mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2025-12-15 08:56:26 -05:00
commit
1956d3cedb
27 changed files with 334 additions and 468 deletions
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@ -9,7 +9,7 @@
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#include <wlr/render.h>
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#include <wlr/render/egl.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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#include "glapi.h"
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@ -85,11 +85,13 @@ static void init_default_shaders() {
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if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
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goto error;
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}
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if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
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if (!compile_program(quad_vertex_src, ellipse_fragment_src,
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&shaders.ellipse)) {
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goto error;
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}
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if (glEGLImageTargetTexture2DOES) {
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if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
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if (!compile_program(quad_vertex_src, fragment_src_external,
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&shaders.external)) {
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goto error;
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}
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}
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@ -122,8 +124,8 @@ static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) {
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}
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static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer,
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const float (*color)[4]) {
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glClearColor((*color)[0], (*color)[1], (*color)[2], (*color)[3]);
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const float color[static 4]) {
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glClearColor(color[0], color[1], color[2], color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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@ -170,15 +172,16 @@ static void draw_quad() {
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GL_CALL(glDisableVertexAttribArray(1));
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}
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static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
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struct wlr_texture *texture, const float (*matrix)[16], float alpha) {
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static bool wlr_gles2_render_texture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *texture,
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const float matrix[static 9], float alpha) {
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if (!texture || !texture->valid) {
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wlr_log(L_ERROR, "attempt to render invalid texture");
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return false;
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}
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wlr_texture_bind(texture);
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GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform1i(1, texture->inverted_y));
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GL_CALL(glUniform1f(3, alpha));
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draw_quad();
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@ -187,18 +190,18 @@ static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
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static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
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const float (*color)[4], const float (*matrix)[16]) {
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const float color[static 4], const float matrix[static 9]) {
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
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GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
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const float (*color)[4], const float (*matrix)[16]) {
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const float color[static 4], const float matrix[static 9]) {
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GL_CALL(glUseProgram(shaders.ellipse));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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draw_quad();
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}
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@ -258,7 +261,7 @@ static struct wlr_renderer_impl wlr_renderer_impl = {
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.clear = wlr_gles2_clear,
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.scissor = wlr_gles2_scissor,
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.texture_create = wlr_gles2_texture_create,
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.render_with_matrix = wlr_gles2_render_texture,
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.render_texture_with_matrix = wlr_gles2_render_texture_with_matrix,
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.render_quad = wlr_gles2_render_quad,
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.render_ellipse = wlr_gles2_render_ellipse,
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.formats = wlr_gles2_formats,
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@ -3,35 +3,24 @@
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat4 proj;"
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"uniform mat3 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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const GLchar quad_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" gl_FragColor = v_color;"
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"}";
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@ -41,6 +30,7 @@ const GLchar ellipse_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" float l = length(v_texcoord - vec2(0.5, 0.5));"
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" if (l > 0.5) discard;"
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@ -49,26 +39,14 @@ const GLchar ellipse_fragment_src[] =
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat4 proj;"
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"uniform mat3 proj;"
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"uniform bool invert_y;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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" if (invert_y) {"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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" } else {"
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@ -81,8 +59,9 @@ const GLchar fragment_src_rgba[] =
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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""
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"void main() {"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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"}";
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const GLchar fragment_src_rgbx[] =
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@ -90,9 +69,10 @@ const GLchar fragment_src_rgbx[] =
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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""
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"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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"}";
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const GLchar fragment_src_external[] =
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@ -100,7 +80,8 @@ const GLchar fragment_src_external[] =
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform samplerExternalOES texture0;"
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""
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"void main() {"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a);"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a);"
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"}";
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@ -8,7 +8,7 @@
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#include <wlr/render.h>
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#include <wlr/render/egl.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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#include "util/signal.h"
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@ -229,7 +229,6 @@ static bool gles2_texture_upload_eglimage(struct wlr_texture *wlr_tex,
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return true;
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}
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static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
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struct wl_resource *dmabuf_resource) {
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struct wlr_gles2_texture *tex = (struct wlr_gles2_texture *)_tex;
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@ -265,20 +264,6 @@ static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
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return true;
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}
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static void gles2_texture_get_matrix(struct wlr_texture *_texture,
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float (*matrix)[16], const float (*projection)[16], int x, int y) {
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struct wlr_gles2_texture *texture = (struct wlr_gles2_texture *)_texture;
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float world[16];
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wlr_matrix_identity(matrix);
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wlr_matrix_translate(&world, x, y, 0);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_scale(&world,
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texture->wlr_texture.width, texture->wlr_texture.height, 1);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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}
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static bool gles2_texture_get_dmabuf_size(struct wlr_texture *texture, struct
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wl_resource *resource, int *width, int *height) {
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if (!wlr_dmabuf_resource_is_buffer(resource)) {
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@ -292,7 +277,6 @@ static bool gles2_texture_get_dmabuf_size(struct wlr_texture *texture, struct
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return true;
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}
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static void gles2_texture_get_buffer_size(struct wlr_texture *texture, struct
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wl_resource *resource, int *width, int *height) {
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struct wl_shm_buffer *buffer = wl_shm_buffer_get(resource);
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@ -349,7 +333,6 @@ static struct wlr_texture_impl wlr_texture_impl = {
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.upload_drm = gles2_texture_upload_drm,
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.upload_dmabuf = gles2_texture_upload_dmabuf,
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.upload_eglimage = gles2_texture_upload_eglimage,
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.get_matrix = gles2_texture_get_matrix,
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.get_buffer_size = gles2_texture_get_buffer_size,
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.bind = gles2_texture_bind,
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.destroy = gles2_texture_destroy,
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