Re: Punch hole logic in gl-renderer in weston

2024-01-23 Thread Marius Vlad
Hi,

Work towards adding this functionality is discussed at 
https://gitlab.freedesktop.org/wayland/weston/-/merge_requests/1258

On Tue, Jan 23, 2024 at 01:13:20PM +, Namit Solanki (QUIC) wrote:
> Hi Weston team,
> 
> For the use cases where the GPU composed output (output of
> gl-renderer) is on top (higher z order) of a layer
> (layer has lower z order and layer is composed by Display Processing
> unit), do we have a punch hole logic implemented in
> gl-renderer or Weston so that layer is visible through the punch hole?
> 
> Or Weston always expects that the GPU composed buffer is always at the lowest 
> z order among all layers?
> 
> Example : Suppose, there are four  layers on the display. Layer1 and
> Layer2 are composed by GPU and layer3 and layer4 are composed by
> Display processing unit. The composed output of layer1 and layer2 can
> have higher z order than layer3 and layer4? if yes, how the layer3 and
> layer4 will be visible on screen?
> 
> Please help me in understanding this.
> 
> Thanks
> Namit


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Punch hole logic in gl-renderer in weston

2024-01-23 Thread Namit Solanki (QUIC)
Hi Weston team,

For the use cases where the GPU composed output (output of gl-renderer) is on 
top (higher z order) of a layer (layer has lower z order and layer is composed 
by Display Processing unit), do we have a punch hole logic implemented in 
gl-renderer or Weston so that layer is visible through the punch hole?

Or Weston always expects that the GPU composed buffer is always at the lowest z 
order among all layers?

Example : Suppose, there are four  layers on the display. Layer1 and Layer2 are 
composed by GPU and layer3 and layer4 are composed by Display processing unit. 
The composed output of layer1 and layer2 can have higher z order than layer3 
and layer4? if yes, how the layer3 and layer4 will be visible on screen?

Please help me in understanding this.

Thanks
Namit