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			185 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES2/gl2.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 <wlr/util/log.h>
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#include "render/gles2.h"
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struct shaders shaders;
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static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
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	*shader = GL_CALL(glCreateShader(type));
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	int len = strlen(src);
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	GL_CALL(glShaderSource(*shader, 1, &src, &len));
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	GL_CALL(glCompileShader(*shader));
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	GLint success;
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	GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
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	if (success == GL_FALSE) {
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		GLint loglen;
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		GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
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		GLchar msg[loglen];
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		GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
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		wlr_log(L_ERROR, "Shader compilation failed");
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		wlr_log(L_ERROR, "%s", msg);
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		exit(1);
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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 = GL_CALL(glCreateProgram());
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	GL_CALL(glAttachShader(*program, vertex));
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	GL_CALL(glAttachShader(*program, fragment));
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	GL_CALL(glLinkProgram(*program));
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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_rgba, &shaders.rgba)) {
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		goto error;
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	}
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	if (!compile_program(vertex_src, fragment_src_rgbx, &shaders.rgbx)) {
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		goto error;
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	}
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	if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
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		goto error;
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	}
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	if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
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		goto error;
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	}
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	wlr_log(L_DEBUG, "Compiled default shaders");
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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_globals() {
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	init_default_shaders();
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}
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static void wlr_gles2_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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	GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
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	GL_CALL(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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	GL_CALL(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_gles2_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_gles2_surface_init(struct wlr_renderer_state *state) {
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	return gles2_surface_init();
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}
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static void draw_quad() {
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	GLfloat verts[] = {
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		1, 0, // top right
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		0, 0, // top left
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		1, 1, // bottom right
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		0, 1, // bottom left
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	};
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	GLfloat texcoord[] = {
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		1, 0, // top right
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		0, 0, // top left
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		1, 1, // bottom right
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		0, 1, // bottom left
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	};
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	GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts));
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	GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord));
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	GL_CALL(glEnableVertexAttribArray(0));
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	GL_CALL(glEnableVertexAttribArray(1));
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	GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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	GL_CALL(glDisableVertexAttribArray(0));
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	GL_CALL(glDisableVertexAttribArray(1));
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}
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static bool wlr_gles2_render_surface(struct wlr_renderer_state *state,
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		struct wlr_surface *surface, const float (*matrix)[16]) {
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	if(!surface || !surface->valid) {
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		wlr_log(L_ERROR, "attempt to render invalid surface");
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		return false;
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	}
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	wlr_surface_bind(surface);
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	GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
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	// TODO: source alpha from somewhere else I guess
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	GL_CALL(glUniform1f(2, 1.0f));
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	draw_quad();
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	return true;
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}
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static void wlr_gles2_render_quad(struct wlr_renderer_state *state,
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		const float (*color)[4], const float (*matrix)[16]) {
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	GL_CALL(glUseProgram(shaders.quad));
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	GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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	GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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	draw_quad();
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}
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static void wlr_gles2_render_ellipse(struct wlr_renderer_state *state,
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		const float (*color)[4], const float (*matrix)[16]) {
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	GL_CALL(glUseProgram(shaders.ellipse));
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	GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
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	GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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	draw_quad();
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}
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static const enum wl_shm_format *wlr_gles2_formats(
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		struct wlr_renderer_state *state, size_t *len) {
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	static enum wl_shm_format formats[] = {
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		WL_SHM_FORMAT_ARGB8888,
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		WL_SHM_FORMAT_XRGB8888,
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		WL_SHM_FORMAT_ABGR8888,
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		WL_SHM_FORMAT_XBGR8888,
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	};
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	*len = sizeof(formats) / sizeof(formats[0]);
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	return formats;
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}
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static void wlr_gles2_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_gles2_begin,
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	.end = wlr_gles2_end,
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	.surface_init = wlr_gles2_surface_init,
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	.render_with_matrix = wlr_gles2_render_surface,
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	.render_quad = wlr_gles2_render_quad,
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	.render_ellipse = wlr_gles2_render_ellipse,
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	.formats = wlr_gles2_formats,
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	.destroy = wlr_gles2_destroy
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};
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struct wlr_renderer *wlr_gles2_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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