267 lines
7.5 KiB
C
267 lines
7.5 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 <GLES2/gl2ext.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/backend.h>
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#include <wlr/render.h>
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#include <wlr/render/egl.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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#include "glapi.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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glDeleteShader(*shader);
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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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glDeleteShader(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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GLint success;
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GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success));
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if (success == GL_FALSE) {
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GLint loglen;
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GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen));
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GLchar msg[loglen];
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GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg));
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wlr_log(L_ERROR, "Program link failed");
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wlr_log(L_ERROR, "%s", msg);
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glDeleteProgram(*program);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return false;
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}
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glDetachShader(*program, vertex);
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glDetachShader(*program, fragment);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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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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if (glEGLImageTargetTexture2DOES) {
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if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
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goto error;
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}
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}
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wlr_log(L_DEBUG, "Compiled default shaders");
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shaders.initialized = true;
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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 *wlr_renderer,
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struct wlr_output *output) {
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GL_CALL(glViewport(0, 0, output->width, output->height));
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// enable transparency
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GL_CALL(glEnable(GL_BLEND));
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GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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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 *wlr_renderer) {
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// no-op
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}
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static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer, float red,
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float green, float blue, float alpha) {
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glClearColor(red, green, blue, alpha);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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static void wlr_gles2_scissor(struct wlr_renderer *wlr_renderer,
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struct wlr_box *box) {
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if (box != NULL) {
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glScissor(box->x, box->y, box->width, box->height);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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static struct wlr_texture *wlr_gles2_texture_create(
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struct wlr_renderer *wlr_renderer) {
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struct wlr_gles2_renderer *renderer =
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(struct wlr_gles2_renderer *)wlr_renderer;
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return gles2_texture_create(renderer->egl);
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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_texture(struct wlr_renderer *wlr_renderer,
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struct wlr_texture *texture, const float (*matrix)[16]) {
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if (!texture || !texture->valid) {
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wlr_log(L_ERROR, "attempt to render invalid texture");
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return false;
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}
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wlr_texture_bind(texture);
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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 *wlr_renderer,
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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 *wlr_renderer,
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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 *renderer, 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 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 =
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(struct wlr_gles2_renderer *)wlr_renderer;
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EGLint format;
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return wlr_egl_query_buffer(renderer->egl, buffer,
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EGL_TEXTURE_FORMAT, &format);
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}
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static void rgba_to_argb(uint32_t *data, size_t height, size_t stride) {
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size_t n = height*stride/4;
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for (size_t i = 0; i < n; ++i) {
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uint32_t v = data[i];
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uint32_t rgb = (v & 0xffffff00) >> 8;
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uint32_t a = v & 0x000000ff;
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data[i] = rgb | (a << 24);
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}
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}
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static void wlr_gles2_read_pixels(struct wlr_renderer *wlr_renderer,
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int x, int y, int width, int height, void *out_data) {
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glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
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rgba_to_argb(out_data, height, width*4);
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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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.clear = wlr_gles2_clear,
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.scissor = wlr_gles2_scissor,
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.texture_create = wlr_gles2_texture_create,
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.render_with_matrix = wlr_gles2_render_texture,
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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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.buffer_is_drm = wlr_gles2_buffer_is_drm,
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.read_pixels = wlr_gles2_read_pixels,
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};
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struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_backend *backend) {
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init_globals();
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struct wlr_gles2_renderer *renderer;
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if (!(renderer = calloc(1, sizeof(struct wlr_gles2_renderer)))) {
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return NULL;
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}
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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;
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}
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