mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2025-12-15 08:56:26 -05:00
render/gles2: remove global state, use OpenGL debug extension
This commit is contained in:
parent
ff2e08aa74
commit
95e86e675a
10 changed files with 526 additions and 372 deletions
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@ -2,145 +2,80 @@
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <wayland-server-protocol.h>
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#include <wayland-util.h>
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#include <wlr/backend.h>
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#include <wlr/render/wlr_renderer.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/wlr_renderer.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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struct shaders shaders;
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static const struct wlr_renderer_impl renderer_impl;
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static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
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*shader = GL_CALL(glCreateShader(type));
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int len = strlen(src);
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GL_CALL(glShaderSource(*shader, 1, &src, &len));
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GL_CALL(glCompileShader(*shader));
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GLint success;
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GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
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if (success == GL_FALSE) {
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GLint loglen;
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GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
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GLchar msg[loglen];
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GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
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wlr_log(L_ERROR, "Shader compilation failed");
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wlr_log(L_ERROR, "%s", msg);
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glDeleteShader(*shader);
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return false;
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}
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return true;
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static struct wlr_gles2_renderer *gles2_get_renderer(
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struct wlr_renderer *wlr_renderer) {
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assert(wlr_renderer->impl == &renderer_impl);
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struct wlr_gles2_renderer *renderer =
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(struct wlr_gles2_renderer *)wlr_renderer;
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assert(eglGetCurrentContext() == renderer->egl->context);
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return renderer;
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}
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static bool compile_program(const GLchar *vert_src,
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const GLchar *frag_src, GLuint *program) {
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GLuint vertex, fragment;
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if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
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return false;
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}
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if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
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glDeleteShader(vertex);
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return false;
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}
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*program = GL_CALL(glCreateProgram());
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GL_CALL(glAttachShader(*program, vertex));
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GL_CALL(glAttachShader(*program, fragment));
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GL_CALL(glLinkProgram(*program));
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GLint success;
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GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success));
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if (success == GL_FALSE) {
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GLint loglen;
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GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen));
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GLchar msg[loglen];
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GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg));
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wlr_log(L_ERROR, "Program link failed");
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wlr_log(L_ERROR, "%s", msg);
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glDeleteProgram(*program);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return false;
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}
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glDetachShader(*program, vertex);
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glDetachShader(*program, fragment);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return true;
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}
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static void init_default_shaders() {
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if (shaders.initialized) {
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return;
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}
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if (!compile_program(vertex_src, fragment_src_rgba, &shaders.rgba)) {
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goto error;
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}
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if (!compile_program(vertex_src, fragment_src_rgbx, &shaders.rgbx)) {
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goto error;
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}
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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,
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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(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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wlr_log(L_DEBUG, "Compiled default shaders");
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shaders.initialized = true;
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return;
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error:
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wlr_log(L_ERROR, "Failed to set up default shaders!");
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}
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static void init_globals() {
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init_default_shaders();
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}
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static void wlr_gles2_begin(struct wlr_renderer *wlr_renderer,
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static void gles2_begin(struct wlr_renderer *wlr_renderer,
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struct wlr_output *output) {
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GL_CALL(glViewport(0, 0, output->width, output->height));
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gles2_get_renderer(wlr_renderer);
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GLES2_DEBUG_PUSH;
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glViewport(0, 0, output->width, output->height);
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// enable transparency
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GL_CALL(glEnable(GL_BLEND));
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GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Note: maybe we should save output projection and remove some of the need
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// XXX: maybe we should save output projection and remove some of the need
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// for users to sling matricies themselves
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GLES2_DEBUG_POP;
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}
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static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) {
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static void gles2_end(struct wlr_renderer *wlr_renderer) {
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gles2_get_renderer(wlr_renderer);
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// no-op
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}
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static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer,
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static void gles2_clear(struct wlr_renderer *wlr_renderer,
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const float color[static 4]) {
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gles2_get_renderer(wlr_renderer);
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GLES2_DEBUG_PUSH;
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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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GLES2_DEBUG_POP;
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}
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static void wlr_gles2_scissor(struct wlr_renderer *wlr_renderer,
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static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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struct wlr_box *box) {
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gles2_get_renderer(wlr_renderer);
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GLES2_DEBUG_PUSH;
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if (box != NULL) {
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glScissor(box->x, box->y, box->width, box->height);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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GLES2_DEBUG_POP;
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}
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static struct wlr_texture *wlr_gles2_texture_create(
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static struct wlr_texture *gles2_renderer_texture_create(
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struct wlr_renderer *wlr_renderer) {
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assert(wlr_renderer->impl == &renderer_impl);
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struct wlr_gles2_renderer *renderer =
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(struct wlr_gles2_renderer *)wlr_renderer;
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return gles2_texture_create(renderer->egl);
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@ -160,69 +95,93 @@ static void draw_quad() {
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0, 1, // bottom left
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};
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GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts));
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GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord));
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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GL_CALL(glEnableVertexAttribArray(0));
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GL_CALL(glEnableVertexAttribArray(1));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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GL_CALL(glDisableVertexAttribArray(0));
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GL_CALL(glDisableVertexAttribArray(1));
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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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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static bool gles2_render_texture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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const float matrix[static 9], float alpha) {
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if (!texture || !texture->valid) {
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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if (!wlr_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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GLuint prog = renderer->shaders.tex_rgba;
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if (texture->target == GL_TEXTURE_EXTERNAL_OES) {
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prog = renderer->shaders.tex_ext;
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} else if (texture->pixel_format->wl_format == WL_SHM_FORMAT_XRGB8888 ||
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texture->pixel_format->wl_format == WL_SHM_FORMAT_XBGR8888) {
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prog = renderer->shaders.tex_rgbx;
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}
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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wlr_texture_bind(texture);
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform1i(1, texture->inverted_y));
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GL_CALL(glUniform1f(3, alpha));
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GLES2_DEBUG_PUSH;
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glBindTexture(texture->target, texture->tex_id);
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUseProgram(prog);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform1i(1, wlr_texture->inverted_y);
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glUniform1f(3, alpha);
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draw_quad();
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GLES2_DEBUG_POP;
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return true;
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}
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static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
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static void gles2_render_quad(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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GLES2_DEBUG_PUSH;
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glUseProgram(renderer->shaders.quad);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform4f(1, color[0], color[1], color[2], color[3]);
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draw_quad();
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GLES2_DEBUG_POP;
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
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static void gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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GL_CALL(glUseProgram(shaders.ellipse));
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GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, transposition));
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GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3]));
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GLES2_DEBUG_PUSH;
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glUseProgram(renderer->shaders.ellipse);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform4f(1, color[0], color[1], color[2], color[3]);
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draw_quad();
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GLES2_DEBUG_POP;
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}
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static const enum wl_shm_format *wlr_gles2_formats(
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static const enum wl_shm_format *gles2_formats(
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struct wlr_renderer *renderer, size_t *len) {
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static enum wl_shm_format formats[] = {
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static const enum wl_shm_format formats[] = {
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WL_SHM_FORMAT_ARGB8888,
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WL_SHM_FORMAT_XRGB8888,
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WL_SHM_FORMAT_ABGR8888,
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@ -232,25 +191,29 @@ static const enum wl_shm_format *wlr_gles2_formats(
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return formats;
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}
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static bool wlr_gles2_buffer_is_drm(struct wlr_renderer *wlr_renderer,
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static bool gles2_buffer_is_drm(struct wlr_renderer *wlr_renderer,
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struct wl_resource *buffer) {
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struct wlr_gles2_renderer *renderer =
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(struct wlr_gles2_renderer *)wlr_renderer;
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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EGLint format;
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return wlr_egl_query_buffer(renderer->egl, buffer,
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EGL_TEXTURE_FORMAT, &format);
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return wlr_egl_query_buffer(renderer->egl, buffer, EGL_TEXTURE_FORMAT,
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&format);
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}
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static bool wlr_gles2_read_pixels(struct wlr_renderer *renderer,
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static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer,
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enum wl_shm_format wl_fmt, uint32_t stride, uint32_t width,
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uint32_t height, uint32_t src_x, uint32_t src_y, uint32_t dst_x,
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uint32_t dst_y, void *data) {
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const struct pixel_format *fmt = gl_format_for_wl_format(wl_fmt);
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gles2_get_renderer(wlr_renderer);
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const struct gles2_pixel_format *fmt = gles2_format_from_wl(wl_fmt);
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if (fmt == NULL) {
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wlr_log(L_ERROR, "Cannot read pixels: unsupported pixel format");
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return false;
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}
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GLES2_DEBUG_PUSH;
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// Make sure any pending drawing is finished before we try to read it
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glFinish();
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@ -262,38 +225,225 @@ static bool wlr_gles2_read_pixels(struct wlr_renderer *renderer,
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fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8);
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}
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GLES2_DEBUG_POP;
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return true;
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}
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static bool wlr_gles2_format_supported(struct wlr_renderer *r,
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static bool gles2_format_supported(struct wlr_renderer *r,
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enum wl_shm_format wl_fmt) {
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return gl_format_for_wl_format(wl_fmt);
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return gles2_format_from_wl(wl_fmt) != NULL;
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}
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static struct wlr_renderer_impl wlr_renderer_impl = {
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.begin = wlr_gles2_begin,
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.end = wlr_gles2_end,
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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_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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.buffer_is_drm = wlr_gles2_buffer_is_drm,
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.read_pixels = wlr_gles2_read_pixels,
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.format_supported = wlr_gles2_format_supported,
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static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer);
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wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
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GLES2_DEBUG_PUSH;
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glDeleteProgram(renderer->shaders.quad);
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glDeleteProgram(renderer->shaders.ellipse);
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glDeleteProgram(renderer->shaders.tex_rgba);
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glDeleteProgram(renderer->shaders.tex_rgbx);
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glDeleteProgram(renderer->shaders.tex_ext);
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GLES2_DEBUG_POP;
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if (glDebugMessageCallbackKHR) {
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glDisable(GL_DEBUG_OUTPUT_KHR);
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glDebugMessageCallbackKHR(NULL, NULL);
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}
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free(renderer);
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}
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static const struct wlr_renderer_impl renderer_impl = {
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.destroy = gles2_destroy,
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.begin = gles2_begin,
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.end = gles2_end,
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.clear = gles2_clear,
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.scissor = gles2_scissor,
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.texture_create = gles2_renderer_texture_create,
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.render_texture_with_matrix = gles2_render_texture_with_matrix,
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.render_quad = gles2_render_quad,
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.render_ellipse = gles2_render_ellipse,
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.formats = gles2_formats,
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.buffer_is_drm = gles2_buffer_is_drm,
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.read_pixels = gles2_read_pixels,
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.format_supported = gles2_format_supported,
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};
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void gles2_push_marker(const char *file, const char *func) {
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if (!glPushDebugGroupKHR) {
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return;
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}
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||||
int len = snprintf(NULL, 0, "%s:%s", file, func) + 1;
|
||||
char str[len];
|
||||
snprintf(str, len, "%s:%s", file, func);
|
||||
glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION_KHR, 1, -1, str);
|
||||
}
|
||||
|
||||
void gles2_pop_marker(void) {
|
||||
if (glPopDebugGroupKHR) {
|
||||
glPopDebugGroupKHR();
|
||||
}
|
||||
}
|
||||
|
||||
static log_importance_t gles2_log_importance_to_wlr(GLenum type) {
|
||||
switch (type) {
|
||||
case GL_DEBUG_TYPE_ERROR_KHR: return L_ERROR;
|
||||
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR: return L_DEBUG;
|
||||
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR: return L_ERROR;
|
||||
case GL_DEBUG_TYPE_PORTABILITY_KHR: return L_DEBUG;
|
||||
case GL_DEBUG_TYPE_PERFORMANCE_KHR: return L_DEBUG;
|
||||
case GL_DEBUG_TYPE_OTHER_KHR: return L_INFO;
|
||||
case GL_DEBUG_TYPE_MARKER_KHR: return L_DEBUG;
|
||||
case GL_DEBUG_TYPE_PUSH_GROUP_KHR: return L_DEBUG;
|
||||
case GL_DEBUG_TYPE_POP_GROUP_KHR: return L_DEBUG;
|
||||
default: return L_INFO;
|
||||
}
|
||||
}
|
||||
|
||||
static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
|
||||
GLsizei len, const GLchar *msg, const void *user) {
|
||||
_wlr_log(gles2_log_importance_to_wlr(type), "[GLES2] %s", msg);
|
||||
}
|
||||
|
||||
static GLuint compile_shader(GLuint type, const GLchar *src) {
|
||||
GLES2_DEBUG_PUSH;
|
||||
|
||||
GLuint shader = glCreateShader(type);
|
||||
glShaderSource(shader, 1, &src, NULL);
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint ok;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
|
||||
if (ok == GL_FALSE) {
|
||||
glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
|
||||
GLES2_DEBUG_POP;
|
||||
return shader;
|
||||
}
|
||||
|
||||
static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {
|
||||
GLES2_DEBUG_PUSH;
|
||||
|
||||
GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
|
||||
if (!vert) {
|
||||
goto error;
|
||||
}
|
||||
|
||||
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
|
||||
if (!frag) {
|
||||
glDeleteShader(vert);
|
||||
goto error;
|
||||
}
|
||||
|
||||
GLuint prog = glCreateProgram();
|
||||
glAttachShader(prog, vert);
|
||||
glAttachShader(prog, frag);
|
||||
glLinkProgram(prog);
|
||||
|
||||
glDetachShader(prog, vert);
|
||||
glDetachShader(prog, frag);
|
||||
glDeleteShader(vert);
|
||||
glDeleteShader(frag);
|
||||
|
||||
GLint ok;
|
||||
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
|
||||
if (ok == GL_FALSE) {
|
||||
glDeleteProgram(prog);
|
||||
goto error;
|
||||
}
|
||||
|
||||
GLES2_DEBUG_POP;
|
||||
return prog;
|
||||
|
||||
error:
|
||||
GLES2_DEBUG_POP;
|
||||
return 0;
|
||||
}
|
||||
|
||||
extern const GLchar quad_vertex_src[];
|
||||
extern const GLchar quad_fragment_src[];
|
||||
extern const GLchar ellipse_fragment_src[];
|
||||
extern const GLchar tex_vertex_src[];
|
||||
extern const GLchar tex_fragment_src_rgba[];
|
||||
extern const GLchar tex_fragment_src_rgbx[];
|
||||
extern const GLchar tex_fragment_src_external[];
|
||||
|
||||
struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_backend *backend) {
|
||||
init_globals();
|
||||
struct wlr_gles2_renderer *renderer;
|
||||
if (!(renderer = calloc(1, sizeof(struct wlr_gles2_renderer)))) {
|
||||
struct wlr_gles2_renderer *renderer =
|
||||
calloc(1, sizeof(struct wlr_gles2_renderer));
|
||||
if (renderer == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
wlr_renderer_init(&renderer->wlr_renderer, &wlr_renderer_impl);
|
||||
wlr_renderer_init(&renderer->wlr_renderer, &renderer_impl);
|
||||
|
||||
renderer->egl = wlr_backend_get_egl(backend);
|
||||
wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
|
||||
|
||||
if (glDebugMessageCallbackKHR && glDebugMessageControlKHR) {
|
||||
glEnable(GL_DEBUG_OUTPUT_KHR);
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR);
|
||||
glDebugMessageCallbackKHR(gles2_log, NULL);
|
||||
|
||||
// Silence unwanted message types
|
||||
glDebugMessageControlKHR(GL_DONT_CARE, GL_DEBUG_TYPE_POP_GROUP_KHR,
|
||||
GL_DONT_CARE, 0, NULL, GL_FALSE);
|
||||
glDebugMessageControlKHR(GL_DONT_CARE, GL_DEBUG_TYPE_PUSH_GROUP_KHR,
|
||||
GL_DONT_CARE, 0, NULL, GL_FALSE);
|
||||
}
|
||||
|
||||
GLES2_DEBUG_PUSH;
|
||||
|
||||
renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src);
|
||||
if (!renderer->shaders.quad) {
|
||||
goto error;
|
||||
}
|
||||
renderer->shaders.ellipse =
|
||||
link_program(quad_vertex_src, ellipse_fragment_src);
|
||||
if (!renderer->shaders.ellipse) {
|
||||
goto error;
|
||||
}
|
||||
renderer->shaders.tex_rgba =
|
||||
link_program(tex_vertex_src, tex_fragment_src_rgba);
|
||||
if (!renderer->shaders.tex_rgba) {
|
||||
goto error;
|
||||
}
|
||||
renderer->shaders.tex_rgbx =
|
||||
link_program(tex_vertex_src, tex_fragment_src_rgbx);
|
||||
if (!renderer->shaders.tex_rgbx) {
|
||||
goto error;
|
||||
}
|
||||
if (glEGLImageTargetTexture2DOES) {
|
||||
renderer->shaders.tex_ext =
|
||||
link_program(tex_vertex_src, tex_fragment_src_external);
|
||||
if (!renderer->shaders.tex_ext) {
|
||||
goto error;
|
||||
}
|
||||
}
|
||||
|
||||
GLES2_DEBUG_POP;
|
||||
|
||||
return &renderer->wlr_renderer;
|
||||
|
||||
error:
|
||||
glDeleteProgram(renderer->shaders.quad);
|
||||
glDeleteProgram(renderer->shaders.ellipse);
|
||||
glDeleteProgram(renderer->shaders.tex_rgba);
|
||||
glDeleteProgram(renderer->shaders.tex_rgbx);
|
||||
glDeleteProgram(renderer->shaders.tex_ext);
|
||||
|
||||
GLES2_DEBUG_POP;
|
||||
|
||||
if (glDebugMessageCallbackKHR) {
|
||||
glDisable(GL_DEBUG_OUTPUT_KHR);
|
||||
glDebugMessageCallbackKHR(NULL, NULL);
|
||||
}
|
||||
|
||||
free(renderer);
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue