Switch to GLES2

Closes #13
This commit is contained in:
Drew DeVault 2017-06-23 11:38:45 -04:00
parent 168f0955ab
commit b18209c904
14 changed files with 97 additions and 111 deletions

183
render/gles2/renderer.c Normal file
View file

@ -0,0 +1,183 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES2/gl2.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include <wlr/util/log.h>
#include "render/gles2.h"
static struct {
bool initialized;
GLuint rgb, rgba;
GLuint quad;
GLuint ellipse;
} shaders;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
*shader = GL_CALL(glCreateShader(type));
int len = strlen(src);
GL_CALL(glShaderSource(*shader, 1, &src, &len));
GL_CALL(glCompileShader(*shader));
GLint success;
GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
wlr_log(L_ERROR, "Shader compilation failed");
wlr_log(L_ERROR, "%s", msg);
exit(1);
return false;
}
return true;
}
static bool compile_program(const GLchar *vert_src,
const GLchar *frag_src, GLuint *program) {
GLuint vertex, fragment;
if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
return false;
}
if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
glDeleteProgram(vertex);
return false;
}
*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
return true;
}
static void init_default_shaders() {
if (shaders.initialized) {
return;
}
if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
goto error;
}
if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
goto error;
}
if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
goto error;
}
if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
goto error;
}
wlr_log(L_DEBUG, "Compiled default shaders");
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_globals() {
init_default_shaders();
}
static void wlr_gles2_begin(struct wlr_renderer_state *state,
struct wlr_output *output) {
// TODO: let users customize the clear color?
GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
int32_t width = output->width;
int32_t height = output->height;
GL_CALL(glViewport(0, 0, width, height));
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
static void wlr_gles2_end(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_surface *wlr_gles2_surface_init(struct wlr_renderer_state *state) {
return gles2_surface_init();
}
static void draw_quad() {
GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
GLfloat texcoord[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts));
GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord));
GL_CALL(glEnableVertexAttribArray(0));
GL_CALL(glEnableVertexAttribArray(1));
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
GL_CALL(glDisableVertexAttribArray(0));
GL_CALL(glDisableVertexAttribArray(1));
}
static bool wlr_gles2_render_surface(struct wlr_renderer_state *state,
struct wlr_surface *surface, const float (*matrix)[16]) {
assert(surface && surface->valid);
switch (surface->format) {
case GL_RGB:
GL_CALL(glUseProgram(shaders.rgb));
break;
case GL_RGBA:
GL_CALL(glUseProgram(shaders.rgba));
break;
default:
wlr_log(L_ERROR, "No shader for this surface format");
return false;
}
gles2_flush_errors();
wlr_surface_bind(surface);
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
draw_quad();
return true;
}
static void wlr_gles2_render_quad(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
draw_quad();
}
static void wlr_gles2_render_ellipse(struct wlr_renderer_state *state,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
draw_quad();
}
static void wlr_gles2_destroy(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_renderer_impl wlr_renderer_impl = {
.begin = wlr_gles2_begin,
.end = wlr_gles2_end,
.surface_init = wlr_gles2_surface_init,
.render_with_matrix = wlr_gles2_render_surface,
.render_quad = wlr_gles2_render_quad,
.render_ellipse = wlr_gles2_render_ellipse,
.destroy = wlr_gles2_destroy
};
struct wlr_renderer *wlr_gles2_renderer_init() {
init_globals();
return wlr_renderer_init(NULL, &wlr_renderer_impl);
}

63
render/gles2/shaders.c Normal file
View file

@ -0,0 +1,63 @@
#include "render/gles2.h"
#include <GLES2/gl2.h>
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat4 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_FragColor = v_color;"
"}";
// Colored ellipses (TODO)
const GLchar ellipse_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" float l = length(v_texcoord - vec2(0.5, 0.5));"
" if (l > 0.5) discard;"
" gl_FragColor = v_color;"
"}";
// Textured quads
const GLchar vertex_src[] =
"uniform mat4 proj;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_texcoord = texcoord;"
"}";
const GLchar fragment_src_RGB[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
"}";
const GLchar fragment_src_RGBA[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = texture2D(tex, v_texcoord);"
"}";

63
render/gles2/surface.c Normal file
View file

@ -0,0 +1,63 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES2/gl2.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include "render/gles2.h"
static bool gles2_surface_attach_pixels(struct wlr_surface_state *surface,
uint32_t format, int width, int height, const unsigned char *pixels) {
assert(surface);
surface->wlr_surface->width = width;
surface->wlr_surface->height = height;
surface->wlr_surface->format = format;
GL_CALL(glGenTextures(1, &surface->tex_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels));
surface->wlr_surface->valid = true;
return true;
}
static void gles2_surface_get_matrix(struct wlr_surface_state *surface,
float (*matrix)[16], const float (*projection)[16], int x, int y) {
struct wlr_surface *_surface = surface->wlr_surface;
float world[16];
wlr_matrix_identity(matrix);
wlr_matrix_translate(&world, x, y, 0);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_mul(projection, matrix, matrix);
}
static void gles2_surface_bind(struct wlr_surface_state *surface) {
GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
}
static void gles2_surface_destroy(struct wlr_surface_state *surface) {
GL_CALL(glDeleteTextures(1, &surface->tex_id));
free(surface);
}
static struct wlr_surface_impl wlr_surface_impl = {
.attach_pixels = gles2_surface_attach_pixels,
// .attach_shm = TODO
.get_matrix = gles2_surface_get_matrix,
.bind = gles2_surface_bind,
.destroy = gles2_surface_destroy,
};
struct wlr_surface *gles2_surface_init() {
struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
state->wlr_surface = surface;
return surface;
}

38
render/gles2/util.c Normal file
View file

@ -0,0 +1,38 @@
#include <stdlib.h>
#include <stdbool.h>
#include <GLES2/gl2.h>
#include <wlr/util/log.h>
#include "render/gles2.h"
const char *gles2_strerror(GLenum err) {
switch (err) {
case GL_INVALID_ENUM:
return "Invalid enum";
case GL_INVALID_VALUE:
return "Invalid value";
case GL_INVALID_OPERATION:
return "Invalid operation";
case GL_OUT_OF_MEMORY:
return "Out of memory";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "Invalid framebuffer operation";
default:
return "Unknown error";
}
}
bool _gles2_flush_errors(const char *file, int line) {
GLenum err;
bool failure = false;
while ((err = glGetError()) != GL_NO_ERROR) {
failure = true;
if (err == GL_OUT_OF_MEMORY) {
// The OpenGL context is now undefined
_wlr_log(L_ERROR, "[%s:%d] Fatal GL error: out of memory", file, line);
exit(1);
} else {
_wlr_log(L_ERROR, "[%s:%d] GL error %d %s", file, line, err, gles2_strerror(err));
}
}
return failure;
}