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Add wlr_texture_set
When performing cross-GPU operations we need to keep track of where a buffer has been imported and where it has been copied. This is what a texture set does. It keeps a dictionary of renderers and if a wlr_texture has been created for them. The user can request a texture for a particular renderer, and it will perform any blits needed and cache the result.
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@ -18,6 +18,7 @@
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struct wlr_buffer;
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struct wlr_renderer;
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struct wlr_texture_impl;
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struct wlr_multi_gpu;
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struct wlr_texture {
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const struct wlr_texture_impl *impl;
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@ -82,4 +83,123 @@ void wlr_texture_destroy(struct wlr_texture *texture);
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struct wlr_texture *wlr_texture_from_buffer(struct wlr_renderer *renderer,
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struct wlr_buffer *buffer);
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struct wlr_texture_renderer_pair {
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struct wlr_renderer *renderer;
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struct wlr_texture *texture;
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struct wlr_allocator *allocator;
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};
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/**
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* The texture set provides a mapping between renderers and the texture
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* imported into them. You can use it to query a texture for a particular
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* renderer and it will handle importing and any blitting that needs to
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* take place.
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*/
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struct wlr_texture_set {
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/* The buffer this texture set was made from */
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struct wlr_buffer *buffer;
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struct wl_listener buffer_release;
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/**
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* Index into pairings of the device that this texture directly
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* imports into. This texture is "native" to that device, and
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* will have to be blitted to other gpus.
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*
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* This will be -1 if no buffer has been imported yet.
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*/
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int32_t native_pair;
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struct wlr_multi_gpu *multi_gpu;
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/*
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* This will cache the result of creating a linear-layout version of
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* this texture on the native device. This can then be imported into
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* the other GPUs.
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*/
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uint32_t format;
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void *pixel_data;
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uint32_t width;
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uint32_t height;
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/* This is the size of the pairings array */
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int pairing_count;
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struct wlr_texture_renderer_pair *pairings;
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};
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/**
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* Create an empty texture set. When setting up our wlr_multi_gpu struct we put
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* all renderers into a list. This lets us iterate them from here. If this
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* request is made on a renderer not in the multi-GPU set, then the list will
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* be of length 1, and the renderer will be the only entry in the set.
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*
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* A buffer must be imported for this set to be used.
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*/
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struct wlr_texture_set *wlr_texture_set_create(struct wlr_renderer *renderer,
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struct wlr_allocator *allocator);
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/**
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* Add a renderer to the set. This adds an entry to the set tracking this renderer
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* in the set's internal list. No texture is created for this renderer.
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*/
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void wlr_texture_set_add_renderer(struct wlr_texture_set *set, struct wlr_renderer *renderer,
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struct wlr_allocator *allocator);
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/*
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* Imports a buffer into the texture set. This initializes the native_pair
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* internal state and returns true if the buffer was imported on at least one
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* of the renderers in the set.
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*
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* This should only be called once per texture set initialization.
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*/
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bool wlr_texture_set_import_buffer(struct wlr_texture_set *set, struct wlr_buffer *buffer);
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/**
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* Create a new texture set from a DMA-BUF. The returned texture is immutable.
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* The dmabuf will be imported on only one of the mgpu renderers in the system,
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* no copies will be made. Returns NULL if the dmabuf could not be imported into
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* any renderer.
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*/
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struct wlr_texture_set *wlr_texture_set_from_dmabuf(struct wlr_renderer *renderer,
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struct wlr_dmabuf_attributes *attribs);
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/**
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* Create a new texture set from a buffer.
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*/
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struct wlr_texture_set *wlr_texture_set_from_buffer(struct wlr_renderer *renderer,
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struct wlr_buffer *buffer);
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/**
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* Request a wlr_texture for this resource that is compatible with the given
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* renderer. This allows for on-demand cross-GPU blits in multi-GPU setups.
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* The texture will have been imported into the renderer that corresponds to
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* its native device. If a texture is requeseted with a different renderer,
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* this function will perform a blit and return the appropriate texture.
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*
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* Textures are cached, so if multiple requests with a non-native renderer
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* are made there will be only one blit.
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*/
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struct wlr_texture *wlr_texture_set_get_tex_for_renderer(struct wlr_texture_set *set,
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struct wlr_renderer *renderer);
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/**
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* Get the wlr_texture corresponding to the texture's local GPU. This is the GPU it
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* is directly importable into.
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*/
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struct wlr_texture *wlr_texture_set_get_native_texture(struct wlr_texture_set *set);
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/**
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* Get the linear pixel data for the backing texture.
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*/
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void *wlr_texture_set_get_linear_data(struct wlr_texture_set *set);
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/**
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* Update all textures in a set with the contents of the next buffer. This will call
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* wlr_texture_update_from_buffer for each texture in the set.
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*/
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bool wlr_texture_set_update_from_buffer(struct wlr_texture_set *set,
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struct wlr_buffer *next, const pixman_region32_t *damage);
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/**
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* Destroys the texture set and all textures held inside it.
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*/
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void wlr_texture_set_destroy(struct wlr_texture_set *set);
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#endif
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