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6 daysDALi Version 2.3.47dali_2.3.47Adeel Kazmi1-1/+1
Change-Id: I6e1160785d4e5c1ee440b99a7f68f475e604d199
7 daysMerge "Avoid print eglSwapBuffer trace logs for TV profile" into devel/masterEunki Hong1-0/+4
9 days(AddOn Manager) New API to load addons/libraries rather than via an ENV variableAdeel Kazmi5-5/+70
Change-Id: I8cdf8ff46f78991214990dc26537209b4e40001d
11 daysAvoid print eglSwapBuffer trace logs for TV profileEunki Hong1-0/+4
Change-Id: Iacbc19bbdbded188cd6241edefb17f697c3b928c Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
13 daysMerge changes I82d8d719,I7ac1df5a into devel/masterAdeel Kazmi11-9/+51
* changes: Fixes to GLES3 shader processing pipeline Bug fixes and improvements.
13 daysDALi Version 2.3.46dali_2.3.46Adam Bialogonski1-1/+1
Change-Id: I3fa01da7ffb853d74bcb428271166247aee542fe
14 daysFixes to GLES3 shader processing pipelineAdam Bialogonski2-6/+8
- Reflection assigns binding points implicitly - GLES shader doesn't mix up @version and legacy #version Change-Id: I82d8d719773263e4e567e606b5644aaf6b7e9132
2024-10-16Bug fixes and improvements.Adam Bialogonski9-3/+43
- [Vulkan] fixed memory corruption when binding textures - [Vulkan] fixed memory corruption when binding UBOs - [Vulkan/GLES] Added API for obtaining device limitations - [Vulkan/GLES] Added 'flat' keyword support to the parser Change-Id: I7ac1df5abad042901eaefe41c1fdb0b19d835ac2
2024-10-16Merge "Adding depth buffer to swapchain" into devel/masterDavid Steele26-350/+605
2024-10-16Prevent crash when a11y bridge is disabledYoungsun Suh6-34/+62
Change-Id: Iba2bd83d2623ead9e907cd1a6d0ffe4f9e4548db
2024-10-15Adding depth buffer to swapchainDavid Steele26-350/+605
Changed stencil funcs in graphics-api to better match the api calls required in both GLES and VUlkan. (Rolled SetStencilFunc and SetStencilOp into a single SetStencilState). Added depth buffer creation to swapchain. This should invalidate all pipelines, as the render pass will change, but we don't have a pipeline cache yet... Ensured pipeline counts color attachments of render pass when setting up blending Changed clip space matrix to not invert Z. Change-Id: I5a461b86a8decb7148089b722bef4d226a1c1051
2024-10-15Fix crash on destroying static bridge objYoungsun Suh1-0/+1
Change-Id: I3f7ab0fcf280dca3ddae9a7c553c82885d2a1299
2024-10-11DALi Version 2.3.45dali_2.3.45Richard Huang1-1/+1
Change-Id: I87b1e7df8b32d9518c30f317deb7ddef00ca979e
2024-10-10Merge "(RenderSurface/Graphics) Added Resize method to manage different GLES ↵Adeel Kazmi12-25/+109
& Vulkan behaviour" into devel/master
2024-10-10Merge "Fix wrong variable name for window target" into devel/masterTaehyub Kim1-8/+8
2024-10-10(RenderSurface/Graphics) Added Resize method to manage different GLES & ↵Adeel Kazmi12-25/+109
Vulkan behaviour Change-Id: I08d44294d303a487cc0d2306910d080f5582fb91
2024-10-10Merge "Changed vulkan startup order" into devel/masterAdeel Kazmi12-73/+74
2024-10-10Fix wrong variable name for window targetTaehyub Kim1-8/+8
Change-Id: I54a74ef5effb473b83e7175041234335ab578876
2024-10-10Ensure we don't touch shutdowned EglGraphicsControllerEunki, Hong15-139/+209
Let we make IsShuttingDown() API as static, so we can ask it without raw pointer of graphics controller. Most of API in GLES::Resource hold the eglController as l-value. So if someone try to get graphics controller after shutting down, it might make some crash. To avoid these kind of issue, let we ensure to call DiscardResource only if graphics controller is not in shutting down. TODO : native image should be called DiscardResource() even if it is shutting downed. How can we ensure it? Change-Id: I87ec5d96d8c12c054f00db346564f7bae8d5d3bb Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2024-10-09Changed vulkan startup orderDavid Steele12-73/+74
Instead of creating a physical device, then creating a surface and asserting if that device can't support the surface, creates the vulkan surface, and checks against each device to see if that surface can be presented. Change-Id: I25c22c6068b2e91f3f7e49cd509c52adcf7cef12 Signed-off-by: David Steele <david.steele@samsung.com>
2024-10-04DALi Version 2.3.44dali_2.3.44David Steele1-1/+1
Change-Id: I495122c5270aac65be7c0ce7b254f612f5f40278
2024-10-02Merge changes I16ce7eff,Ic103c573,I651ed4d0 into devel/masterDavid Steele51-681/+1166
* changes: Changed vulkan-fence to use unique_ptr Vulkan render pass uses ref counted handle Vulkan resource lifecycle management
2024-10-02Merge "Add WebAuthDisplayQR, Response and MediaPermission" into devel/masterdongsug song7-0/+190
2024-09-30Changed vulkan-fence to use unique_ptrDavid Steele4-7/+10
Change-Id: I16ce7eff8ed73ab3395c1521d516a9edb3449b8f
2024-09-30Vulkan render pass uses ref counted handleDavid Steele12-111/+300
As we are now sharing render pass between framebuffers of a swapchain, using a ref-counted handle will ensure that we can clean this up safely. Change-Id: Ic103c57314c39c2141883d688175664c8d30939d
2024-09-30Vulkan resource lifecycle managementDavid Steele47-594/+887
For Vulkan implementation of graphics resources: Added discard queue, that's cleaned down during Flush(). Added ResourceWithDeleter as a secondary interface on top of ResourceBase, to allow Program/Pipeline to inherit solely from ResourceBase, and not have to utilize the same resource deleters that the main graphics objects require. Removed VkResource inheritance completely from Impl classes. Kept VkResource as VkSharedResource, as we may still use this on RenderPassImpl All Impl classes now have a public Destroy method which is called from their destructor, but may also be called earlier if needed. Note, CommandBuffers should not be deleted directly, but instead returned to the command pool for re-use. Implemented owned containers for some Impl objects using std::unique_ptr. Framebuffer owns it's attachments, Swapchain owns it's framebuffers. Change-Id: I651ed4d041cd2fb3e7698304eeede66625031945
2024-09-30Make ShaderPrecompiler move shader list + Store shader prefix list as string ↵Eunki, Hong3-63/+71
instead string_view Until now, Precompiler hold only string_view. It mean, the lifecycle of shader code is not depend on that object. To make sure that we could control the lifecycle of source code string, let we keep it as std::string, instead of std::string_view. And also, make we use std::move instead of copy them. It will make less performance overhead. Change-Id: I2b5949b5a408865b5879448630c65a6d3682ecee Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2024-09-30Merge "Prevent revisiting nodes in GetMatches*" into devel/masterYoungsun Suh5-582/+635
2024-09-30Prevent revisiting nodes in GetMatches*Youngsun Suh5-582/+635
Change-Id: I55c93244b1c4e1804c7e00baaca4fcf44d404718
2024-09-27Merge "Added an option to select the web engine type in the WebView ↵dongsug song4-13/+47
constructor" into devel/master
2024-09-27Add WebAuthDisplayQR, Response and MediaPermissiondongsug.song7-0/+190
Change-Id: Ia034489abd004c0080d772e84e0c797f5b30e985
2024-09-27DALi Version 2.3.43dali_2.3.43Adeel Kazmi1-1/+1
Change-Id: I56fa73fb16275720c3717e6c30b5dd692720e3b3
2024-09-27Added an option to select the web engine type in the WebView constructordongsug.song4-13/+47
- Previously, the web engine was fixed and selected for all DALi/NUI APPs in dali.sh, but now it can be chosen in the constructor. Change-Id: I481e5ee48553c29141ecf3ef78ce7cd30f743267
2024-09-26Merge changes Id84cca07,Ia7f4771e,I6c53e369,I99d8d3a1 into devel/masterDavid Steele21-58/+289
* changes: Vulkan rendering tweaks Remove swapchain renderpass duping Fixing up Vulkan validation errors Updating and binding descriptor sets
2024-09-26Merge "Keep offset of removal prefix of shader code, and use it at cache ↵Eunki Hong3-8/+42
comparision" into devel/master
2024-09-26Merge "Make Precompile shader make same prefix with general shader of ↵Eunki Hong1-3/+4
toolkit" into devel/master
2024-09-25Vulkan rendering tweaksDavid Steele9-14/+74
Adds a clip space transform matrix to convert from GL clip space to Vulkan clip space. Ensures we can get the current framebuffer during recording cmd buffers from the render target. Ensure that the color write mask is set to write RGBA bits DALi is now rendering using Vulkan! (Still a way to go, though) Change-Id: Id84cca07dbd61a0cf6fdff6672cd410cf365d956
2024-09-25Remove swapchain renderpass dupingDavid Steele6-18/+36
Change the swapchain framebuffer creation to utilize only 1 render pass. Change-Id: Ia7f4771ee420997b7bc070e6b7685084ecd38acd
2024-09-25Fixing up Vulkan validation errorsDavid Steele4-1/+11
Changed BindVertexBuffers to use single instance (To work around GLES impl using 0) Changed command submission to use PipelineStage: eFragmentShader Added DeviceWaitIdle() to SwapBuffers() (now called from PostRender) Ensured SwapBuffers() is called to change swapchain index. Change-Id: I6c53e369c60969fb920d097bece73dea4b7da0f1
2024-09-25Updating and binding descriptor setsDavid Steele8-26/+169
Binding uniform buffer and sampler descriptor sets prior to draw command. Necessitates looking up the binding points for the samplers from the reflection, as the Graphics API defines it as texture unit in GLES (No such thing in Vk) Also transitioned the image layouts to shader read only after direct memory copy. Change-Id: I99d8d3a1592a70c75d740f9d24ac242093141528
2024-09-26Keep offset of removal prefix of shader code, and use it at cache comparisionEunki Hong3-8/+42
Since source code after ShaderImpl::StripLegacyCodeIfNeeded might be changed, shader code comparision not works well. To fix this issue, let we store the offset of code what we removed, and compare with inputed shader code, only after that offset. Change-Id: I699125fa2c471473e85ad6104b200d609fdd92e4 Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
2024-09-25Fix crash at terminate case when we use precompile optionEunki, Hong3-2/+17
Let we clear pre compiled programs before shutdown graphics. Change-Id: I58f7a0dee07853cb9bb8992e80eb696e7511367b Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2024-09-25Make Precompile shader make same prefix with general shader of toolkitEunki, Hong1-4/+5
Let we make pre compiled shader also use GenerateTaggedShaderPrefix() Change-Id: I85299cb212a3130ed6c37a37bf866fe20dab8ea5 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2024-09-25Support Lanczos algorithm for RGB888jmm1-11/+20
Change-Id: I498ddcf33643ed69c26ef8795249f8f7c02ae6c0
2024-09-25Merge "Support SamplingMode::LANCZOS and SamplingMode::BOX_THEN_LANCZOS" ↵Eunki Hong2-8/+24
into devel/master
2024-09-25Merge "Modify API name and the description of window APIs." into devel/masterWonsik Jung17-42/+48
2024-09-25Merge "Remove WindowAccessible on accessible detroyed" into devel/masterYoungsun Suh5-87/+14
2024-09-25Modify API name and the description of window APIs.Wonsik Jung17-42/+48
Modify API name as Bottom mode and the description fo window API AlwaysOnTop and fix the white space. Change-Id: Idf1773519d4b1df220b5a32438cecdbd5a6128d1
2024-09-24Support SamplingMode::LANCZOS and SamplingMode::BOX_THEN_LANCZOSEunki, Hong2-8/+24
TODO : LanczosSample support only for 1BPP and 4BPP. Until support it with various pixel format, just use LinearSample instead. Change-Id: I7c42859987964397fa7dfd2d2ee565e16cd61832 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
2024-09-24Supports to change the window layer to the bottomWonsik Jung17-1/+199
Supports to change the window layer to the bottom. It is only efffected with same notification layer. Change-Id: Ib336a9d9b725b076045a225316900ab193711686