Merge pull request #736 from agx/gles2-tex-target

Gles2 tex target
This commit is contained in:
Drew DeVault 2018-03-20 13:16:30 -04:00 committed by GitHub
commit ff2e08aa74
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 19 additions and 15 deletions

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@ -37,6 +37,7 @@ struct wlr_gles2_texture {
GLuint tex_id;
const struct pixel_format *pixel_format;
EGLImageKHR image;
GLenum target;
};
struct shaders {

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@ -90,7 +90,7 @@ static void init_default_shaders() {
goto error;
}
if (glEGLImageTargetTexture2DOES) {
if (!compile_program(quad_vertex_src, fragment_src_external,
if (!compile_program(vertex_src, fragment_src_external,
&shaders.external)) {
goto error;
}

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@ -80,8 +80,9 @@ const GLchar fragment_src_external[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform samplerExternalOES texture0;"
"uniform float alpha;"
""
"void main() {"
" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
" gl_FragColor = vec4(col.rgb, col.a * alpha);"
"}";

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@ -22,14 +22,16 @@ static struct pixel_format external_pixel_format = {
.shader = &shaders.external
};
static void gles2_texture_ensure_texture(struct wlr_gles2_texture *texture) {
static void gles2_texture_ensure_texture(struct wlr_gles2_texture *texture,
GLenum target) {
if (texture->tex_id) {
return;
}
texture->target = target;
GL_CALL(glGenTextures(1, &texture->tex_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
GL_CALL(glBindTexture(target, texture->tex_id));
GL_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
}
static bool gles2_texture_upload_pixels(struct wlr_texture *_texture,
@ -47,7 +49,7 @@ static bool gles2_texture_upload_pixels(struct wlr_texture *_texture,
texture->wlr_texture.format = format;
texture->pixel_format = fmt;
gles2_texture_ensure_texture(texture);
gles2_texture_ensure_texture(texture, GL_TEXTURE_2D);
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
@ -100,7 +102,7 @@ static bool gles2_texture_upload_shm(struct wlr_texture *_texture,
texture->wlr_texture.format = format;
texture->pixel_format = fmt;
gles2_texture_ensure_texture(texture);
gles2_texture_ensure_texture(texture, GL_TEXTURE_2D);
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, pitch));
GL_CALL(glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0));
@ -185,9 +187,8 @@ static bool gles2_texture_upload_drm(struct wlr_texture *_tex,
return false;
}
gles2_texture_ensure_texture(tex);
gles2_texture_ensure_texture(tex, target);
GL_CALL(glBindTexture(GL_TEXTURE_2D, tex->tex_id));
EGLint attribs[] = { EGL_WAYLAND_PLANE_WL, 0, EGL_NONE };
if (tex->image) {
@ -220,7 +221,7 @@ static bool gles2_texture_upload_eglimage(struct wlr_texture *wlr_tex,
tex->wlr_texture.width = width;
tex->wlr_texture.height = height;
gles2_texture_ensure_texture(tex);
gles2_texture_ensure_texture(tex, GL_TEXTURE_2D);
GL_CALL(glActiveTexture(GL_TEXTURE0));
GL_CALL(glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex->tex_id));
@ -254,7 +255,7 @@ static bool gles2_texture_upload_dmabuf(struct wlr_texture *_tex,
GLenum target = GL_TEXTURE_2D;
const struct pixel_format *pf =
gl_format_for_wl_format(WL_SHM_FORMAT_ARGB8888);
gles2_texture_ensure_texture(tex);
gles2_texture_ensure_texture(tex, target);
GL_CALL(glBindTexture(target, tex->tex_id));
tex->image = wlr_egl_create_image_from_dmabuf(tex->egl, &dmabuf->attributes);
GL_CALL(glActiveTexture(GL_TEXTURE0));
@ -305,9 +306,10 @@ static void gles2_texture_get_buffer_size(struct wlr_texture *texture, struct
static void gles2_texture_bind(struct wlr_texture *_texture) {
struct wlr_gles2_texture *texture = (struct wlr_gles2_texture *)_texture;
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->tex_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glBindTexture(texture->target, texture->tex_id));
GL_CALL(glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glUseProgram(*texture->pixel_format->shader));
}