Add an optional EGL framebuffer capture path for the test transport.
Capture the fully composed frame before presentation and retain its
surface format and HDR state for validation.
Add GoogleTest integration tests which run the production client
under a headless Weston compositor and compare every output pixel
against an independent reference implementation.
The matrix covers BGRA, RGBA, BGR32, RGB24, PQ RGBA10 and scRGB
RGBA16F with full, moving, overlapping, maximum-count, invalid, null
and zero-area damage rectangles. Validate HDR-to-SDR conversion and
native HDR output metadata when supported by the compositor.
Keep tests opt-in through ENABLE_RENDER_TESTS and document how to run
the software and native HDR tiers.
Move shared-memory ownership, LGMP session handling, queue access, and
DMA setup behind a transport interface. The LGMP backend preserves the
existing zero-copy frame and DMA paths while owning its lgmp:* options.
Expose the initialized EGL context through a versioned renderer interop
record for future accelerated decode backends. Add an LGMP-independent,
deterministic test transport for graphics-pipeline validation.
Request true floating-point EGL configs for scRGB and expose the native
encodings supported by the selected surface. Fall back to software HDR
mapping when the surface cannot represent the incoming wire format.
Resample PQ in linear light, keep SDR-only effects out of native PQ
chains, and consume the cursor-specific white level without changing
binary monochrome cursor mask operations.
Honor the IddCx 3x4 XYZ matrix and post-transfer LUT in the IDD
conversion pipeline. Carry transform changes to the client so EGL applies
the same calibration to hardware cursors, and invalidate the full frame
whenever calibration changes.
This brings nanosvg into the project for SVG loading and rendering.
Unfortunatly we can not at this time use a submodule for this project
until https://github.com/memononen/nanosvg/pull/214 is merged.
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.
Note that DMABUF is currently broken and needs to be re-implemented.
Now that we are drawing with damage rects, when the window is hidden and
then exposed the window may not get fully redrawn. This provides
`app_invalidateWindow` for the display server backend to call when the
screen needs a full redraw.
While the renderer can internally track this it would be better to
simply provide this information to the renderer directly so it can make
better decisions on how best to update the screen.
Before, if you want to see the FPS, you need to close the client and
restart it with the -k switch to see the FPS. This is annoying.
This PR introduces a new keybind, ScrollLock+D, which, when pressed,
toggles the display of the FPS.
This is implemented for both EGL and OpenGL backends.
If the guest has it's output rotated (ie, landscape) we must rotate and
translate the pointer draw location, as well as all the translations of
cursor coordinate spaces based on the rotation, along with any local
rotations that may also be applied.
Note: This only works with the KVMFR kernel module in a VM->VM
configuration. If this causes issues it can be disabled with the new
option `app:allowDMA`