weston/src/gl-renderer.c

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/*
* Copyright © 2012 Intel Corporation
*
* Permission to use, copy, modify, distribute, and sell this software and
* its documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of the copyright holders not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission. The copyright holders make
* no representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define _GNU_SOURCE
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <float.h>
#include <assert.h>
#include <linux/input.h>
#include "gl-renderer.h"
#include <EGL/eglext.h>
#include "weston-egl-ext.h"
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struct gl_shader {
GLuint program;
GLuint vertex_shader, fragment_shader;
GLint proj_uniform;
GLint tex_uniforms[3];
GLint alpha_uniform;
GLint color_uniform;
};
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struct gl_output_state {
EGLSurface egl_surface;
};
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struct gl_surface_state {
GLfloat color[4];
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struct gl_shader *shader;
GLuint textures[3];
int num_textures;
EGLImageKHR images[3];
GLenum target;
int num_images;
};
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struct gl_renderer {
struct weston_renderer base;
int fragment_shader_debug;
EGLDisplay egl_display;
EGLContext egl_context;
EGLConfig egl_config;
struct {
int32_t top, bottom, left, right;
GLuint texture;
int32_t width, height;
} border;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
PFNEGLCREATEIMAGEKHRPROC create_image;
PFNEGLDESTROYIMAGEKHRPROC destroy_image;
int has_unpack_subimage;
PFNEGLBINDWAYLANDDISPLAYWL bind_display;
PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
int has_bind_display;
int has_egl_image_external;
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struct gl_shader texture_shader_rgba;
struct gl_shader texture_shader_rgbx;
struct gl_shader texture_shader_egl_external;
struct gl_shader texture_shader_y_uv;
struct gl_shader texture_shader_y_u_v;
struct gl_shader texture_shader_y_xuxv;
struct gl_shader invert_color_shader;
struct gl_shader solid_shader;
struct gl_shader *current_shader;
};
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static inline struct gl_output_state *
get_output_state(struct weston_output *output)
{
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return (struct gl_output_state *)output->renderer_state;
}
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static inline struct gl_surface_state *
get_surface_state(struct weston_surface *surface)
{
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return (struct gl_surface_state *)surface->renderer_state;
}
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static inline struct gl_renderer *
get_renderer(struct weston_compositor *ec)
{
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return (struct gl_renderer *)ec->renderer;
}
static const char *
egl_error_string(EGLint code)
{
#define MYERRCODE(x) case x: return #x;
switch (code) {
MYERRCODE(EGL_SUCCESS)
MYERRCODE(EGL_NOT_INITIALIZED)
MYERRCODE(EGL_BAD_ACCESS)
MYERRCODE(EGL_BAD_ALLOC)
MYERRCODE(EGL_BAD_ATTRIBUTE)
MYERRCODE(EGL_BAD_CONTEXT)
MYERRCODE(EGL_BAD_CONFIG)
MYERRCODE(EGL_BAD_CURRENT_SURFACE)
MYERRCODE(EGL_BAD_DISPLAY)
MYERRCODE(EGL_BAD_SURFACE)
MYERRCODE(EGL_BAD_MATCH)
MYERRCODE(EGL_BAD_PARAMETER)
MYERRCODE(EGL_BAD_NATIVE_PIXMAP)
MYERRCODE(EGL_BAD_NATIVE_WINDOW)
MYERRCODE(EGL_CONTEXT_LOST)
default:
return "unknown";
}
#undef MYERRCODE
}
static void
print_egl_error_state(void)
{
EGLint code;
code = eglGetError();
weston_log("EGL error state: %s (0x%04lx)\n",
egl_error_string(code), (long)code);
}
struct polygon8 {
GLfloat x[8];
GLfloat y[8];
int n;
};
struct clip_context {
struct {
GLfloat x;
GLfloat y;
} prev;
struct {
GLfloat x1, y1;
GLfloat x2, y2;
} clip;
struct {
GLfloat *x;
GLfloat *y;
} vertices;
};
static GLfloat
float_difference(GLfloat a, GLfloat b)
{
/* http://www.altdevblogaday.com/2012/02/22/comparing-floating-point-numbers-2012-edition/ */
static const GLfloat max_diff = 4.0f * FLT_MIN;
static const GLfloat max_rel_diff = 4.0e-5;
GLfloat diff = a - b;
GLfloat adiff = fabsf(diff);
if (adiff <= max_diff)
return 0.0f;
a = fabsf(a);
b = fabsf(b);
if (adiff <= (a > b ? a : b) * max_rel_diff)
return 0.0f;
return diff;
}
/* A line segment (p1x, p1y)-(p2x, p2y) intersects the line x = x_arg.
* Compute the y coordinate of the intersection.
*/
static GLfloat
clip_intersect_y(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y,
GLfloat x_arg)
{
GLfloat a;
GLfloat diff = float_difference(p1x, p2x);
/* Practically vertical line segment, yet the end points have already
* been determined to be on different sides of the line. Therefore
* the line segment is part of the line and intersects everywhere.
* Return the end point, so we use the whole line segment.
*/
if (diff == 0.0f)
return p2y;
a = (x_arg - p2x) / diff;
return p2y + (p1y - p2y) * a;
}
/* A line segment (p1x, p1y)-(p2x, p2y) intersects the line y = y_arg.
* Compute the x coordinate of the intersection.
*/
static GLfloat
clip_intersect_x(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y,
GLfloat y_arg)
{
GLfloat a;
GLfloat diff = float_difference(p1y, p2y);
/* Practically horizontal line segment, yet the end points have already
* been determined to be on different sides of the line. Therefore
* the line segment is part of the line and intersects everywhere.
* Return the end point, so we use the whole line segment.
*/
if (diff == 0.0f)
return p2x;
a = (y_arg - p2y) / diff;
return p2x + (p1x - p2x) * a;
}
enum path_transition {
PATH_TRANSITION_OUT_TO_OUT = 0,
PATH_TRANSITION_OUT_TO_IN = 1,
PATH_TRANSITION_IN_TO_OUT = 2,
PATH_TRANSITION_IN_TO_IN = 3,
};
static void
clip_append_vertex(struct clip_context *ctx, GLfloat x, GLfloat y)
{
*ctx->vertices.x++ = x;
*ctx->vertices.y++ = y;
}
static enum path_transition
path_transition_left_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
{
return ((ctx->prev.x >= ctx->clip.x1) << 1) | (x >= ctx->clip.x1);
}
static enum path_transition
path_transition_right_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
{
return ((ctx->prev.x < ctx->clip.x2) << 1) | (x < ctx->clip.x2);
}
static enum path_transition
path_transition_top_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
{
return ((ctx->prev.y >= ctx->clip.y1) << 1) | (y >= ctx->clip.y1);
}
static enum path_transition
path_transition_bottom_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
{
return ((ctx->prev.y < ctx->clip.y2) << 1) | (y < ctx->clip.y2);
}
static void
clip_polygon_leftright(struct clip_context *ctx,
enum path_transition transition,
GLfloat x, GLfloat y, GLfloat clip_x)
{
GLfloat yi;
switch (transition) {
case PATH_TRANSITION_IN_TO_IN:
clip_append_vertex(ctx, x, y);
break;
case PATH_TRANSITION_IN_TO_OUT:
yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x);
clip_append_vertex(ctx, clip_x, yi);
break;
case PATH_TRANSITION_OUT_TO_IN:
yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x);
clip_append_vertex(ctx, clip_x, yi);
clip_append_vertex(ctx, x, y);
break;
case PATH_TRANSITION_OUT_TO_OUT:
/* nothing */
break;
default:
assert(0 && "bad enum path_transition");
}
ctx->prev.x = x;
ctx->prev.y = y;
}
static void
clip_polygon_topbottom(struct clip_context *ctx,
enum path_transition transition,
GLfloat x, GLfloat y, GLfloat clip_y)
{
GLfloat xi;
switch (transition) {
case PATH_TRANSITION_IN_TO_IN:
clip_append_vertex(ctx, x, y);
break;
case PATH_TRANSITION_IN_TO_OUT:
xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y);
clip_append_vertex(ctx, xi, clip_y);
break;
case PATH_TRANSITION_OUT_TO_IN:
xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y);
clip_append_vertex(ctx, xi, clip_y);
clip_append_vertex(ctx, x, y);
break;
case PATH_TRANSITION_OUT_TO_OUT:
/* nothing */
break;
default:
assert(0 && "bad enum path_transition");
}
ctx->prev.x = x;
ctx->prev.y = y;
}
static void
clip_context_prepare(struct clip_context *ctx, const struct polygon8 *src,
GLfloat *dst_x, GLfloat *dst_y)
{
ctx->prev.x = src->x[src->n - 1];
ctx->prev.y = src->y[src->n - 1];
ctx->vertices.x = dst_x;
ctx->vertices.y = dst_y;
}
static int
clip_polygon_left(struct clip_context *ctx, const struct polygon8 *src,
GLfloat *dst_x, GLfloat *dst_y)
{
enum path_transition trans;
int i;
clip_context_prepare(ctx, src, dst_x, dst_y);
for (i = 0; i < src->n; i++) {
trans = path_transition_left_edge(ctx, src->x[i], src->y[i]);
clip_polygon_leftright(ctx, trans, src->x[i], src->y[i],
ctx->clip.x1);
}
return ctx->vertices.x - dst_x;
}
static int
clip_polygon_right(struct clip_context *ctx, const struct polygon8 *src,
GLfloat *dst_x, GLfloat *dst_y)
{
enum path_transition trans;
int i;
clip_context_prepare(ctx, src, dst_x, dst_y);
for (i = 0; i < src->n; i++) {
trans = path_transition_right_edge(ctx, src->x[i], src->y[i]);
clip_polygon_leftright(ctx, trans, src->x[i], src->y[i],
ctx->clip.x2);
}
return ctx->vertices.x - dst_x;
}
static int
clip_polygon_top(struct clip_context *ctx, const struct polygon8 *src,
GLfloat *dst_x, GLfloat *dst_y)
{
enum path_transition trans;
int i;
clip_context_prepare(ctx, src, dst_x, dst_y);
for (i = 0; i < src->n; i++) {
trans = path_transition_top_edge(ctx, src->x[i], src->y[i]);
clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i],
ctx->clip.y1);
}
return ctx->vertices.x - dst_x;
}
static int
clip_polygon_bottom(struct clip_context *ctx, const struct polygon8 *src,
GLfloat *dst_x, GLfloat *dst_y)
{
enum path_transition trans;
int i;
clip_context_prepare(ctx, src, dst_x, dst_y);
for (i = 0; i < src->n; i++) {
trans = path_transition_bottom_edge(ctx, src->x[i], src->y[i]);
clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i],
ctx->clip.y2);
}
return ctx->vertices.x - dst_x;
}
#define max(a, b) (((a) > (b)) ? (a) : (b))
#define min(a, b) (((a) > (b)) ? (b) : (a))
#define clip(x, a, b) min(max(x, a), b)
/*
* Compute the boundary vertices of the intersection of the global coordinate
* aligned rectangle 'rect', and an arbitrary quadrilateral produced from
* 'surf_rect' when transformed from surface coordinates into global coordinates.
* The vertices are written to 'ex' and 'ey', and the return value is the
* number of vertices. Vertices are produced in clockwise winding order.
* Guarantees to produce either zero vertices, or 3-8 vertices with non-zero
* polygon area.
*/
static int
calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
{
struct polygon8 polygon;
struct clip_context ctx;
int i, n;
GLfloat min_x, max_x, min_y, max_y;
struct polygon8 surf = {
{ surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 },
{ surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 },
4
};
ctx.clip.x1 = rect->x1;
ctx.clip.y1 = rect->y1;
ctx.clip.x2 = rect->x2;
ctx.clip.y2 = rect->y2;
/* transform surface to screen space: */
for (i = 0; i < surf.n; i++)
weston_surface_to_global_float(es, surf.x[i], surf.y[i],
&surf.x[i], &surf.y[i]);
/* find bounding box: */
min_x = max_x = surf.x[0];
min_y = max_y = surf.y[0];
for (i = 1; i < surf.n; i++) {
min_x = min(min_x, surf.x[i]);
max_x = max(max_x, surf.x[i]);
min_y = min(min_y, surf.y[i]);
max_y = max(max_y, surf.y[i]);
}
/* First, simple bounding box check to discard early transformed
* surface rects that do not intersect with the clip region:
*/
if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) ||
(min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1))
return 0;
/* Simple case, bounding box edges are parallel to surface edges,
* there will be only four edges. We just need to clip the surface
* vertices to the clip rect bounds:
*/
if (!es->transform.enabled) {
for (i = 0; i < surf.n; i++) {
ex[i] = clip(surf.x[i], ctx.clip.x1, ctx.clip.x2);
ey[i] = clip(surf.y[i], ctx.clip.y1, ctx.clip.y2);
}
return surf.n;
}
/* Transformed case: use a general polygon clipping algorithm to
* clip the surface rectangle with each side of 'rect'.
* The algorithm is Sutherland-Hodgman, as explained in
* http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm
* but without looking at any of that code.
*/
polygon.n = clip_polygon_left(&ctx, &surf, polygon.x, polygon.y);
surf.n = clip_polygon_right(&ctx, &polygon, surf.x, surf.y);
polygon.n = clip_polygon_top(&ctx, &surf, polygon.x, polygon.y);
surf.n = clip_polygon_bottom(&ctx, &polygon, surf.x, surf.y);
/* Get rid of duplicate vertices */
ex[0] = surf.x[0];
ey[0] = surf.y[0];
n = 1;
for (i = 1; i < surf.n; i++) {
if (float_difference(ex[n - 1], surf.x[i]) == 0.0f &&
float_difference(ey[n - 1], surf.y[i]) == 0.0f)
continue;
ex[n] = surf.x[i];
ey[n] = surf.y[i];
n++;
}
if (float_difference(ex[n - 1], surf.x[0]) == 0.0f &&
float_difference(ey[n - 1], surf.y[0]) == 0.0f)
n--;
if (n < 3)
return 0;
return n;
}
static int
texture_region(struct weston_surface *es, pixman_region32_t *region,
pixman_region32_t *surf_region)
{
struct weston_compositor *ec = es->compositor;
GLfloat *v, inv_width, inv_height;
unsigned int *vtxcnt, nvtx = 0;
pixman_box32_t *rects, *surf_rects;
int i, j, k, nrects, nsurf;
rects = pixman_region32_rectangles(region, &nrects);
surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
/* worst case we can have 8 vertices per rect (ie. clipped into
* an octagon):
*/
v = wl_array_add(&ec->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
vtxcnt = wl_array_add(&ec->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
inv_width = 1.0 / es->pitch;
inv_height = 1.0 / es->geometry.height;
for (i = 0; i < nrects; i++) {
pixman_box32_t *rect = &rects[i];
for (j = 0; j < nsurf; j++) {
pixman_box32_t *surf_rect = &surf_rects[j];
GLfloat sx, sy;
GLfloat ex[8], ey[8]; /* edge points in screen space */
int n;
/* The transformed surface, after clipping to the clip region,
* can have as many as eight sides, emitted as a triangle-fan.
* The first vertex in the triangle fan can be chosen arbitrarily,
* since the area is guaranteed to be convex.
*
* If a corner of the transformed surface falls outside of the
* clip region, instead of emitting one vertex for the corner
* of the surface, up to two are emitted for two corresponding
* intersection point(s) between the surface and the clip region.
*
* To do this, we first calculate the (up to eight) points that
* form the intersection of the clip rect and the transformed
* surface.
*/
n = calculate_edges(es, rect, surf_rect, ex, ey);
if (n < 3)
continue;
/* emit edge points: */
for (k = 0; k < n; k++) {
weston_surface_from_global_float(es, ex[k], ey[k], &sx, &sy);
/* position: */
*(v++) = ex[k];
*(v++) = ey[k];
/* texcoord: */
*(v++) = sx * inv_width;
*(v++) = sy * inv_height;
}
vtxcnt[nvtx++] = n;
}
}
return nvtx;
}
static void
triangle_fan_debug(struct weston_surface *surface, int first, int count)
{
struct weston_compositor *compositor = surface->compositor;
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struct gl_renderer *gr = get_renderer(compositor);
int i;
GLushort *buffer;
GLushort *index;
int nelems;
static int color_idx = 0;
static const GLfloat color[][4] = {
{ 1.0, 0.0, 0.0, 1.0 },
{ 0.0, 1.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0, 1.0 },
};
nelems = (count - 1 + count - 2) * 2;
buffer = malloc(sizeof(GLushort) * nelems);
index = buffer;
for (i = 1; i < count; i++) {
*index++ = first;
*index++ = first + i;
}
for (i = 2; i < count; i++) {
*index++ = first + i - 1;
*index++ = first + i;
}
glUseProgram(gr->solid_shader.program);
glUniform4fv(gr->solid_shader.color_uniform, 1,
color[color_idx++ % ARRAY_LENGTH(color)]);
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
glUseProgram(gr->current_shader->program);
free(buffer);
}
static void
repaint_region(struct weston_surface *es, pixman_region32_t *region,
pixman_region32_t *surf_region)
{
struct weston_compositor *ec = es->compositor;
GLfloat *v;
unsigned int *vtxcnt;
int i, first, nfans;
/* The final region to be painted is the intersection of
* 'region' and 'surf_region'. However, 'region' is in the global
* coordinates, and 'surf_region' is in the surface-local
* coordinates. texture_region() will iterate over all pairs of
* rectangles from both regions, compute the intersection
* polygon for each pair, and store it as a triangle fan if
* it has a non-zero area (at least 3 vertices, actually).
*/
nfans = texture_region(es, region, surf_region);
v = ec->vertices.data;
vtxcnt = ec->vtxcnt.data;
/* position: */
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
glEnableVertexAttribArray(0);
/* texcoord: */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
glEnableVertexAttribArray(1);
for (i = 0, first = 0; i < nfans; i++) {
glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
if (ec->fan_debug)
triangle_fan_debug(es, first, vtxcnt[i]);
first += vtxcnt[i];
}
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
ec->vertices.size = 0;
ec->vtxcnt.size = 0;
}
static int
use_output(struct weston_output *output)
{
static int errored;
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struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
EGLBoolean ret;
ret = eglMakeCurrent(gr->egl_display, go->egl_surface,
go->egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
if (errored)
return -1;
errored = 1;
weston_log("Failed to make EGL context current.\n");
print_egl_error_state();
return -1;
}
return 0;
}
static void
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use_shader(struct gl_renderer *gr,
struct gl_shader *shader)
{
if (gr->current_shader == shader)
return;
glUseProgram(shader->program);
gr->current_shader = shader;
}
static void
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shader_uniforms(struct gl_shader *shader,
struct weston_surface *surface,
struct weston_output *output)
{
int i;
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struct gl_surface_state *gs = get_surface_state(surface);
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform4fv(shader->color_uniform, 1, gs->color);
glUniform1f(shader->alpha_uniform, surface->alpha);
for (i = 0; i < gs->num_textures; i++)
glUniform1i(shader->tex_uniforms[i], i);
}
static void
draw_surface(struct weston_surface *es, struct weston_output *output,
pixman_region32_t *damage) /* in global coordinates */
{
struct weston_compositor *ec = es->compositor;
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struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
/* repaint bounding region in global coordinates: */
pixman_region32_t repaint;
/* non-opaque region in surface coordinates: */
pixman_region32_t surface_blend;
pixman_region32_t *buffer_damage;
GLint filter;
int i;
pixman_region32_init(&repaint);
pixman_region32_intersect(&repaint,
&es->transform.boundingbox, damage);
pixman_region32_subtract(&repaint, &repaint, &es->clip);
if (!pixman_region32_not_empty(&repaint))
goto out;
buffer_damage = &output->buffer_damage[output->current_buffer];
pixman_region32_subtract(buffer_damage, buffer_damage, &repaint);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (ec->fan_debug) {
use_shader(gr, &gr->solid_shader);
shader_uniforms(&gr->solid_shader, es, output);
}
use_shader(gr, gs->shader);
shader_uniforms(gs->shader, es, output);
if (es->transform.enabled || output->zoom.active)
filter = GL_LINEAR;
else
filter = GL_NEAREST;
for (i = 0; i < gs->num_textures; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
}
/* blended region is whole surface minus opaque region: */
pixman_region32_init_rect(&surface_blend, 0, 0,
es->geometry.width, es->geometry.height);
pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
if (pixman_region32_not_empty(&es->opaque)) {
if (gs->shader == &gr->texture_shader_rgba) {
/* Special case for RGBA textures with possibly
* bad data in alpha channel: use the shader
* that forces texture alpha = 1.0.
* Xwayland surfaces need this.
*/
use_shader(gr, &gr->texture_shader_rgbx);
shader_uniforms(&gr->texture_shader_rgbx, es, output);
}
if (es->alpha < 1.0)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
repaint_region(es, &repaint, &es->opaque);
}
if (pixman_region32_not_empty(&surface_blend)) {
use_shader(gr, gs->shader);
glEnable(GL_BLEND);
repaint_region(es, &repaint, &surface_blend);
}
pixman_region32_fini(&surface_blend);
out:
pixman_region32_fini(&repaint);
}
static void
repaint_surfaces(struct weston_output *output, pixman_region32_t *damage)
{
struct weston_compositor *compositor = output->compositor;
struct weston_surface *surface;
wl_list_for_each_reverse(surface, &compositor->surface_list, link)
if (surface->plane == &compositor->primary_plane)
draw_surface(surface, output, damage);
}
static int
texture_border(struct weston_output *output)
{
struct weston_compositor *ec = output->compositor;
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struct gl_renderer *gr = get_renderer(ec);
GLfloat *d;
unsigned int *p;
int i, j, k, n;
GLfloat x[4], y[4], u[4], v[4];
x[0] = -gr->border.left;
x[1] = 0;
x[2] = output->current->width;
x[3] = output->current->width + gr->border.right;
y[0] = -gr->border.top;
y[1] = 0;
y[2] = output->current->height;
y[3] = output->current->height + gr->border.bottom;
u[0] = 0.0;
u[1] = (GLfloat) gr->border.left / gr->border.width;
u[2] = (GLfloat) (gr->border.width - gr->border.right) / gr->border.width;
u[3] = 1.0;
v[0] = 0.0;
v[1] = (GLfloat) gr->border.top / gr->border.height;
v[2] = (GLfloat) (gr->border.height - gr->border.bottom) / gr->border.height;
v[3] = 1.0;
n = 8;
d = wl_array_add(&ec->vertices, n * 16 * sizeof *d);
p = wl_array_add(&ec->indices, n * 6 * sizeof *p);
k = 0;
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++) {
if (i == 1 && j == 1)
continue;
d[ 0] = x[i];
d[ 1] = y[j];
d[ 2] = u[i];
d[ 3] = v[j];
d[ 4] = x[i];
d[ 5] = y[j + 1];
d[ 6] = u[i];
d[ 7] = v[j + 1];
d[ 8] = x[i + 1];
d[ 9] = y[j];
d[10] = u[i + 1];
d[11] = v[j];
d[12] = x[i + 1];
d[13] = y[j + 1];
d[14] = u[i + 1];
d[15] = v[j + 1];
p[0] = k + 0;
p[1] = k + 1;
p[2] = k + 2;
p[3] = k + 2;
p[4] = k + 1;
p[5] = k + 3;
d += 16;
p += 6;
k += 4;
}
return k / 4;
}
static void
draw_border(struct weston_output *output)
{
struct weston_compositor *ec = output->compositor;
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struct gl_renderer *gr = get_renderer(ec);
struct gl_shader *shader = &gr->texture_shader_rgba;
GLfloat *v;
int n;
glDisable(GL_BLEND);
use_shader(gr, shader);
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform1i(shader->tex_uniforms[0], 0);
glUniform1f(shader->alpha_uniform, 1);
n = texture_border(output);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gr->border.texture);
v = ec->vertices.data;
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, n * 6,
GL_UNSIGNED_INT, ec->indices.data);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
ec->vertices.size = 0;
ec->indices.size = 0;
}
static void
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gl_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage)
{
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struct gl_output_state *go = get_output_state(output);
struct weston_compositor *compositor = output->compositor;
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struct gl_renderer *gr = get_renderer(compositor);
EGLBoolean ret;
static int errored;
int32_t width, height, i;
width = output->current->width +
output->border.left + output->border.right;
height = output->current->height +
output->border.top + output->border.bottom;
glViewport(0, 0, width, height);
if (use_output(output) < 0)
return;
/* if debugging, redraw everything outside the damage to clean up
* debug lines from the previous draw on this buffer:
*/
if (compositor->fan_debug) {
pixman_region32_t undamaged;
pixman_region32_init(&undamaged);
pixman_region32_subtract(&undamaged, &output->region,
output_damage);
compositor->fan_debug = 0;
repaint_surfaces(output, &undamaged);
compositor->fan_debug = 1;
pixman_region32_fini(&undamaged);
}
for (i = 0; i < 2; i++)
pixman_region32_union(&output->buffer_damage[i],
&output->buffer_damage[i],
output_damage);
pixman_region32_union(output_damage, output_damage,
&output->buffer_damage[output->current_buffer]);
repaint_surfaces(output, output_damage);
if (gr->border.texture)
draw_border(output);
wl_signal_emit(&output->frame_signal, output);
ret = eglSwapBuffers(gr->egl_display, go->egl_surface);
if (ret == EGL_FALSE && !errored) {
errored = 1;
weston_log("Failed in eglSwapBuffers.\n");
print_egl_error_state();
}
output->current_buffer ^= 1;
}
static int
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gl_renderer_read_pixels(struct weston_output *output,
pixman_format_code_t format, void *pixels,
uint32_t x, uint32_t y,
uint32_t width, uint32_t height)
{
GLenum gl_format;
switch (format) {
case PIXMAN_a8r8g8b8:
gl_format = GL_BGRA_EXT;
break;
case PIXMAN_a8b8g8r8:
gl_format = GL_RGBA;
break;
default:
return -1;
}
if (use_output(output) < 0)
return -1;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(x, y, width, height, gl_format,
GL_UNSIGNED_BYTE, pixels);
return 0;
}
static void
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gl_renderer_flush_damage(struct weston_surface *surface)
{
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struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
#ifdef GL_UNPACK_ROW_LENGTH
pixman_box32_t *rectangles;
void *data;
int i, n;
#endif
pixman_region32_union(&surface->texture_damage,
&surface->texture_damage, &surface->damage);
/* Avoid upload, if the texture won't be used this time.
* We still accumulate the damage in texture_damage.
*/
if (surface->plane != &surface->compositor->primary_plane)
return;
if (!pixman_region32_not_empty(&surface->texture_damage))
return;
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
if (!gr->has_unpack_subimage) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
surface->pitch, surface->buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE,
wl_shm_buffer_get_data(surface->buffer));
goto done;
}
#ifdef GL_UNPACK_ROW_LENGTH
/* Mesa does not define GL_EXT_unpack_subimage */
glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch);
data = wl_shm_buffer_get_data(surface->buffer);
rectangles = pixman_region32_rectangles(&surface->texture_damage, &n);
for (i = 0; i < n; i++) {
glPixelStorei(GL_UNPACK_SKIP_PIXELS, rectangles[i].x1);
glPixelStorei(GL_UNPACK_SKIP_ROWS, rectangles[i].y1);
glTexSubImage2D(GL_TEXTURE_2D, 0,
rectangles[i].x1, rectangles[i].y1,
rectangles[i].x2 - rectangles[i].x1,
rectangles[i].y2 - rectangles[i].y1,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
}
#endif
done:
pixman_region32_fini(&surface->texture_damage);
pixman_region32_init(&surface->texture_damage);
}
static void
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ensure_textures(struct gl_surface_state *gs, int num_textures)
{
int i;
if (num_textures <= gs->num_textures)
return;
for (i = gs->num_textures; i < num_textures; i++) {
glGenTextures(1, &gs->textures[i]);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gs->num_textures = num_textures;
glBindTexture(gs->target, 0);
}
static void
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gl_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
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struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
EGLint attribs[3], format;
int i, num_planes;
if (!buffer) {
for (i = 0; i < gs->num_images; i++) {
gr->destroy_image(gr->egl_display, gs->images[i]);
gs->images[i] = NULL;
}
gs->num_images = 0;
glDeleteTextures(gs->num_textures, gs->textures);
gs->num_textures = 0;
return;
}
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
gs->target = GL_TEXTURE_2D;
ensure_textures(gs, 1);
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
es->pitch, buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
gs->shader = &gr->texture_shader_rgbx;
else
gs->shader = &gr->texture_shader_rgba;
} else if (gr->query_buffer(gr->egl_display, buffer,
EGL_TEXTURE_FORMAT, &format)) {
for (i = 0; i < gs->num_images; i++)
gr->destroy_image(gr->egl_display, gs->images[i]);
gs->num_images = 0;
gs->target = GL_TEXTURE_2D;
switch (format) {
case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
gs->shader = &gr->texture_shader_rgba;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
gs->target = GL_TEXTURE_EXTERNAL_OES;
gs->shader = &gr->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
gs->shader = &gr->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
gs->shader = &gr->texture_shader_y_u_v;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
gs->shader = &gr->texture_shader_y_xuxv;
break;
}
ensure_textures(gs, num_planes);
for (i = 0; i < num_planes; i++) {
attribs[0] = EGL_WAYLAND_PLANE_WL;
attribs[1] = i;
attribs[2] = EGL_NONE;
gs->images[i] = gr->create_image(gr->egl_display,
NULL,
EGL_WAYLAND_BUFFER_WL,
buffer, attribs);
if (!gs->images[i]) {
weston_log("failed to create img for plane %d\n", i);
continue;
}
gs->num_images++;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
gr->image_target_texture_2d(gs->target,
gs->images[i]);
}
es->pitch = buffer->width;
} else {
weston_log("unhandled buffer type!\n");
}
}
static void
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gl_renderer_surface_set_color(struct weston_surface *surface,
float red, float green, float blue, float alpha)
{
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struct gl_surface_state *gs = get_surface_state(surface);
struct gl_renderer *gr = get_renderer(surface->compositor);
gs->color[0] = red;
gs->color[1] = green;
gs->color[2] = blue;
gs->color[3] = alpha;
gs->shader = &gr->solid_shader;
}
static int
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gl_renderer_create_surface(struct weston_surface *surface)
{
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struct gl_surface_state *gs;
gs = calloc(1, sizeof *gs);
if (!gs)
return -1;
surface->renderer_state = gs;
return 0;
}
static void
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gl_renderer_destroy_surface(struct weston_surface *surface)
{
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struct gl_surface_state *gs = get_surface_state(surface);
struct gl_renderer *gr = get_renderer(surface->compositor);
int i;
glDeleteTextures(gs->num_textures, gs->textures);
for (i = 0; i < gs->num_images; i++)
gr->destroy_image(gr->egl_display, gs->images[i]);
free(gs);
}
static const char vertex_shader[] =
"uniform mat4 proj;\n"
"attribute vec2 position;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = proj * vec4(position, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
/* Declare common fragment shader uniforms */
#define FRAGMENT_CONVERT_YUV \
" y *= alpha;\n" \
" u *= alpha;\n" \
" v *= alpha;\n" \
" gl_FragColor.r = y + 1.59602678 * v;\n" \
" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
" gl_FragColor.b = y + 2.01723214 * u;\n" \
" gl_FragColor.a = alpha;\n"
static const char fragment_debug[] =
" gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n";
static const char fragment_brace[] =
"}\n";
static const char texture_fragment_shader_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
;
static const char texture_fragment_shader_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
" gl_FragColor.a = alpha;\n"
;
static const char texture_fragment_shader_egl_external[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
;
static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char texture_fragment_shader_y_u_v[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
" float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char texture_fragment_shader_y_xuxv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char solid_fragment_shader[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * color\n;"
;
static int
compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, count, sources, NULL);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(s, sizeof msg, NULL, msg);
weston_log("shader info: %s\n", msg);
return GL_NONE;
}
return s;
}
static int
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shader_init(struct gl_shader *shader, struct weston_compositor *ec,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
int count;
const char *sources[3];
2012-11-13 22:10:29 +04:00
struct gl_renderer *renderer = get_renderer(ec);
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
if (renderer->fragment_shader_debug) {
sources[0] = fragment_source;
sources[1] = fragment_debug;
sources[2] = fragment_brace;
count = 3;
} else {
sources[0] = fragment_source;
sources[1] = fragment_brace;
count = 2;
}
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, count, sources);
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
glAttachShader(shader->program, shader->fragment_shader);
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "texcoord");
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
weston_log("link info: %s\n", msg);
return -1;
}
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
shader->color_uniform = glGetUniformLocation(shader->program, "color");
return 0;
}
static void
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shader_release(struct gl_shader *shader)
{
glDeleteShader(shader->vertex_shader);
glDeleteShader(shader->fragment_shader);
glDeleteProgram(shader->program);
shader->vertex_shader = 0;
shader->fragment_shader = 0;
shader->program = 0;
}
static void
log_extensions(const char *name, const char *extensions)
{
const char *p, *end;
int l;
int len;
l = weston_log("%s:", name);
p = extensions;
while (*p) {
end = strchrnul(p, ' ');
len = end - p;
if (l + len > 78)
l = weston_log_continue("\n" STAMP_SPACE "%.*s",
len, p);
else
l += weston_log_continue(" %.*s", len, p);
for (p = end; isspace(*p); p++)
;
}
weston_log_continue("\n");
}
static void
log_egl_gl_info(EGLDisplay egldpy)
{
const char *str;
str = eglQueryString(egldpy, EGL_VERSION);
weston_log("EGL version: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_VENDOR);
weston_log("EGL vendor: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_CLIENT_APIS);
weston_log("EGL client APIs: %s\n", str ? str : "(null)");
str = eglQueryString(egldpy, EGL_EXTENSIONS);
log_extensions("EGL extensions", str ? str : "(null)");
str = (char *)glGetString(GL_VERSION);
weston_log("GL version: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
weston_log("GLSL version: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_VENDOR);
weston_log("GL vendor: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_RENDERER);
weston_log("GL renderer: %s\n", str ? str : "(null)");
str = (char *)glGetString(GL_EXTENSIONS);
log_extensions("GL extensions", str ? str : "(null)");
}
static void
log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
{
EGLint r, g, b, a;
weston_log("Chosen EGL config details:\n");
weston_log_continue(STAMP_SPACE "RGBA bits");
if (eglGetConfigAttrib(egldpy, eglconfig, EGL_RED_SIZE, &r) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_GREEN_SIZE, &g) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_BLUE_SIZE, &b) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_ALPHA_SIZE, &a))
weston_log_continue(": %d %d %d %d\n", r, g, b, a);
else
weston_log_continue(" unknown\n");
weston_log_continue(STAMP_SPACE "swap interval range");
if (eglGetConfigAttrib(egldpy, eglconfig, EGL_MIN_SWAP_INTERVAL, &a) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_MAX_SWAP_INTERVAL, &b))
weston_log_continue(": %d - %d\n", a, b);
else
weston_log_continue(" unknown\n");
}
static void
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output_apply_border(struct weston_output *output, struct gl_renderer *gr)
{
output->border.top = gr->border.top;
output->border.bottom = gr->border.bottom;
output->border.left = gr->border.left;
output->border.right = gr->border.right;
}
WL_EXPORT void
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gl_renderer_set_border(struct weston_compositor *ec, int32_t width, int32_t height, void *data,
int32_t *edges)
{
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struct gl_renderer *gr = get_renderer(ec);
struct weston_output *output;
gr->border.left = edges[0];
gr->border.right = edges[1];
gr->border.top = edges[2];
gr->border.bottom = edges[3];
gr->border.width = width;
gr->border.height = height;
glGenTextures(1, &gr->border.texture);
glBindTexture(GL_TEXTURE_2D, gr->border.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
width,
height,
0, GL_BGRA_EXT, GL_UNSIGNED_BYTE,
data);
wl_list_for_each(output, &ec->output_list, link)
output_apply_border(output, gr);
}
static int
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gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface);
WL_EXPORT int
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gl_renderer_output_create(struct weston_output *output,
EGLNativeWindowType window)
{
struct weston_compositor *ec = output->compositor;
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struct gl_renderer *gr = get_renderer(ec);
struct gl_output_state *go = calloc(1, sizeof *go);
if (!go)
return -1;
go->egl_surface =
eglCreateWindowSurface(gr->egl_display,
gr->egl_config,
window, NULL);
if (go->egl_surface == EGL_NO_SURFACE) {
weston_log("failed to create egl surface\n");
free(go);
return -1;
}
if (gr->egl_context == NULL)
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if (gl_renderer_setup(ec, go->egl_surface) < 0) {
free(go);
return -1;
}
output->renderer_state = go;
output_apply_border(output, gr);
return 0;
}
WL_EXPORT void
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gl_renderer_output_destroy(struct weston_output *output)
{
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struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_output_state *go = get_output_state(output);
eglDestroySurface(gr->egl_display, go->egl_surface);
free(go);
}
WL_EXPORT EGLSurface
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gl_renderer_output_surface(struct weston_output *output)
{
return get_output_state(output)->egl_surface;
}
WL_EXPORT void
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gl_renderer_destroy(struct weston_compositor *ec)
{
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struct gl_renderer *gr = get_renderer(ec);
if (gr->has_bind_display)
gr->unbind_display(gr->egl_display, ec->wl_display);
/* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */
eglMakeCurrent(gr->egl_display,
EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglTerminate(gr->egl_display);
eglReleaseThread();
}
static int
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egl_choose_config(struct gl_renderer *gr, const EGLint *attribs,
const EGLint *visual_id)
{
EGLint count = 0;
EGLint matched = 0;
EGLConfig *configs;
int i;
if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1)
return -1;
configs = calloc(count, sizeof *configs);
if (!configs)
return -1;
if (!eglChooseConfig(gr->egl_display, attribs, configs,
count, &matched))
goto out;
for (i = 0; i < matched; ++i) {
EGLint id;
if (visual_id) {
if (!eglGetConfigAttrib(gr->egl_display,
configs[i], EGL_NATIVE_VISUAL_ID,
&id))
continue;
if (id != *visual_id)
continue;
}
gr->egl_config = configs[i];
free(configs);
return 0;
}
out:
free(configs);
return -1;
}
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WL_EXPORT const EGLint gl_renderer_opaque_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
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WL_EXPORT const EGLint gl_renderer_alpha_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 1,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
WL_EXPORT int
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gl_renderer_create(struct weston_compositor *ec, EGLNativeDisplayType display,
const EGLint *attribs, const EGLint *visual_id)
{
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struct gl_renderer *gr;
EGLint major, minor;
gr = calloc(1, sizeof *gr);
if (gr == NULL)
return -1;
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gr->base.read_pixels = gl_renderer_read_pixels;
gr->base.repaint_output = gl_renderer_repaint_output;
gr->base.flush_damage = gl_renderer_flush_damage;
gr->base.attach = gl_renderer_attach;
gr->base.create_surface = gl_renderer_create_surface;
gr->base.surface_set_color = gl_renderer_surface_set_color;
gr->base.destroy_surface = gl_renderer_destroy_surface;
gr->egl_display = eglGetDisplay(display);
if (gr->egl_display == EGL_NO_DISPLAY) {
weston_log("failed to create display\n");
goto err_egl;
}
if (!eglInitialize(gr->egl_display, &major, &minor)) {
weston_log("failed to initialize display\n");
goto err_egl;
}
if (egl_choose_config(gr, attribs, visual_id) < 0) {
weston_log("failed to choose EGL config\n");
goto err_egl;
}
ec->renderer = &gr->base;
return 0;
err_egl:
print_egl_error_state();
free(gr);
return -1;
}
WL_EXPORT EGLDisplay
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gl_renderer_display(struct weston_compositor *ec)
{
return get_renderer(ec)->egl_display;
}
static int
compile_shaders(struct weston_compositor *ec)
{
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struct gl_renderer *gr = get_renderer(ec);
if (shader_init(&gr->texture_shader_rgba, ec,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (shader_init(&gr->texture_shader_rgbx, ec,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (gr->has_egl_image_external &&
shader_init(&gr->texture_shader_egl_external, ec,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (shader_init(&gr->texture_shader_y_uv, ec,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (shader_init(&gr->texture_shader_y_u_v, ec,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (shader_init(&gr->texture_shader_y_xuxv, ec,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (shader_init(&gr->solid_shader, ec,
vertex_shader, solid_fragment_shader) < 0)
return -1;
return 0;
}
static void
fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct weston_compositor *ec = data;
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struct gl_renderer *gr = get_renderer(ec);
struct weston_output *output;
gr->fragment_shader_debug ^= 1;
shader_release(&gr->texture_shader_rgba);
shader_release(&gr->texture_shader_rgbx);
shader_release(&gr->texture_shader_egl_external);
shader_release(&gr->texture_shader_y_uv);
shader_release(&gr->texture_shader_y_u_v);
shader_release(&gr->texture_shader_y_xuxv);
shader_release(&gr->solid_shader);
compile_shaders(ec);
wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output);
}
static int
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gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
{
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struct gl_renderer *gr = get_renderer(ec);
const char *extensions;
EGLBoolean ret;
static const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
weston_log("failed to bind EGL_OPENGL_ES_API\n");
print_egl_error_state();
return -1;
}
log_egl_config_info(gr->egl_display, gr->egl_config);
gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_config,
EGL_NO_CONTEXT, context_attribs);
if (gr->egl_context == NULL) {
weston_log("failed to create context\n");
print_egl_error_state();
return -1;
}
ret = eglMakeCurrent(gr->egl_display, egl_surface,
egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
weston_log("Failed to make EGL context current.\n");
print_egl_error_state();
return -1;
}
log_egl_gl_info(gr->egl_display);
gr->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
gr->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
gr->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
gr->bind_display =
(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
gr->unbind_display =
(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
gr->query_buffer =
(void *) eglGetProcAddress("eglQueryWaylandBufferWL");
extensions = (const char *) glGetString(GL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving GL extension string failed.\n");
return -1;
}
if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) {
weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
return -1;
}
if (strstr(extensions, "GL_EXT_read_format_bgra"))
ec->read_format = PIXMAN_a8r8g8b8;
else
ec->read_format = PIXMAN_a8b8g8r8;
if (strstr(extensions, "GL_EXT_unpack_subimage"))
gr->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
gr->has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL extension string failed.\n");
return -1;
}
if (strstr(extensions, "EGL_WL_bind_wayland_display"))
gr->has_bind_display = 1;
if (gr->has_bind_display) {
ret = gr->bind_display(gr->egl_display, ec->wl_display);
if (!ret)
gr->has_bind_display = 0;
}
glActiveTexture(GL_TEXTURE0);
if (compile_shaders(ec))
return -1;
weston_compositor_add_debug_binding(ec, KEY_S,
fragment_debug_binding, ec);
weston_log("GL ES 2 renderer features:\n");
weston_log_continue(STAMP_SPACE "read-back format: %s\n",
ec->read_format == GL_BGRA_EXT ? "BGRA" : "RGBA");
weston_log_continue(STAMP_SPACE "wl_shm sub-image to texture: %s\n",
gr->has_unpack_subimage ? "yes" : "no");
weston_log_continue(STAMP_SPACE "EGL Wayland extension: %s\n",
gr->has_bind_display ? "yes" : "no");
return 0;
}