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https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2025-11-18 06:59:44 -05:00
parent
168f0955ab
commit
b18209c904
14 changed files with 97 additions and 111 deletions
183
render/gles2/renderer.c
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183
render/gles2/renderer.c
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#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/render.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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static struct {
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bool initialized;
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GLuint rgb, rgba;
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GLuint quad;
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GLuint ellipse;
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} shaders;
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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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exit(1);
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return false;
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}
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return true;
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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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glDeleteProgram(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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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_RGB, &shaders.rgb)) {
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goto error;
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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(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, &shaders.ellipse)) {
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goto error;
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}
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wlr_log(L_DEBUG, "Compiled default shaders");
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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_state *state,
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struct wlr_output *output) {
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// TODO: let users customize the clear color?
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GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
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GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
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int32_t width = output->width;
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int32_t height = output->height;
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GL_CALL(glViewport(0, 0, width, height));
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// Note: 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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}
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static void wlr_gles2_end(struct wlr_renderer_state *state) {
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// no-op
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}
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static struct wlr_surface *wlr_gles2_surface_init(struct wlr_renderer_state *state) {
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return gles2_surface_init();
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}
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static void draw_quad() {
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GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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GLfloat texcoord[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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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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GL_CALL(glEnableVertexAttribArray(0));
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GL_CALL(glEnableVertexAttribArray(1));
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GL_CALL(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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}
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static bool wlr_gles2_render_surface(struct wlr_renderer_state *state,
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struct wlr_surface *surface, const float (*matrix)[16]) {
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assert(surface && surface->valid);
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switch (surface->format) {
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case GL_RGB:
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GL_CALL(glUseProgram(shaders.rgb));
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break;
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case GL_RGBA:
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GL_CALL(glUseProgram(shaders.rgba));
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break;
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default:
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wlr_log(L_ERROR, "No shader for this surface format");
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return false;
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}
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gles2_flush_errors();
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wlr_surface_bind(surface);
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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draw_quad();
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return true;
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}
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static void wlr_gles2_render_quad(struct wlr_renderer_state *state,
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const float (*color)[4], const float (*matrix)[16]) {
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GL_CALL(glUseProgram(shaders.quad));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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draw_quad();
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer_state *state,
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const float (*color)[4], const float (*matrix)[16]) {
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GL_CALL(glUseProgram(shaders.ellipse));
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GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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draw_quad();
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}
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static void wlr_gles2_destroy(struct wlr_renderer_state *state) {
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// no-op
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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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.surface_init = wlr_gles2_surface_init,
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.render_with_matrix = wlr_gles2_render_surface,
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.render_quad = wlr_gles2_render_quad,
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.render_ellipse = wlr_gles2_render_ellipse,
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.destroy = wlr_gles2_destroy
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};
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struct wlr_renderer *wlr_gles2_renderer_init() {
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init_globals();
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return wlr_renderer_init(NULL, &wlr_renderer_impl);
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}
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63
render/gles2/shaders.c
Normal file
63
render/gles2/shaders.c
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@ -0,0 +1,63 @@
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#include "render/gles2.h"
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat4 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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const GLchar quad_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_FragColor = v_color;"
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"}";
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// Colored ellipses (TODO)
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const GLchar ellipse_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" float l = length(v_texcoord - vec2(0.5, 0.5));"
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" if (l > 0.5) discard;"
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" gl_FragColor = v_color;"
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"}";
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat4 proj;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" v_texcoord = texcoord;"
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"}";
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const GLchar fragment_src_RGB[] =
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"void main() {"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
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"}";
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const GLchar fragment_src_RGBA[] =
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"void main() {"
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" gl_FragColor = texture2D(tex, v_texcoord);"
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"}";
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63
render/gles2/surface.c
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63
render/gles2/surface.c
Normal file
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#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/render.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include "render/gles2.h"
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static bool gles2_surface_attach_pixels(struct wlr_surface_state *surface,
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uint32_t format, int width, int height, const unsigned char *pixels) {
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assert(surface);
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surface->wlr_surface->width = width;
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surface->wlr_surface->height = height;
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surface->wlr_surface->format = format;
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GL_CALL(glGenTextures(1, &surface->tex_id));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, pixels));
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surface->wlr_surface->valid = true;
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return true;
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}
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static void gles2_surface_get_matrix(struct wlr_surface_state *surface,
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float (*matrix)[16], const float (*projection)[16], int x, int y) {
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struct wlr_surface *_surface = surface->wlr_surface;
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float world[16];
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wlr_matrix_identity(matrix);
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wlr_matrix_translate(&world, x, y, 0);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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}
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static void gles2_surface_bind(struct wlr_surface_state *surface) {
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GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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}
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static void gles2_surface_destroy(struct wlr_surface_state *surface) {
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GL_CALL(glDeleteTextures(1, &surface->tex_id));
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free(surface);
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}
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static struct wlr_surface_impl wlr_surface_impl = {
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.attach_pixels = gles2_surface_attach_pixels,
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// .attach_shm = TODO
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.get_matrix = gles2_surface_get_matrix,
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.bind = gles2_surface_bind,
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.destroy = gles2_surface_destroy,
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};
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struct wlr_surface *gles2_surface_init() {
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struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
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struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
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state->wlr_surface = surface;
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return surface;
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}
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38
render/gles2/util.c
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38
render/gles2/util.c
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@ -0,0 +1,38 @@
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#include <stdlib.h>
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#include <stdbool.h>
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#include <GLES2/gl2.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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const char *gles2_strerror(GLenum err) {
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switch (err) {
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case GL_INVALID_ENUM:
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return "Invalid enum";
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case GL_INVALID_VALUE:
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return "Invalid value";
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case GL_INVALID_OPERATION:
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return "Invalid operation";
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case GL_OUT_OF_MEMORY:
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return "Out of memory";
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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return "Invalid framebuffer operation";
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default:
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return "Unknown error";
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}
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}
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bool _gles2_flush_errors(const char *file, int line) {
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GLenum err;
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bool failure = false;
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while ((err = glGetError()) != GL_NO_ERROR) {
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failure = true;
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if (err == GL_OUT_OF_MEMORY) {
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// The OpenGL context is now undefined
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_wlr_log(L_ERROR, "[%s:%d] Fatal GL error: out of memory", file, line);
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exit(1);
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} else {
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_wlr_log(L_ERROR, "[%s:%d] GL error %d %s", file, line, err, gles2_strerror(err));
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}
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}
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return failure;
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}
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