Add wlr_shader to wlr-render

This commit is contained in:
Drew DeVault 2017-06-08 11:30:38 -04:00
parent fc1dc1b5b0
commit 211488131f
5 changed files with 167 additions and 47 deletions

View file

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