weston/libweston/renderer-gl/gl-renderer-internal.h
Pekka Paalanen 3ec25d7812 gl-renderer: split into gl-shaders.c
This is purely moving code as is with no changes other than making the
three functions non-static.

Originally this was part of "gl-renderer: Requirement based shader
generation" by Harish Krupo, but that patch made also big changes to the
code at the same time. Patches are easier to review when code movement
is separate from behavioral changes, therefore I introduced this patch.

Cc: Harish Krupo <harishkrupo@gmail.com>
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00

163 lines
4.5 KiB
C

/*
* Copyright © 2019 Collabora, Ltd.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef GL_RENDERER_INTERNAL_H
#define GL_RENDERER_INTERNAL_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "shared/weston-egl-ext.h" /* for PFN* stuff */
struct gl_shader {
GLuint program;
GLuint vertex_shader, fragment_shader;
GLint proj_uniform;
GLint tex_uniforms[3];
GLint alpha_uniform;
GLint color_uniform;
const char *vertex_source, *fragment_source;
};
struct gl_renderer {
struct weston_renderer base;
bool fragment_shader_debug;
bool fan_debug;
struct weston_binding *fragment_binding;
struct weston_binding *fan_binding;
EGLenum platform;
EGLDisplay egl_display;
EGLContext egl_context;
EGLConfig egl_config;
EGLSurface dummy_surface;
uint32_t gl_version;
struct wl_array vertices;
struct wl_array vtxcnt;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
PFNEGLCREATEIMAGEKHRPROC create_image;
PFNEGLDESTROYIMAGEKHRPROC destroy_image;
PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage;
PFNEGLGETPLATFORMDISPLAYEXTPROC get_platform_display;
PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC create_platform_window;
bool has_platform_base;
PFNEGLBINDWAYLANDDISPLAYWL bind_display;
PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
bool has_bind_display;
bool has_context_priority;
bool has_egl_image_external;
bool has_egl_buffer_age;
bool has_egl_partial_update;
PFNEGLSETDAMAGEREGIONKHRPROC set_damage_region;
bool has_configless_context;
bool has_surfaceless_context;
bool has_dmabuf_import;
struct wl_list dmabuf_images;
struct wl_list dmabuf_formats;
bool has_gl_texture_rg;
struct gl_shader texture_shader_rgba;
struct gl_shader texture_shader_rgbx;
struct gl_shader texture_shader_egl_external;
struct gl_shader texture_shader_y_uv;
struct gl_shader texture_shader_y_u_v;
struct gl_shader texture_shader_y_xuxv;
struct gl_shader texture_shader_xyuv;
struct gl_shader invert_color_shader;
struct gl_shader solid_shader;
struct gl_shader *current_shader;
struct wl_signal destroy_signal;
struct wl_listener output_destroy_listener;
bool has_dmabuf_import_modifiers;
PFNEGLQUERYDMABUFFORMATSEXTPROC query_dmabuf_formats;
PFNEGLQUERYDMABUFMODIFIERSEXTPROC query_dmabuf_modifiers;
bool has_native_fence_sync;
PFNEGLCREATESYNCKHRPROC create_sync;
PFNEGLDESTROYSYNCKHRPROC destroy_sync;
PFNEGLDUPNATIVEFENCEFDANDROIDPROC dup_native_fence_fd;
bool has_wait_sync;
PFNEGLWAITSYNCKHRPROC wait_sync;
};
static inline struct gl_renderer *
get_renderer(struct weston_compositor *ec)
{
return (struct gl_renderer *)ec->renderer;
}
void
gl_renderer_print_egl_error_state(void);
void
gl_renderer_log_extensions(const char *name, const char *extensions);
void
log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig);
EGLConfig
gl_renderer_get_egl_config(struct gl_renderer *gr,
EGLint egl_surface_type,
const uint32_t *drm_formats,
unsigned drm_formats_count);
int
gl_renderer_setup_egl_display(struct gl_renderer *gr, void *native_display);
int
gl_renderer_setup_egl_client_extensions(struct gl_renderer *gr);
int
gl_renderer_setup_egl_extensions(struct weston_compositor *ec);
int
shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
const char *vertex_source, const char *fragment_source);
void
shader_release(struct gl_shader *shader);
int
compile_shaders(struct weston_compositor *ec);
#endif /* GL_RENDERER_INTERNAL_H */