compositor: handle YUV buffers.
Signed-off-by: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
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76574d1fb7
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28f59b027a
@ -188,7 +188,7 @@ draw_border(struct wayland_output *output)
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glUniformMatrix4fv(shader->proj_uniform,
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1, GL_FALSE, output->base.matrix.d);
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glUniform1i(shader->tex_uniform, 0);
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glUniform1i(shader->tex_uniforms[0], 0);
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glUniform1f(shader->alpha_uniform, 1);
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glUniform1f(shader->texwidth_uniform, 1);
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@ -728,7 +728,8 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
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{
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struct weston_surface *es = (struct weston_surface *) surface;
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struct weston_compositor *ec = es->compositor;
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int i;
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EGLint attribs[3], components;
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int i, num_planes;
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if (es->buffer) {
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weston_buffer_post_release(es->buffer);
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@ -774,20 +775,56 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
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es->blend = 0;
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else
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es->blend = 1;
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} else {
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if (es->images[0] != EGL_NO_IMAGE_KHR)
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} else if (ec->query_buffer(ec->egl_display, buffer,
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EGL_WAYLAND_BUFFER_COMPONENTS_WL,
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&components)) {
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for (i = 0; i < es->num_images; i++)
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ec->destroy_image(ec->egl_display, es->images[0]);
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es->images[0] = ec->create_image(ec->egl_display, NULL,
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EGL_WAYLAND_BUFFER_WL,
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buffer, NULL);
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es->num_images = 1;
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es->num_images = 0;
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ensure_textures(es, 1);
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glBindTexture(GL_TEXTURE_2D, es->textures[0]);
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ec->image_target_texture_2d(GL_TEXTURE_2D, es->images[0]);
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switch (components) {
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case EGL_WAYLAND_BUFFER_RGB_WL:
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case EGL_WAYLAND_BUFFER_RGBA_WL:
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default:
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num_planes = 1;
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es->shader = &ec->texture_shader_rgba;
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break;
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case EGL_WAYLAND_BUFFER_Y_UV_WL:
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num_planes = 2;
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es->shader = &ec->texture_shader_y_uv;
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break;
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case EGL_WAYLAND_BUFFER_Y_U_V_WL:
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num_planes = 3;
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es->shader = &ec->texture_shader_y_u_v;
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break;
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case EGL_WAYLAND_BUFFER_Y_XUXV_WL:
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num_planes = 2;
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es->shader = &ec->texture_shader_y_xuxv;
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break;
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}
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ensure_textures(es, num_planes);
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for (i = 0; i < num_planes; i++) {
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attribs[0] = EGL_WAYLAND_PLANE_WL;
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attribs[1] = i;
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attribs[2] = EGL_NONE;
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es->images[i] = ec->create_image(ec->egl_display,
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NULL,
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EGL_WAYLAND_BUFFER_WL,
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buffer, attribs);
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if (!es->images[i])
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continue;
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es->num_images++;
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, es->textures[i]);
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ec->image_target_texture_2d(GL_TEXTURE_2D,
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es->images[i]);
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}
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es->pitch = buffer->width;
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es->shader = &ec->texture_shader_rgba;
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} else {
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/* unhandled buffer type */
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}
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}
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@ -856,7 +893,7 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
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GLfloat *v;
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pixman_region32_t repaint;
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GLint filter;
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int n;
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int i, n;
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pixman_region32_init(&repaint);
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pixman_region32_intersect(&repaint,
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@ -879,7 +916,6 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
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glUniformMatrix4fv(es->shader->proj_uniform,
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1, GL_FALSE, output->matrix.d);
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glUniform1i(es->shader->tex_uniform, 0);
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glUniform4fv(es->shader->color_uniform, 1, es->color);
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glUniform1f(es->shader->alpha_uniform, es->alpha);
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glUniform1f(es->shader->texwidth_uniform,
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@ -896,9 +932,13 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
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n = texture_region(es, &repaint);
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glBindTexture(GL_TEXTURE_2D, es->textures[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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for (i = 0; i < es->num_textures; i++) {
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glUniform1i(es->shader->tex_uniforms[i], i);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, es->textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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}
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v = ec->vertices.data;
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
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@ -2898,7 +2938,9 @@ weston_shader_init(struct weston_shader *shader,
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}
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
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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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shader->texwidth_uniform = glGetUniformLocation(shader->program, "texwidth");
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@ -3158,6 +3200,8 @@ weston_compositor_init_gl(struct weston_compositor *ec)
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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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@ -244,7 +244,7 @@ struct weston_shader {
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniform;
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GLint tex_uniforms[3];
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GLint alpha_uniform;
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GLint color_uniform;
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GLint texwidth_uniform;
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@ -331,6 +331,7 @@ struct weston_compositor {
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PFNEGLBINDWAYLANDDISPLAYWL bind_display;
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PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
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PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
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int has_bind_display;
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void (*destroy)(struct weston_compositor *ec);
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