(struct wlr_multi_gpu));
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if (!multi_gpu) {
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goto out;
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}
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wl_list_init(&multi_gpu->devices);
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for (int i = 0; i < devices_len; i++) {
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drmDevice *dev = devices[i];
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if (dev->available_nodes & (1 << DRM_NODE_RENDER)) {
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const char *name = dev->nodes[DRM_NODE_RENDER];
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wlr_log(WLR_DEBUG, "Opening DRM render node '%s'", name);
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int fd = open(name, O_RDWR | O_CLOEXEC);
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if (fd < 0) {
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wlr_log_errno(WLR_ERROR, "Failed to open '%s'", name);
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goto out;
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}
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// Create a renderer/allocator and add it as a new device
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struct wlr_renderer *renderer = renderer_autocreate_with_drm_fd(fd);
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if (!renderer) {
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wlr_log(WLR_ERROR, "Failed to create multi-GPU renderer");
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goto fail;
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}
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struct wlr_allocator *allocator =
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allocator_autocreate_with_drm_fd(WLR_BUFFER_CAP_DMABUF, renderer, fd);
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if (!allocator) {
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wlr_log(WLR_ERROR, "Failed to create multi-GPU allocator");
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wlr_renderer_destroy(renderer);
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goto fail;
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}
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struct wlr_multi_gpu_device *device = calloc(1, sizeof(struct wlr_multi_gpu_device));
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if (!device) {
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wlr_allocator_destroy(allocator);
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wlr_renderer_destroy(renderer);
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goto fail;
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}
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wl_list_insert(&multi_gpu->devices, &device->link);
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device->renderer = renderer;
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device->allocator = allocator;
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}
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}
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goto out;
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fail:
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wlr_multi_gpu_destroy(multi_gpu);
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multi_gpu = NULL;
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out:
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for (int i = 0; i < devices_len; i++) {
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drmFreeDevice(&devices[i]);
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}
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if (devices) {
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free(devices);
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}
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return multi_gpu;
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}
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void wlr_multi_gpu_destroy(struct wlr_multi_gpu *multi_gpu) {
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struct wlr_multi_gpu_device *device;
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// Remove and destroy all devices
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wl_list_for_each(device, &multi_gpu->devices, link) {
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wlr_allocator_destroy(device->allocator);
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wlr_renderer_destroy(device->renderer);
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wl_list_remove(&device->link);
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free(device);
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}
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free(multi_gpu);
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}
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@ -107,6 +107,7 @@ struct wlr_drm_backend {
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/* Only initialized on multi-GPU setups */
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/* Only initialized on multi-GPU setups */
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struct wlr_drm_renderer mgpu_renderer;
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struct wlr_drm_renderer mgpu_renderer;
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struct wlr_multi_gpu *multi_gpu;
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struct wlr_session *session;
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struct wlr_session *session;
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@ -4,10 +4,31 @@
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#include <wayland-util.h>
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#include <wayland-util.h>
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#include <wlr/backend/interface.h>
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#include <wlr/backend/interface.h>
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#include <wlr/backend/multi.h>
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#include <wlr/backend/multi.h>
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#include <wlr/render/allocator.h>
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#include <wlr/render/wlr_renderer.h>
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struct wlr_multi_gpu_device {
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struct wlr_renderer *renderer;
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struct wlr_allocator *allocator;
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struct wl_list link;
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};
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/*
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* Helper struct for tracking multiple renderers. This solves the
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* problem of us having many renderers (primary, plus individual
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* secondary GPU drm renderers) but not tracking them in one location.
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* We can use this struct to access renderers for each GPU in
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* the system all from one place. Will be populated by the renderer
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* the compositor makes, plus every time a drm mgpu renderer is made.
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*/
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struct wlr_multi_gpu {
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struct wl_list devices;
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};
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struct wlr_multi_backend {
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struct wlr_multi_backend {
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struct wlr_backend backend;
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struct wlr_backend backend;
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struct wlr_multi_gpu *multi_gpu;
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struct wl_list backends;
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struct wl_list backends;
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struct wl_listener event_loop_destroy;
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struct wl_listener event_loop_destroy;
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@ -32,4 +32,7 @@ bool wlr_multi_is_empty(struct wlr_backend *backend);
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void wlr_multi_for_each_backend(struct wlr_backend *backend,
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void wlr_multi_for_each_backend(struct wlr_backend *backend,
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void (*callback)(struct wlr_backend *backend, void *data), void *data);
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void (*callback)(struct wlr_backend *backend, void *data), void *data);
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struct wlr_multi_gpu *wlr_multi_gpu_create(void);
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void wlr_multi_gpu_destroy(struct wlr_multi_gpu *multi_gpu);
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#endif
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#endif
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@ -14,13 +14,10 @@
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#include <wlr/render/pass.h>
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#include <wlr/render/pass.h>
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#include <wlr/render/wlr_texture.h>
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#include <wlr/render/wlr_texture.h>
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#include <wlr/util/box.h>
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#include <wlr/util/box.h>
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#include <wlr/backend/multi.h>
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struct wlr_backend;
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struct wlr_renderer_impl;
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struct wlr_renderer_impl;
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struct wlr_drm_format_set;
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struct wlr_buffer;
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struct wlr_buffer;
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struct wlr_box;
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struct wlr_fbox;
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/**
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/**
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* A renderer for basic 2D operations.
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* A renderer for basic 2D operations.
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@ -39,6 +36,9 @@ struct wlr_renderer {
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// private state
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// private state
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const struct wlr_renderer_impl *impl;
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const struct wlr_renderer_impl *impl;
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/* The GPU list we are a part of, may be null if not created from multi backend */
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struct wlr_multi_gpu *multi_gpu;
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};
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};
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/**
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/**
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@ -25,6 +25,7 @@
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#endif // WLR_HAS_VULKAN_RENDERER
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#endif // WLR_HAS_VULKAN_RENDERER
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#include "backend/backend.h"
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#include "backend/backend.h"
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#include "backend/multi.h"
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#include "render/pixel_format.h"
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#include "render/pixel_format.h"
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#include "render/wlr_renderer.h"
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#include "render/wlr_renderer.h"
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#include "util/env.h"
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#include "util/env.h"
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@ -285,6 +286,13 @@ out:
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if (own_drm_fd && drm_fd >= 0) {
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if (own_drm_fd && drm_fd >= 0) {
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close(drm_fd);
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close(drm_fd);
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}
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}
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// If we have a multi GPU environment, then track this renderer
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// for cross-GPU imports.
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if (renderer && backend && wlr_backend_is_multi(backend)) {
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struct wlr_multi_backend *multi = (struct wlr_multi_backend *)backend;
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renderer->multi_gpu = multi->multi_gpu;
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}
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return renderer;
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return renderer;
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}
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}
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