wlroots/include/render/gles2.h
2020-07-29 16:45:29 +02:00

135 lines
3.2 KiB
C

#ifndef RENDER_GLES2_H
#define RENDER_GLES2_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <stdint.h>
#include <string.h>
#include <wlr/backend.h>
#include <wlr/render/egl.h>
#include <wlr/render/gles2.h>
#include <wlr/render/interface.h>
#include <wlr/render/wlr_renderer.h>
#include <wlr/render/wlr_texture.h>
#include <wlr/util/log.h>
struct wlr_gles2_procs {
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
PFNGLDEBUGMESSAGECALLBACKKHRPROC glDebugMessageCallbackKHR;
PFNGLDEBUGMESSAGECONTROLKHRPROC glDebugMessageControlKHR;
PFNGLPOPDEBUGGROUPKHRPROC glPopDebugGroupKHR;
PFNGLPUSHDEBUGGROUPKHRPROC glPushDebugGroupKHR;
PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES;
};
extern struct wlr_gles2_procs gles2_procs;
struct wlr_gles2_pixel_format {
enum wl_shm_format wl_format;
GLint gl_format, gl_type;
int depth, bpp;
bool has_alpha;
};
struct wlr_gles2_tex_shader {
// attribute locations
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
GLint pos_attrib;
GLint tex_attrib;
GLuint color_table;
GLint color_enable;
// source components
const GLchar *head, *util, *main;
};
struct wlr_gles2_renderer {
struct wlr_renderer wlr_renderer;
struct wlr_egl *egl;
const char *exts_str;
struct {
bool read_format_bgra_ext;
bool debug_khr;
bool egl_image_external_oes;
bool egl_image_oes;
} exts;
struct {
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
} quad;
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint tex_attrib;
} ellipse;
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;
struct wlr_gles2_tex_shader tex_ext;
} shaders;
uint32_t viewport_width, viewport_height;
};
struct wlr_gles2_texture {
struct wlr_texture wlr_texture;
struct wlr_egl *egl;
// Basically:
// GL_TEXTURE_2D == mutable
// GL_TEXTURE_EXTERNAL_OES == immutable
GLenum target;
GLuint tex;
EGLImageKHR image;
bool inverted_y;
bool has_alpha;
// Only affects target == GL_TEXTURE_2D
enum wl_shm_format wl_format; // used to interpret upload data
};
const struct wlr_gles2_pixel_format *get_gles2_format_from_wl(
enum wl_shm_format fmt);
const struct wlr_gles2_pixel_format *get_gles2_format_from_gl(
GLint gl_format, GLint gl_type, bool alpha);
const enum wl_shm_format *get_gles2_wl_formats(size_t *len);
struct wlr_gles2_texture *gles2_get_texture(
struct wlr_texture *wlr_texture);
void push_gles2_marker(const char *file, const char *func);
void pop_gles2_marker(void);
#define PUSH_GLES2_DEBUG push_gles2_marker(_WLR_FILENAME, __func__)
#define POP_GLES2_DEBUG pop_gles2_marker()
// color engine
void color_engine_setup(void);
GLuint color_build_lut(struct wlr_color_config *input, struct wlr_color_config *output);
void color_convert(struct wlr_color_config *ic, struct wlr_color_config *oc, const float input[static 4], float output[static 4]);
#define COLOR_LUT_SIZE 64
/**
* Ignore half a texel near every edge because those
* areas are not interpolated. See GPU Gems 2, Ch. 24 for details.
*
* offset = (0.5 / COLOR_LUT_SIZE)
*/
#define COLOR_OFFSET "0.007813"
#endif