Merge pull request #722 from emersion/matrix-redesign

Matrix redesign
This commit is contained in:
Drew DeVault 2018-03-17 15:22:00 -04:00 committed by GitHub
commit 1956d3cedb
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
27 changed files with 334 additions and 468 deletions

View file

@ -9,7 +9,7 @@
#include <wlr/render.h>
#include <wlr/render/egl.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/log.h>
#include "render/gles2.h"
#include "glapi.h"
@ -85,11 +85,13 @@ static void init_default_shaders() {
if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
goto error;
}
if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
if (!compile_program(quad_vertex_src, ellipse_fragment_src,
&shaders.ellipse)) {
goto error;
}
if (glEGLImageTargetTexture2DOES) {
if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
if (!compile_program(quad_vertex_src, fragment_src_external,
&shaders.external)) {
goto error;
}
}
@ -122,8 +124,8 @@ static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) {
}
static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer,
const float (*color)[4]) {
glClearColor((*color)[0], (*color)[1], (*color)[2], (*color)[3]);
const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
@ -170,15 +172,16 @@ static void draw_quad() {
GL_CALL(glDisableVertexAttribArray(1));
}
static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
struct wlr_texture *texture, const float (*matrix)[16], float alpha) {
static bool wlr_gles2_render_texture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *texture,
const float matrix[static 9], float alpha) {
if (!texture || !texture->valid) {
wlr_log(L_ERROR, "attempt to render invalid texture");
return false;
}
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform1i(1, texture->inverted_y));
GL_CALL(glUniform1f(3, alpha));
draw_quad();
@ -187,18 +190,18 @@ static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
const float color[static 4], const float matrix[static 9]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}
static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
const float color[static 4], const float matrix[static 9]) {
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
draw_quad();
}
@ -258,7 +261,7 @@ static struct wlr_renderer_impl wlr_renderer_impl = {
.clear = wlr_gles2_clear,
.scissor = wlr_gles2_scissor,
.texture_create = wlr_gles2_texture_create,
.render_with_matrix = wlr_gles2_render_texture,
.render_texture_with_matrix = wlr_gles2_render_texture_with_matrix,
.render_quad = wlr_gles2_render_quad,
.render_ellipse = wlr_gles2_render_ellipse,
.formats = wlr_gles2_formats,

View file

@ -3,35 +3,24 @@
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat4 proj;"
"uniform mat3 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)"
" );"
" return outMatrix;"
"}"
""
"void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
""
"void main() {"
" gl_FragColor = v_color;"
"}";
@ -41,6 +30,7 @@ const GLchar ellipse_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
""
"void main() {"
" float l = length(v_texcoord - vec2(0.5, 0.5));"
" if (l > 0.5) discard;"
@ -49,26 +39,14 @@ const GLchar ellipse_fragment_src[] =
// Textured quads
const GLchar vertex_src[] =
"uniform mat4 proj;"
"uniform mat3 proj;"
"uniform bool invert_y;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)"
" );"
" return outMatrix;"
"}"
""
"void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
" if (invert_y) {"
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
" } else {"
@ -81,8 +59,9 @@ const GLchar fragment_src_rgba[] =
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float alpha;"
""
"void main() {"
" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
"}";
const GLchar fragment_src_rgbx[] =
@ -90,9 +69,10 @@ const GLchar fragment_src_rgbx[] =
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float alpha;"
""
"void main() {"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;"
"}";
const GLchar fragment_src_external[] =
@ -100,7 +80,8 @@ const GLchar fragment_src_external[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform samplerExternalOES texture0;"
""
"void main() {"
" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
"}";

View file

@ -8,7 +8,7 @@
#include <wlr/render.h>
#include <wlr/render/egl.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/log.h>
#include "render/gles2.h"
#include "util/signal.h"
@ -229,7 +229,6 @@ static bool gles2_texture_upload_eglimage(struct wlr_texture *wlr_tex,
return true;
}
static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
struct wl_resource *dmabuf_resource) {
struct wlr_gles2_texture *tex = (struct wlr_gles2_texture *)_tex;
@ -265,20 +264,6 @@ static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
return true;
}
static void gles2_texture_get_matrix(struct wlr_texture *_texture,
float (*matrix)[16], const float (*projection)[16], int x, int y) {
struct wlr_gles2_texture *texture = (struct wlr_gles2_texture *)_texture;
float world[16];
wlr_matrix_identity(matrix);
wlr_matrix_translate(&world, x, y, 0);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_scale(&world,
texture->wlr_texture.width, texture->wlr_texture.height, 1);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_mul(projection, matrix, matrix);
}
static bool gles2_texture_get_dmabuf_size(struct wlr_texture *texture, struct
wl_resource *resource, int *width, int *height) {
if (!wlr_dmabuf_resource_is_buffer(resource)) {
@ -292,7 +277,6 @@ static bool gles2_texture_get_dmabuf_size(struct wlr_texture *texture, struct
return true;
}
static void gles2_texture_get_buffer_size(struct wlr_texture *texture, struct
wl_resource *resource, int *width, int *height) {
struct wl_shm_buffer *buffer = wl_shm_buffer_get(resource);
@ -349,7 +333,6 @@ static struct wlr_texture_impl wlr_texture_impl = {
.upload_drm = gles2_texture_upload_drm,
.upload_dmabuf = gles2_texture_upload_dmabuf,
.upload_eglimage = gles2_texture_upload_eglimage,
.get_matrix = gles2_texture_get_matrix,
.get_buffer_size = gles2_texture_get_buffer_size,
.bind = gles2_texture_bind,
.destroy = gles2_texture_destroy,