Commit Graph

3 Commits

Author SHA1 Message Date
Miguel A. Vico
435b3c4bdb wayland: Create EGLStream-backed buffers through wl_eglstream_controller
One of the current limitations of EGLStreams is that there's no way to
resize a surface consumer without re-creating the entire stream.

Therefore, while resizing, clients will send wl_surface::attach requests
so the compositor can re-create its endpoint of the stream, but no
buffer will be available actually. If we proceed with the rest of the
attach operation we'll be presenting an empty buffer.

In order to fix this, a separate wl_eglstream_controller protocol has
been introduced that clients can use to request a stream re-creation
without overloading wl_surface::attach for that purpose.

This change adds the required logic to create the corresponding
wl_eglstream_controller global interface that clients can bind to.

Whenever a client requests a stream to be created, we just need to
create and realize the new EGLStream buffer. The same buffer resource
will be given at a later time to wl_surface::attach, whenever new
content is made available by the application, so we can proceed to
acquire the stream buffer and update the surface state.

https://bugzilla.gnome.org/show_bug.cgi?id=782575
2018-06-15 13:45:29 -07:00
Jonas Ådahl
2df35d636e MetaWaylandEglStream: Use EGL_WL_wayland_eglstream instead of fd hack
Use the proposed EGL_WL_wayland_eglstream EGL extension instead of the
file descriptor hack that was used as a temporary solution.

Note that this results in EGL clients will no longer work if they are
running on a Nvidia driver with a version older than 370.

https://bugzilla.gnome.org/show_bug.cgi?id=773629
2017-01-03 17:50:03 +08:00
Jonas Ådahl
eed4dab0fc wayland: Add support for EGLStream client buffers
This commit adds for a new type of buffer being attached to a Wayland
surface: buffers from an EGLStream. These buffers behave very
differently from regular Wayland buffers; instead of each buffer
reperesenting an actual frame, the same buffer is attached over and
over again, and EGL API is used to switch the content of the OpenGL
texture associated with the buffer attached. It more or less
side-tracks the Wayland buffer handling.

It is implemented by creating a MetaWaylandEglStream object, dealing
with the EGLStream state. The lifetime of the MetaWaylandEglStream is
tied to the texture object (CoglTexture), which is referenced-counted
and owned by both the actors and the MetaWaylandBuffer.

When the buffer is reattached and committed, the EGLStream is triggered
to switch the content of the associated texture to the new content.
This means that one cannot keep old texture content around without
copying, so any feature relying on that will effectively be broken.

https://bugzilla.gnome.org/show_bug.cgi?id=773629
2016-11-18 00:00:10 +08:00