Commit 81806622 authored by Roman Gilg's avatar Roman Gilg Committed by David Edmundson

[platforms/drm] Introduce Gl post-process output rotations

Summary:
In case the hardware is not able to rotate the output for the configured
rotation value do this rotation in a post-process step.

For that rendering the current view into a separate framebuffer bound to a
texture that then gets sampled to the default framebuffer in an additional
rendering pass through a simple shader rotating it.

This allows us to leave the Effects system and internal model-view-projection
matrix untouched. The rotation in the post-processing step is isolated.

BUG: 389665
FIXED-IN: 5.18

Test Plan: With KScreen all rotations work.

Reviewers: #kwin

Subscribers: davidedmundson, PureTryOut, z3ntu, zzag, univerz, kwin

Tags: #kwin

Maniphest Tasks: T6106

Differential Revision: https://phabricator.kde.org/D25907
parent 429fe058
......@@ -1037,12 +1037,15 @@ bool DrmOutput::doAtomicCommit(AtomicCommitMode mode)
bool DrmOutput::atomicReqModesetPopulate(drmModeAtomicReq *req, bool enable)
{
if (enable) {
const QSize mSize = modeSize();
const QSize sourceSize = hardwareTransforms() ? pixelSize() : mSize;
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcX), 0);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcY), 0);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcW), m_mode.hdisplay << 16);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcH), m_mode.vdisplay << 16);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::CrtcW), m_mode.hdisplay);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::CrtcH), m_mode.vdisplay);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcW), sourceSize.width() << 16);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::SrcH), sourceSize.height() << 16);
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::CrtcW), mSize.width());
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::CrtcH), mSize.height());
m_primaryPlane->setValue(int(DrmPlane::PropertyIndex::CrtcId), m_crtc->id());
} else {
if (m_backend->deleteBufferAfterPageFlip()) {
......
......@@ -54,14 +54,26 @@ EglGbmBackend::~EglGbmBackend()
void EglGbmBackend::cleanupSurfaces()
{
for (auto it = m_outputs.constBegin(); it != m_outputs.constEnd(); ++it) {
for (auto it = m_outputs.begin(); it != m_outputs.end(); ++it) {
cleanupOutput(*it);
}
m_outputs.clear();
}
void EglGbmBackend::cleanupOutput(const Output &output)
void EglGbmBackend::cleanupFramebuffer(Output &output)
{
if (!output.render.framebuffer) {
return;
}
glDeleteTextures(1, &output.render.texture);
output.render.texture = 0;
glDeleteFramebuffers(1, &output.render.framebuffer);
output.render.framebuffer = 0;
}
void EglGbmBackend::cleanupOutput(Output &output)
{
cleanupFramebuffer(output);
output.output->releaseGbm();
if (output.eglSurface != EGL_NO_SURFACE) {
......@@ -182,7 +194,8 @@ EGLSurface EglGbmBackend::createEglSurface(std::shared_ptr<GbmSurface> gbmSurfac
bool EglGbmBackend::resetOutput(Output &output, DrmOutput *drmOutput)
{
output.output = drmOutput;
const QSize size = drmOutput->pixelSize();
const QSize size = drmOutput->hardwareTransforms() ? drmOutput->pixelSize() :
drmOutput->modeSize();
auto gbmSurface = createGbmSurface(size);
if (!gbmSurface) {
......@@ -202,6 +215,8 @@ bool EglGbmBackend::resetOutput(Output &output, DrmOutput *drmOutput)
}
output.eglSurface = eglSurface;
output.gbmSurface = gbmSurface;
resetFramebuffer(output);
return true;
}
......@@ -240,6 +255,146 @@ void EglGbmBackend::removeOutput(DrmOutput *drmOutput)
m_outputs.erase(it);
}
const char *vertexShader = R"SHADER(
#version 130
uniform mat4 modelViewProjectionMatrix;
uniform mat4 rotationMatrix;
in vec2 vertex;
in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = rotationMatrix * vec4(vertex.x, vertex.y, 0.0, 1.0);
TexCoord = texCoord;
}
)SHADER";
const char *fragmentShader = R"SHADER(
#version 130
uniform sampler2D sampler;
in vec2 TexCoord;
out vec4 fragColor;
void main() {
fragColor = texture(sampler, TexCoord);
}
)SHADER";
const float vertices[] = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
const float texCoords[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
bool EglGbmBackend::resetFramebuffer(Output &output)
{
cleanupFramebuffer(output);
if (output.output->hardwareTransforms()) {
// No need for an extra render target.
return true;
}
makeContextCurrent(output);
glGenFramebuffers(1, &output.render.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, output.render.framebuffer);
GLRenderTarget::setKWinFramebuffer(output.render.framebuffer);
glGenTextures(1, &output.render.texture);
glBindTexture(GL_TEXTURE_2D, output.render.texture);
const QSize texSize = output.output->pixelSize();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texSize.width(), texSize.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
output.render.texture, 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
qCWarning(KWIN_DRM) << "Error: framebuffer not complete";
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLRenderTarget::setKWinFramebuffer(0);
return true;
}
bool EglGbmBackend::initRenderTarget(Output &output)
{
if (output.render.shader) {
// Already initialized.
return true;
}
std::shared_ptr<GLShader> shader(ShaderManager::instance()->loadShaderFromCode(vertexShader,
fragmentShader));
if (!shader) {
qCWarning(KWIN_DRM) << "Error creating render shader.";
return false;
}
output.render.shader = shader;
std::shared_ptr<GLVertexBuffer> vbo(new GLVertexBuffer(KWin::GLVertexBuffer::Static));
vbo->setData(6, 2, vertices, texCoords);
output.render.vbo = vbo;
return true;
}
void EglGbmBackend::renderFramebufferToSurface(Output &output)
{
if (!output.render.framebuffer) {
// No additional render target.
return;
}
if (!initRenderTarget(output)) {
return;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLRenderTarget::setKWinFramebuffer(0);
const auto size = output.output->modeSize();
glViewport(0, 0, size.width(), size.height());
ShaderBinder binder(output.render.shader.get());
QMatrix4x4 rotationMatrix;
rotationMatrix.rotate(output.output->rotation(), 0, 0, 1);
output.render.shader->setUniform("rotationMatrix", rotationMatrix);
glBindTexture(GL_TEXTURE_2D, output.render.texture);
output.render.vbo->render(GL_TRIANGLES);
}
void EglGbmBackend::prepareRenderFramebuffer(const Output &output) const
{
// When render.framebuffer is 0 we may just reset to the screen framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER, output.render.framebuffer);
GLRenderTarget::setKWinFramebuffer(output.render.framebuffer);
}
bool EglGbmBackend::makeContextCurrent(const Output &output) const
{
const EGLSurface surface = output.eglSurface;
......@@ -371,6 +526,7 @@ QRegion EglGbmBackend::prepareRenderingForScreen(int screenId)
const Output &output = m_outputs.at(screenId);
makeContextCurrent(output);
prepareRenderFramebuffer(output);
setViewport(output);
if (supportsBufferAge()) {
......@@ -400,6 +556,7 @@ void EglGbmBackend::endRenderingFrameForScreen(int screenId,
const QRegion &damagedRegion)
{
Output &output = m_outputs[screenId];
renderFramebufferToSurface(output);
if (damagedRegion.intersected(output.output->geometry()).isEmpty() && screenId == 0) {
......
......@@ -71,6 +71,13 @@ private:
* @brief The damage history for the past 10 frames.
*/
QList<QRegion> damageHistory;
struct {
GLuint framebuffer = 0;
GLuint texture = 0;
std::shared_ptr<GLVertexBuffer> vbo;
std::shared_ptr<GLShader> shader;
} render;
};
void createOutput(DrmOutput *drmOutput);
......@@ -80,10 +87,18 @@ private:
bool makeContextCurrent(const Output &output) const;
void setViewport(const Output &output) const;
bool resetFramebuffer(Output &output);
bool initRenderTarget(Output &output);
void prepareRenderFramebuffer(const Output &output) const;
void renderFramebufferToSurface(Output &output);
void presentOnOutput(Output &output);
void removeOutput(DrmOutput *drmOutput);
void cleanupOutput(const Output &output);
void cleanupOutput(Output &output);
void cleanupFramebuffer(Output &output);
DrmBackend *m_backend;
QVector<Output> m_outputs;
......
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