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https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2025-11-03 09:01:40 -05:00
Rename wlr_surface -> wlr_texture; attach -> upload
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parent
afd058b754
commit
e167f41fde
20 changed files with 233 additions and 233 deletions
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@ -224,8 +224,8 @@ static void wlr_drm_plane_renderer_free(struct wlr_drm_renderer *renderer,
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gbm_surface_destroy(plane->gbm);
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}
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if (plane->wlr_surf) {
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wlr_surface_destroy(plane->wlr_surf);
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if (plane->wlr_tex) {
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wlr_texture_destroy(plane->wlr_tex);
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}
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if (plane->wlr_rend) {
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wlr_renderer_destroy(plane->wlr_rend);
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@ -241,7 +241,7 @@ static void wlr_drm_plane_renderer_free(struct wlr_drm_renderer *renderer,
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plane->front = NULL;
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plane->back = NULL;
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plane->wlr_rend = NULL;
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plane->wlr_surf = NULL;
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plane->wlr_tex = NULL;
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plane->cursor_bo = NULL;
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}
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@ -605,7 +605,7 @@ static bool wlr_drm_output_set_cursor(struct wlr_output_state *output,
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// OpenGL will read the pixels out upside down,
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// so we need to flip the image vertically
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wlr_matrix_surface(plane->matrix, plane->width, plane->height,
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wlr_matrix_texture(plane->matrix, plane->width, plane->height,
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output->base->transform ^ WL_OUTPUT_TRANSFORM_FLIPPED_180);
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plane->wlr_rend = wlr_gles2_renderer_init();
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@ -613,8 +613,8 @@ static bool wlr_drm_output_set_cursor(struct wlr_output_state *output,
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return false;
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}
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plane->wlr_surf = wlr_render_surface_init(plane->wlr_rend);
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if (!plane->wlr_surf) {
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plane->wlr_tex = wlr_render_texture_init(plane->wlr_rend);
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if (!plane->wlr_tex) {
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return false;
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}
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}
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@ -633,7 +633,7 @@ static bool wlr_drm_output_set_cursor(struct wlr_output_state *output,
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wlr_drm_plane_make_current(renderer, plane);
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wlr_surface_attach_pixels(plane->wlr_surf, WL_SHM_FORMAT_ARGB8888,
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wlr_texture_upload_pixels(plane->wlr_tex, WL_SHM_FORMAT_ARGB8888,
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stride, width, height, buf);
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glViewport(0, 0, plane->width, plane->height);
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@ -641,8 +641,8 @@ static bool wlr_drm_output_set_cursor(struct wlr_output_state *output,
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glClear(GL_COLOR_BUFFER_BIT);
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float matrix[16];
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wlr_surface_get_matrix(plane->wlr_surf, &matrix, &plane->matrix, 0, 0);
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wlr_render_with_matrix(plane->wlr_rend, plane->wlr_surf, &matrix);
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wlr_texture_get_matrix(plane->wlr_tex, &matrix, &plane->matrix, 0, 0);
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wlr_render_with_matrix(plane->wlr_rend, plane->wlr_tex, &matrix);
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glFinish();
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, bo_stride);
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