- renderer: Change the renderer api to not import different buffer types directly,
but import any supported wl_buffer
- renderer: Remove destroy_texture call and move responsibility into implementation
- gles2: Cache egl images as well as textures on wl_buffer userdata
- gles2: Implement delayed destruction of textures to avoid leaking or changing global state on drop
Tracking of Frames, so that only one unique one can exist at a time
(gles does not allow multiple frames being rendered in parallel)
lead to very unfriendly lifetime-heavy code. A renderer is already
*unique*, just move the code there and add an error variant to catch
misuses.
This pulls a lot of code from anvil/src/glium_drawer and replaces glium
as glium has too many assumptions about the backend.
(Mostly that a fixed framebuffer exists, see fix bullet point.)
Depending on how picky glium is, we could try to re-introduce glium support
later with a some workarounds, but for now this is actually more
straight-forward to support and test.
- Add a new GL renderer, that only depends on egl as an initialization platform.
In particular do not depend on a surface being available.
Renderers share some basic drawing functions and may bind objects to render upon.
E.g. surfaces or buffers, textures, etc for the gles2 renderer.
- Be explicit about extensions we require and use. Use some very very common ones
to make our lives easier (e.g. BGRA and unpack to read in manditory shm formats).
- Enable GL debug output
- Allow more flexible rendering (e.g. 3D compositors) by allowing user-provided
projection matrices. Also provide helper functions to allow easy-ish handling
of surface and output transformations.
- Add API for renderers to tell the wayland-frontend about supported buffer-types.
- Also incoperate code from anvil/src/shm_load to handle buffer loading in the renderer
(as this is a renderer dependant operation).