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synced 2026-04-14 08:22:25 -04:00
render/gles2: add scissor-based clipping for tile-based renderers
Add an optional scissor-based clipping strategy to the GLES2 render pass, it is enabled with WLR_GLES2_SCISSOR_CLIP=1 env var. And it is disabled by default so it doesn't affect current users. On tile-based renderers like V3D (Broadcom VideoCore, used in Raspberry Pi), not using scissoring makes the GPU to render the full-surface. If scissor is applied only the tiles affected are load/render/stored reducing the GPU usage. Patch backported to wlroots 0.19 with labwc on Raspberry Pi OS with v3d running glxgear 300x300 on top left corner of screen: - Before: labwc uses 21.5% of GPU render availability. - After : labwc uses 3.3% of GPU render availability. This patch over wlroots master with sway on Raspberry Pi OS with v3d running glxgear half-screen and a terminal half screen: - Before: sway uses 23.5% of GPU render availability. - After : sway uses 13.6% of GPU render availability.
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736c0f3f25
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3 changed files with 59 additions and 27 deletions
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@ -75,7 +75,7 @@ out:
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return ok;
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}
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static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib) {
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static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib, bool scissor) {
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pixman_region32_t region;
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pixman_region32_init_rect(®ion, box->x, box->y, box->width, box->height);
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@ -92,31 +92,55 @@ static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLi
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glEnableVertexAttribArray(attrib);
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for (int i = 0; i < rects_len;) {
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int batch = rects_len - i < MAX_QUADS ? rects_len - i : MAX_QUADS;
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int batch_end = batch + i;
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size_t vert_index = 0;
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GLfloat verts[MAX_QUADS * 6 * 2];
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for (; i < batch_end; i++) {
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const pixman_box32_t *rect = &rects[i];
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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}
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if (scissor) {
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GLfloat verts[12];
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glDrawArrays(GL_TRIANGLES, 0, batch * 6);
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glEnable(GL_SCISSOR_TEST);
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for (int i = 0; i < rects_len; i++) {
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const pixman_box32_t *rect = &rects[i];
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verts[0] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[1] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[2] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[3] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[4] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[5] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[6] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[7] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[8] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[9] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[10] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[11] = (GLfloat)(rect->y2 - box->y) / box->height;
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glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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glDisable(GL_SCISSOR_TEST);
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} else {
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for (int i = 0; i < rects_len;) {
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int batch = rects_len - i < MAX_QUADS ? rects_len - i : MAX_QUADS;
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int batch_end = batch + i;
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size_t vert_index = 0;
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GLfloat verts[MAX_QUADS * 6 * 2];
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for (; i < batch_end; i++) {
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const pixman_box32_t *rect = &rects[i];
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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}
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glDrawArrays(GL_TRIANGLES, 0, batch * 6);
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}
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}
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glDisableVertexAttribArray(attrib);
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@ -247,7 +271,7 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
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set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
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render(&dst_box, options->clip, shader->pos_attrib);
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render(&dst_box, options->clip, shader->pos_attrib, renderer->scissor);
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glBindTexture(texture->target, 0);
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pop_gles2_debug(renderer);
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@ -278,7 +302,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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glUseProgram(renderer->shaders.quad.program);
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set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
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glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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render(&box, options->clip, renderer->shaders.quad.pos_attrib, renderer->scissor);
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}
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pop_gles2_debug(renderer);
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