2012-09-06 05:54:15 +04:00
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/*
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* Copyright © 2012 Intel Corporation
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of the copyright holders not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission. The copyright holders make
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* no representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
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* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
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* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
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* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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2012-09-06 06:06:26 +04:00
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#define _GNU_SOURCE
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2012-09-06 05:59:35 +04:00
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#include <stdlib.h>
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2012-09-06 06:06:26 +04:00
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#include <string.h>
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#include <ctype.h>
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2012-09-06 05:59:35 +04:00
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2012-09-06 05:54:15 +04:00
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#include "compositor.h"
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static const char *
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egl_error_string(EGLint code)
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{
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#define MYERRCODE(x) case x: return #x;
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switch (code) {
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MYERRCODE(EGL_SUCCESS)
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MYERRCODE(EGL_NOT_INITIALIZED)
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MYERRCODE(EGL_BAD_ACCESS)
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MYERRCODE(EGL_BAD_ALLOC)
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MYERRCODE(EGL_BAD_ATTRIBUTE)
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MYERRCODE(EGL_BAD_CONTEXT)
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MYERRCODE(EGL_BAD_CONFIG)
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MYERRCODE(EGL_BAD_CURRENT_SURFACE)
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MYERRCODE(EGL_BAD_DISPLAY)
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MYERRCODE(EGL_BAD_SURFACE)
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MYERRCODE(EGL_BAD_MATCH)
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MYERRCODE(EGL_BAD_PARAMETER)
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MYERRCODE(EGL_BAD_NATIVE_PIXMAP)
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MYERRCODE(EGL_BAD_NATIVE_WINDOW)
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MYERRCODE(EGL_CONTEXT_LOST)
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default:
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return "unknown";
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}
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#undef MYERRCODE
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}
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static void
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print_egl_error_state(void)
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{
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EGLint code;
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code = eglGetError();
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weston_log("EGL error state: %s (0x%04lx)\n",
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egl_error_string(code), (long)code);
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}
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2012-09-06 05:59:35 +04:00
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#define min(a, b) (((a) > (b)) ? (b) : (a))
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#define clip(x, a, b) min(max(x, a), b)
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#define sign(x) ((x) >= 0)
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static int
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calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
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pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
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{
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int i, n = 0;
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GLfloat min_x, max_x, min_y, max_y;
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GLfloat x[4] = {
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surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1,
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};
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GLfloat y[4] = {
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surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2,
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};
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GLfloat cx1 = rect->x1;
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GLfloat cx2 = rect->x2;
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GLfloat cy1 = rect->y1;
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GLfloat cy2 = rect->y2;
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GLfloat dist_squared(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
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{
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GLfloat dx = (x1 - x2);
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GLfloat dy = (y1 - y2);
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return dx * dx + dy * dy;
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}
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void append_vertex(GLfloat x, GLfloat y)
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{
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/* don't emit duplicate vertices: */
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if ((n > 0) && (ex[n-1] == x) && (ey[n-1] == y))
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return;
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ex[n] = x;
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ey[n] = y;
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n++;
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}
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/* transform surface to screen space: */
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for (i = 0; i < 4; i++)
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weston_surface_to_global_float(es, x[i], y[i], &x[i], &y[i]);
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/* find bounding box: */
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min_x = max_x = x[0];
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min_y = max_y = y[0];
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for (i = 1; i < 4; i++) {
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min_x = min(min_x, x[i]);
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max_x = max(max_x, x[i]);
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min_y = min(min_y, y[i]);
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max_y = max(max_y, y[i]);
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}
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/* First, simple bounding box check to discard early transformed
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* surface rects that do not intersect with the clip region:
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*/
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if ((min_x > cx2) || (max_x < cx1) ||
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(min_y > cy2) || (max_y < cy1))
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return 0;
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/* Simple case, bounding box edges are parallel to surface edges,
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* there will be only four edges. We just need to clip the surface
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* vertices to the clip rect bounds:
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*/
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if (!es->transform.enabled) {
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for (i = 0; i < 4; i++) {
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ex[n] = clip(x[i], cx1, cx2);
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ey[n] = clip(y[i], cy1, cy2);
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n++;
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}
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return 4;
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}
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/* Hard case, transformation applied. We need to find the vertices
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* of the shape that is the intersection of the clip rect and
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* transformed surface. This can be anything from 3 to 8 sides.
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*
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* Observation: all the resulting vertices will be the intersection
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* points of the transformed surface and the clip rect, plus the
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* vertices of the clip rect which are enclosed by the transformed
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* surface and the vertices of the transformed surface which are
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* enclosed by the clip rect.
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*
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* Observation: there will be zero, one, or two resulting vertices
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* for each edge of the src rect.
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*
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* Loop over four edges of the transformed rect:
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*/
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for (i = 0; i < 4; i++) {
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GLfloat x1, y1, x2, y2;
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int last_n = n;
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x1 = x[i];
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y1 = y[i];
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/* if this vertex is contained in the clip rect, use it as-is: */
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if ((cx1 <= x1) && (x1 <= cx2) &&
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(cy1 <= y1) && (y1 <= cy2))
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append_vertex(x1, y1);
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/* for remaining, we consider the point as part of a line: */
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x2 = x[(i+1) % 4];
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y2 = y[(i+1) % 4];
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if (x1 == x2) {
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append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
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append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
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} else if (y1 == y2) {
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append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
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append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
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} else {
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GLfloat m, c, p;
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GLfloat tx[2], ty[2];
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int tn = 0;
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int intersect_horiz(GLfloat y, GLfloat *p)
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{
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GLfloat x;
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/* if y does not lie between y1 and y2, no
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* intersection possible
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*/
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if (sign(y-y1) == sign(y-y2))
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return 0;
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x = (y - c) / m;
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/* if x does not lie between cx1 and cx2, no
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* intersection:
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*/
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if (sign(x-cx1) == sign(x-cx2))
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return 0;
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*p = x;
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return 1;
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}
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int intersect_vert(GLfloat x, GLfloat *p)
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{
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GLfloat y;
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if (sign(x-x1) == sign(x-x2))
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return 0;
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y = m * x + c;
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if (sign(y-cy1) == sign(y-cy2))
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return 0;
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*p = y;
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return 1;
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}
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/* y = mx + c */
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m = (y2 - y1) / (x2 - x1);
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c = y1 - m * x1;
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/* check for up to two intersections with the four edges
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* of the clip rect. Note that we don't know the orientation
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* of the transformed surface wrt. the clip rect. So if when
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* there are two intersection points, we need to put the one
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* closest to x1,y1 first:
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*/
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/* check top clip rect edge: */
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if (intersect_horiz(cy1, &p)) {
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ty[tn] = cy1;
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tx[tn] = p;
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tn++;
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}
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/* check right clip rect edge: */
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if (intersect_vert(cx2, &p)) {
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ty[tn] = p;
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tx[tn] = cx2;
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tn++;
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if (tn == 2)
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goto edge_check_done;
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}
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/* check bottom clip rect edge: */
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if (intersect_horiz(cy2, &p)) {
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ty[tn] = cy2;
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tx[tn] = p;
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tn++;
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if (tn == 2)
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goto edge_check_done;
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}
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/* check left clip rect edge: */
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if (intersect_vert(cx1, &p)) {
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ty[tn] = p;
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tx[tn] = cx1;
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tn++;
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}
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edge_check_done:
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if (tn == 1) {
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append_vertex(tx[0], ty[0]);
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} else if (tn == 2) {
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if (dist_squared(x1, y1, tx[0], ty[0]) <
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dist_squared(x1, y1, tx[1], ty[1])) {
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append_vertex(tx[0], ty[0]);
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append_vertex(tx[1], ty[1]);
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} else {
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append_vertex(tx[1], ty[1]);
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append_vertex(tx[0], ty[0]);
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}
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}
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if (n == last_n) {
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GLfloat best_x=0, best_y=0;
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uint32_t d, best_d = (unsigned int)-1; /* distance squared */
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uint32_t max_d = dist_squared(x2, y2,
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x[(i+2) % 4], y[(i+2) % 4]);
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/* if there are no vertices on this line, it could be that
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* there is a vertex of the clip rect that is enclosed by
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* the transformed surface. Find the vertex of the clip
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* rect that is reached by the shortest line perpendicular
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* to the current edge, if any.
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*
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* slope of perpendicular is 1/m, so
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*
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* cy = -cx/m + c2
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* c2 = cy + cx/m
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*
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*/
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int perp_intersect(GLfloat cx, GLfloat cy, uint32_t *d)
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{
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GLfloat c2 = cy + cx/m;
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GLfloat x = (c2 - c) / (m + 1/m);
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/* if the x position of the intersection of the
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* perpendicular with the transformed edge does
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* not lie within the bounds of the edge, then
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* no intersection:
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*/
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if (sign(x-x1) == sign(x-x2))
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return 0;
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*d = dist_squared(cx, cy, x, (m * x) + c);
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/* if intersection distance is further away than
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* opposite edge of surface region, it is invalid:
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*/
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if (*d > max_d)
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return 0;
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return 1;
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}
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if (perp_intersect(cx1, cy1, &d)) {
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best_x = cx1;
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best_y = cy1;
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best_d = d;
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}
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if (perp_intersect(cx1, cy2, &d) && (d < best_d)) {
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best_x = cx1;
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best_y = cy2;
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best_d = d;
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}
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if (perp_intersect(cx2, cy2, &d) && (d < best_d)) {
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best_x = cx2;
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best_y = cy2;
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best_d = d;
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}
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if (perp_intersect(cx2, cy1, &d) && (d < best_d)) {
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best_x = cx2;
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best_y = cy1;
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best_d = d;
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}
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if (best_d != (unsigned int)-1) // XXX can this happen?
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append_vertex(best_x, best_y);
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}
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}
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}
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return n;
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}
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static int
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texture_region(struct weston_surface *es, pixman_region32_t *region,
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pixman_region32_t *surf_region)
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{
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struct weston_compositor *ec = es->compositor;
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GLfloat *v, inv_width, inv_height;
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unsigned int *vtxcnt, nvtx = 0;
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pixman_box32_t *rects, *surf_rects;
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int i, j, k, nrects, nsurf;
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rects = pixman_region32_rectangles(region, &nrects);
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surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
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/* worst case we can have 8 vertices per rect (ie. clipped into
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|
|
* 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;
|
|
|
|
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(compositor->solid_shader.program);
|
|
|
|
glUniform4fv(compositor->solid_shader.color_uniform, 1,
|
|
|
|
color[color_idx++ % ARRAY_LENGTH(color)]);
|
|
|
|
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
|
|
|
|
glUseProgram(compositor->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 void
|
|
|
|
weston_compositor_use_shader(struct weston_compositor *compositor,
|
|
|
|
struct weston_shader *shader)
|
|
|
|
{
|
|
|
|
if (compositor->current_shader == shader)
|
|
|
|
return;
|
|
|
|
|
|
|
|
glUseProgram(shader->program);
|
|
|
|
compositor->current_shader = shader;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
weston_shader_uniforms(struct weston_shader *shader,
|
|
|
|
struct weston_surface *surface,
|
|
|
|
struct weston_output *output)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
glUniformMatrix4fv(shader->proj_uniform,
|
|
|
|
1, GL_FALSE, output->matrix.d);
|
|
|
|
glUniform4fv(shader->color_uniform, 1, surface->color);
|
|
|
|
glUniform1f(shader->alpha_uniform, surface->alpha);
|
|
|
|
|
|
|
|
for (i = 0; i < surface->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;
|
|
|
|
/* repaint bounding region in global coordinates: */
|
|
|
|
pixman_region32_t repaint;
|
|
|
|
/* non-opaque region in surface coordinates: */
|
|
|
|
pixman_region32_t surface_blend;
|
|
|
|
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;
|
|
|
|
|
|
|
|
pixman_region32_subtract(&ec->primary_plane.damage,
|
|
|
|
&ec->primary_plane.damage, &repaint);
|
|
|
|
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
|
if (ec->fan_debug) {
|
|
|
|
weston_compositor_use_shader(ec, &ec->solid_shader);
|
|
|
|
weston_shader_uniforms(&ec->solid_shader, es, output);
|
|
|
|
}
|
|
|
|
|
|
|
|
weston_compositor_use_shader(ec, es->shader);
|
|
|
|
weston_shader_uniforms(es->shader, es, output);
|
|
|
|
|
|
|
|
if (es->transform.enabled || output->zoom.active)
|
|
|
|
filter = GL_LINEAR;
|
|
|
|
else
|
|
|
|
filter = GL_NEAREST;
|
|
|
|
|
|
|
|
for (i = 0; i < es->num_textures; i++) {
|
|
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
|
|
glBindTexture(es->target, es->textures[i]);
|
|
|
|
glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
|
|
|
|
glTexParameteri(es->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 (es->shader == &ec->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.
|
|
|
|
*/
|
|
|
|
weston_compositor_use_shader(ec, &ec->texture_shader_rgbx);
|
|
|
|
weston_shader_uniforms(&ec->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)) {
|
|
|
|
weston_compositor_use_shader(ec, es->shader);
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
repaint_region(es, &repaint, &surface_blend);
|
|
|
|
}
|
|
|
|
|
|
|
|
pixman_region32_fini(&surface_blend);
|
|
|
|
|
|
|
|
out:
|
|
|
|
pixman_region32_fini(&repaint);
|
|
|
|
}
|
|
|
|
|
2012-09-06 05:54:15 +04:00
|
|
|
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)
|
2012-09-06 05:59:35 +04:00
|
|
|
draw_surface(surface, output, damage);
|
2012-09-06 05:54:15 +04:00
|
|
|
}
|
|
|
|
|
|
|
|
WL_EXPORT void
|
|
|
|
gles2_renderer_repaint_output(struct weston_output *output,
|
|
|
|
pixman_region32_t *output_damage)
|
|
|
|
{
|
|
|
|
struct weston_compositor *compositor = output->compositor;
|
|
|
|
EGLBoolean ret;
|
|
|
|
static int errored;
|
|
|
|
int32_t width, height;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
ret = eglMakeCurrent(compositor->egl_display, output->egl_surface,
|
|
|
|
output->egl_surface, compositor->egl_context);
|
|
|
|
if (ret == EGL_FALSE) {
|
|
|
|
if (errored)
|
|
|
|
return;
|
|
|
|
errored = 1;
|
|
|
|
weston_log("Failed to make EGL context current.\n");
|
|
|
|
print_egl_error_state();
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
repaint_surfaces(output, output_damage);
|
|
|
|
|
|
|
|
wl_signal_emit(&output->frame_signal, output);
|
|
|
|
|
|
|
|
ret = eglSwapBuffers(compositor->egl_display, output->egl_surface);
|
|
|
|
if (ret == EGL_FALSE && !errored) {
|
|
|
|
errored = 1;
|
|
|
|
weston_log("Failed in eglSwapBuffers.\n");
|
|
|
|
print_egl_error_state();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2012-09-06 06:06:26 +04:00
|
|
|
|
2012-09-06 06:13:58 +04:00
|
|
|
WL_EXPORT void
|
|
|
|
gles2_renderer_flush_damage(struct weston_surface *surface)
|
|
|
|
{
|
|
|
|
#ifdef GL_UNPACK_ROW_LENGTH
|
|
|
|
pixman_box32_t *rectangles;
|
|
|
|
void *data;
|
|
|
|
int i, n;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
|
|
|
|
|
|
|
|
if (!surface->compositor->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));
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
#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->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
|
|
|
|
}
|
|
|
|
|
2012-09-06 06:06:26 +04:00
|
|
|
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 */
|
|
|
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#define FRAGMENT_CONVERT_YUV \
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" y *= alpha;\n" \
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" u *= alpha;\n" \
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" v *= alpha;\n" \
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" gl_FragColor.r = y + 1.59602678 * v;\n" \
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" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
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" gl_FragColor.b = y + 2.01723214 * u;\n" \
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" gl_FragColor.a = alpha;\n"
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static const char texture_fragment_shader_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
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"}\n";
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static const char texture_fragment_shader_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
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" gl_FragColor.a = alpha;\n"
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"}\n";
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static const char texture_fragment_shader_egl_external[] =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES tex;\n"
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"uniform float alpha;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
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"}\n";
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static const char texture_fragment_shader_y_uv[] =
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"precision mediump float;\n"
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex1;\n"
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"varying vec2 v_texcoord;\n"
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"uniform float alpha;\n"
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"void main() {\n"
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
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" float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
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" float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
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FRAGMENT_CONVERT_YUV
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"}\n";
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static const char texture_fragment_shader_y_u_v[] =
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"precision mediump float;\n"
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex1;\n"
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"uniform sampler2D tex2;\n"
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"varying vec2 v_texcoord;\n"
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"uniform float alpha;\n"
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"void main() {\n"
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
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" float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
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" float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
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FRAGMENT_CONVERT_YUV
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"}\n";
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static const char texture_fragment_shader_y_xuxv[] =
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"precision mediump float;\n"
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex1;\n"
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"varying vec2 v_texcoord;\n"
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"uniform float alpha;\n"
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"void main() {\n"
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
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" float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
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" float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
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FRAGMENT_CONVERT_YUV
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"}\n";
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static const char solid_fragment_shader[] =
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"precision mediump float;\n"
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"uniform vec4 color;\n"
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"uniform float alpha;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = alpha * color\n;"
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"}\n";
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static int
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compile_shader(GLenum type, const char *source)
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{
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GLuint s;
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char msg[512];
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GLint status;
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s = glCreateShader(type);
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glShaderSource(s, 1, &source, NULL);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(s, sizeof msg, NULL, msg);
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weston_log("shader info: %s\n", msg);
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return GL_NONE;
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}
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return s;
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}
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static int
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weston_shader_init(struct weston_shader *shader,
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const char *vertex_source, const char *fragment_source)
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{
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char msg[512];
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GLint status;
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shader->vertex_shader =
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compile_shader(GL_VERTEX_SHADER, vertex_source);
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shader->fragment_shader =
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compile_shader(GL_FRAGMENT_SHADER, fragment_source);
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vertex_shader);
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glAttachShader(shader->program, shader->fragment_shader);
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glBindAttribLocation(shader->program, 0, "position");
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glBindAttribLocation(shader->program, 1, "texcoord");
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glLinkProgram(shader->program);
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
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weston_log("link info: %s\n", msg);
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return -1;
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}
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->color_uniform = glGetUniformLocation(shader->program, "color");
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return 0;
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}
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static void
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log_extensions(const char *name, const char *extensions)
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{
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const char *p, *end;
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int l;
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int len;
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l = weston_log("%s:", name);
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p = extensions;
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while (*p) {
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end = strchrnul(p, ' ');
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len = end - p;
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if (l + len > 78)
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l = weston_log_continue("\n" STAMP_SPACE "%.*s",
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len, p);
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else
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l += weston_log_continue(" %.*s", len, p);
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for (p = end; isspace(*p); p++)
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;
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}
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weston_log_continue("\n");
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}
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static void
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log_egl_gl_info(EGLDisplay egldpy)
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{
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const char *str;
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str = eglQueryString(egldpy, EGL_VERSION);
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weston_log("EGL version: %s\n", str ? str : "(null)");
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str = eglQueryString(egldpy, EGL_VENDOR);
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weston_log("EGL vendor: %s\n", str ? str : "(null)");
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str = eglQueryString(egldpy, EGL_CLIENT_APIS);
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weston_log("EGL client APIs: %s\n", str ? str : "(null)");
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str = eglQueryString(egldpy, EGL_EXTENSIONS);
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log_extensions("EGL extensions", str ? str : "(null)");
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str = (char *)glGetString(GL_VERSION);
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weston_log("GL version: %s\n", str ? str : "(null)");
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str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
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weston_log("GLSL version: %s\n", str ? str : "(null)");
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str = (char *)glGetString(GL_VENDOR);
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weston_log("GL vendor: %s\n", str ? str : "(null)");
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str = (char *)glGetString(GL_RENDERER);
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weston_log("GL renderer: %s\n", str ? str : "(null)");
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str = (char *)glGetString(GL_EXTENSIONS);
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log_extensions("GL extensions", str ? str : "(null)");
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}
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WL_EXPORT int
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gles2_renderer_init(struct weston_compositor *ec)
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{
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const char *extensions;
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int has_egl_image_external = 0;
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log_egl_gl_info(ec->egl_display);
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ec->image_target_texture_2d =
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(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
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ec->image_target_renderbuffer_storage = (void *)
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eglGetProcAddress("glEGLImageTargetRenderbufferStorageOES");
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ec->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
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ec->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
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ec->bind_display =
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(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
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ec->unbind_display =
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(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
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ec->query_buffer =
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(void *) eglGetProcAddress("eglQueryWaylandBufferWL");
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extensions = (const char *) glGetString(GL_EXTENSIONS);
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if (!extensions) {
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weston_log("Retrieving GL extension string failed.\n");
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return -1;
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}
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if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) {
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weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
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return -1;
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}
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if (strstr(extensions, "GL_EXT_read_format_bgra"))
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ec->read_format = GL_BGRA_EXT;
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else
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ec->read_format = GL_RGBA;
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if (strstr(extensions, "GL_EXT_unpack_subimage"))
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ec->has_unpack_subimage = 1;
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if (strstr(extensions, "GL_OES_EGL_image_external"))
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has_egl_image_external = 1;
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extensions =
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(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
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if (!extensions) {
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weston_log("Retrieving EGL extension string failed.\n");
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return -1;
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}
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if (strstr(extensions, "EGL_WL_bind_wayland_display"))
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ec->has_bind_display = 1;
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if (ec->has_bind_display)
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ec->bind_display(ec->egl_display, ec->wl_display);
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glActiveTexture(GL_TEXTURE0);
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if (weston_shader_init(&ec->texture_shader_rgba,
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vertex_shader, texture_fragment_shader_rgba) < 0)
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return -1;
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if (weston_shader_init(&ec->texture_shader_rgbx,
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vertex_shader, texture_fragment_shader_rgbx) < 0)
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return -1;
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if (has_egl_image_external &&
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weston_shader_init(&ec->texture_shader_egl_external,
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vertex_shader, texture_fragment_shader_egl_external) < 0)
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return -1;
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if (weston_shader_init(&ec->texture_shader_y_uv,
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vertex_shader, texture_fragment_shader_y_uv) < 0)
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return -1;
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if (weston_shader_init(&ec->texture_shader_y_u_v,
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vertex_shader, texture_fragment_shader_y_u_v) < 0)
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return -1;
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if (weston_shader_init(&ec->texture_shader_y_xuxv,
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vertex_shader, texture_fragment_shader_y_xuxv) < 0)
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return -1;
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if (weston_shader_init(&ec->solid_shader,
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vertex_shader, solid_fragment_shader) < 0)
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return -1;
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return 0;
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}
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