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examples: add render-pass-ext exmaple
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14 changed files with 705 additions and 0 deletions
6
examples/render-pass-ext/gles2/meson.build
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6
examples/render-pass-ext/gles2/meson.build
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subdir('shaders')
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gles2_sources = [
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files('triangle_pass.c'),
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gles2_shader_sources,
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]
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22
examples/render-pass-ext/gles2/shaders/meson.build
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22
examples/render-pass-ext/gles2/shaders/meson.build
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custom_pass_embed = find_program('../../../../render/gles2/shaders/embed.sh', native: true)
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triangle_vert = custom_target(
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'custom-render-pass-triangle-vert',
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command: [custom_pass_embed, 'custom_triangle_vert'],
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input: 'triangle.vert',
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output: 'triangle_vert.h',
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feed: true,
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capture: true,
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)
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triangle_frag = custom_target(
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'custom-render-pass-triangle-frag',
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command: [custom_pass_embed, 'custom_triangle_frag'],
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input: 'triangle.frag',
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output: 'triangle_frag.h',
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feed: true,
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capture: true,
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)
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gles2_shader_sources = [
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triangle_vert,
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triangle_frag,
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]
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11
examples/render-pass-ext/gles2/shaders/triangle.frag
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examples/render-pass-ext/gles2/shaders/triangle.frag
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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varying vec3 v_color;
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void main() {
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gl_FragColor = vec4(v_color, 1.0);
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}
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8
examples/render-pass-ext/gles2/shaders/triangle.vert
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8
examples/render-pass-ext/gles2/shaders/triangle.vert
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attribute vec2 pos;
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attribute vec3 color;
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varying vec3 v_color;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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v_color = color;
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}
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135
examples/render-pass-ext/gles2/triangle_pass.c
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135
examples/render-pass-ext/gles2/triangle_pass.c
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#include <stdbool.h>
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#include <stdlib.h>
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#include <wlr/render/gles2.h>
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#include <wlr/util/log.h>
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#include <render/gles2.h>
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#include "triangle_pass.h"
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#include "triangle_vert.h"
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#include "triangle_frag.h"
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static void custom_triangle_render(struct wlr_render_pass *render_pass,
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const struct custom_render_triangle_options *options) {
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struct wlr_gles2_render_pass *wlr_gles2_pass =
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wlr_gles2_render_pass_from_render_pass(render_pass);
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struct render_triangle_pass *base =
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wlr_gles2_pass->buffer->renderer->wlr_renderer.data;
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struct gles2_render_triangle_pass *triangle_pass =
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gles2_render_triangle_pass_from_pass(base);
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struct wlr_gles2_renderer *renderer = wlr_gles2_pass->buffer->renderer;
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struct wlr_box box;
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struct wlr_buffer *wlr_buffer = wlr_gles2_pass->buffer->buffer;
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custom_render_triangle_options_get_box(options, wlr_buffer, &box);
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int width = wlr_gles2_pass->buffer->buffer->width;
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int height = wlr_gles2_pass->buffer->buffer->height;
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float x0 = options->box.x + options->box.width * 0.50f;
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float y0 = options->box.y + options->box.height * 0.10f;
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float x1 = options->box.x + options->box.width * 0.10f;
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float y1 = options->box.y + options->box.height * 0.90f;
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float x2 = options->box.x + options->box.width * 0.90f;
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float y2 = options->box.y + options->box.height * 0.90f;
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GLfloat verts[3][5] = {
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{ x0 / width * 2.0f - 1.0f, 1.0f - y0 / height * 2.0f, 1.0f, 0.1f, 0.1f },
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{ x1 / width * 2.0f - 1.0f, 1.0f - y1 / height * 2.0f, 0.1f, 1.0f, 0.1f },
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{ x2 / width * 2.0f - 1.0f, 1.0f - y2 / height * 2.0f, 0.1f, 0.2f, 1.0f },
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};
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wlr_gles2_push_debug(renderer);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glUseProgram(triangle_pass->shader.program);
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wlr_gles_set_proj_matrix(triangle_pass->shader.proj, wlr_gles2_pass->projection_matrix, &box);
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glEnableVertexAttribArray(triangle_pass->shader.pos_attrib);
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glVertexAttribPointer(triangle_pass->shader.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof(GLfloat), verts);
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glEnableVertexAttribArray(triangle_pass->shader.color_attrib);
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glVertexAttribPointer(triangle_pass->shader.color_attrib, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof(GLfloat), &verts[0][2]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(triangle_pass->shader.pos_attrib);
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glDisableVertexAttribArray(triangle_pass->shader.color_attrib);
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wlr_gles2_pop_debug(renderer);
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}
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static void custom_triangle_destroy(struct render_triangle_pass *pass) {
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struct gles2_render_triangle_pass *gles2_pass =
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gles2_render_triangle_pass_from_pass(pass);
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if (gles2_pass->shader.program != 0) {
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glDeleteProgram(gles2_pass->shader.program);
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}
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free(gles2_pass);
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}
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static const struct render_triangle_pass_impl custom_triangle_impl = {
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.destroy = custom_triangle_destroy,
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.render = custom_triangle_render,
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};
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struct render_triangle_pass *gles2_render_triangle_pass_create(
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struct wlr_renderer *wlr_renderer) {
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struct gles2_render_triangle_pass *pass = calloc(1, sizeof(*pass));
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if (pass == NULL) {
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wlr_log_errno(WLR_ERROR, "failed to allocate gles2_render_triangle_pass");
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return NULL;
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}
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struct wlr_gles2_renderer *renderer = wlr_gles2_renderer_from_renderer(wlr_renderer);
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if (!wlr_egl_make_current(renderer->egl, NULL)) {
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free(pass);
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return NULL;
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}
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render_triangle_pass_init(&pass->base, &custom_triangle_impl);
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wlr_gles2_push_debug(renderer);
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GLuint prog;
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pass->shader.program = prog =
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wlr_gles2_link_program(renderer, custom_triangle_vert, custom_triangle_frag);
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if (!pass->shader.program) {
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goto error;
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}
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pass->shader.proj = -1;
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pass->shader.color_attrib = glGetAttribLocation(pass->shader.program, "color");
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pass->shader.pos_attrib = glGetAttribLocation(pass->shader.program, "pos");
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if (pass->shader.pos_attrib < 0 || pass->shader.color_attrib < 0) {
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wlr_log(WLR_ERROR, "triangle shader attribute lookup failed: pos=%d color=%d",
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pass->shader.pos_attrib, pass->shader.color_attrib);
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goto error;
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}
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wlr_gles2_pop_debug(renderer);
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wlr_egl_unset_current(renderer->egl);
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pass->renderer = renderer;
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return &pass->base;
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error:
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render_triangle_pass_destroy(&pass->base);
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wlr_gles2_pop_debug(renderer);
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wlr_egl_unset_current(renderer->egl);
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return NULL;
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}
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bool render_triangle_pass_is_gles2(const struct render_triangle_pass *triangle_pass) {
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return triangle_pass->impl == & custom_triangle_impl;
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}
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struct gles2_render_triangle_pass *gles2_render_triangle_pass_from_pass(
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struct render_triangle_pass *triangle_pass) {
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if (!render_triangle_pass_is_gles2(triangle_pass)) {
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return NULL;
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}
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struct gles2_render_triangle_pass *gles2_pass =
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wl_container_of(triangle_pass, gles2_pass, base);
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return gles2_pass;
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}
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27
examples/render-pass-ext/gles2/triangle_pass.h
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27
examples/render-pass-ext/gles2/triangle_pass.h
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#ifndef GLES2_TRIANGLE_PASS_PASS_H
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#define GLES2_TRIANGLE_PASS_PASS_H
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#include "../triangle_pass.h"
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#include <render/gles2.h>
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#include <GLES2/gl2.h>
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struct gles2_render_triangle_pass {
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struct render_triangle_pass base;
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struct wlr_gles2_renderer *renderer;
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struct {
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GLuint program;
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GLint proj;
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GLint pos_attrib;
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GLint color_attrib;
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} shader;
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};
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struct render_triangle_pass *gles2_render_triangle_pass_create(
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struct wlr_renderer *wlr_renderer);
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bool render_triangle_pass_is_gles2(const struct render_triangle_pass *triangle_pass);
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struct gles2_render_triangle_pass *gles2_render_triangle_pass_from_pass(
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struct render_triangle_pass *triangle_pass);
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#endif // GLES2_TRIANGLE_PASS_PASS_H
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