weston/libweston/renderer-gl/gl-renderer-internal.h
Scott Anderson 4ed62d47cc gl-renderer: Move EGL display creation to egl-glue.c
It makes more sense for it to be there instead.

Signed-off-by: Scott Anderson <scott.anderson@collabora.com>
2020-02-18 18:11:26 +13:00

154 lines
4.2 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;
bool has_unpack_subimage;
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;
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);
#endif /* GL_RENDERER_INTERNAL_H */