Further improvements to rendering subsystem

This commit is contained in:
Drew DeVault 2017-06-08 15:52:42 -04:00
parent 83f8864f0a
commit cd6a40d816
17 changed files with 475 additions and 336 deletions

161
render/gles3/renderer.c Normal file
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#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.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 <common/log.h>
#include "render/gles3.h"
static struct {
bool initialized;
GLuint rgb, rgba;
} shaders;
static GLuint vao, vbo, ebo;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
*shader = glCreateShader(type);
int len = strlen(src);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
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 = glCreateProgram();
glAttachShader(*program, vertex);
glAttachShader(*program, fragment);
glLinkProgram(*program);
glDeleteProgram(vertex);
glDeleteProgram(fragment);
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;
}
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_default_quad() {
GLfloat verticies[] = {
1, 1, 1, 1, // bottom right
1, 0, 1, 0, // top right
0, 0, 0, 0, // top left
0, 1, 0, 1, // bottom left
};
GLuint indicies[] = {
0, 1, 3,
1, 2, 3,
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
}
static void init_globals() {
init_default_shaders();
init_default_quad();
}
static void wlr_gles3_begin(struct wlr_renderer_state *state,
struct wlr_output *output) {
// TODO: let users customize the clear color?
glClearColor(0.25f, 0.25f, 0.25f, 1);
glClear(GL_COLOR_BUFFER_BIT);
int32_t width = output->width;
int32_t height = output->height;
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_gles3_end(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_surface *wlr_gles3_surface_init(struct wlr_renderer_state *state) {
return gles3_surface_init();
}
static bool wlr_gles3_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:
glUseProgram(shaders.rgb);
break;
case GL_RGBA:
glUseProgram(shaders.rgba);
break;
default:
return false;
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
wlr_surface_bind(surface);
glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
return true;
}
static void wlr_gles3_destroy(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_renderer_impl wlr_renderer_impl = {
.begin = wlr_gles3_begin,
.end = wlr_gles3_end,
.surface_init = wlr_gles3_surface_init,
.render_with_matrix = wlr_gles3_render_surface,
.destroy = wlr_gles3_destroy
};
struct wlr_renderer *wlr_gles3_renderer_init() {
init_globals();
return wlr_renderer_init(NULL, &wlr_renderer_impl);
}

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render/gles3/shaders.c Normal file
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#include "render/gles3.h"
#include <GLES3/gl3.h>
const GLchar vertex_src[] =
"uniform mat4 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar fragment_src_RGB[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
"}\n";
const GLchar fragment_src_RGBA[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}\n";

63
render/gles3/surface.c Normal file
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#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.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/gles3.h"
static bool gles3_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;
// TODO: Error handling
glGenTextures(1, &surface->tex_id);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels);
surface->wlr_surface->valid = true;
return true;
}
static void gles3_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 gles3_surface_bind(struct wlr_surface_state *surface) {
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
static void gles3_surface_destroy(struct wlr_surface_state *surface) {
// TODO
}
static struct wlr_surface_impl wlr_surface_impl = {
.attach_pixels = gles3_surface_attach_pixels,
// .attach_shm = TODO
.get_matrix = gles3_surface_get_matrix,
.bind = gles3_surface_bind,
.destroy = gles3_surface_destroy,
};
struct wlr_surface *gles3_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;
}