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Further improvements to rendering subsystem
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parent
83f8864f0a
commit
cd6a40d816
17 changed files with 475 additions and 336 deletions
161
render/gles3/renderer.c
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161
render/gles3/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 <GLES3/gl3.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 <common/log.h>
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#include "render/gles3.h"
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static struct {
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bool initialized;
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GLuint rgb, rgba;
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} shaders;
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static GLuint vao, vbo, ebo;
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static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
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*shader = glCreateShader(type);
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int len = strlen(src);
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glShaderSource(*shader, 1, &src, &len);
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glCompileShader(*shader);
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GLint success;
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE) {
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GLint loglen;
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
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GLchar msg[loglen];
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glGetShaderInfoLog(*shader, loglen, &loglen, msg);
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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 = glCreateProgram();
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glAttachShader(*program, vertex);
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glAttachShader(*program, fragment);
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glLinkProgram(*program);
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glDeleteProgram(vertex);
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glDeleteProgram(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_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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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_default_quad() {
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GLfloat verticies[] = {
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1, 1, 1, 1, // bottom right
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1, 0, 1, 0, // top right
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0, 0, 0, 0, // top left
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0, 1, 0, 1, // bottom left
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};
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GLuint indicies[] = {
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0, 1, 3,
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1, 2, 3,
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};
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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}
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static void init_globals() {
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init_default_shaders();
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init_default_quad();
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}
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static void wlr_gles3_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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glClearColor(0.25f, 0.25f, 0.25f, 1);
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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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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_gles3_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_gles3_surface_init(struct wlr_renderer_state *state) {
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return gles3_surface_init();
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}
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static bool wlr_gles3_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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glUseProgram(shaders.rgb);
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break;
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case GL_RGBA:
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glUseProgram(shaders.rgba);
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break;
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default:
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return false;
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}
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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wlr_surface_bind(surface);
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glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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return true;
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}
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static void wlr_gles3_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_gles3_begin,
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.end = wlr_gles3_end,
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.surface_init = wlr_gles3_surface_init,
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.render_with_matrix = wlr_gles3_render_surface,
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.destroy = wlr_gles3_destroy
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};
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struct wlr_renderer *wlr_gles3_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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