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weston/libweston/gl-renderer.c

3192 lines
84 KiB

/*
* Copyright © 2012 Intel Corporation
* Copyright © 2015 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.
*/
#include "config.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <float.h>
#include <assert.h>
#include <linux/input.h>
#include <drm_fourcc.h>
#include "gl-renderer.h"
#include "vertex-clipping.h"
#include "linux-dmabuf.h"
#include "linux-dmabuf-unstable-v1-server-protocol.h"
#include "shared/helpers.h"
#include "shared/platform.h"
#include "weston-egl-ext.h"
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;
};
#define BUFFER_DAMAGE_COUNT 2
enum gl_border_status {
BORDER_STATUS_CLEAN = 0,
BORDER_TOP_DIRTY = 1 << GL_RENDERER_BORDER_TOP,
BORDER_LEFT_DIRTY = 1 << GL_RENDERER_BORDER_LEFT,
BORDER_RIGHT_DIRTY = 1 << GL_RENDERER_BORDER_RIGHT,
BORDER_BOTTOM_DIRTY = 1 << GL_RENDERER_BORDER_BOTTOM,
BORDER_ALL_DIRTY = 0xf,
BORDER_SIZE_CHANGED = 0x10
};
struct gl_border_image {
GLuint tex;
int32_t width, height;
int32_t tex_width;
void *data;
};
struct gl_output_state {
EGLSurface egl_surface;
pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT];
int buffer_damage_index;
enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
struct gl_border_image borders[4];
enum gl_border_status border_status;
struct weston_matrix output_matrix;
};
enum buffer_type {
BUFFER_TYPE_NULL,
BUFFER_TYPE_SOLID, /* internal solid color surfaces without a buffer */
BUFFER_TYPE_SHM,
BUFFER_TYPE_EGL
};
struct gl_renderer;
struct egl_image {
struct gl_renderer *renderer;
EGLImageKHR image;
int refcount;
};
enum import_type {
IMPORT_TYPE_INVALID,
IMPORT_TYPE_DIRECT,
IMPORT_TYPE_GL_CONVERSION
};
struct dmabuf_image {
struct linux_dmabuf_buffer *dmabuf;
int num_images;
struct egl_image *images[3];
struct wl_list link;
enum import_type import_type;
GLenum target;
struct gl_shader *shader;
};
struct yuv_plane_descriptor {
int width_divisor;
int height_divisor;
uint32_t format;
int plane_index;
};
struct yuv_format_descriptor {
uint32_t format;
int input_planes;
int output_planes;
int texture_type;
struct yuv_plane_descriptor plane[4];
};
struct gl_surface_state {
GLfloat color[4];
struct gl_shader *shader;
GLuint textures[3];
int num_textures;
bool needs_full_upload;
pixman_region32_t texture_damage;
/* These are only used by SHM surfaces to detect when we need
* to do a full upload to specify a new internal texture
* format */
GLenum gl_format;
GLenum gl_pixel_type;
struct egl_image* images[3];
GLenum target;
int num_images;
struct weston_buffer_reference buffer_ref;
enum buffer_type buffer_type;
int pitch; /* in pixels */
int height; /* in pixels */
int y_inverted;
struct weston_surface *surface;
struct wl_listener surface_destroy_listener;
struct wl_listener renderer_destroy_listener;
};
struct gl_renderer {
struct weston_renderer base;
int fragment_shader_debug;
int fan_debug;
struct weston_binding *fragment_binding;
struct weston_binding *fan_binding;
EGLDisplay egl_display;
EGLContext egl_context;
EGLConfig egl_config;
EGLSurface dummy_surface;
struct wl_array vertices;
struct wl_array vtxcnt;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
PFNEGLCREATEIMAGEKHRPROC create_image;
PFNEGLDESTROYIMAGEKHRPROC destroy_image;
PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage;
PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC create_platform_window;
int has_unpack_subimage;
PFNEGLBINDWAYLANDDISPLAYWL bind_display;
PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
int has_bind_display;
int has_egl_image_external;
int has_egl_buffer_age;
int has_configless_context;
int has_surfaceless_context;
int has_dmabuf_import;
struct wl_list dmabuf_images;
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 invert_color_shader;
struct gl_shader solid_shader;
struct gl_shader *current_shader;
struct wl_signal destroy_signal;
struct wl_listener output_destroy_listener;
};
static PFNEGLGETPLATFORMDISPLAYEXTPROC get_platform_display = NULL;
static inline const char *
dump_format(uint32_t format, char out[4])
{
#if BYTE_ORDER == BIG_ENDIAN
format = __builtin_bswap32(format);
#endif
memcpy(out, &format, 4);
return out;
}
static inline struct gl_output_state *
get_output_state(struct weston_output *output)
{
return (struct gl_output_state *)output->renderer_state;
}
static int
gl_renderer_create_surface(struct weston_surface *surface);
static inline struct gl_surface_state *
get_surface_state(struct weston_surface *surface)
{
if (!surface->renderer_state)
gl_renderer_create_surface(surface);
return (struct gl_surface_state *)surface->renderer_state;
}
static inline struct gl_renderer *
get_renderer(struct weston_compositor *ec)
{
return (struct gl_renderer *)ec->renderer;
}
static struct egl_image*
egl_image_create(struct gl_renderer *gr, EGLenum target,
EGLClientBuffer buffer, const EGLint *attribs)
{
struct egl_image *img;
img = zalloc(sizeof *img);
img->renderer = gr;
img->refcount = 1;
img->image = gr->create_image(gr->egl_display, EGL_NO_CONTEXT,
target, buffer, attribs);
if (img->image == EGL_NO_IMAGE_KHR) {
free(img);
return NULL;
}
return img;
}
static struct egl_image*
egl_image_ref(struct egl_image *image)
{
image->refcount++;
return image;
}
static int
egl_image_unref(struct egl_image *image)
{
struct gl_renderer *gr = image->renderer;
assert(image->refcount > 0);
image->refcount--;
if (image->refcount > 0)
return image->refcount;
gr->destroy_image(gr->egl_display, image->image);
free(image);
return 0;
}
static struct dmabuf_image*
dmabuf_image_create(void)
{
struct dmabuf_image *img;
img = zalloc(sizeof *img);
wl_list_init(&img->link);
return img;
}
static void
dmabuf_image_destroy(struct dmabuf_image *image)
{
int i;
for (i = 0; i < image->num_images; ++i)
egl_image_unref(image->images[i]);
if (image->dmabuf)
linux_dmabuf_buffer_set_user_data(image->dmabuf, NULL, NULL);
wl_list_remove(&image->link);
}
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
gl_renderer_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))
/*
* Compute the boundary vertices of the intersection of the global coordinate
* aligned rectangle 'rect', and an arbitrary quadrilateral produced from
* 'surf_rect' when transformed from surface coordinates into global coordinates.
* The vertices are written to 'ex' and 'ey', and the return value is the
* number of vertices. Vertices are produced in clockwise winding order.
* Guarantees to produce either zero vertices, or 3-8 vertices with non-zero
* polygon area.
*/
static int
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
calculate_edges(struct weston_view *ev, pixman_box32_t *rect,
pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
{
struct clip_context ctx;
int i, n;
GLfloat min_x, max_x, min_y, max_y;
struct polygon8 surf = {
{ surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 },
{ surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 },
4
};
ctx.clip.x1 = rect->x1;
ctx.clip.y1 = rect->y1;
ctx.clip.x2 = rect->x2;
ctx.clip.y2 = rect->y2;
/* transform surface to screen space: */
for (i = 0; i < surf.n; i++)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(ev, surf.x[i], surf.y[i],
&surf.x[i], &surf.y[i]);
/* find bounding box: */
min_x = max_x = surf.x[0];
min_y = max_y = surf.y[0];
for (i = 1; i < surf.n; i++) {
min_x = min(min_x, surf.x[i]);
max_x = max(max_x, surf.x[i]);
min_y = min(min_y, surf.y[i]);
max_y = max(max_y, surf.y[i]);
}
/* First, simple bounding box check to discard early transformed
* surface rects that do not intersect with the clip region:
*/
if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) ||
(min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1))
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:
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!ev->transform.enabled)
return clip_simple(&ctx, &surf, ex, ey);
/* Transformed case: use a general polygon clipping algorithm to
* clip the surface rectangle with each side of 'rect'.
* The algorithm is Sutherland-Hodgman, as explained in
* http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm
* but without looking at any of that code.
*/
n = clip_transformed(&ctx, &surf, ex, ey);
if (n < 3)
return 0;
return n;
}
static bool
merge_down(pixman_box32_t *a, pixman_box32_t *b, pixman_box32_t *merge)
{
if (a->x1 == b->x1 && a->x2 == b->x2 && a->y1 == b->y2) {
merge->x1 = a->x1;
merge->x2 = a->x2;
merge->y1 = b->y1;
merge->y2 = a->y2;
return true;
}
return false;
}
static int
compress_bands(pixman_box32_t *inrects, int nrects,
pixman_box32_t **outrects)
{
bool merged = false;
pixman_box32_t *out, merge_rect;
int i, j, nout;
if (!nrects) {
*outrects = NULL;
return 0;
}
/* nrects is an upper bound - we're not too worried about
* allocating a little extra
*/
out = malloc(sizeof(pixman_box32_t) * nrects);
out[0] = inrects[0];
nout = 1;
for (i = 1; i < nrects; i++) {
for (j = 0; j < nout; j++) {
merged = merge_down(&inrects[i], &out[j], &merge_rect);
if (merged) {
out[j] = merge_rect;
break;
}
}
if (!merged) {
out[nout] = inrects[i];
nout++;
}
}
*outrects = out;
return nout;
}
static int
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
texture_region(struct weston_view *ev, pixman_region32_t *region,
pixman_region32_t *surf_region)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct gl_surface_state *gs = get_surface_state(ev->surface);
struct weston_compositor *ec = ev->surface->compositor;
struct gl_renderer *gr = get_renderer(ec);
GLfloat *v, inv_width, inv_height;
unsigned int *vtxcnt, nvtx = 0;
pixman_box32_t *rects, *surf_rects;
pixman_box32_t *raw_rects;
int i, j, k, nrects, nsurf, raw_nrects;
bool used_band_compression;
raw_rects = pixman_region32_rectangles(region, &raw_nrects);
surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
if (raw_nrects < 4) {
used_band_compression = false;
nrects = raw_nrects;
rects = raw_rects;
} else {
nrects = compress_bands(raw_rects, raw_nrects, &rects);
used_band_compression = true;
}
/* worst case we can have 8 vertices per rect (ie. clipped into
* an octagon):
*/
v = wl_array_add(&gr->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
vtxcnt = wl_array_add(&gr->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
inv_width = 1.0 / gs->pitch;
inv_height = 1.0 / gs->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, bx, by;
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.
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
n = calculate_edges(ev, rect, surf_rect, ex, ey);
if (n < 3)
continue;
/* emit edge points: */
for (k = 0; k < n; k++) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_float(ev, ex[k], ey[k],
&sx, &sy);
/* position: */
*(v++) = ex[k];
*(v++) = ey[k];
/* texcoord: */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_surface_to_buffer_float(ev->surface,
sx, sy,
&bx, &by);
*(v++) = bx * inv_width;
if (gs->y_inverted) {
*(v++) = by * inv_height;
} else {
*(v++) = (gs->height - by) * inv_height;
}
}
vtxcnt[nvtx++] = n;
}
}
if (used_band_compression)
free(rects);
return nvtx;
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
triangle_fan_debug(struct weston_view *view, int first, int count)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_compositor *compositor = view->surface->compositor;
struct gl_renderer *gr = get_renderer(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(gr->solid_shader.program);
glUniform4fv(gr->solid_shader.color_uniform, 1,
color[color_idx++ % ARRAY_LENGTH(color)]);
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
glUseProgram(gr->current_shader->program);
free(buffer);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_region(struct weston_view *ev, pixman_region32_t *region,
pixman_region32_t *surf_region)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_compositor *ec = ev->surface->compositor;
struct gl_renderer *gr = get_renderer(ec);
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).
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
nfans = texture_region(ev, region, surf_region);
v = gr->vertices.data;
vtxcnt = gr->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 (gr->fan_debug)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
triangle_fan_debug(ev, first, vtxcnt[i]);
first += vtxcnt[i];
}
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
gr->vertices.size = 0;
gr->vtxcnt.size = 0;
}
static int
use_output(struct weston_output *output)
{
static int errored;
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
EGLBoolean ret;
ret = eglMakeCurrent(gr->egl_display, go->egl_surface,
go->egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
if (errored)
return -1;
errored = 1;
weston_log("Failed to make EGL context current.\n");
gl_renderer_print_egl_error_state();
return -1;
}
return 0;
}
static int
shader_init(struct gl_shader *shader, struct gl_renderer *gr,
const char *vertex_source, const char *fragment_source);
static void
use_shader(struct gl_renderer *gr, struct gl_shader *shader)
{
if (!shader->program) {
int ret;
ret = shader_init(shader, gr,
shader->vertex_source,
shader->fragment_source);
if (ret < 0)
weston_log("warning: failed to compile shader\n");
}
if (gr->current_shader == shader)
return;
glUseProgram(shader->program);
gr->current_shader = shader;
}
static void
shader_uniforms(struct gl_shader *shader,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view,
struct weston_output *output)
{
int i;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct gl_surface_state *gs = get_surface_state(view->surface);
struct gl_output_state *go = get_output_state(output);
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, go->output_matrix.d);
glUniform4fv(shader->color_uniform, 1, gs->color);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
glUniform1f(shader->alpha_uniform, view->alpha);
for (i = 0; i < gs->num_textures; i++)
glUniform1i(shader->tex_uniforms[i], i);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
draw_view(struct weston_view *ev, struct weston_output *output,
pixman_region32_t *damage) /* in global coordinates */
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_compositor *ec = ev->surface->compositor;
struct gl_renderer *gr = get_renderer(ec);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct gl_surface_state *gs = get_surface_state(ev->surface);
/* repaint bounding region in global coordinates: */
pixman_region32_t repaint;
/* opaque region in surface coordinates: */
pixman_region32_t surface_opaque;
/* non-opaque region in surface coordinates: */
pixman_region32_t surface_blend;
GLint filter;
int i;
/* In case of a runtime switch of renderers, we may not have received
* an attach for this surface since the switch. In that case we don't
* have a valid buffer or a proper shader set up so skip rendering. */
if (!gs->shader)
return;
pixman_region32_init(&repaint);
pixman_region32_intersect(&repaint,
&ev->transform.boundingbox, damage);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_subtract(&repaint, &repaint, &ev->clip);
if (!pixman_region32_not_empty(&repaint))
goto out;
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (gr->fan_debug) {
use_shader(gr, &gr->solid_shader);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shader_uniforms(&gr->solid_shader, ev, output);
}
use_shader(gr, gs->shader);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shader_uniforms(gs->shader, ev, output);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (ev->transform.enabled || output->zoom.active ||
output->current_scale != ev->surface->buffer_viewport.buffer.scale)
filter = GL_LINEAR;
else
filter = GL_NEAREST;
for (i = 0; i < gs->num_textures; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
}
/* blended region is whole surface minus opaque region: */
pixman_region32_init_rect(&surface_blend, 0, 0,
ev->surface->width, ev->surface->height);
if (ev->geometry.scissor_enabled)
pixman_region32_intersect(&surface_blend, &surface_blend,
&ev->geometry.scissor);
pixman_region32_subtract(&surface_blend, &surface_blend,
&ev->surface->opaque);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
/* XXX: Should we be using ev->transform.opaque here? */
pixman_region32_init(&surface_opaque);
if (ev->geometry.scissor_enabled)
pixman_region32_intersect(&surface_opaque,
&ev->surface->opaque,
&ev->geometry.scissor);
else
pixman_region32_copy(&surface_opaque, &ev->surface->opaque);
if (pixman_region32_not_empty(&surface_opaque)) {
if (gs->shader == &gr->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.
*/
use_shader(gr, &gr->texture_shader_rgbx);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
shader_uniforms(&gr->texture_shader_rgbx, ev, output);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (ev->alpha < 1.0)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
repaint_region(ev, &repaint, &surface_opaque);
}
if (pixman_region32_not_empty(&surface_blend)) {
use_shader(gr, gs->shader);
glEnable(GL_BLEND);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_region(ev, &repaint, &surface_blend);
}
pixman_region32_fini(&surface_blend);
pixman_region32_fini(&surface_opaque);
out:
pixman_region32_fini(&repaint);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_views(struct weston_output *output, pixman_region32_t *damage)
{
struct weston_compositor *compositor = output->compositor;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_reverse(view, &compositor->view_list, link)
if (view->plane == &compositor->primary_plane)
draw_view(view, output, damage);
}
static void
draw_output_border_texture(struct gl_output_state *go,
enum gl_renderer_border_side side,
int32_t x, int32_t y,
int32_t width, int32_t height)
{
struct gl_border_image *img = &go->borders[side];
static GLushort indices [] = { 0, 1, 3, 3, 1, 2 };
if (!img->data) {
if (img->tex) {
glDeleteTextures(1, &img->tex);
img->tex = 0;
}
return;
}
if (!img->tex) {
glGenTextures(1, &img->tex);
glBindTexture(GL_TEXTURE_2D, img->tex);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
glBindTexture(GL_TEXTURE_2D, img->tex);
}
if (go->border_status & (1 << side)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
img->tex_width, img->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, img->data);
}
GLfloat texcoord[] = {
0.0f, 0.0f,
(GLfloat)img->width / (GLfloat)img->tex_width, 0.0f,
(GLfloat)img->width / (GLfloat)img->tex_width, 1.0f,
0.0f, 1.0f,
};
GLfloat verts[] = {
x, y,
x + width, y,
x + width, y + height,
x, y + height
};
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
static int
output_has_borders(struct weston_output *output)
{
struct gl_output_state *go = get_output_state(output);
return go->borders[GL_RENDERER_BORDER_TOP].data ||
go->borders[GL_RENDERER_BORDER_RIGHT].data ||
go->borders[GL_RENDERER_BORDER_BOTTOM].data ||
go->borders[GL_RENDERER_BORDER_LEFT].data;
}
static void
draw_output_borders(struct weston_output *output,
enum gl_border_status border_status)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_shader *shader = &gr->texture_shader_rgba;
struct gl_border_image *top, *bottom, *left, *right;
struct weston_matrix matrix;
int full_width, full_height;
if (border_status == BORDER_STATUS_CLEAN)
return; /* Clean. Nothing to do. */
top = &go->borders[GL_RENDERER_BORDER_TOP];
bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
left = &go->borders[GL_RENDERER_BORDER_LEFT];
right = &go->borders[GL_RENDERER_BORDER_RIGHT];
full_width = output->current_mode->width + left->width + right->width;
full_height = output->current_mode->height + top->height + bottom->height;
glDisable(GL_BLEND);
use_shader(gr, shader);
glViewport(0, 0, full_width, full_height);
weston_matrix_init(&matrix);
weston_matrix_translate(&matrix, -full_width/2.0, -full_height/2.0, 0);
weston_matrix_scale(&matrix, 2.0/full_width, -2.0/full_height, 1);
glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, matrix.d);
glUniform1i(shader->tex_uniforms[0], 0);
glUniform1f(shader->alpha_uniform, 1);
glActiveTexture(GL_TEXTURE0);
if (border_status & BORDER_TOP_DIRTY)
draw_output_border_texture(go, GL_RENDERER_BORDER_TOP,
0, 0,
full_width, top->height);
if (border_status & BORDER_LEFT_DIRTY)
draw_output_border_texture(go, GL_RENDERER_BORDER_LEFT,
0, top->height,
left->width, output->current_mode->height);
if (border_status & BORDER_RIGHT_DIRTY)
draw_output_border_texture(go, GL_RENDERER_BORDER_RIGHT,
full_width - right->width, top->height,
right->width, output->current_mode->height);
if (border_status & BORDER_BOTTOM_DIRTY)
draw_output_border_texture(go, GL_RENDERER_BORDER_BOTTOM,
0, full_height - bottom->height,
full_width, bottom->height);
}
static void
output_get_border_damage(struct weston_output *output,
enum gl_border_status border_status,
pixman_region32_t *damage)
{
struct gl_output_state *go = get_output_state(output);
struct gl_border_image *top, *bottom, *left, *right;
int full_width, full_height;
if (border_status == BORDER_STATUS_CLEAN)
return; /* Clean. Nothing to do. */
top = &go->borders[GL_RENDERER_BORDER_TOP];
bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
left = &go->borders[GL_RENDERER_BORDER_LEFT];
right = &go->borders[GL_RENDERER_BORDER_RIGHT];
full_width = output->current_mode->width + left->width + right->width;
full_height = output->current_mode->height + top->height + bottom->height;
if (border_status & BORDER_TOP_DIRTY)
pixman_region32_union_rect(damage, damage,
0, 0,
full_width, top->height);
if (border_status & BORDER_LEFT_DIRTY)
pixman_region32_union_rect(damage, damage,
0, top->height,
left->width, output->current_mode->height);
if (border_status & BORDER_RIGHT_DIRTY)
pixman_region32_union_rect(damage, damage,
full_width - right->width, top->height,
right->width, output->current_mode->height);
if (border_status & BORDER_BOTTOM_DIRTY)
pixman_region32_union_rect(damage, damage,
0, full_height - bottom->height,
full_width, bottom->height);
}
static void
output_get_damage(struct weston_output *output,
pixman_region32_t *buffer_damage, uint32_t *border_damage)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
EGLint buffer_age = 0;
EGLBoolean ret;
int i;
if (gr->has_egl_buffer_age) {
ret = eglQuerySurface(gr->egl_display, go->egl_surface,
EGL_BUFFER_AGE_EXT, &buffer_age);
if (ret == EGL_FALSE) {
weston_log("buffer age query failed.\n");
gl_renderer_print_egl_error_state();
}
}
if (buffer_age == 0 || buffer_age - 1 > BUFFER_DAMAGE_COUNT) {
pixman_region32_copy(buffer_damage, &output->region);
*border_damage = BORDER_ALL_DIRTY;
} else {
for (i = 0; i < buffer_age - 1; i++)
*border_damage |= go->border_damage[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT];
if (*border_damage & BORDER_SIZE_CHANGED) {
/* If we've had a resize, we have to do a full
* repaint. */
*border_damage |= BORDER_ALL_DIRTY;
pixman_region32_copy(buffer_damage, &output->region);
} else {
for (i = 0; i < buffer_age - 1; i++)
pixman_region32_union(buffer_damage,
buffer_damage,
&go->buffer_damage[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT]);
}
}
}
static void
output_rotate_damage(struct weston_output *output,
pixman_region32_t *output_damage,
enum gl_border_status border_status)
{
struct gl_output_state *go = get_output_state(output);
struct gl_renderer *gr = get_renderer(output->compositor);
if (!gr->has_egl_buffer_age)
return;
go->buffer_damage_index += BUFFER_DAMAGE_COUNT - 1;
go->buffer_damage_index %= BUFFER_DAMAGE_COUNT;
pixman_region32_copy(&go->buffer_damage[go->buffer_damage_index], output_damage);
go->border_damage[go->buffer_damage_index] = border_status;
}
/* NOTE: We now allow falling back to ARGB gl visuals when XRGB is
* unavailable, so we're assuming the background has no transparency
* and that everything with a blend, like drop shadows, will have something
* opaque (like the background) drawn underneath it.
*
* Depending on the underlying hardware, violating that assumption could
* result in seeing through to another display plane.
*/
static void
gl_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage)
{
struct gl_output_state *go = get_output_state(output);
struct weston_compositor *compositor = output->compositor;
struct gl_renderer *gr = get_renderer(compositor);
EGLBoolean ret;
static int errored;
int i, nrects, buffer_height;
EGLint *egl_damage, *d;
pixman_box32_t *rects;
pixman_region32_t buffer_damage, total_damage;
enum gl_border_status border_damage = BORDER_STATUS_CLEAN;
if (use_output(output) < 0)
return;
/* Calculate the viewport */
glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_BOTTOM].height,
output->current_mode->width,
output->current_mode->height);
/* Calculate the global GL matrix */
go->output_matrix = output->matrix;
weston_matrix_translate(&go->output_matrix,
-(output->current_mode->width / 2.0),
-(output->current_mode->height / 2.0), 0);
weston_matrix_scale(&go->output_matrix,
2.0 / output->current_mode->width,
-2.0 / output->current_mode->height, 1);
/* if debugging, redraw everything outside the damage to clean up
* debug lines from the previous draw on this buffer:
*/
if (gr->fan_debug) {
pixman_region32_t undamaged;
pixman_region32_init(&undamaged);
pixman_region32_subtract(&undamaged, &output->region,
output_damage);
gr->fan_debug = 0;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_views(output, &undamaged);
gr->fan_debug = 1;
pixman_region32_fini(&undamaged);
}
pixman_region32_init(&total_damage);
pixman_region32_init(&buffer_damage);
output_get_damage(output, &buffer_damage, &border_damage);
output_rotate_damage(output, output_damage, go->border_status);
pixman_region32_union(&total_damage, &buffer_damage, output_damage);
border_damage |= go->border_status;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
repaint_views(output, &total_damage);
pixman_region32_fini(&total_damage);
pixman_region32_fini(&buffer_damage);
draw_output_borders(output, border_damage);
pixman_region32_copy(&output->previous_damage, output_damage);
wl_signal_emit(&output->frame_signal, output);
if (gr->swap_buffers_with_damage) {
pixman_region32_init(&buffer_damage);
weston_transformed_region(output->width, output->height,
output->transform,
output->current_scale,
output_damage, &buffer_damage);
if (output_has_borders(output)) {
pixman_region32_translate(&buffer_damage,
go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_TOP].height);
output_get_border_damage(output, go->border_status,
&buffer_damage);
}
rects = pixman_region32_rectangles(&buffer_damage, &nrects);
egl_damage = malloc(nrects * 4 * sizeof(EGLint));
buffer_height = go->borders[GL_RENDERER_BORDER_TOP].height +
output->current_mode->height +
go->borders[GL_RENDERER_BORDER_BOTTOM].height;
d = egl_damage;
for (i = 0; i < nrects; ++i) {
*d++ = rects[i].x1;
*d++ = buffer_height - rects[i].y2;
*d++ = rects[i].x2 - rects[i].x1;
*d++ = rects[i].y2 - rects[i].y1;
}
ret = gr->swap_buffers_with_damage(gr->egl_display,
go->egl_surface,
egl_damage, nrects);
free(egl_damage);
pixman_region32_fini(&buffer_damage);
} else {
ret = eglSwapBuffers(gr->egl_display, go->egl_surface);
}
if (ret == EGL_FALSE && !errored) {
errored = 1;
weston_log("Failed in eglSwapBuffers.\n");
gl_renderer_print_egl_error_state();
}
go->border_status = BORDER_STATUS_CLEAN;
}
static int
gl_renderer_read_pixels(struct weston_output *output,
pixman_format_code_t format, void *pixels,
uint32_t x, uint32_t y,
uint32_t width, uint32_t height)
{
GLenum gl_format;
struct gl_output_state *go = get_output_state(output);
x += go->borders[GL_RENDERER_BORDER_LEFT].width;
y += go->borders[GL_RENDERER_BORDER_BOTTOM].height;
switch (format) {
case PIXMAN_a8r8g8b8:
gl_format = GL_BGRA_EXT;
break;
case PIXMAN_a8b8g8r8:
gl_format = GL_RGBA;
break;
default:
return -1;
}
if (use_output(output) < 0)
return -1;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(x, y, width, height, gl_format,
GL_UNSIGNED_BYTE, pixels);
return 0;
}
static void
gl_renderer_flush_damage(struct weston_surface *surface)
{
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
struct weston_buffer *buffer = gs->buffer_ref.buffer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
bool texture_used;
pixman_box32_t *rectangles;
void *data;
int i, n;
pixman_region32_union(&gs->texture_damage,
&gs->texture_damage, &surface->damage);
if (!buffer)
return;
/* Avoid upload, if the texture won't be used this time.
* We still accumulate the damage in texture_damage, and
* hold the reference to the buffer, in case the surface
* migrates back to the primary plane.
*/
texture_used = false;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link) {
if (view->plane == &surface->compositor->primary_plane) {
texture_used = true;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
break;
}
}
if (!texture_used)
return;
if (!pixman_region32_not_empty(&gs->texture_damage) &&
!gs->needs_full_upload)
goto done;
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
if (!gr->has_unpack_subimage) {
wl_shm_buffer_begin_access(buffer->shm_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
gs->pitch, buffer->height, 0,
gs->gl_format, gs->gl_pixel_type,
wl_shm_buffer_get_data(buffer->shm_buffer));
wl_shm_buffer_end_access(buffer->shm_buffer);
goto done;
}
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, gs->pitch);
data = wl_shm_buffer_get_data(buffer->shm_buffer);
if (gs->needs_full_upload) {
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
wl_shm_buffer_begin_access(buffer->shm_buffer);
glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
gs->pitch, buffer->height, 0,
gs->gl_format, gs->gl_pixel_type, data);
wl_shm_buffer_end_access(buffer->shm_buffer);
goto done;
}
rectangles = pixman_region32_rectangles(&gs->texture_damage, &n);
wl_shm_buffer_begin_access(buffer->shm_buffer);
for (i = 0; i < n; i++) {
pixman_box32_t r;
r = weston_surface_to_buffer_rect(surface, rectangles[i]);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, r.x1);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, r.y1);
glTexSubImage2D(GL_TEXTURE_2D, 0, r.x1, r.y1,
r.x2 - r.x1, r.y2 - r.y1,
gs->gl_format, gs->gl_pixel_type, data);
}
wl_shm_buffer_end_access(buffer->shm_buffer);
done:
pixman_region32_fini(&gs->texture_damage);
pixman_region32_init(&gs->texture_damage);
gs->needs_full_upload = false;
weston_buffer_reference(&gs->buffer_ref, NULL);
}
static void
ensure_textures(struct gl_surface_state *gs, int num_textures)
{
int i;
if (num_textures <= gs->num_textures)
return;
for (i = gs->num_textures; i < num_textures; i++) {
glGenTextures(1, &gs->textures[i]);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gs->num_textures = num_textures;
glBindTexture(gs->target, 0);
}
static void
gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
struct wl_shm_buffer *shm_buffer)
{
struct weston_compositor *ec = es->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
GLenum gl_format, gl_pixel_type;
int pitch;
buffer->shm_buffer = shm_buffer;
buffer->width = wl_shm_buffer_get_width(shm_buffer);
buffer->height = wl_shm_buffer_get_height(shm_buffer);
switch (wl_shm_buffer_get_format(shm_buffer)) {
case WL_SHM_FORMAT_XRGB8888:
gs->shader = &gr->texture_shader_rgbx;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
break;
case WL_SHM_FORMAT_ARGB8888:
gs->shader = &gr->texture_shader_rgba;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
break;
case WL_SHM_FORMAT_RGB565:
gs->shader = &gr->texture_shader_rgbx;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
gl_format = GL_RGB;
gl_pixel_type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
weston_log("warning: unknown shm buffer format: %08x\n",
wl_shm_buffer_get_format(shm_buffer));
return;
}
/* Only allocate a texture if it doesn't match existing one.
* If a switch from DRM allocated buffer to a SHM buffer is
* happening, we need to allocate a new texture buffer. */
if (pitch != gs->pitch ||
buffer->height != gs->height ||
gl_format != gs->gl_format ||
gl_pixel_type != gs->gl_pixel_type ||
gs->buffer_type != BUFFER_TYPE_SHM) {
gs->pitch = pitch;
gs->height = buffer->height;
gs->target = GL_TEXTURE_2D;
gs->gl_format = gl_format;
gs->gl_pixel_type = gl_pixel_type;
gs->buffer_type = BUFFER_TYPE_SHM;
gs->needs_full_upload = true;
gs->y_inverted = 1;
gs->surface = es;
ensure_textures(gs, 1);
}
}
static void
gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer,
uint32_t format)
{
struct weston_compositor *ec = es->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
EGLint attribs[3];
int i, num_planes;
buffer->legacy_buffer = (struct wl_buffer *)buffer->resource;
gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_WIDTH, &buffer->width);
gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_HEIGHT, &buffer->height);
gr->query_buffer(gr->egl_display, buffer->legacy_buffer,
EGL_WAYLAND_Y_INVERTED_WL, &buffer->y_inverted);
for (i = 0; i < gs->num_images; i++) {
egl_image_unref(gs->images[i]);
gs->images[i] = NULL;
}
gs->num_images = 0;
gs->target = GL_TEXTURE_2D;
switch (format) {
case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
gs->shader = &gr->texture_shader_rgba;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
gs->target = GL_TEXTURE_EXTERNAL_OES;
gs->shader = &gr->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
gs->shader = &gr->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
gs->shader = &gr->texture_shader_y_u_v;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
gs->shader = &gr->texture_shader_y_xuxv;
break;
}
ensure_textures(gs, num_planes);
for (i = 0; i < num_planes; i++) {
attribs[0] = EGL_WAYLAND_PLANE_WL;
attribs[1] = i;
attribs[2] = EGL_NONE;
gs->images[i] = egl_image_create(gr,
EGL_WAYLAND_BUFFER_WL,
buffer->legacy_buffer,
attribs);
if (!gs->images[i]) {
weston_log("failed to create img for plane %d\n", i);
continue;
}
gs->num_images++;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
gr->image_target_texture_2d(gs->target,
gs->images[i]->image);
}
gs->pitch = buffer->width;
gs->height = buffer->height;
gs->buffer_type = BUFFER_TYPE_EGL;
gs->y_inverted = buffer->y_inverted;
}
static void
gl_renderer_destroy_dmabuf(struct linux_dmabuf_buffer *dmabuf)
{
struct dmabuf_image *image = dmabuf->user_data;
dmabuf_image_destroy(image);
}
static struct egl_image *
import_simple_dmabuf(struct gl_renderer *gr,
struct dmabuf_attributes *attributes)
{
struct egl_image *image;
EGLint attribs[30];
int atti = 0;
/* This requires the Mesa commit in
* Mesa 10.3 (08264e5dad4df448e7718e782ad9077902089a07) or
* Mesa 10.2.7 (55d28925e6109a4afd61f109e845a8a51bd17652).
* Otherwise Mesa closes the fd behind our back and re-importing
* will fail.
* https://bugs.freedesktop.org/show_bug.cgi?id=76188
*/
attribs[atti++] = EGL_WIDTH;
attribs[atti++] = attributes->width;
attribs[atti++] = EGL_HEIGHT;
attribs[atti++] = attributes->height;
attribs[atti++] = EGL_LINUX_DRM_FOURCC_EXT;
attribs[atti++] = attributes->format;
/* XXX: Add modifier here when supported */
if (attributes->n_planes > 0) {
attribs[atti++] = EGL_DMA_BUF_PLANE0_FD_EXT;
attribs[atti++] = attributes->fd[0];
attribs[atti++] = EGL_DMA_BUF_PLANE0_OFFSET_EXT;
attribs[atti++] = attributes->offset[0];
attribs[atti++] = EGL_DMA_BUF_PLANE0_PITCH_EXT;
attribs[atti++] = attributes->stride[0];
}
if (attributes->n_planes > 1) {
attribs[atti++] = EGL_DMA_BUF_PLANE1_FD_EXT;
attribs[atti++] = attributes->fd[1];
attribs[atti++] = EGL_DMA_BUF_PLANE1_OFFSET_EXT;
attribs[atti++] = attributes->offset[1];
attribs[atti++] = EGL_DMA_BUF_PLANE1_PITCH_EXT;
attribs[atti++] = attributes->stride[1];
}
if (attributes->n_planes > 2) {
attribs[atti++] = EGL_DMA_BUF_PLANE2_FD_EXT;
attribs[atti++] = attributes->fd[2];
attribs[atti++] = EGL_DMA_BUF_PLANE2_OFFSET_EXT;
attribs[atti++] = attributes->offset[2];
attribs[atti++] = EGL_DMA_BUF_PLANE2_PITCH_EXT;
attribs[atti++] = attributes->stride[2];
}
attribs[atti++] = EGL_NONE;
image = egl_image_create(gr, EGL_LINUX_DMA_BUF_EXT, NULL,
attribs);
return image;
}
/* The kernel header drm_fourcc.h defines the DRM formats below. We duplicate
* some of the definitions here so that building Weston won't require
* bleeding-edge kernel headers.
*/
#ifndef DRM_FORMAT_R8
#define DRM_FORMAT_R8 fourcc_code('R', '8', ' ', ' ') /* [7:0] R */
#endif
#ifndef DRM_FORMAT_GR88
#define DRM_FORMAT_GR88 fourcc_code('G', 'R', '8', '8') /* [15:0] G:R 8:8 little endian */
#endif
struct yuv_format_descriptor yuv_formats[] = {
{
.format = DRM_FORMAT_YUYV,
.input_planes = 1,
.output_planes = 2,
.texture_type = EGL_TEXTURE_Y_XUXV_WL,
{{
.width_divisor = 1,
.height_divisor = 1,
.format = DRM_FORMAT_GR88,
.plane_index = 0
}, {
.width_divisor = 2,
.height_divisor = 1,
.format = DRM_FORMAT_ARGB8888,
.plane_index = 0
}}
}, {
.format = DRM_FORMAT_NV12,
.input_planes = 2,
.output_planes = 2,
.texture_type = EGL_TEXTURE_Y_UV_WL,
{{
.width_divisor = 1,
.height_divisor = 1,
.format = DRM_FORMAT_R8,
.plane_index = 0
}, {
.width_divisor = 2,
.height_divisor = 2,
.format = DRM_FORMAT_GR88,
.plane_index = 1
}}
}, {
.format = DRM_FORMAT_YUV420,
.input_planes = 3,
.output_planes = 3,
.texture_type = EGL_TEXTURE_Y_U_V_WL,
{{
.width_divisor = 1,
.height_divisor = 1,
.format = DRM_FORMAT_R8,
.plane_index = 0
}, {
.width_divisor = 2,
.height_divisor = 2,
.format = DRM_FORMAT_R8,
.plane_index = 1
}, {
.width_divisor = 2,
.height_divisor = 2,
.format = DRM_FORMAT_R8,
.plane_index = 2
}}
}
};
static struct egl_image *
import_dmabuf_single_plane(struct gl_renderer *gr,
const struct dmabuf_attributes *attributes,
struct yuv_plane_descriptor *descriptor)
{
struct dmabuf_attributes plane;
struct egl_image *image;
char fmt[4];
plane.width = attributes->width / descriptor->width_divisor;
plane.height = attributes->height / descriptor->height_divisor;
plane.format = descriptor->format;
plane.n_planes = 1;
plane.fd[0] = attributes->fd[descriptor->plane_index];
plane.offset[0] = attributes->offset[descriptor->plane_index];
plane.stride[0] = attributes->stride[descriptor->plane_index];
plane.modifier[0] = attributes->modifier[descriptor->plane_index];
image = import_simple_dmabuf(gr, &plane);
if (!image) {
weston_log("Failed to import plane %d as %.4s\n",
descriptor->plane_index,
dump_format(descriptor->format, fmt));
return NULL;
}
return image;
}
static bool
import_yuv_dmabuf(struct gl_renderer *gr,
struct dmabuf_image *image)
{
unsigned i;
int j;
int ret;
struct yuv_format_descriptor *format = NULL;
struct dmabuf_attributes *attributes = &image->dmabuf->attributes;
char fmt[4];
for (i = 0; i < ARRAY_LENGTH(yuv_formats); ++i) {
if (yuv_formats[i].format == attributes->format) {
format = &yuv_formats[i];
break;
}
}
if (!format) {
weston_log("Error during import, and no known conversion for format "
"%.4s in the renderer",
dump_format(attributes->format, fmt));
return false;
}
if (attributes->n_planes != format->input_planes) {
weston_log("%.4s dmabuf must contain %d plane%s (%d provided)",
dump_format(format->format, fmt),
format->input_planes,
(format->input_planes > 1) ? "s" : "",
attributes->n_planes);
return false;
}
for (j = 0; j < format->output_planes; ++j) {
image->images[j] = import_dmabuf_single_plane(gr, attributes,
&format->plane[j]);
if (!image->images[j]) {
while (j) {
ret = egl_image_unref(image->images[--j]);
assert(ret == 0);
}
return false;
}
}
image->num_images = format->output_planes;
switch (format->texture_type) {
case EGL_TEXTURE_Y_XUXV_WL:
image->shader = &gr->texture_shader_y_xuxv;
break;
case EGL_TEXTURE_Y_UV_WL:
image->shader = &gr->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
image->shader = &gr->texture_shader_y_u_v;
break;
default:
assert(false);
}
return true;
}
static GLenum
choose_texture_target(struct dmabuf_attributes *attributes)
{
if (attributes->n_planes > 1)
return GL_TEXTURE_EXTERNAL_OES;
switch (attributes->format & ~DRM_FORMAT_BIG_ENDIAN) {
case DRM_FORMAT_YUYV:
case DRM_FORMAT_YVYU:
case DRM_FORMAT_UYVY:
case DRM_FORMAT_VYUY:
case DRM_FORMAT_AYUV:
return GL_TEXTURE_EXTERNAL_OES;
default:
return GL_TEXTURE_2D;
}
}
static struct dmabuf_image *
import_dmabuf(struct gl_renderer *gr,
struct linux_dmabuf_buffer *dmabuf)
{
struct egl_image *egl_image;
struct dmabuf_image *image;
image = dmabuf_image_create();
image->dmabuf = dmabuf;
egl_image = import_simple_dmabuf(gr, &dmabuf->attributes);
if (egl_image) {
image->num_images = 1;
image->images[0] = egl_image;
image->import_type = IMPORT_TYPE_DIRECT;
image->target = choose_texture_target(&dmabuf->attributes);
switch (image->target) {
case GL_TEXTURE_2D:
image->shader = &gr->texture_shader_rgba;
break;
default:
image->shader = &gr->texture_shader_egl_external;
}
} else {
if (!import_yuv_dmabuf(gr, image)) {
dmabuf_image_destroy(image);
return NULL;
}
image->import_type = IMPORT_TYPE_GL_CONVERSION;
image->target = GL_TEXTURE_2D;
}
return image;
}
static bool
gl_renderer_import_dmabuf(struct weston_compositor *ec,
struct linux_dmabuf_buffer *dmabuf)
{
struct gl_renderer *gr = get_renderer(ec);
struct dmabuf_image *image;
int i;
assert(gr->has_dmabuf_import);
for (i = 0; i < dmabuf->attributes.n_planes; i++) {
/* EGL import does not have modifiers */
if (dmabuf->attributes.modifier[i] != 0)
return false;
}
/* reject all flags we do not recognize or handle */
if (dmabuf->attributes.flags & ~ZWP_LINUX_BUFFER_PARAMS_V1_FLAGS_Y_INVERT)
return false;
image = import_dmabuf(gr, dmabuf);
if (!image)
return false;
wl_list_insert(&gr->dmabuf_images, &image->link);
linux_dmabuf_buffer_set_user_data(dmabuf, image,
gl_renderer_destroy_dmabuf);
return true;
}
static bool
import_known_dmabuf(struct gl_renderer *gr,
struct dmabuf_image *image)
{
switch (image->import_type) {
case IMPORT_TYPE_DIRECT:
image->images[0] = import_simple_dmabuf(gr, &image->dmabuf->attributes);
if (!image->images[0])
return false;
break;
case IMPORT_TYPE_GL_CONVERSION:
if (!import_yuv_dmabuf(gr, image))
return false;
break;
default:
weston_log("Invalid import type for dmabuf\n");
return false;
}
return true;
}
static void
gl_renderer_attach_dmabuf(struct weston_surface *surface,
struct weston_buffer *buffer,
struct linux_dmabuf_buffer *dmabuf)
{
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
struct dmabuf_image *image;
int i;
int ret;
if (!gr->has_dmabuf_import) {
linux_dmabuf_buffer_send_server_error(dmabuf,
"EGL dmabuf import not supported");
return;
}
buffer->width = dmabuf->attributes.width;
buffer->height = dmabuf->attributes.height;
gl-renderer, simple-dmabuf-v4l: fix dmabuf y-invert Invert the Y_INVERT flag for the EGL import fo dmabufs. This fixes weston-simple-dmabuf-intel to show the same image on both GL-composited and with direct scanout on a hardware plane. Before, the image would y-flip when switching between these two cases. Now the orientation also matches the color values written in simple-dmabuf-intel.c. The GL-renderer uses the OpenGL convention of texture coordinates, where the origin is at the bottom-left of an image. This can be observed in texture_region() where the texcoords are inverted if y_invert is false, since the surface coordinates have origin at top-left. Both wl_shm and dmabuf buffers have origin at the top-left. When wl_shm buffer is imported with glTexImage2D, it gets inverted because glTexImage2D is defined to read in the bottom row first. The shm data is top row first. This incidentally also means, that buffer pixel 0,0 ends up at texture coordinates 0,0. This is now inverted compared to the GL coordinate convention, and therefore gl_renderer_attach_shm() sets y_inverted to true. This causes texture_region() to NOT invert the texcoords. Wayland surface coordinates have origin at top-left, hence the double-inversion. Dmabuf buffers also have the origin at top-left. However, they are imported via EGL to GL, where they should get the GL oriented coordinates but they do not. It is as if pixel 0,0 ends up at texcoords 0,0 - the same thing as with wl_shm buffers. Therefore we need to invert the invert flag. Too bad EGL_EXT_image_dma_buf_import does not seem to specify the image orientation. The GL spec implied result seems to conflict with the reality in Mesa 11.2.2. I asked about this in the Mesa developer mailing list. The question with no answers: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120249.html and the thread I hijacked to get some answers: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120733.html which culminated to the conclusion: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120955.html that supports this patch. simple-dmabuf-v4l is equally fixed to not add Y_INVERT. There is no rational reason to have it, and removing is necessary together with the GL-renderer change to keep the image the right way up. This has been tested with VIVID. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk> Reviewed-by: Quentin Glidic <sardemff7+git@sardemff7.net>
9 years ago
/*
* GL-renderer uses the OpenGL convention of texture coordinates, where
* the origin is at bottom-left. Because dmabuf buffers have the origin
* at top-left, we must invert the Y_INVERT flag to get the image right.
*/
buffer->y_inverted =
gl-renderer, simple-dmabuf-v4l: fix dmabuf y-invert Invert the Y_INVERT flag for the EGL import fo dmabufs. This fixes weston-simple-dmabuf-intel to show the same image on both GL-composited and with direct scanout on a hardware plane. Before, the image would y-flip when switching between these two cases. Now the orientation also matches the color values written in simple-dmabuf-intel.c. The GL-renderer uses the OpenGL convention of texture coordinates, where the origin is at the bottom-left of an image. This can be observed in texture_region() where the texcoords are inverted if y_invert is false, since the surface coordinates have origin at top-left. Both wl_shm and dmabuf buffers have origin at the top-left. When wl_shm buffer is imported with glTexImage2D, it gets inverted because glTexImage2D is defined to read in the bottom row first. The shm data is top row first. This incidentally also means, that buffer pixel 0,0 ends up at texture coordinates 0,0. This is now inverted compared to the GL coordinate convention, and therefore gl_renderer_attach_shm() sets y_inverted to true. This causes texture_region() to NOT invert the texcoords. Wayland surface coordinates have origin at top-left, hence the double-inversion. Dmabuf buffers also have the origin at top-left. However, they are imported via EGL to GL, where they should get the GL oriented coordinates but they do not. It is as if pixel 0,0 ends up at texcoords 0,0 - the same thing as with wl_shm buffers. Therefore we need to invert the invert flag. Too bad EGL_EXT_image_dma_buf_import does not seem to specify the image orientation. The GL spec implied result seems to conflict with the reality in Mesa 11.2.2. I asked about this in the Mesa developer mailing list. The question with no answers: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120249.html and the thread I hijacked to get some answers: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120733.html which culminated to the conclusion: https://lists.freedesktop.org/archives/mesa-dev/2016-June/120955.html that supports this patch. simple-dmabuf-v4l is equally fixed to not add Y_INVERT. There is no rational reason to have it, and removing is necessary together with the GL-renderer change to keep the image the right way up. This has been tested with VIVID. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk> Reviewed-by: Quentin Glidic <sardemff7+git@sardemff7.net>
9 years ago
!(dmabuf->attributes.flags & ZWP_LINUX_BUFFER_PARAMS_V1_FLAGS_Y_INVERT);
for (i = 0; i < gs->num_images; i++)
egl_image_unref(gs->images[i]);
gs->num_images = 0;
/*
* We try to always hold an imported EGLImage from the dmabuf
* to prevent the client from preventing re-imports. But, we also
* need to re-import every time the contents may change because
* GL driver's caching may need flushing.
*
* Here we release the cache reference which has to be final.
*/
image = linux_dmabuf_buffer_get_user_data(dmabuf);
/* The dmabuf_image should have been created during the import */
assert(image != NULL);
for (i = 0; i < image->num_images; ++i) {
ret = egl_image_unref(image->images[i]);
assert(ret == 0);
}
if (!import_known_dmabuf(gr, image)) {
linux_dmabuf_buffer_send_server_error(dmabuf, "EGL dmabuf import failed");
return;
}
gs->num_images = image->num_images;
for (i = 0; i < gs->num_images; ++i)
gs->images[i] = egl_image_ref(image->images[i]);
gs->target = image->target;
ensure_textures(gs, gs->num_images);
for (i = 0; i < gs->num_images; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
gr->image_target_texture_2d(gs->target, gs->images[i]->image);
}
gs->shader = image->shader;
gs->pitch = buffer->width;
gs->height = buffer->height;
gs->buffer_type = BUFFER_TYPE_EGL;
gs->y_inverted = buffer->y_inverted;
}
static void
gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_surface_state *gs = get_surface_state(es);
struct wl_shm_buffer *shm_buffer;
struct linux_dmabuf_buffer *dmabuf;
EGLint format;
int i;
weston_buffer_reference(&gs->buffer_ref, buffer);
if (!buffer) {
for (i = 0; i < gs->num_images; i++) {
egl_image_unref(gs->images[i]);
gs->images[i] = NULL;
}
gs->num_images = 0;
glDeleteTextures(gs->num_textures, gs->textures);
gs->num_textures = 0;
gs->buffer_type = BUFFER_TYPE_NULL;
gs->y_inverted = 1;
return;
}
shm_buffer = wl_shm_buffer_get(buffer->resource);
if (shm_buffer)
gl_renderer_attach_shm(es, buffer, shm_buffer);
else if (gr->query_buffer(gr->egl_display, (void *) buffer->resource,
EGL_TEXTURE_FORMAT, &format))
gl_renderer_attach_egl(es, buffer, format);
else if ((dmabuf = linux_dmabuf_buffer_get(buffer->resource)))
gl_renderer_attach_dmabuf(es, buffer, dmabuf);
else {
weston_log("unhandled buffer type!\n");
weston_buffer_reference(&gs->buffer_ref, NULL);
gs->buffer_type = BUFFER_TYPE_NULL;
gs->y_inverted = 1;
}
}
static void
gl_renderer_surface_set_color(struct weston_surface *surface,
float red, float green, float blue, float alpha)
{
struct gl_surface_state *gs = get_surface_state(surface);
struct gl_renderer *gr = get_renderer(surface->compositor);
gs->color[0] = red;
gs->color[1] = green;
gs->color[2] = blue;
gs->color[3] = alpha;
gs->buffer_type = BUFFER_TYPE_SOLID;
gs->pitch = 1;
gs->height = 1;
gs->shader = &gr->solid_shader;
}
static void
gl_renderer_surface_get_content_size(struct weston_surface *surface,
int *width, int *height)
{
struct gl_surface_state *gs = get_surface_state(surface);
if (gs->buffer_type == BUFFER_TYPE_NULL) {
*width = 0;
*height = 0;
} else {
*width = gs->pitch;
*height = gs->height;
}
}
static uint32_t
pack_color(pixman_format_code_t format, float *c)
{
uint8_t r = round(c[0] * 255.0f);
uint8_t g = round(c[1] * 255.0f);
uint8_t b = round(c[2] * 255.0f);
uint8_t a = round(c[3] * 255.0f);
switch (format) {
case PIXMAN_a8b8g8r8:
return (a << 24) | (b << 16) | (g << 8) | r;
default:
assert(0);
return 0;
}
}
static int
gl_renderer_surface_copy_content(struct weston_surface *surface,
void *target, size_t size,
int src_x, int src_y,
int width, int height)
{
static const GLfloat verts[4 * 2] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
static const GLfloat projmat_normal[16] = { /* transpose */
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f
};
static const GLfloat projmat_yinvert[16] = { /* transpose */
2.0f, 0.0f, 0.0f, 0.0f,
0.0f, -2.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
const pixman_format_code_t format = PIXMAN_a8b8g8r8;
const size_t bytespp = 4; /* PIXMAN_a8b8g8r8 */
const GLenum gl_format = GL_RGBA; /* PIXMAN_a8b8g8r8 little-endian */
struct gl_renderer *gr = get_renderer(surface->compositor);
struct gl_surface_state *gs = get_surface_state(surface);
int cw, ch;
GLuint fbo;
GLuint tex;
GLenum status;
const GLfloat *proj;
int i;
gl_renderer_surface_get_content_size(surface, &cw, &ch);
switch (gs->buffer_type) {
case BUFFER_TYPE_NULL:
return -1;
case BUFFER_TYPE_SOLID:
*(uint32_t *)target = pack_color(format, gs->color);
return 0;
case BUFFER_TYPE_SHM:
gl_renderer_flush_damage(surface);
/* fall through */
case BUFFER_TYPE_EGL:
break;
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cw, ch,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
weston_log("%s: fbo error: %#x\n", __func__, status);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
return -1;
}
glViewport(0, 0, cw, ch);
glDisable(GL_BLEND);
use_shader(gr, gs->shader);
if (gs->y_inverted)
proj = projmat_normal;
else
proj = projmat_yinvert;
glUniformMatrix4fv(gs->shader->proj_uniform, 1, GL_FALSE, proj);
glUniform1f(gs->shader->alpha_uniform, 1.0f);
for (i = 0; i < gs->num_textures; i++) {
glUniform1i(gs->shader->tex_uniforms[i], i);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/* position: */
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(0);
/* texcoord: */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, verts);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glPixelStorei(GL_PACK_ALIGNMENT, bytespp);
glReadPixels(src_x, src_y, width, height, gl_format,
GL_UNSIGNED_BYTE, target);
glDeleteFramebuffers(1, &fbo);
glDeleteTextures(1, &tex);
return 0;
}
static void
surface_state_destroy(struct gl_surface_state *gs, struct gl_renderer *gr)
{
int i;
wl_list_remove(&gs->surface_destroy_listener.link);
wl_list_remove(&gs->renderer_destroy_listener.link);
gs->surface->renderer_state = NULL;
glDeleteTextures(gs->num_textures, gs->textures);
for (i = 0; i < gs->num_images; i++)
egl_image_unref(gs->images[i]);
weston_buffer_reference(&gs->buffer_ref, NULL);
pixman_region32_fini(&gs->texture_damage);
free(gs);
}
static void
surface_state_handle_surface_destroy(struct wl_listener *listener, void *data)
{
struct gl_surface_state *gs;
struct gl_renderer *gr;
gs = container_of(listener, struct gl_surface_state,
surface_destroy_listener);
gr = get_renderer(gs->surface->compositor);
surface_state_destroy(gs, gr);
}
static void
surface_state_handle_renderer_destroy(struct wl_listener *listener, void *data)
{
struct gl_surface_state *gs;
struct gl_renderer *gr;
gr = data;
gs = container_of(listener, struct gl_surface_state,
renderer_destroy_listener);
surface_state_destroy(gs, gr);
}
static int
gl_renderer_create_surface(struct weston_surface *surface)
{
struct gl_surface_state *gs;
struct gl_renderer *gr = get_renderer(surface->compositor);
gs = zalloc(sizeof *gs);
if (gs == NULL)
return -1;
/* A buffer is never attached to solid color surfaces, yet
* they still go through texcoord computations. Do not divide
* by zero there.
*/
gs->pitch = 1;
gs->y_inverted = 1;
gs->surface = surface;
pixman_region32_init(&gs->texture_damage);
surface->renderer_state = gs;
gs->surface_destroy_listener.notify =
surface_state_handle_surface_destroy;
wl_signal_add(&surface->destroy_signal,
&gs->surface_destroy_listener);
gs->renderer_destroy_listener.notify =
surface_state_handle_renderer_destroy;
wl_signal_add(&gr->destroy_signal,
&gs->renderer_destroy_listener);
if (surface->buffer_ref.buffer) {
gl_renderer_attach(surface, surface->buffer_ref.buffer);
gl_renderer_flush_damage(surface);
}
return 0;
}
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 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"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\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"
;
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;"
;
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
;
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
;
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
;
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;"
;
static int
compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, count, sources, 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
shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
int count;
const char *sources[3];
shader->vertex_shader =
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, count, sources);
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
shader_release(struct gl_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)
{
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)");
}
static void
log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
{
EGLint r, g, b, a;
weston_log("Chosen EGL config details:\n");
weston_log_continue(STAMP_SPACE "RGBA bits");
if (eglGetConfigAttrib(egldpy, eglconfig, EGL_RED_SIZE, &r) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_GREEN_SIZE, &g) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_BLUE_SIZE, &b) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_ALPHA_SIZE, &a))
weston_log_continue(": %d %d %d %d\n", r, g, b, a);
else
weston_log_continue(" unknown\n");
weston_log_continue(STAMP_SPACE "swap interval range");
if (eglGetConfigAttrib(egldpy, eglconfig, EGL_MIN_SWAP_INTERVAL, &a) &&
eglGetConfigAttrib(egldpy, eglconfig, EGL_MAX_SWAP_INTERVAL, &b))
weston_log_continue(": %d - %d\n", a, b);
else
weston_log_continue(" unknown\n");
}
static int
match_config_to_visual(EGLDisplay egl_display,
EGLint visual_id,
EGLConfig *configs,
int count)
{
int i;
for (i = 0; i < count; ++i) {
EGLint id;
if (!eglGetConfigAttrib(egl_display,
configs[i], EGL_NATIVE_VISUAL_ID,
&id))
continue;
if (id == visual_id)
return i;
}
return -1;
}
static int
egl_choose_config(struct gl_renderer *gr, const EGLint *attribs,
const EGLint *visual_id, const int n_ids,
EGLConfig *config_out)
{
EGLint count = 0;
EGLint matched = 0;
EGLConfig *configs;
int i, config_index = -1;
if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1) {
weston_log("No EGL configs to choose from.\n");
return -1;
}
configs = calloc(count, sizeof *configs);
if (!configs)
return -1;
if (!eglChooseConfig(gr->egl_display, attribs, configs,
count, &matched) || !matched) {
weston_log("No EGL configs with appropriate attributes.\n");
goto out;
}
if (!visual_id)
config_index = 0;
for (i = 0; config_index == -1 && i < n_ids; i++)
config_index = match_config_to_visual(gr->egl_display,
visual_id[i],
configs,
matched);
if (config_index != -1)
*config_out = configs[config_index];
out:
free(configs);
if (config_index == -1)
return -1;
if (i > 1)
weston_log("Unable to use first choice EGL config with id"
" 0x%x, succeeded with alternate id 0x%x.\n",
visual_id[0], visual_id[i - 1]);
return 0;
}
static void
gl_renderer_output_set_border(struct weston_output *output,
enum gl_renderer_border_side side,
int32_t width, int32_t height,
int32_t tex_width, unsigned char *data)
{
struct gl_output_state *go = get_output_state(output);
if (go->borders[side].width != width ||
go->borders[side].height != height)
/* In this case, we have to blow everything and do a full
* repaint. */
go->border_status |= BORDER_SIZE_CHANGED | BORDER_ALL_DIRTY;
if (data == NULL) {
width = 0;
height = 0;
}
go->borders[side].width = width;
go->borders[side].height = height;
go->borders[side].tex_width = tex_width;
go->borders[side].data = data;
go->border_status |= 1 << side;
}
static int
gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface);
static int
gl_renderer_output_create(struct weston_output *output,
EGLNativeWindowType window_for_legacy,
void *window_for_platform,
const EGLint *attribs,
const EGLint *visual_id,
int n_ids)
{
struct weston_compositor *ec = output->compositor;
struct gl_renderer *gr = get_renderer(ec);
struct gl_output_state *go;
EGLConfig egl_config;
int i;
if (egl_choose_config(gr, attribs, visual_id,
n_ids, &egl_config) == -1) {
weston_log("failed to choose EGL config for output\n");
return -1;
}
if (egl_config != gr->egl_config &&
!gr->has_configless_context) {
weston_log("attempted to use a different EGL config for an "
"output but EGL_MESA_configless_context is not "
"supported\n");
return -1;
}
go = zalloc(sizeof *go);
if (go == NULL)
return -1;
if (gr->create_platform_window) {
go->egl_surface =
gr->create_platform_window(gr->egl_display,
egl_config,
window_for_platform,
NULL);
} else {
go->egl_surface =
eglCreateWindowSurface(gr->egl_display,
egl_config,
window_for_legacy, NULL);
}
if (go->egl_surface == EGL_NO_SURFACE) {
weston_log("failed to create egl surface\n");
free(go);
return -1;
}
for (i = 0; i < BUFFER_DAMAGE_COUNT; i++)
pixman_region32_init(&go->buffer_damage[i]);
output->renderer_state = go;
log_egl_config_info(gr->egl_display, egl_config);
return 0;
}
static void
gl_renderer_output_destroy(struct weston_output *output)
{
struct gl_renderer *gr = get_renderer(output->compositor);
struct gl_output_state *go = get_output_state(output);
int i;
for (i = 0; i < 2; i++)
pixman_region32_fini(&go->buffer_damage[i]);
eglDestroySurface(gr->egl_display, go->egl_surface);
free(go);
}
static EGLSurface
gl_renderer_output_surface(struct weston_output *output)
{
return get_output_state(output)->egl_surface;
}
static void
gl_renderer_destroy(struct weston_compositor *ec)
{
struct gl_renderer *gr = get_renderer(ec);
struct dmabuf_image *image, *next;
wl_signal_emit(&gr->destroy_signal, gr);
if (gr->has_bind_display)
gr->unbind_display(gr->egl_display, ec->wl_display);
/* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */
eglMakeCurrent(gr->egl_display,
EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
wl_list_for_each_safe(image, next, &gr->dmabuf_images, link)
dmabuf_image_destroy(image);
if (gr->dummy_surface != EGL_NO_SURFACE)
eglDestroySurface(gr->egl_display, gr->dummy_surface);
eglTerminate(gr->egl_display);
eglReleaseThread();
wl_list_remove(&gr->output_destroy_listener.link);
wl_array_release(&gr->vertices);
wl_array_release(&gr->vtxcnt);
if (gr->fragment_binding)
weston_binding_destroy(gr->fragment_binding);
if (gr->fan_binding)
weston_binding_destroy(gr->fan_binding);
free(gr);
}
static void
renderer_setup_egl_client_extensions(struct gl_renderer *gr)
{
const char *extensions;
extensions = eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL client extension string failed.\n");
return;
}
if (weston_check_egl_extension(extensions, "EGL_EXT_platform_base"))
gr->create_platform_window =
(void *) eglGetProcAddress("eglCreatePlatformWindowSurfaceEXT");
else
weston_log("warning: EGL_EXT_platform_base not supported.\n");
}
static int
gl_renderer_setup_egl_extensions(struct weston_compositor *ec)
{
struct gl_renderer *gr = get_renderer(ec);
const char *extensions;
EGLBoolean ret;
gr->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
gr->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
gr->bind_display =
(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
gr->unbind_display =
(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
gr->query_buffer =
(void *) eglGetProcAddress("eglQueryWaylandBufferWL");
extensions =
(const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL extension string failed.\n");
return -1;
}
if (weston_check_egl_extension(extensions, "EGL_WL_bind_wayland_display"))
gr->has_bind_display = 1;
if (gr->has_bind_display) {
ret = gr->bind_display(gr->egl_display, ec->wl_display);
if (!ret)
gr->has_bind_display = 0;
}
if (weston_check_egl_extension(extensions, "EGL_EXT_buffer_age"))
gr->has_egl_buffer_age = 1;
else
weston_log("warning: EGL_EXT_buffer_age not supported. "
"Performance could be affected.\n");
if (weston_check_egl_extension(extensions, "EGL_EXT_swap_buffers_with_damage"))
gr->swap_buffers_with_damage =
(void *) eglGetProcAddress("eglSwapBuffersWithDamageEXT");
else
weston_log("warning: EGL_EXT_swap_buffers_with_damage not "
"supported. Performance could be affected.\n");
if (weston_check_egl_extension(extensions, "EGL_MESA_configless_context"))
gr->has_configless_context = 1;
if (weston_check_egl_extension(extensions, "EGL_KHR_surfaceless_context"))
gr->has_surfaceless_context = 1;
if (weston_check_egl_extension(extensions, "EGL_EXT_image_dma_buf_import"))
gr->has_dmabuf_import = 1;
renderer_setup_egl_client_extensions(gr);
return 0;
}
static const EGLint gl_renderer_opaque_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
static const EGLint gl_renderer_alpha_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 1,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
/** Checks whether a platform EGL client extension is supported
*
* \param ec The weston compositor
* \param extension_suffix The EGL client extension suffix
* \return 1 if supported, 0 if using fallbacks, -1 unsupported
*
* This function checks whether a specific platform_* extension is supported
* by EGL.
*
* The extension suffix should be the suffix of the platform extension (that
* specifies a <platform> argument as defined in EGL_EXT_platform_base). For
* example, passing "foo" will check whether either "EGL_KHR_platform_foo",
* "EGL_EXT_platform_foo", or "EGL_MESA_platform_foo" is supported.
*
* The return value is 1:
* - if the supplied EGL client extension is supported.
* The return value is 0:
* - if the platform_base client extension isn't supported so will
* fallback to eglGetDisplay and friends.
* The return value is -1:
* - if the supplied EGL client extension is not supported.
*/
static int
gl_renderer_supports(struct weston_compositor *ec,
const char *extension_suffix)
{
static const char *extensions = NULL;
char s[64];
if (!extensions) {
extensions = (const char *) eglQueryString(
EGL_NO_DISPLAY, EGL_EXTENSIONS);
if (!extensions)
return 0;
log_extensions("EGL client extensions",
extensions);
}
if (!weston_check_egl_extension(extensions, "EGL_EXT_platform_base"))
return 0;
snprintf(s, sizeof s, "EGL_KHR_platform_%s", extension_suffix);
if (weston_check_egl_extension(extensions, s))
return 1;
snprintf(s, sizeof s, "EGL_EXT_platform_%s", extension_suffix);
if (weston_check_egl_extension(extensions, s))
return 1;
snprintf(s, sizeof s, "EGL_MESA_platform_%s", extension_suffix);
if (weston_check_egl_extension(extensions, s))
return 1;
/* at this point we definitely have some platform extensions but
* haven't found the supplied platform, so chances are it's
* not supported. */
return -1;
}
static const char *
platform_to_extension(EGLenum platform)
{
switch (platform) {
case EGL_PLATFORM_GBM_KHR:
return "gbm";
case EGL_PLATFORM_WAYLAND_KHR:
return "wayland";
case EGL_PLATFORM_X11_KHR:
return "x11";
default:
assert(0 && "bad EGL platform enum");
}
}
static void
output_handle_destroy(struct wl_listener *listener, void *data)
{
struct gl_renderer *gr;
struct weston_output *output = data;
gr = container_of(listener, struct gl_renderer,
output_destroy_listener);
if (wl_list_empty(&output->compositor->output_list))
eglMakeCurrent(gr->egl_display, gr->dummy_surface,
gr->dummy_surface, gr->egl_context);
}
static int
gl_renderer_create_pbuffer_surface(struct gl_renderer *gr) {
EGLConfig pbuffer_config;
static const EGLint pbuffer_config_attribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
static const EGLint pbuffer_attribs[] = {
EGL_WIDTH, 10,
EGL_HEIGHT, 10,
EGL_NONE
};
if (egl_choose_config(gr, pbuffer_config_attribs, NULL, 0, &pbuffer_config) < 0) {
weston_log("failed to choose EGL config for PbufferSurface");
return -1;
}
gr->dummy_surface = eglCreatePbufferSurface(gr->egl_display,
pbuffer_config,
pbuffer_attribs);
if (gr->dummy_surface == EGL_NO_SURFACE) {
weston_log("failed to create PbufferSurface\n");
return -1;
}
return 0;
}
static int
gl_renderer_create(struct weston_compositor *ec, EGLenum platform,
void *native_window, const EGLint *attribs,
const EGLint *visual_id, int n_ids)
{
struct gl_renderer *gr;
EGLint major, minor;
int supports = 0;
if (platform) {
supports = gl_renderer_supports(
ec, platform_to_extension(platform));
if (supports < 0)
return -1;
}
gr = zalloc(sizeof *gr);
if (gr == NULL)
return -1;
gr->base.read_pixels = gl_renderer_read_pixels;
gr->base.repaint_output = gl_renderer_repaint_output;
gr->base.flush_damage = gl_renderer_flush_damage;
gr->base.attach = gl_renderer_attach;
gr->base.surface_set_color = gl_renderer_surface_set_color;
gr->base.destroy = gl_renderer_destroy;
gr->base.surface_get_content_size =
gl_renderer_surface_get_content_size;
gr->base.surface_copy_content = gl_renderer_surface_copy_content;
gr->egl_display = NULL;
/* extension_suffix is supported */
if (supports) {
if (!get_platform_display) {
get_platform_display = (void *) eglGetProcAddress(
"eglGetPlatformDisplayEXT");
}
/* also wrap this in the supports check because
* eglGetProcAddress can return non-NULL and still not
* support the feature at runtime, so ensure the
* appropriate extension checks have been done. */
if (get_platform_display && platform) {
gr->egl_display = get_platform_display(platform,
native_window,
NULL);
}
}
if (!gr->egl_display) {
weston_log("warning: either no EGL_EXT_platform_base "
"support or specific platform support; "
"falling back to eglGetDisplay.\n");
gr->egl_display = eglGetDisplay(native_window);
}
if (gr->egl_display == EGL_NO_DISPLAY) {
weston_log("failed to create display\n");
goto fail;
}
if (!eglInitialize(gr->egl_display, &major, &minor)) {
weston_log("failed to initialize display\n");
goto fail_with_error;
}
if (egl_choose_config(gr, attribs, visual_id,
n_ids, &gr->egl_config) < 0) {
weston_log("failed to choose EGL config\n");
goto fail_terminate;
}
ec->renderer = &gr->base;
ec->capabilities |= WESTON_CAP_ROTATION_ANY;
ec->capabilities |= WESTON_CAP_CAPTURE_YFLIP;
ec->capabilities |= WESTON_CAP_VIEW_CLIP_MASK;
if (gl_renderer_setup_egl_extensions(ec) < 0)
goto fail_with_error;
wl_list_init(&gr->dmabuf_images);
if (gr->has_dmabuf_import)
gr->base.import_dmabuf = gl_renderer_import_dmabuf;
if (gr->has_surfaceless_context) {
weston_log("EGL_KHR_surfaceless_context available\n");
gr->dummy_surface = EGL_NO_SURFACE;
} else {
weston_log("EGL_KHR_surfaceless_context unavailable. "
"Trying PbufferSurface\n");
if (gl_renderer_create_pbuffer_surface(gr) < 0)
goto fail_with_error;
}
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_RGB565);
wl_signal_init(&gr->destroy_signal);
if (gl_renderer_setup(ec, gr->dummy_surface) < 0) {
if (gr->dummy_surface != EGL_NO_SURFACE)
eglDestroySurface(gr->egl_display, gr->dummy_surface);
goto fail_with_error;
}
return 0;
fail_with_error:
gl_renderer_print_egl_error_state();
fail_terminate:
eglTerminate(gr->egl_display);
fail:
free(gr);
return -1;
}
static EGLDisplay
gl_renderer_display(struct weston_compositor *ec)
{
return get_renderer(ec)->egl_display;
}
static int
compile_shaders(struct weston_compositor *ec)
{
struct gl_renderer *gr = get_renderer(ec);
gr->texture_shader_rgba.vertex_source = vertex_shader;
gr->texture_shader_rgba.fragment_source = texture_fragment_shader_rgba;
gr->texture_shader_rgbx.vertex_source = vertex_shader;
gr->texture_shader_rgbx.fragment_source = texture_fragment_shader_rgbx;
gr->texture_shader_egl_external.vertex_source = vertex_shader;
gr->texture_shader_egl_external.fragment_source =
texture_fragment_shader_egl_external;
gr->texture_shader_y_uv.vertex_source = vertex_shader;
gr->texture_shader_y_uv.fragment_source = texture_fragment_shader_y_uv;
gr->texture_shader_y_u_v.vertex_source = vertex_shader;
gr->texture_shader_y_u_v.fragment_source =
texture_fragment_shader_y_u_v;
gr->texture_shader_y_xuxv.vertex_source = vertex_shader;
gr->texture_shader_y_xuxv.fragment_source =
texture_fragment_shader_y_xuxv;
gr->solid_shader.vertex_source = vertex_shader;
gr->solid_shader.fragment_source = solid_fragment_shader;
return 0;
}
static void
fragment_debug_binding(struct weston_keyboard *keyboard, uint32_t time,
uint32_t key, void *data)
{
struct weston_compositor *ec = data;
struct gl_renderer *gr = get_renderer(ec);
struct weston_output *output;
gr->fragment_shader_debug ^= 1;
shader_release(&gr->texture_shader_rgba);
shader_release(&gr->texture_shader_rgbx);
shader_release(&gr->texture_shader_egl_external);
shader_release(&gr->texture_shader_y_uv);
shader_release(&gr->texture_shader_y_u_v);
shader_release(&gr->texture_shader_y_xuxv);
shader_release(&gr->solid_shader);
/* Force use_shader() to call glUseProgram(), since we need to use
* the recompiled version of the shader. */
gr->current_shader = NULL;
wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output);
}
static void
fan_debug_repaint_binding(struct weston_keyboard *keyboard, uint32_t time,
uint32_t key, void *data)
{
struct weston_compositor *compositor = data;
struct gl_renderer *gr = get_renderer(compositor);
gr->fan_debug = !gr->fan_debug;
weston_compositor_damage_all(compositor);
}
static int
gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
{
struct gl_renderer *gr = get_renderer(ec);
const char *extensions;
EGLConfig context_config;
EGLBoolean ret;
static const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
weston_log("failed to bind EGL_OPENGL_ES_API\n");
gl_renderer_print_egl_error_state();
return -1;
}
context_config = gr->egl_config;
if (gr->has_configless_context)
context_config = EGL_NO_CONFIG_MESA;
gr->egl_context = eglCreateContext(gr->egl_display, context_config,
EGL_NO_CONTEXT, context_attribs);
if (gr->egl_context == NULL) {
weston_log("failed to create context\n");
gl_renderer_print_egl_error_state();
return -1;
}
ret = eglMakeCurrent(gr->egl_display, egl_surface,
egl_surface, gr->egl_context);
if (ret == EGL_FALSE) {
weston_log("Failed to make EGL context current.\n");
gl_renderer_print_egl_error_state();
return -1;
}
log_egl_gl_info(gr->egl_display);
gr->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
extensions = (const char *) glGetString(GL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving GL extension string failed.\n");
return -1;
}
if (!weston_check_egl_extension(extensions, "GL_EXT_texture_format_BGRA8888")) {
weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
return -1;
}
if (weston_check_egl_extension(extensions, "GL_EXT_read_format_bgra"))
ec->read_format = PIXMAN_a8r8g8b8;
else
ec->read_format = PIXMAN_a8b8g8r8;
if (weston_check_egl_extension(extensions, "GL_EXT_unpack_subimage"))
gr->has_unpack_subimage = 1;
if (weston_check_egl_extension(extensions, "GL_OES_EGL_image_external"))
gr->has_egl_image_external = 1;
glActiveTexture(GL_TEXTURE0);
if (compile_shaders(ec))
return -1;
gr->fragment_binding =
weston_compositor_add_debug_binding(ec, KEY_S,
fragment_debug_binding,
ec);
gr->fan_binding =
weston_compositor_add_debug_binding(ec, KEY_F,
fan_debug_repaint_binding,
ec);
gr->output_destroy_listener.notify = output_handle_destroy;
wl_signal_add(&ec->output_destroyed_signal,
&gr->output_destroy_listener);
weston_log("GL ES 2 renderer features:\n");
weston_log_continue(STAMP_SPACE "read-back format: %s\n",
ec->read_format == PIXMAN_a8r8g8b8 ? "BGRA" : "RGBA");
weston_log_continue(STAMP_SPACE "wl_shm sub-image to texture: %s\n",
gr->has_unpack_subimage ? "yes" : "no");
weston_log_continue(STAMP_SPACE "EGL Wayland extension: %s\n",
gr->has_bind_display ? "yes" : "no");
return 0;
}
WL_EXPORT struct gl_renderer_interface gl_renderer_interface = {
.opaque_attribs = gl_renderer_opaque_attribs,
.alpha_attribs = gl_renderer_alpha_attribs,
.create = gl_renderer_create,
.display = gl_renderer_display,
.output_create = gl_renderer_output_create,
.output_destroy = gl_renderer_output_destroy,
.output_surface = gl_renderer_output_surface,
.output_set_border = gl_renderer_output_set_border,
.print_egl_error_state = gl_renderer_print_egl_error_state
};