32daa43a45 has removed the asymmetry in
the relationship of a wlr_surface and an unmapped wlr_xwayland_surface,
when wlr_surface.role_data wasn't NULL but wlr_xwayland_surface.surface
was. However, this also means that
wlr_xwayland_surface_from_wlr_surface() now returns NULL if the
wlr_surface is unmapped. Fix the documentation to reflect this.
(cherry picked from commit 627a5c5112)
`modifiers` and `external_only` are never initialized, and free'd later. This
commit explicitly initializes them to NULL to prevent segfaults on `free()`
(cherry picked from commit ed71915742)
The old drm_connector_set_mode() function did that by calling
drm_crtc_page_flip(). We lost this in the refactoring.
Fixes: f216e97983 ("backend/drm: drop drm_connector_set_mode()")
Added wlr_vk_renderer_get_* functions to allow get the VkInstance,
VkPhysicalDevice, VkDevice, queue family of a wlr_vk_renderer.
Added wlr_vk_renderer_get_current_image_attribs function to allow get
the VkImage of current renderer buffer to use on compositors.
Added wlr_renderer_is_vk function, it's like the wlr_renderer_is_gles2,
returns true if the wlr_renderer is a wlr_vk_renderer.
Added wlr_vk_image_get_attribs function to get a VkImage and it's
extras information (e.g. a VkImageLayout and VkImageFormat of the
VkImage) from a wlr_texture.
In wlroots we add comments near struct wl_list members to indicate
which type it's linked to. The Vulkan renderer had some comments
with mistakes, and some members without a comment.
Instead of filling the fields one by one, use a struct initializer.
This avoids repeating the name of the variable and is more
consistent with the wlroots code style.
find_extensions() is clunky to use when checking only a single
extension, and it's surprising that it returns NULL on success.
Simplify by replacing it with a check_extension() function which
just checks whether a single extension is in the list.
Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).
The benefits from this are:
- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
features.