mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2025-10-31 22:25:21 -04:00
parent
168f0955ab
commit
b18209c904
14 changed files with 97 additions and 111 deletions
183
render/gles2/renderer.c
Normal file
183
render/gles2/renderer.c
Normal 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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue