Commit graph

1104 commits

Author SHA1 Message Date
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.
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.
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?
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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
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.
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
Pierre-Loup A. Griffais
3a091e864a Process doesn't go away when closing clients anymore. 2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
6c04eba8c6 Allow re-import, still consume FDs that fall through the crack.
Lets glxgears animate at 60fps and doesn't leak FDs anymore.
steamcompmgr still goes down when glxgears exits.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
6dc724b2cd No idea what that was for, but it can presumably go. 2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
617174e4b4 Add placeholder GameID to every window so I can easily test with glxgears. 2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
382004513a Finish removing glX stuff, remove path_rendering stuff (with prejudice),
add some freeing of resources.
2020-01-01 15:30:37 +09:00