gles2: Add a debug binding for highlighting shaded content
Pressing mode-shift-space s will cause the fragment shaders to be recompiled, adding a green tint to all composited content.
This commit is contained in:
parent
c509d2b152
commit
27508c2045
@ -358,6 +358,8 @@ struct weston_compositor {
|
||||
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
|
||||
int has_bind_display;
|
||||
|
||||
int has_egl_image_external;
|
||||
|
||||
void (*destroy)(struct weston_compositor *ec);
|
||||
void (*restore)(struct weston_compositor *ec);
|
||||
int (*authenticate)(struct weston_compositor *c, uint32_t id);
|
||||
|
@ -27,9 +27,15 @@
|
||||
#include <ctype.h>
|
||||
#include <float.h>
|
||||
#include <assert.h>
|
||||
#include <linux/input.h>
|
||||
|
||||
#include "compositor.h"
|
||||
|
||||
struct gles2_renderer {
|
||||
struct weston_renderer base;
|
||||
int fragment_shader_debug;
|
||||
};
|
||||
|
||||
static const char *
|
||||
egl_error_string(EGLint code)
|
||||
{
|
||||
@ -940,6 +946,12 @@ static const char vertex_shader[] =
|
||||
" 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"
|
||||
@ -948,7 +960,7 @@ static const char texture_fragment_shader_rgba[] =
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
|
||||
"}\n";
|
||||
;
|
||||
|
||||
static const char texture_fragment_shader_rgbx[] =
|
||||
"precision mediump float;\n"
|
||||
@ -959,7 +971,7 @@ static const char texture_fragment_shader_rgbx[] =
|
||||
"{\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"
|
||||
@ -970,7 +982,7 @@ static const char texture_fragment_shader_egl_external[] =
|
||||
"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"
|
||||
@ -983,7 +995,7 @@ static const char texture_fragment_shader_y_uv[] =
|
||||
" 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"
|
||||
@ -997,7 +1009,7 @@ static const char texture_fragment_shader_y_u_v[] =
|
||||
" 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"
|
||||
@ -1010,7 +1022,7 @@ static const char texture_fragment_shader_y_xuxv[] =
|
||||
" 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"
|
||||
@ -1019,17 +1031,17 @@ static const char solid_fragment_shader[] =
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = alpha * color\n;"
|
||||
"}\n";
|
||||
;
|
||||
|
||||
static int
|
||||
compile_shader(GLenum type, const char *source)
|
||||
compile_shader(GLenum type, int count, const char **sources)
|
||||
{
|
||||
GLuint s;
|
||||
char msg[512];
|
||||
GLint status;
|
||||
|
||||
s = glCreateShader(type);
|
||||
glShaderSource(s, 1, &source, NULL);
|
||||
glShaderSource(s, count, sources, NULL);
|
||||
glCompileShader(s);
|
||||
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
|
||||
if (!status) {
|
||||
@ -1042,16 +1054,32 @@ compile_shader(GLenum type, const char *source)
|
||||
}
|
||||
|
||||
static int
|
||||
weston_shader_init(struct weston_shader *shader,
|
||||
weston_shader_init(struct weston_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];
|
||||
struct gles2_renderer *renderer =
|
||||
(struct gles2_renderer *) ec->renderer;
|
||||
|
||||
shader->vertex_shader =
|
||||
compile_shader(GL_VERTEX_SHADER, vertex_source);
|
||||
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, fragment_source);
|
||||
compile_shader(GL_FRAGMENT_SHADER, count, sources);
|
||||
|
||||
shader->program = glCreateProgram();
|
||||
glAttachShader(shader->program, shader->vertex_shader);
|
||||
@ -1077,6 +1105,18 @@ weston_shader_init(struct weston_shader *shader,
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
weston_shader_release(struct weston_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)
|
||||
{
|
||||
@ -1157,10 +1197,6 @@ log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
|
||||
weston_log_continue(" unknown\n");
|
||||
}
|
||||
|
||||
struct gles2_renderer {
|
||||
struct weston_renderer base;
|
||||
};
|
||||
|
||||
WL_EXPORT void
|
||||
gles2_renderer_destroy(struct weston_compositor *ec)
|
||||
{
|
||||
@ -1168,12 +1204,65 @@ gles2_renderer_destroy(struct weston_compositor *ec)
|
||||
ec->unbind_display(ec->egl_display, ec->wl_display);
|
||||
}
|
||||
|
||||
static int
|
||||
compile_shaders(struct weston_compositor *ec)
|
||||
{
|
||||
if (weston_shader_init(&ec->texture_shader_rgba, ec,
|
||||
vertex_shader, texture_fragment_shader_rgba) < 0)
|
||||
return -1;
|
||||
if (weston_shader_init(&ec->texture_shader_rgbx, ec,
|
||||
vertex_shader, texture_fragment_shader_rgbx) < 0)
|
||||
return -1;
|
||||
if (ec->has_egl_image_external &&
|
||||
weston_shader_init(&ec->texture_shader_egl_external, ec,
|
||||
vertex_shader, texture_fragment_shader_egl_external) < 0)
|
||||
return -1;
|
||||
if (weston_shader_init(&ec->texture_shader_y_uv, ec,
|
||||
vertex_shader, texture_fragment_shader_y_uv) < 0)
|
||||
return -1;
|
||||
if (weston_shader_init(&ec->texture_shader_y_u_v, ec,
|
||||
vertex_shader, texture_fragment_shader_y_u_v) < 0)
|
||||
return -1;
|
||||
if (weston_shader_init(&ec->texture_shader_y_xuxv, ec,
|
||||
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
|
||||
return -1;
|
||||
if (weston_shader_init(&ec->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;
|
||||
struct gles2_renderer *renderer =
|
||||
(struct gles2_renderer *) ec->renderer;
|
||||
struct weston_output *output;
|
||||
|
||||
renderer->fragment_shader_debug ^= 1;
|
||||
|
||||
weston_shader_release(&ec->texture_shader_rgba);
|
||||
weston_shader_release(&ec->texture_shader_rgbx);
|
||||
weston_shader_release(&ec->texture_shader_egl_external);
|
||||
weston_shader_release(&ec->texture_shader_y_uv);
|
||||
weston_shader_release(&ec->texture_shader_y_u_v);
|
||||
weston_shader_release(&ec->texture_shader_y_xuxv);
|
||||
weston_shader_release(&ec->solid_shader);
|
||||
|
||||
compile_shaders(ec);
|
||||
|
||||
wl_list_for_each(output, &ec->output_list, link)
|
||||
weston_output_damage(output);
|
||||
}
|
||||
|
||||
WL_EXPORT int
|
||||
gles2_renderer_init(struct weston_compositor *ec)
|
||||
{
|
||||
struct gles2_renderer *renderer;
|
||||
const char *extensions;
|
||||
int has_egl_image_external = 0;
|
||||
struct weston_output *output;
|
||||
EGLBoolean ret;
|
||||
|
||||
@ -1182,7 +1271,7 @@ gles2_renderer_init(struct weston_compositor *ec)
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
renderer = malloc(sizeof *renderer);
|
||||
renderer = calloc(1, sizeof *renderer);
|
||||
if (renderer == NULL)
|
||||
return -1;
|
||||
|
||||
@ -1247,7 +1336,7 @@ gles2_renderer_init(struct weston_compositor *ec)
|
||||
ec->has_unpack_subimage = 1;
|
||||
|
||||
if (strstr(extensions, "GL_OES_EGL_image_external"))
|
||||
has_egl_image_external = 1;
|
||||
ec->has_egl_image_external = 1;
|
||||
|
||||
extensions =
|
||||
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
|
||||
@ -1266,35 +1355,18 @@ gles2_renderer_init(struct weston_compositor *ec)
|
||||
|
||||
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;
|
||||
renderer->base.destroy_surface = gles2_renderer_destroy_surface;
|
||||
ec->renderer = &renderer->base;
|
||||
|
||||
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");
|
||||
|
Loading…
Reference in New Issue
Block a user