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authorSimon Ser <contact@emersion.fr>2022-10-10 10:06:45 +0200
committerMarius Vlad <marius.vlad@collabora.com>2022-11-07 11:28:29 +0200
commit9b455e24a2fb3fc77dc010954f0c2aa34e11afc2 (patch)
treef493e2be2900c3c1f04576f41b9cef93bb46553a /clients
parentd1e8d46595c18424e62d513e3e1144cb7c671cd6 (diff)
downloadweston-9b455e24a2fb3fc77dc010954f0c2aa34e11afc2.tar.gz
clients/simple-dmabuf-egl: drop Y_INVERT flag
The motivations for this are: - Y_INVERT is not used by most real-world clients. weston-simple-dmabuf-egl and weston-simple-dmabuf-v4l are one only known users. Thus this creates a special case just for these demo clients. - Some compositors (wlroots) have dropped support for DMA-BUF flags, so the client no longer runs there. - Dropping the flag allows compositors to use a KMS hardware plane to display the buffer. It keeps the same axis orientation we had in place where we had the y-invert flag enabled by default, by doing a reflection about x-axis. Signed-off-by: Simon Ser <contact@emersion.fr> Signed-off-by: Marius Vlad <marius.vlad@collabora.com> Closes: https://gitlab.freedesktop.org/wayland/weston/-/issues/675
Diffstat (limited to 'clients')
-rw-r--r--clients/meson.build3
-rw-r--r--clients/simple-dmabuf-egl.c50
2 files changed, 39 insertions, 14 deletions
diff --git a/clients/meson.build b/clients/meson.build
index 8e6446a8..77b491ae 100644
--- a/clients/meson.build
+++ b/clients/meson.build
@@ -102,7 +102,8 @@ simple_clients = [
'dep_objs': [
dep_wayland_client,
dep_libdrm,
- dep_libm
+ dep_libm,
+ dep_matrix_c,
],
'deps': [ 'egl', 'glesv2', 'gbm' ],
'options': [ 'renderer-gl' ]
diff --git a/clients/simple-dmabuf-egl.c b/clients/simple-dmabuf-egl.c
index e63c320c..aed9b43c 100644
--- a/clients/simple-dmabuf-egl.c
+++ b/clients/simple-dmabuf-egl.c
@@ -58,6 +58,7 @@
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
+#include <libweston/matrix.h>
#include "shared/weston-egl-ext.h"
/* Possible options that affect the displayed image */
@@ -149,6 +150,7 @@ struct window {
GLuint pos;
GLuint color;
GLuint offset_uniform;
+ GLuint reflection_uniform;
} gl;
bool render_mandelbrot;
};
@@ -329,9 +331,7 @@ static int
create_dmabuf_buffer(struct display *display, struct buffer *buffer,
int width, int height, uint32_t opts)
{
- /* Y-Invert the buffer image, since we are going to renderer to the
- * buffer through a FBO. */
- static uint32_t flags = ZWP_LINUX_BUFFER_PARAMS_V1_FLAGS_Y_INVERT;
+ static uint32_t flags = 0;
struct zwp_linux_buffer_params_v1 *params;
int i;
@@ -411,15 +411,8 @@ create_dmabuf_buffer(struct display *display, struct buffer *buffer,
params = zwp_linux_dmabuf_v1_create_params(display->dmabuf);
- if ((opts & OPT_DIRECT_DISPLAY) && display->direct_display) {
+ if ((opts & OPT_DIRECT_DISPLAY) && display->direct_display)
weston_direct_display_v1_enable(display->direct_display, params);
- /* turn off Y_INVERT otherwise linux-dmabuf will reject it and
- * we need all dmabuf flags turned off */
- flags &= ~ZWP_LINUX_BUFFER_PARAMS_V1_FLAGS_Y_INVERT;
-
- fprintf(stdout, "image is y-inverted as direct-display flag was set, "
- "dmabuf y-inverted attribute flag was removed\n");
- }
for (i = 0; i < buffer->plane_count; ++i) {
zwp_linux_buffer_params_v1_add(params,
@@ -503,11 +496,12 @@ static const struct xdg_toplevel_listener xdg_toplevel_listener = {
static const char *vert_shader_text =
"uniform float offset;\n"
+ "uniform mat4 reflection;\n"
"attribute vec4 pos;\n"
"attribute vec4 color;\n"
"varying vec4 v_color;\n"
"void main() {\n"
- " gl_Position = pos + vec4(offset, offset, 0.0, 0.0);\n"
+ " gl_Position = reflection * (pos + vec4(offset, offset, 0.0, 0.0));\n"
" v_color = color;\n"
"}\n";
@@ -520,11 +514,12 @@ static const char *frag_shader_text =
static const char *vert_shader_mandelbrot_text =
"uniform float offset;\n"
+ "uniform mat4 reflection;\n"
"attribute vec4 pos;\n"
"varying vec2 v_pos;\n"
"void main() {\n"
" v_pos = pos.xy;\n"
- " gl_Position = pos + vec4(offset, offset, 0.0, 0.0);\n"
+ " gl_Position = reflection * (pos + vec4(offset, offset, 0.0, 0.0));\n"
"}\n";
@@ -624,6 +619,8 @@ window_set_up_gl(struct window *window)
window->gl.offset_uniform =
glGetUniformLocation(window->gl.program, "offset");
+ window->gl.reflection_uniform =
+ glGetUniformLocation(window->gl.program, "reflection");
return window->gl.program != 0;
}
@@ -803,6 +800,7 @@ render(struct window *window, struct buffer *buffer)
GLfloat offset;
struct timeval tv;
uint64_t time_ms;
+ struct weston_matrix reflection;
gettimeofday(&tv, NULL);
time_ms = tv.tv_sec * 1000 + tv.tv_usec / 1000;
@@ -811,12 +809,32 @@ render(struct window *window, struct buffer *buffer)
* to offsets in the [-0.5, 0.5) range. */
offset = (time_ms % iteration_ms) / (float) iteration_ms - 0.5;
+ weston_matrix_init(&reflection);
+ /* perform a reflection about x-axis to keep the same orientation of
+ * the vertices colors, as outlined in the comment at the beginning
+ * of this function.
+ *
+ * We need to render upside-down, because rendering through an FBO
+ * causes the bottom of the image to be written to the top pixel row of
+ * the buffer, y-flipping the image.
+ *
+ * Reflection is a specialized version of scaling with the
+ * following matrix:
+ *
+ * [1, 0, 0]
+ * [0, -1, 0]
+ * [0, 0, 1]
+ */
+ weston_matrix_scale(&reflection, 1, -1, 1);
+
/* Direct all GL draws to the buffer through the FBO */
glBindFramebuffer(GL_FRAMEBUFFER, buffer->gl_fbo);
glViewport(0, 0, window->width, window->height);
glUniform1f(window->gl.offset_uniform, offset);
+ glUniformMatrix4fv(window->gl.reflection_uniform, 1, GL_FALSE,
+ (GLfloat *) reflection.d);
glClearColor(0.0,0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
@@ -846,6 +864,7 @@ render_mandelbrot(struct window *window, struct buffer *buffer)
struct timeval tv;
uint64_t time_ms;
int i;
+ struct weston_matrix reflection;
gettimeofday(&tv, NULL);
time_ms = tv.tv_sec * 1000 + tv.tv_usec / 1000;
@@ -854,12 +873,17 @@ render_mandelbrot(struct window *window, struct buffer *buffer)
* to offsets in the [-0.5, 0.5) range. */
offset = (time_ms % iteration_ms) / (float) iteration_ms - 0.5;
+ weston_matrix_init(&reflection);
+ weston_matrix_scale(&reflection, 1, -1, 1);
+
/* Direct all GL draws to the buffer through the FBO */
glBindFramebuffer(GL_FRAMEBUFFER, buffer->gl_fbo);
glViewport(0, 0, window->width, window->height);
glUniform1f(window->gl.offset_uniform, offset);
+ glUniformMatrix4fv(window->gl.reflection_uniform, 1, GL_FALSE,
+ (GLfloat *) reflection.d);
glClearColor(0.6, 0.6, 0.6, 1.0);
glClear(GL_COLOR_BUFFER_BIT);