render/gles2: use glGetAttribLocation instead of hardcoded indices
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d5530b26d7
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@ -38,6 +38,8 @@ struct wlr_gles2_tex_shader {
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GLint invert_y;
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GLint invert_y;
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GLint tex;
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GLint tex;
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GLint alpha;
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GLint alpha;
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GLint pos_attrib;
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GLint tex_attrib;
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};
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};
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struct wlr_gles2_renderer {
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struct wlr_gles2_renderer {
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@ -58,11 +60,14 @@ struct wlr_gles2_renderer {
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GLuint program;
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GLuint program;
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GLint proj;
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GLint proj;
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GLint color;
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GLint color;
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GLint pos_attrib;
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} quad;
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} quad;
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struct {
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struct {
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GLuint program;
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GLuint program;
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GLint proj;
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GLint proj;
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GLint color;
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GLint color;
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GLint pos_attrib;
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GLint tex_attrib;
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} ellipse;
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} ellipse;
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struct wlr_gles2_tex_shader tex_rgba;
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struct wlr_gles2_tex_shader tex_rgba;
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struct wlr_gles2_tex_shader tex_rgbx;
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struct wlr_gles2_tex_shader tex_rgbx;
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@ -14,6 +14,13 @@
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#include <wlr/util/log.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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#include "render/gles2.h"
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static const 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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struct wlr_gles2_procs gles2_procs = {0};
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struct wlr_gles2_procs gles2_procs = {0};
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static const struct wlr_renderer_impl renderer_impl;
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static const struct wlr_renderer_impl renderer_impl;
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@ -86,37 +93,6 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
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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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static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2) {
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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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x2, y1, // top right
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x1, y1, // top left
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x2, y2, // bottom right
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x1, y2, // bottom left
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};
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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static void draw_quad(void) {
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draw_quad_with_texcoord(0, 0, 1, 1);
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}
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static bool gles2_render_subtexture_with_matrix(
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static bool gles2_render_subtexture_with_matrix(
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
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const struct wlr_fbox *box, const float matrix[static 9],
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const struct wlr_fbox *box, const float matrix[static 9],
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@ -168,11 +144,27 @@ static bool gles2_render_subtexture_with_matrix(
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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glUniform1f(shader->alpha, alpha);
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GLfloat x1 = box->x / wlr_texture->width;
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const GLfloat x1 = box->x / wlr_texture->width;
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GLfloat y1 = box->y / wlr_texture->height;
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const GLfloat y1 = box->y / wlr_texture->height;
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GLfloat x2 = (box->x + box->width) / wlr_texture->width;
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const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
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GLfloat y2 = (box->y + box->height) / wlr_texture->height;
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const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
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draw_quad_with_texcoord(x1, y1, x2, y2);
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const GLfloat texcoord[] = {
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x2, y1, // top right
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x1, y1, // top left
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x2, y2, // bottom right
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x1, y2, // bottom left
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};
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glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(shader->pos_attrib);
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glEnableVertexAttribArray(shader->tex_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(shader->pos_attrib);
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glDisableVertexAttribArray(shader->tex_attrib);
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glBindTexture(texture->target, 0);
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glBindTexture(texture->target, 0);
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@ -180,7 +172,6 @@ static bool gles2_render_subtexture_with_matrix(
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return true;
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return true;
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}
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}
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static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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const float color[static 4], const float matrix[static 9]) {
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struct wlr_gles2_renderer *renderer =
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struct wlr_gles2_renderer *renderer =
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@ -196,7 +187,16 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
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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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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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draw_quad();
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glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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0, verts);
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glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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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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@ -210,12 +210,31 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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float transposition[9];
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float transposition[9];
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wlr_matrix_transpose(transposition, matrix);
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wlr_matrix_transpose(transposition, matrix);
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static const 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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PUSH_GLES2_DEBUG;
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PUSH_GLES2_DEBUG;
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glUseProgram(renderer->shaders.ellipse.program);
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glUseProgram(renderer->shaders.ellipse.program);
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glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
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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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glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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draw_quad();
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glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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GL_FALSE, 0, verts);
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glVertexAttribPointer(renderer->shaders.ellipse.tex_attrib, 2, GL_FLOAT,
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GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
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glEnableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
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glDisableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
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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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@ -725,6 +744,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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}
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}
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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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.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.ellipse.program = prog =
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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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@ -733,6 +753,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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}
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}
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renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
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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.ellipse.color = glGetUniformLocation(prog, "color");
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renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.program = prog =
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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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@ -743,6 +765,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
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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.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.program = prog =
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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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@ -753,6 +777,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
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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.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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if (renderer->exts.egl_image_external_oes) {
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if (renderer->exts.egl_image_external_oes) {
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renderer->shaders.tex_ext.program = prog =
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renderer->shaders.tex_ext.program = prog =
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@ -764,6 +790,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
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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.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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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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