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				https://gitlab.freedesktop.org/wlroots/wlroots.git
				synced 2025-11-03 09:01:40 -05:00 
			
		
		
		
	Fix GLES2 renderer to use glGetUniformLocations locations
This is needed as uniform locations are driver implementation-specific.
This commit is contained in:
		
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						commit
						de91c55ea9
					
				
					 2 changed files with 108 additions and 37 deletions
				
			
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					@ -32,11 +32,37 @@ struct wlr_gles2_renderer {
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	const char *exts_str;
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						const char *exts_str;
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	struct {
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						struct {
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		GLuint quad;
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							struct {
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		GLuint ellipse;
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								GLuint program;
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		GLuint tex_rgba;
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								GLint proj;
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		GLuint tex_rgbx;
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								GLint color;
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		GLuint tex_ext;
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							} quad;
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							struct {
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								GLuint program;
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								GLint proj;
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								GLint color;
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							} ellipse;
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							struct {
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								GLuint program;
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								GLint proj;
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								GLint invert_y;
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								GLint tex;
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								GLint alpha;
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							} tex_rgba;
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							struct  {
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								GLuint program;
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								GLint proj;
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								GLint invert_y;
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								GLint tex;
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								GLint alpha;
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							} tex_rgbx;
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							struct  {
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								GLuint program;
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								GLint proj;
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								GLint invert_y;
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								GLint tex;
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								GLint alpha;
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							} tex_ext;
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	} shaders;
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						} shaders;
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	uint32_t viewport_width, viewport_height;
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						uint32_t viewport_width, viewport_height;
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					@ -120,16 +120,36 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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	GLuint prog = 0;
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						GLuint prog = 0;
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	GLenum target = 0;
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						GLenum target = 0;
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						GLint proj_loc = 0;
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						GLint invert_y_loc = 0;
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						GLint tex_loc = 0;
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						GLint alpha_loc = 0;
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	switch (texture->type) {
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						switch (texture->type) {
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	case WLR_GLES2_TEXTURE_GLTEX:
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						case WLR_GLES2_TEXTURE_GLTEX:
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	case WLR_GLES2_TEXTURE_WL_DRM_GL:
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						case WLR_GLES2_TEXTURE_WL_DRM_GL:
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		prog = texture->has_alpha ? renderer->shaders.tex_rgba :
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							if (texture->has_alpha) {
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			renderer->shaders.tex_rgbx;
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								prog = renderer->shaders.tex_rgba.program;
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								proj_loc = renderer->shaders.tex_rgba.proj;
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								invert_y_loc = renderer->shaders.tex_rgba.invert_y;
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								tex_loc = renderer->shaders.tex_rgba.tex;
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								alpha_loc = renderer->shaders.tex_rgba.alpha;
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							} else {
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								prog = renderer->shaders.tex_rgbx.program;
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								proj_loc = renderer->shaders.tex_rgbx.proj;
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								invert_y_loc = renderer->shaders.tex_rgbx.invert_y;
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								tex_loc = renderer->shaders.tex_rgbx.tex;
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								alpha_loc = renderer->shaders.tex_rgbx.alpha;
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							}
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		target = GL_TEXTURE_2D;
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							target = GL_TEXTURE_2D;
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		break;
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							break;
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	case WLR_GLES2_TEXTURE_WL_DRM_EXT:
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						case WLR_GLES2_TEXTURE_WL_DRM_EXT:
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	case WLR_GLES2_TEXTURE_DMABUF:
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						case WLR_GLES2_TEXTURE_DMABUF:
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		prog = renderer->shaders.tex_ext;
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							prog = renderer->shaders.tex_ext.program;
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							proj_loc = renderer->shaders.tex_ext.proj;
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							invert_y_loc = renderer->shaders.tex_ext.invert_y;
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							tex_loc = renderer->shaders.tex_ext.tex;
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							alpha_loc = renderer->shaders.tex_ext.alpha;
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		target = GL_TEXTURE_EXTERNAL_OES;
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							target = GL_TEXTURE_EXTERNAL_OES;
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		break;
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							break;
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	}
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						}
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					@ -151,9 +171,10 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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	glUseProgram(prog);
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						glUseProgram(prog);
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	glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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						glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition);
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	glUniform1i(1, texture->inverted_y);
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						glUniform1i(invert_y_loc, texture->inverted_y);
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	glUniform1f(3, alpha);
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						glUniform1f(alpha_loc, alpha);
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						glUniform1i(tex_loc, 0);
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	draw_quad();
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						draw_quad();
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					@ -173,9 +194,10 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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	wlr_matrix_transpose(transposition, matrix);
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						wlr_matrix_transpose(transposition, matrix);
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	PUSH_GLES2_DEBUG;
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						PUSH_GLES2_DEBUG;
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	glUseProgram(renderer->shaders.quad);
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						glUseProgram(renderer->shaders.quad.program);
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	glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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	glUniform4f(1, color[0], color[1], color[2], color[3]);
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						glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
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						glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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	draw_quad();
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						draw_quad();
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	POP_GLES2_DEBUG;
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						POP_GLES2_DEBUG;
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}
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					}
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					@ -191,9 +213,10 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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	wlr_matrix_transpose(transposition, matrix);
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						wlr_matrix_transpose(transposition, matrix);
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	PUSH_GLES2_DEBUG;
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						PUSH_GLES2_DEBUG;
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	glUseProgram(renderer->shaders.ellipse);
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						glUseProgram(renderer->shaders.ellipse.program);
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	glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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	glUniform4f(1, color[0], color[1], color[2], color[3]);
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						glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
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						glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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	draw_quad();
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						draw_quad();
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	POP_GLES2_DEBUG;
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						POP_GLES2_DEBUG;
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}
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					}
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					@ -313,11 +336,11 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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	wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
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						wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
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	PUSH_GLES2_DEBUG;
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						PUSH_GLES2_DEBUG;
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	glDeleteProgram(renderer->shaders.quad);
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						glDeleteProgram(renderer->shaders.quad.program);
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	glDeleteProgram(renderer->shaders.ellipse);
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						glDeleteProgram(renderer->shaders.ellipse.program);
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	glDeleteProgram(renderer->shaders.tex_rgba);
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						glDeleteProgram(renderer->shaders.tex_rgba.program);
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	glDeleteProgram(renderer->shaders.tex_rgbx);
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						glDeleteProgram(renderer->shaders.tex_rgbx.program);
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	glDeleteProgram(renderer->shaders.tex_ext);
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						glDeleteProgram(renderer->shaders.tex_ext.program);
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	POP_GLES2_DEBUG;
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						POP_GLES2_DEBUG;
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	if (glDebugMessageCallbackKHR) {
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						if (glDebugMessageCallbackKHR) {
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					@ -486,31 +509,53 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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	PUSH_GLES2_DEBUG;
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						PUSH_GLES2_DEBUG;
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	renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src);
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						GLuint prog;
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	if (!renderer->shaders.quad) {
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						renderer->shaders.quad.program = prog =
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							link_program(quad_vertex_src, quad_fragment_src);
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						if (!renderer->shaders.quad.program) {
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		goto error;
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							goto error;
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	}
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						}
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	renderer->shaders.ellipse =
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						renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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						renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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						renderer->shaders.ellipse.program = prog =
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		link_program(quad_vertex_src, ellipse_fragment_src);
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							link_program(quad_vertex_src, ellipse_fragment_src);
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	if (!renderer->shaders.ellipse) {
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						if (!renderer->shaders.ellipse.program) {
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		goto error;
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							goto error;
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	}
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						}
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	renderer->shaders.tex_rgba =
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						renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
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						renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
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						renderer->shaders.tex_rgba.program = prog =
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		link_program(tex_vertex_src, tex_fragment_src_rgba);
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							link_program(tex_vertex_src, tex_fragment_src_rgba);
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	if (!renderer->shaders.tex_rgba) {
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						if (!renderer->shaders.tex_rgba.program) {
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		goto error;
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							goto error;
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	}
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						}
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	renderer->shaders.tex_rgbx =
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						renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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						renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
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						renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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						renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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						renderer->shaders.tex_rgbx.program = prog =
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		link_program(tex_vertex_src, tex_fragment_src_rgbx);
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							link_program(tex_vertex_src, tex_fragment_src_rgbx);
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	if (!renderer->shaders.tex_rgbx) {
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						if (!renderer->shaders.tex_rgbx.program) {
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		goto error;
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							goto error;
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	}
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						}
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						renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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						renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
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						renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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						renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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	if (glEGLImageTargetTexture2DOES) {
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						if (glEGLImageTargetTexture2DOES) {
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		renderer->shaders.tex_ext =
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							renderer->shaders.tex_ext.program = prog =
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			link_program(tex_vertex_src, tex_fragment_src_external);
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								link_program(tex_vertex_src, tex_fragment_src_external);
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		if (!renderer->shaders.tex_ext) {
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							if (!renderer->shaders.tex_ext.program) {
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			goto error;
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								goto error;
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		}
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							}
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							renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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							renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
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							renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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							renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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	}
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						}
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	POP_GLES2_DEBUG;
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						POP_GLES2_DEBUG;
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					@ -518,11 +563,11 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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	return &renderer->wlr_renderer;
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						return &renderer->wlr_renderer;
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error:
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					error:
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	glDeleteProgram(renderer->shaders.quad);
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						glDeleteProgram(renderer->shaders.quad.program);
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	glDeleteProgram(renderer->shaders.ellipse);
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						glDeleteProgram(renderer->shaders.ellipse.program);
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	glDeleteProgram(renderer->shaders.tex_rgba);
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						glDeleteProgram(renderer->shaders.tex_rgba.program);
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	glDeleteProgram(renderer->shaders.tex_rgbx);
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						glDeleteProgram(renderer->shaders.tex_rgbx.program);
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	glDeleteProgram(renderer->shaders.tex_ext);
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						glDeleteProgram(renderer->shaders.tex_ext.program);
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	POP_GLES2_DEBUG;
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						POP_GLES2_DEBUG;
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