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.
This allows using the vulkan renderer on platforms that provide all
the necessary Vulkan extensions.
Tested on a Mali G52 platform with Mesa 26.0.0 and 25.3.5, which only
support Vulkan API 1.0.
We'll need to grab textures from there in the next commit.
Also rename it to better reflect what it does: synchronize release
fences after a render pass has been submitted.
Fixes d1c88e9 "render/vulkan: add linear single-subpass"
`find_or_create_render_setup` still assumed a single-buffer setup
always implied use of an srgb format
The important bit here is whether this is using a single or two
sub-passes. The flag isn't used for anything else.
Preparation for an upcoming one-subpass codepath.
Converting the LCMS2 transform to a 3D LUT early causes issues:
- It's a lossy process, the consumer will not be able to pick a
3D LUT size on their own.
- It requires unnecessary conversions and allocations: an intermediate
3D LUT is allocated, but the renderer already allocates one.
- It makes it harder to support arbitrary color transforms in the
renderer, because each type needs to be handled differently.
Instead, expose a function to evaluate a color transform, and use
that to build the 3D LUT in the renderer.
udmabuf can create a DMA-BUF backed by a memfd. This is useful
when running with a software implementation of GL/Vulkan: the memfd
can be passed to the parent compositor via wl_shm and the DMA-BUF
can be imported via the usual APIs into GL/Vulkan.