weston/src/gles2-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 <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "compositor.h"
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);
}
#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)
#define sign(x) ((x) >= 0)
static int
calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
{
int i, n = 0;
GLfloat min_x, max_x, min_y, max_y;
GLfloat x[4] = {
surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1,
};
GLfloat y[4] = {
surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2,
};
GLfloat cx1 = rect->x1;
GLfloat cx2 = rect->x2;
GLfloat cy1 = rect->y1;
GLfloat cy2 = rect->y2;
GLfloat dist_squared(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
GLfloat dx = (x1 - x2);
GLfloat dy = (y1 - y2);
return dx * dx + dy * dy;
}
void append_vertex(GLfloat x, GLfloat y)
{
/* don't emit duplicate vertices: */
if ((n > 0) && (ex[n-1] == x) && (ey[n-1] == y))
return;
ex[n] = x;
ey[n] = y;
n++;
}
/* transform surface to screen space: */
for (i = 0; i < 4; i++)
weston_surface_to_global_float(es, x[i], y[i], &x[i], &y[i]);
/* find bounding box: */
min_x = max_x = x[0];
min_y = max_y = y[0];
for (i = 1; i < 4; i++) {
min_x = min(min_x, x[i]);
max_x = max(max_x, x[i]);
min_y = min(min_y, y[i]);
max_y = max(max_y, y[i]);
}
/* First, simple bounding box check to discard early transformed
* surface rects that do not intersect with the clip region:
*/
if ((min_x > cx2) || (max_x < cx1) ||
(min_y > cy2) || (max_y < cy1))
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 < 4; i++) {
ex[n] = clip(x[i], cx1, cx2);
ey[n] = clip(y[i], cy1, cy2);
n++;
}
return 4;
}
/* Hard case, transformation applied. We need to find the vertices
* of the shape that is the intersection of the clip rect and
* transformed surface. This can be anything from 3 to 8 sides.
*
* Observation: all the resulting vertices will be the intersection
* points of the transformed surface and the clip rect, plus the
* vertices of the clip rect which are enclosed by the transformed
* surface and the vertices of the transformed surface which are
* enclosed by the clip rect.
*
* Observation: there will be zero, one, or two resulting vertices
* for each edge of the src rect.
*
* Loop over four edges of the transformed rect:
*/
for (i = 0; i < 4; i++) {
GLfloat x1, y1, x2, y2;
int last_n = n;
x1 = x[i];
y1 = y[i];
/* if this vertex is contained in the clip rect, use it as-is: */
if ((cx1 <= x1) && (x1 <= cx2) &&
(cy1 <= y1) && (y1 <= cy2))
append_vertex(x1, y1);
/* for remaining, we consider the point as part of a line: */
x2 = x[(i+1) % 4];
y2 = y[(i+1) % 4];
if (x1 == x2) {
append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
} else if (y1 == y2) {
append_vertex(clip(x1, cx1, cx2), clip(y1, cy1, cy2));
append_vertex(clip(x2, cx1, cx2), clip(y2, cy1, cy2));
} else {
GLfloat m, c, p;
GLfloat tx[2], ty[2];
int tn = 0;
int intersect_horiz(GLfloat y, GLfloat *p)
{
GLfloat x;
/* if y does not lie between y1 and y2, no
* intersection possible
*/
if (sign(y-y1) == sign(y-y2))
return 0;
x = (y - c) / m;
/* if x does not lie between cx1 and cx2, no
* intersection:
*/
if (sign(x-cx1) == sign(x-cx2))
return 0;
*p = x;
return 1;
}
int intersect_vert(GLfloat x, GLfloat *p)
{
GLfloat y;
if (sign(x-x1) == sign(x-x2))
return 0;
y = m * x + c;
if (sign(y-cy1) == sign(y-cy2))
return 0;
*p = y;
return 1;
}
/* y = mx + c */
m = (y2 - y1) / (x2 - x1);
c = y1 - m * x1;
/* check for up to two intersections with the four edges
* of the clip rect. Note that we don't know the orientation
* of the transformed surface wrt. the clip rect. So if when
* there are two intersection points, we need to put the one
* closest to x1,y1 first:
*/
/* check top clip rect edge: */
if (intersect_horiz(cy1, &p)) {
ty[tn] = cy1;
tx[tn] = p;
tn++;
}
/* check right clip rect edge: */
if (intersect_vert(cx2, &p)) {
ty[tn] = p;
tx[tn] = cx2;
tn++;
if (tn == 2)
goto edge_check_done;
}
/* check bottom clip rect edge: */
if (intersect_horiz(cy2, &p)) {
ty[tn] = cy2;
tx[tn] = p;
tn++;
if (tn == 2)
goto edge_check_done;
}
/* check left clip rect edge: */
if (intersect_vert(cx1, &p)) {
ty[tn] = p;
tx[tn] = cx1;
tn++;
}
edge_check_done:
if (tn == 1) {
append_vertex(tx[0], ty[0]);
} else if (tn == 2) {
if (dist_squared(x1, y1, tx[0], ty[0]) <
dist_squared(x1, y1, tx[1], ty[1])) {
append_vertex(tx[0], ty[0]);
append_vertex(tx[1], ty[1]);
} else {
append_vertex(tx[1], ty[1]);
append_vertex(tx[0], ty[0]);
}
}
if (n == last_n) {
GLfloat best_x=0, best_y=0;
uint32_t d, best_d = (unsigned int)-1; /* distance squared */
uint32_t max_d = dist_squared(x2, y2,
x[(i+2) % 4], y[(i+2) % 4]);
/* if there are no vertices on this line, it could be that
* there is a vertex of the clip rect that is enclosed by
* the transformed surface. Find the vertex of the clip
* rect that is reached by the shortest line perpendicular
* to the current edge, if any.
*
* slope of perpendicular is 1/m, so
*
* cy = -cx/m + c2
* c2 = cy + cx/m
*
*/
int perp_intersect(GLfloat cx, GLfloat cy, uint32_t *d)
{
GLfloat c2 = cy + cx/m;
GLfloat x = (c2 - c) / (m + 1/m);
/* if the x position of the intersection of the
* perpendicular with the transformed edge does
* not lie within the bounds of the edge, then
* no intersection:
*/
if (sign(x-x1) == sign(x-x2))
return 0;
*d = dist_squared(cx, cy, x, (m * x) + c);
/* if intersection distance is further away than
* opposite edge of surface region, it is invalid:
*/
if (*d > max_d)
return 0;
return 1;
}
if (perp_intersect(cx1, cy1, &d)) {
best_x = cx1;
best_y = cy1;
best_d = d;
}
if (perp_intersect(cx1, cy2, &d) && (d < best_d)) {
best_x = cx1;
best_y = cy2;
best_d = d;
}
if (perp_intersect(cx2, cy2, &d) && (d < best_d)) {
best_x = cx2;
best_y = cy2;
best_d = d;
}
if (perp_intersect(cx2, cy1, &d) && (d < best_d)) {
best_x = cx2;
best_y = cy1;
best_d = d;
}
if (best_d != (unsigned int)-1) // XXX can this happen?
append_vertex(best_x, best_y);
}
}
}
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;
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);
}
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 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();
}
}
static 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
}
static void
ensure_textures(struct weston_surface *es, int num_textures)
{
int i;
if (num_textures <= es->num_textures)
return;
for (i = es->num_textures; i < num_textures; i++) {
glGenTextures(1, &es->textures[i]);
glBindTexture(es->target, es->textures[i]);
glTexParameteri(es->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(es->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
es->num_textures = num_textures;
glBindTexture(es->target, 0);
}
static void
gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
EGLint attribs[3], format;
int i, num_planes;
if (!buffer) {
for (i = 0; i < es->num_images; i++) {
ec->destroy_image(ec->egl_display, es->images[i]);
es->images[i] = NULL;
}
es->num_images = 0;
glDeleteTextures(es->num_textures, es->textures);
es->num_textures = 0;
return;
}
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
es->target = GL_TEXTURE_2D;
ensure_textures(es, 1);
glBindTexture(GL_TEXTURE_2D, es->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)
es->shader = &ec->texture_shader_rgbx;
else
es->shader = &ec->texture_shader_rgba;
} else if (ec->query_buffer(ec->egl_display, buffer,
EGL_TEXTURE_FORMAT, &format)) {
for (i = 0; i < es->num_images; i++)
ec->destroy_image(ec->egl_display, es->images[i]);
es->num_images = 0;
es->target = GL_TEXTURE_2D;
switch (format) {
case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
es->shader = &ec->texture_shader_rgba;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
es->target = GL_TEXTURE_EXTERNAL_OES;
es->shader = &ec->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
es->shader = &ec->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
es->shader = &ec->texture_shader_y_u_v;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
es->shader = &ec->texture_shader_y_xuxv;
break;
}
ensure_textures(es, num_planes);
for (i = 0; i < num_planes; i++) {
attribs[0] = EGL_WAYLAND_PLANE_WL;
attribs[1] = i;
attribs[2] = EGL_NONE;
es->images[i] = ec->create_image(ec->egl_display,
NULL,
EGL_WAYLAND_BUFFER_WL,
buffer, attribs);
if (!es->images[i]) {
weston_log("failed to create img for plane %d\n", i);
continue;
}
es->num_images++;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(es->target, es->textures[i]);
ec->image_target_texture_2d(es->target,
es->images[i]);
}
es->pitch = buffer->width;
} else {
weston_log("unhandled buffer type!\n");
}
}
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 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;"
"}\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"
"}\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;"
"}\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
"}\n";
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
"}\n";
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
"}\n";
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;"
"}\n";
static int
compile_shader(GLenum type, const char *source)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, 1, &source, 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
weston_shader_init(struct weston_shader *shader,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, vertex_source);
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, fragment_source);
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
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)");
}
struct gles2_renderer {
struct weston_renderer base;
};
WL_EXPORT int
gles2_renderer_init(struct weston_compositor *ec)
{
struct gles2_renderer *renderer;
const char *extensions;
int has_egl_image_external = 0;
renderer = malloc(sizeof *renderer);
if (renderer == NULL)
return -1;
log_egl_gl_info(ec->egl_display);
ec->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
ec->image_target_renderbuffer_storage = (void *)
eglGetProcAddress("glEGLImageTargetRenderbufferStorageOES");
ec->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
ec->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
ec->bind_display =
(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
ec->unbind_display =
(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
ec->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 = GL_BGRA_EXT;
else
ec->read_format = GL_RGBA;
if (strstr(extensions, "GL_EXT_unpack_subimage"))
ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL extension string failed.\n");
return -1;
}
if (strstr(extensions, "EGL_WL_bind_wayland_display"))
ec->has_bind_display = 1;
if (ec->has_bind_display)
ec->bind_display(ec->egl_display, ec->wl_display);
glActiveTexture(GL_TEXTURE0);
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_rgbx,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (has_egl_image_external &&
weston_shader_init(&ec->texture_shader_egl_external,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_u_v,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_xuxv,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0)
return -1;
renderer->base.repaint_output = gles2_renderer_repaint_output;
renderer->base.flush_damage = gles2_renderer_flush_damage;
renderer->base.attach = gles2_renderer_attach;
ec->renderer = &renderer->base;
return 0;
}