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Add wlr_shader to wlr-render
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parent
fc1dc1b5b0
commit
211488131f
5 changed files with 167 additions and 47 deletions
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@ -9,6 +9,7 @@
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#include <wayland-server-protocol.h>
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#include <GLES3/gl3.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render.h>
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#include <wlr/backend.h>
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#include <wlr/session.h>
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#include <wlr/types.h>
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@ -40,7 +41,7 @@ struct state {
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struct wl_list config;
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struct gl {
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GLuint prog;
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struct wlr_shader *shader;
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GLuint vao;
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GLuint vbo;
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GLuint ebo;
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@ -65,53 +66,14 @@ struct output_config {
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struct wl_list link;
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};
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static GLuint create_shader(GLenum type, const GLchar *src, GLint len) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, &len);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE) {
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GLint loglen;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &loglen);
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GLchar msg[loglen];
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glGetShaderInfoLog(shader, loglen, &loglen, msg);
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fprintf(stderr, "Failed to create shader: %s\n", msg);
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exit(1);
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}
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return shader;
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}
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static void init_gl(struct gl *gl) {
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GLuint vert = create_shader(GL_VERTEX_SHADER, vert_src, strlen(vert_src));
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GLuint frag = create_shader(GL_FRAGMENT_SHADER, frag_src, strlen(frag_src));
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gl->prog = glCreateProgram();
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glAttachShader(gl->prog, vert);
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glAttachShader(gl->prog, frag);
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glLinkProgram(gl->prog);
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GLint success;
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glGetProgramiv(gl->prog, GL_LINK_STATUS, &success);
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if (success == GL_FALSE) {
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GLint len;
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glGetProgramiv(gl->prog, GL_INFO_LOG_LENGTH, &len);
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GLchar msg[len];
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glGetProgramInfoLog(gl->prog, len, &len, msg);
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fprintf(stderr, "Failed to link program: %s\n", msg);
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gl->shader = wlr_shader_init(vert_src);
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if (!gl->shader) {
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exit(1);
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}
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if (!wlr_shader_add_format(gl->shader, WL_SHM_FORMAT_RGB332, frag_src)) {
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exit(1);
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}
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glDeleteProgram(vert);
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glDeleteProgram(frag);
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GLfloat verticies[] = {
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1, 1, 1, 1, // bottom right
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@ -147,7 +109,7 @@ static void init_gl(struct gl *gl) {
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}
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static void cleanup_gl(struct gl *gl) {
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glDeleteProgram(gl->prog);
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wlr_shader_destroy(gl->shader);
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glDeleteVertexArrays(1, &gl->vao);
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glDeleteBuffers(1, &gl->vbo);
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glDeleteTextures(1, &gl->tex);
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@ -166,7 +128,7 @@ static void output_frame(struct wl_listener *listener, void *data) {
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glViewport(0, 0, width, height);
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wlr_output_effective_resolution(output, &width, &height);
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glUseProgram(s->gl.prog);
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wlr_shader_use(s->gl.shader, WL_SHM_FORMAT_RGB332);
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glBindVertexArray(s->gl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);
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