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Add wlr_shader to wlr-render
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5 changed files with 167 additions and 47 deletions
28
include/render.h
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28
include/render.h
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#ifndef _WLR_RENDER_INTERNAL_H
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#define _WLR_RENDER_INTERNAL_H
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#include <stdint.h>
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#include <wlr/render.h>
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#include <wayland-util.h>
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#include <GLES3/gl3.h>
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#include <stdbool.h>
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struct wlr_texture {
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GLuint tex_id;
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uint32_t format;
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int width, height;
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};
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struct wlr_shader {
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bool valid;
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uint32_t format;
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GLuint vert;
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GLuint program;
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struct wl_list link;
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};
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struct wlr_renderer {
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struct wlr_shader *shader;
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// TODO: EGL stuff
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};
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#endif
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29
include/wlr/render.h
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29
include/wlr/render.h
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#ifndef _WLR_RENDER_H
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#define _WLR_RENDER_H
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#include <stdint.h>
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#include <wayland-server-protocol.h>
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struct wlr_surface;
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struct wlr_surface *wlr_surface_create();
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void wlr_surface_attach_pixels(struct wlr_surface *tex, uint32_t format,
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int width, int height, const unsigned char *pixels);
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void wlr_surface_attach_shm(struct wlr_surface *tex, uint32_t format,
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struct wl_shm_buffer *shm);
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// TODO: EGL
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void wlr_surface_destroy(struct wlr_surface *tex);
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struct wlr_shader;
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struct wlr_shader *wlr_shader_init(const char *vertex);
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bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
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const char *frag);
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bool wlr_shader_use(struct wlr_shader *shader, uint32_t format);
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void wlr_shader_destroy(struct wlr_shader *shader);
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struct wlr_renderer;
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struct wlr_renderer *wlr_renderer_init();
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void wlr_renderer_set_shader(struct wlr_renderer *renderer,
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struct wlr_shader *shader);
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bool wlr_render_quad(struct wlr_renderer *renderer, struct wlr_surface *tex,
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float x, float y, float width, float height);
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#endif
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