wlroots/render/gles2/renderer.c

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#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
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#include <wlr/backend.h>
#include <wlr/render.h>
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#include <wlr/render/egl.h>
#include <wlr/render/interface.h>
#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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#include "glapi.h"
struct shaders shaders;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
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*shader = GL_CALL(glCreateShader(type));
int len = strlen(src);
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GL_CALL(glShaderSource(*shader, 1, &src, &len));
GL_CALL(glCompileShader(*shader));
GLint success;
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GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
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GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
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GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
wlr_log(L_ERROR, "Shader compilation failed");
wlr_log(L_ERROR, "%s", msg);
glDeleteShader(*shader);
return false;
}
return true;
}
static bool compile_program(const GLchar *vert_src,
const GLchar *frag_src, GLuint *program) {
GLuint vertex, fragment;
if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
return false;
}
if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
glDeleteShader(vertex);
return false;
}
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*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
GLint success;
GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg));
wlr_log(L_ERROR, "Program link failed");
wlr_log(L_ERROR, "%s", msg);
glDeleteProgram(*program);
glDeleteShader(vertex);
glDeleteShader(fragment);
return false;
}
glDetachShader(*program, vertex);
glDetachShader(*program, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
return true;
}
static void init_default_shaders() {
if (shaders.initialized) {
return;
}
if (!compile_program(vertex_src, fragment_src_rgba, &shaders.rgba)) {
goto error;
}
if (!compile_program(vertex_src, fragment_src_rgbx, &shaders.rgbx)) {
goto error;
}
if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
goto error;
}
if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
goto error;
}
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if (glEGLImageTargetTexture2DOES) {
if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
goto error;
}
}
wlr_log(L_DEBUG, "Compiled default shaders");
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shaders.initialized = true;
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_globals() {
init_default_shaders();
}
static void wlr_gles2_begin(struct wlr_renderer *wlr_renderer,
struct wlr_output *output) {
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GL_CALL(glViewport(0, 0, output->width, output->height));
// enable transparency
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) {
// no-op
}
static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer, float red,
float green, float blue, float alpha) {
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
}
static void wlr_gles2_scissor(struct wlr_renderer *wlr_renderer,
struct wlr_box *box) {
if (box != NULL) {
glScissor(box->x, box->y, box->width, box->height);
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
static struct wlr_texture *wlr_gles2_texture_create(
struct wlr_renderer *wlr_renderer) {
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struct wlr_gles2_renderer *renderer =
(struct wlr_gles2_renderer *)wlr_renderer;
return gles2_texture_create(renderer->egl);
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}
static void draw_quad() {
GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
GLfloat texcoord[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts));
GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord));
GL_CALL(glEnableVertexAttribArray(0));
GL_CALL(glEnableVertexAttribArray(1));
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
GL_CALL(glDisableVertexAttribArray(0));
GL_CALL(glDisableVertexAttribArray(1));
}
static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer,
struct wlr_texture *texture, const float (*matrix)[16]) {
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if (!texture || !texture->valid) {
wlr_log(L_ERROR, "attempt to render invalid texture");
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return false;
}
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
// TODO: source alpha from somewhere else I guess
GL_CALL(glUniform1f(2, 1.0f));
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draw_quad();
return true;
}
static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.quad));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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draw_quad();
}
static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer,
const float (*color)[4], const float (*matrix)[16]) {
GL_CALL(glUseProgram(shaders.ellipse));
GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
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draw_quad();
}
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static const enum wl_shm_format *wlr_gles2_formats(
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struct wlr_renderer *renderer, size_t *len) {
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static enum wl_shm_format formats[] = {
WL_SHM_FORMAT_ARGB8888,
WL_SHM_FORMAT_XRGB8888,
WL_SHM_FORMAT_ABGR8888,
WL_SHM_FORMAT_XBGR8888,
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};
*len = sizeof(formats) / sizeof(formats[0]);
return formats;
}
static bool wlr_gles2_buffer_is_drm(struct wlr_renderer *wlr_renderer,
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struct wl_resource *buffer) {
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struct wlr_gles2_renderer *renderer =
(struct wlr_gles2_renderer *)wlr_renderer;
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EGLint format;
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return wlr_egl_query_buffer(renderer->egl, buffer,
EGL_TEXTURE_FORMAT, &format);
}
static void rgba_to_argb(uint32_t *data, size_t height, size_t stride) {
size_t n = height*stride/4;
for (size_t i = 0; i < n; ++i) {
uint32_t v = data[i];
uint32_t rgb = (v & 0xffffff00) >> 8;
uint32_t a = v & 0x000000ff;
data[i] = rgb | (a << 24);
}
}
static void wlr_gles2_read_pixels(struct wlr_renderer *wlr_renderer,
int x, int y, int width, int height, void *out_data) {
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
rgba_to_argb(out_data, height, width*4);
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}
static struct wlr_renderer_impl wlr_renderer_impl = {
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.begin = wlr_gles2_begin,
.end = wlr_gles2_end,
.clear = wlr_gles2_clear,
.scissor = wlr_gles2_scissor,
.texture_create = wlr_gles2_texture_create,
.render_with_matrix = wlr_gles2_render_texture,
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.render_quad = wlr_gles2_render_quad,
.render_ellipse = wlr_gles2_render_ellipse,
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.formats = wlr_gles2_formats,
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.buffer_is_drm = wlr_gles2_buffer_is_drm,
.read_pixels = wlr_gles2_read_pixels,
};
struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_backend *backend) {
init_globals();
struct wlr_gles2_renderer *renderer;
if (!(renderer = calloc(1, sizeof(struct wlr_gles2_renderer)))) {
return NULL;
}
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wlr_renderer_init(&renderer->wlr_renderer, &wlr_renderer_impl);
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renderer->egl = wlr_backend_get_egl(backend);
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return &renderer->wlr_renderer;
}