Pierre-Loup A. Griffais
2934681b56
Some more GL leftover stuff was hiding.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
ed52f586af
Add more float comparisons. Every project should have at least 4.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
8db29e4c24
Make direct DRM flipping match composite description.
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Also overload VulkanPipeline_t some more. :/
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
c186dc28cf
Make all output paths coexist in harmony.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
7d97f096d4
Don't need the workaround to recreate overlay ARGB pixmaps anymore.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
46427fd810
Vulkan: just cache various samplers for now, use a single descriptor.
...
Caching descriptors is useless when we're importing different images
every draw.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
9d49e1a682
Vulkan: descriptor cache.
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Doesn't help running out right now, as the DMA-BUFs from a new app
frame get imported as different Vulkan textures. Not sure how to
ensure continuity across several sightings of the original swapchain
images yet.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
0915d864c0
Vulkan: compress layer slots into contiguous texture slots.
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Otherwise we can crash if what we get passed has holes, like when the
main layer loses its texture abruptly but overlays are still on top of it.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
30d8582b62
Ding dong the witch is dead!
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
d3e0b3c963
Select a non-SRGB swapchain format to fix washed out colors. Thanks Bas!
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
9d359e3213
I guess HLSL does weird padding with float2s?
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With this and some more fixes, output pipeline looks pretty much perfect.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
ec34dad8a9
Plumb steamcompmgr window painting to Vulkan compute.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
622f198549
Fix swapped channels on glxgears rendering. Still super dark though.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
8e4a4101f5
Vulkan: set scanout bit on memory for imported images.
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As Bas points out, their original WSI allocated them expecting them to
get scanned out, so this has a better chance of describing their memory
layout in the absence of full modifiers. This fixes corruption for me
on Vega at least, but glxgears colors are swapped still.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
445844e83f
Bas rightfully points out the system wlroots dep isn't needed anymore.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
bfd02982ab
Kill EGL with fire, rest of GL will follow shortly.
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Working nested Vulkan path now using surface from SDL2 window.
For some definition of working, tile corruption there too.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
9517ace5c0
Taking about 0.5ms at 1080p on a HP Envy Raven laptop with this.
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Sometimes we're running _before_ the app according to gpuvis, beware.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
15e6809031
It helps to actually import the DRM data!
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Getting glxgears-shaped tile corruption, which is closer to expectations
without real DRM modifiers.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
d7dc7b435d
Vulkan: start of actual rendering code.
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Getting corruption on screen at 7FPS!
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
586bc69f5f
Vulkan: some surgery on image code to make it import textures as well.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
e61b20710e
Enough Vulkan stuff to render to an image and flip it on screen.
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No texturing yet, that's next after some surgery on the lump of code.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
2be0bdbcbb
Start of Vulkan compute rendering code. Getting FBIDs (glxgears still OK).
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
df5244f547
Keep track of in-flight flips in DRM-land to defer frees of fbids if needed.
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This makes output sane now for Xwayland buffers.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
1a0d25cbe2
Not sure if that fence stuff is right.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
bc7207c69d
More DRM flipping/importing, getting half of glxgears on screen.
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Lower half is getting eaten by something, presumably underflow as it's black.
Make EGL and DRM coexist; make ensure_win_resources safe to call regardless
of what resources we want, so outer code doesn't have to care.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
4e324dd6eb
Importing into DRM.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
66511514d4
More DRM stuff, untested as of now, lifted from kmscube.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
487f9887a3
Remove a wlroots patch not needed on mesa git anymore.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
67c5affe47
Start of some DRM plumbing, make it work again outside of X.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
4a7fe18845
Try to fix hangs in Portal when it isn't vsynced.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
a58dfdd203
Only acknowledge frame_done once per commit, otherwise we pull unwanted
...
frames out of thin air.
Also use dummy ClientMessage events to nudge steamcompmgr's event loop,
Expose events have a meaning and we don't want to confuse some clients.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
985d6e40a7
Use actual display name instead of relying on the environment.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
2bdbd01902
Some cleanup,
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
4a1550b7b0
steamcompmgr only makes sense in the nested X display in this scenario.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
77d0e72c69
Make commandline coexist across both sides, plumb nested size control.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
ced1d16f65
No further need for constant event debugging; command-line is now usable.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
e36f1f6c5b
Fix up frame cadence ordering a bit.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
825db84b13
Make the wayland commit side master of who has valid contents.
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And fix a bug that would make overlays flicker.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
306583be94
Reinstate normal GameID detection logic, so we can run Steam now.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
95e132179d
Chop off some more concepts that were higher-level than I thought initially.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
11d50c1618
CHOP
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
77b4a683c0
chop chop (glxgears still works)
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
ef8f14b05e
chop (glxgears still works)
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
f919e65c38
Notify XWayland surfaces when we're done with a frame from them.
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And remove rootston's output render path. This seems like it was the only
strictly needed thing, frames seem to time out without that. Will probably
find bugs later.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
7e9bc2a6a0
Use patched static wlroots as a submodule and subproject.
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That should help setting it up on a machine that might want to use normal
wlroots for other things. Resolve a GL symbol conflict now that we're
colocated with wlroots' dynamic loading code.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
07c4714234
Won't be needing that anymore.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
3cf1bd219d
Only do libinput if we're not hosted in X.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
3aac5b9015
Get working input, but steamcompmgr now randomly takes down my X server when
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exiting.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
5bf32a3335
Use headless backend, give it a dummy output, keyboard and pointer.
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I can render an app with the only GPU work coming from steamcompmgr now.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
32fe2d5bfb
Register GL error callback instead of checking by hand.
2020-01-01 15:30:37 +09:00