Merge branch 'pass' into 'master'

Draft: render: refactor render_pass

See merge request wlroots/wlroots!5292
This commit is contained in:
YaoBing Xiao 2026-04-10 14:02:23 +08:00
commit 9a60741a89
32 changed files with 1950 additions and 340 deletions

View file

@ -73,18 +73,6 @@ struct wlr_gles2_renderer {
PFNGLGETINTEGER64VEXTPROC glGetInteger64vEXT;
} procs;
struct {
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
} quad;
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;
struct wlr_gles2_tex_shader tex_ext;
} shaders;
struct wl_list buffers; // wlr_gles2_buffer.link
struct wl_list textures; // wlr_gles2_texture.link
};
@ -151,7 +139,7 @@ void get_gles2_shm_formats(const struct wlr_gles2_renderer *renderer,
GLuint gles2_buffer_get_fbo(struct wlr_gles2_buffer *buffer);
struct wlr_gles2_renderer *gles2_get_renderer(
struct wlr_gles2_renderer *wlr_gles2_renderer_from_renderer(
struct wlr_renderer *wlr_renderer);
struct wlr_gles2_render_timer *gles2_get_render_timer(
struct wlr_render_timer *timer);
@ -164,13 +152,57 @@ struct wlr_texture *gles2_texture_from_buffer(struct wlr_renderer *wlr_renderer,
struct wlr_buffer *buffer);
void gles2_texture_destroy(struct wlr_gles2_texture *texture);
void push_gles2_debug_(struct wlr_gles2_renderer *renderer,
void wlr_gles2_push_debug_(struct wlr_gles2_renderer *renderer,
const char *file, const char *func);
#define push_gles2_debug(renderer) push_gles2_debug_(renderer, _WLR_FILENAME, __func__)
void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
#define wlr_gles2_push_debug(renderer) wlr_gles2_push_debug_(renderer, _WLR_FILENAME, __func__)
void wlr_gles2_pop_debug(struct wlr_gles2_renderer *renderer);
struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer,
struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point);
struct wlr_gles2_render_rect_pass {
struct wlr_render_rect_pass base;
struct wlr_gles2_renderer *renderer;
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
} shader;
};
bool wlr_render_rect_pass_is_gles2(const struct wlr_render_rect_pass *rect_pass);
struct wlr_gles2_render_rect_pass *wlr_gles2_render_rect_pass_from_pass(
struct wlr_render_rect_pass *rect_pass);
struct wlr_gles2_render_texture_pass {
struct wlr_render_texture_pass base;
struct wlr_gles2_renderer *renderer;
struct {
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;
struct wlr_gles2_tex_shader tex_ext;
} shaders;
};
bool wlr_render_texture_pass_is_gles2(const struct wlr_render_texture_pass *texture_pass);
struct wlr_gles2_render_texture_pass *wlr_gles2_render_texture_pass_from_pass(
struct wlr_render_texture_pass *texture_pass);
struct wlr_gles2_render_submit_pass {
struct wlr_render_submit_pass base;
};
bool wlr_render_submit_pass_is_gles2(const struct wlr_render_submit_pass *submit_pass);
struct wlr_gles2_render_submit_pass *wlr_gles2_render_submit_pass_from_pass(
struct wlr_render_submit_pass *submit_pass);
GLuint wlr_gles2_link_program(struct wlr_gles2_renderer *renderer,
const GLchar *vert_src, const GLchar *frag_src);
struct wlr_gles2_render_pass *wlr_gles2_render_pass_from_render_pass(
struct wlr_render_pass *wlr_pass);
void wlr_gles_set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box);
#endif

View file

@ -61,4 +61,30 @@ bool begin_pixman_data_ptr_access(struct wlr_buffer *buffer, pixman_image_t **im
struct wlr_pixman_render_pass *begin_pixman_render_pass(
struct wlr_pixman_buffer *buffer);
struct wlr_pixman_render_rect_pass {
struct wlr_render_rect_pass base;
};
bool wlr_render_rect_pass_is_pixman(const struct wlr_render_rect_pass *rect_pass);
struct wlr_pixman_render_rect_pass *wlr_pixman_render_rect_pass_from_pass(
struct wlr_render_rect_pass *rect_pass);
struct wlr_pixman_render_texture_pass {
struct wlr_render_texture_pass base;
};
bool wlr_render_texture_pass_is_pixman(const struct wlr_render_texture_pass *texture_pass);
struct wlr_pixman_render_texture_pass *wlr_pixman_render_texture_pass_from_pass(
struct wlr_render_texture_pass *texture_pass);
struct wlr_pixman_render_submit_pass {
struct wlr_render_submit_pass base;
};
bool wlr_render_submit_pass_is_pixman(const struct wlr_render_submit_pass *submit_pass);
struct wlr_pixman_render_submit_pass *wlr_pixman_render_submit_pass_from_pass(
struct wlr_render_submit_pass *submit_pass);
struct wlr_pixman_render_pass *wlr_pixman_render_pass_from_render_pass(
struct wlr_render_pass *wlr_pass);
#endif

View file

@ -305,31 +305,8 @@ struct wlr_vk_renderer {
VkCommandPool command_pool;
VkShaderModule vert_module;
VkShaderModule tex_frag_module;
VkShaderModule quad_frag_module;
VkShaderModule output_module;
struct wl_list pipeline_layouts; // struct wlr_vk_pipeline_layout.link
// for blend->output subpass
VkPipelineLayout output_pipe_layout;
VkDescriptorSetLayout output_ds_srgb_layout;
VkDescriptorSetLayout output_ds_lut3d_layout;
VkSampler output_sampler_lut3d;
// descriptor set indicating dummy 1x1x1 image, for use in the lut3d slot
VkDescriptorSet output_ds_lut3d_dummy;
struct wlr_vk_descriptor_pool *output_ds_lut3d_dummy_pool;
size_t last_output_pool_size;
struct wl_list output_descriptor_pools; // wlr_vk_descriptor_pool.link
// dummy sampler to bind when output shader is not using a lookup table
VkImage dummy3d_image;
VkDeviceMemory dummy3d_mem;
VkImageView dummy3d_image_view;
bool dummy3d_image_transitioned;
VkSemaphore timeline_semaphore;
uint64_t timeline_point;
@ -395,7 +372,8 @@ struct wlr_vk_texture_view {
struct wlr_vk_pipeline *setup_get_or_create_pipeline(
struct wlr_vk_render_format_setup *setup,
const struct wlr_vk_pipeline_key *key);
const struct wlr_vk_pipeline_key *key,
VkShaderModule vert_module, VkShaderModule frag_module);
struct wlr_vk_pipeline_layout *get_or_create_pipeline_layout(
struct wlr_vk_renderer *renderer,
const struct wlr_vk_pipeline_layout_key *key);
@ -479,6 +457,7 @@ void vulkan_free_ds(struct wlr_vk_renderer *renderer,
struct wlr_vk_format_props *vulkan_format_props_from_drm(
struct wlr_vk_device *dev, uint32_t drm_format);
struct wlr_vk_renderer *vulkan_get_renderer(struct wlr_renderer *r);
VkShaderModule vulkan_create_common_vert_module(struct wlr_vk_renderer *renderer);
struct wlr_vk_command_buffer *vulkan_acquire_command_buffer(
struct wlr_vk_renderer *renderer);
@ -606,4 +585,64 @@ void vulkan_change_layout(VkCommandBuffer cb, VkImage img,
#endif
struct wlr_vk_render_rect_pass {
struct wlr_render_rect_pass base;
struct wlr_vk_renderer *renderer;
struct {
VkShaderModule vert_module;
VkShaderModule frag_module;
} shader;
};
bool wlr_render_rect_pass_is_vk(const struct wlr_render_rect_pass *rect_pass);
struct wlr_vk_render_rect_pass *wlr_vk_render_rect_pass_from_pass(
struct wlr_render_rect_pass *rect_pass);
struct wlr_vk_render_texture_pass {
struct wlr_render_texture_pass base;
struct wlr_vk_renderer *renderer;
struct {
VkShaderModule vert_module;
VkShaderModule frag_module;
} shader;
};
bool wlr_render_texture_pass_is_vk(const struct wlr_render_texture_pass *texture_pass);
struct wlr_vk_render_texture_pass *wlr_vk_render_texture_pass_from_pass(
const struct wlr_render_texture_pass *texture_pass);
struct wlr_vk_render_submit_pass {
struct wlr_render_submit_pass base;
struct wlr_vk_renderer *renderer;
struct {
VkShaderModule vert_module;
VkShaderModule frag_module;
VkPipelineLayout pipe_layout;
VkDescriptorSetLayout ds_srgb_layout;
VkDescriptorSetLayout ds_lut3d_layout;
VkSampler sampler_lut3d;
// descriptor set indicating dummy 1x1x1 image, for use in the lut3d slot
VkDescriptorSet ds_lut3d_dummy;
struct wlr_vk_descriptor_pool *ds_lut3d_dummy_pool;
size_t last_pool_size;
struct wl_list descriptor_pools; // wlr_vk_descriptor_pool.link
// dummy sampler to bind when output shader is not using a lookup table
VkImage dummy3d_image;
VkDeviceMemory dummy3d_mem;
VkImageView dummy3d_image_view;
bool dummy3d_image_transitioned;
} output;
};
bool wlr_render_submit_pass_is_vk(const struct wlr_render_submit_pass *submit_pass);
struct wlr_vk_render_submit_pass *wlr_vk_render_submit_pass_from_pass(
struct wlr_render_submit_pass *submit_pass);
bool vulkan_init_submit_pass_output(struct wlr_vk_renderer *renderer,
struct wlr_vk_render_submit_pass *submit_pass);
#endif // RENDER_VULKAN_H