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/*
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* Copyright © 2012 Intel Corporation
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of the copyright holders not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission. The copyright holders make
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* no representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
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* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
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* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
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* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "config.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include <float.h>
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#include <assert.h>
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#include <linux/input.h>
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#include "gl-renderer.h"
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#include "vertex-clipping.h"
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#include <EGL/eglext.h>
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#include "weston-egl-ext.h"
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struct gl_shader {
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniforms[3];
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GLint alpha_uniform;
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GLint color_uniform;
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const char *vertex_source, *fragment_source;
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};
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#define BUFFER_DAMAGE_COUNT 2
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struct gl_border_image {
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GLuint tex;
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int32_t width, height;
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int32_t tex_width;
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int dirty;
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void *data;
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};
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struct gl_output_state {
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EGLSurface egl_surface;
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pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT];
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struct gl_border_image borders[4];
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};
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enum buffer_type {
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BUFFER_TYPE_NULL,
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BUFFER_TYPE_SHM,
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BUFFER_TYPE_EGL
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};
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struct gl_surface_state {
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GLfloat color[4];
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struct gl_shader *shader;
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GLuint textures[3];
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int num_textures;
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int needs_full_upload;
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pixman_region32_t texture_damage;
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EGLImageKHR images[3];
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GLenum target;
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int num_images;
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struct weston_buffer_reference buffer_ref;
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enum buffer_type buffer_type;
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int pitch; /* in pixels */
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int height; /* in pixels */
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int y_inverted;
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struct weston_surface *surface;
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struct wl_listener surface_destroy_listener;
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struct wl_listener renderer_destroy_listener;
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};
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struct gl_renderer {
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struct weston_renderer base;
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int fragment_shader_debug;
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int fan_debug;
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struct weston_binding *fragment_binding;
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struct weston_binding *fan_binding;
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EGLDisplay egl_display;
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EGLContext egl_context;
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EGLConfig egl_config;
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struct wl_array vertices;
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struct wl_array vtxcnt;
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PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
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PFNEGLCREATEIMAGEKHRPROC create_image;
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PFNEGLDESTROYIMAGEKHRPROC destroy_image;
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int has_unpack_subimage;
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PFNEGLBINDWAYLANDDISPLAYWL bind_display;
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PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
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PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
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int has_bind_display;
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int has_egl_image_external;
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int has_egl_buffer_age;
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struct gl_shader texture_shader_rgba;
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struct gl_shader texture_shader_rgbx;
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struct gl_shader texture_shader_egl_external;
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struct gl_shader texture_shader_y_uv;
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struct gl_shader texture_shader_y_u_v;
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struct gl_shader texture_shader_y_xuxv;
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struct gl_shader invert_color_shader;
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struct gl_shader solid_shader;
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struct gl_shader *current_shader;
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struct wl_signal destroy_signal;
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};
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static inline struct gl_output_state *
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get_output_state(struct weston_output *output)
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{
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return (struct gl_output_state *)output->renderer_state;
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}
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static int
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gl_renderer_create_surface(struct weston_surface *surface);
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static inline struct gl_surface_state *
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get_surface_state(struct weston_surface *surface)
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{
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if (!surface->renderer_state)
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gl_renderer_create_surface(surface);
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return (struct gl_surface_state *)surface->renderer_state;
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}
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static inline struct gl_renderer *
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get_renderer(struct weston_compositor *ec)
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{
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return (struct gl_renderer *)ec->renderer;
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}
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static const char *
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egl_error_string(EGLint code)
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{
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#define MYERRCODE(x) case x: return #x;
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switch (code) {
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MYERRCODE(EGL_SUCCESS)
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MYERRCODE(EGL_NOT_INITIALIZED)
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MYERRCODE(EGL_BAD_ACCESS)
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MYERRCODE(EGL_BAD_ALLOC)
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MYERRCODE(EGL_BAD_ATTRIBUTE)
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MYERRCODE(EGL_BAD_CONTEXT)
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MYERRCODE(EGL_BAD_CONFIG)
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MYERRCODE(EGL_BAD_CURRENT_SURFACE)
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MYERRCODE(EGL_BAD_DISPLAY)
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MYERRCODE(EGL_BAD_SURFACE)
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MYERRCODE(EGL_BAD_MATCH)
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MYERRCODE(EGL_BAD_PARAMETER)
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MYERRCODE(EGL_BAD_NATIVE_PIXMAP)
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MYERRCODE(EGL_BAD_NATIVE_WINDOW)
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MYERRCODE(EGL_CONTEXT_LOST)
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default:
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return "unknown";
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}
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#undef MYERRCODE
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}
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static void
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gl_renderer_print_egl_error_state(void)
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{
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EGLint code;
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code = eglGetError();
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weston_log("EGL error state: %s (0x%04lx)\n",
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egl_error_string(code), (long)code);
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}
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#define min(a, b) (((a) > (b)) ? (b) : (a))
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/*
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* Compute the boundary vertices of the intersection of the global coordinate
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* aligned rectangle 'rect', and an arbitrary quadrilateral produced from
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* 'surf_rect' when transformed from surface coordinates into global coordinates.
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* The vertices are written to 'ex' and 'ey', and the return value is the
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* number of vertices. Vertices are produced in clockwise winding order.
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* Guarantees to produce either zero vertices, or 3-8 vertices with non-zero
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* polygon area.
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*/
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static int
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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
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calculate_edges(struct weston_view *ev, pixman_box32_t *rect,
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pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
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{
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struct clip_context ctx;
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int i, n;
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GLfloat min_x, max_x, min_y, max_y;
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struct polygon8 surf = {
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{ surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 },
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{ surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 },
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4
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};
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ctx.clip.x1 = rect->x1;
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ctx.clip.y1 = rect->y1;
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ctx.clip.x2 = rect->x2;
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ctx.clip.y2 = rect->y2;
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/* transform surface to screen space: */
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for (i = 0; i < surf.n; i++)
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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
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weston_view_to_global_float(ev, surf.x[i], surf.y[i],
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&surf.x[i], &surf.y[i]);
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/* find bounding box: */
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min_x = max_x = surf.x[0];
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min_y = max_y = surf.y[0];
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for (i = 1; i < surf.n; i++) {
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min_x = min(min_x, surf.x[i]);
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max_x = max(max_x, surf.x[i]);
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min_y = min(min_y, surf.y[i]);
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max_y = max(max_y, surf.y[i]);
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}
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/* First, simple bounding box check to discard early transformed
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* surface rects that do not intersect with the clip region:
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*/
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if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) ||
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(min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1))
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return 0;
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/* Simple case, bounding box edges are parallel to surface edges,
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* there will be only four edges. We just need to clip the surface
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* vertices to the clip rect bounds:
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*/
|
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
|
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if (!ev->transform.enabled)
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return clip_simple(&ctx, &surf, ex, ey);
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/* Transformed case: use a general polygon clipping algorithm to
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* clip the surface rectangle with each side of 'rect'.
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* The algorithm is Sutherland-Hodgman, as explained in
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* http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm
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* but without looking at any of that code.
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*/
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n = clip_transformed(&ctx, &surf, ex, ey);
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if (n < 3)
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return 0;
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return n;
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}
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|
|
|
|
|
|
|
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;
|
|
|
|
int i, j, k, nrects, nsurf;
|
|
|
|
|
|
|
|
rects = pixman_region32_rectangles(region, &nrects);
|
|
|
|
surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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 vertices1, 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);
|
|
|
|
|
|
|
|
glUniformMatrix4fv(shader->proj_uniform,
|
|
|
|
1, GL_FALSE, 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;
|
|
|
|
/* 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,
|
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
|
|
|
&ev->transform.boundingbox, damage);
|
|
|
|
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.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,
|
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
|
|
|
ev->geometry.width, ev->geometry.height);
|
|
|
|
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? */
|
|
|
|
if (pixman_region32_not_empty(&ev->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);
|
|
|
|
|
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, &ev->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);
|
|
|
|
|
|
|
|
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_border_image *img, int32_t x, int32_t y,
|
|
|
|
int32_t width, int32_t height)
|
|
|
|
{
|
|
|
|
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 (img->dirty) {
|
|
|
|
#ifdef GL_EXT_unpack_subimage
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
|
|
|
|
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
|
|
|
|
#endif
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
|
|
|
|
img->tex_width, img->height, 0,
|
|
|
|
GL_BGRA_EXT, GL_UNSIGNED_BYTE, img->data);
|
|
|
|
img->dirty = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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 void
|
|
|
|
draw_output_border(struct weston_output *output)
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
draw_output_border_texture(top,
|
|
|
|
0, 0,
|
|
|
|
full_width, top->height);
|
|
|
|
draw_output_border_texture(left,
|
|
|
|
0, top->height,
|
|
|
|
left->width, output->current_mode->height);
|
|
|
|
draw_output_border_texture(right,
|
|
|
|
full_width - right->width, top->height,
|
|
|
|
right->width, output->current_mode->height);
|
|
|
|
draw_output_border_texture(bottom,
|
|
|
|
0, full_height - bottom->height,
|
|
|
|
full_width, bottom->height);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
output_get_buffer_damage(struct weston_output *output,
|
|
|
|
pixman_region32_t *buffer_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);
|
|
|
|
else
|
|
|
|
for (i = 0; i < buffer_age - 1; i++)
|
|
|
|
pixman_region32_union(buffer_damage, buffer_damage,
|
|
|
|
&go->buffer_damage[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
output_rotate_damage(struct weston_output *output,
|
|
|
|
pixman_region32_t *output_damage)
|
|
|
|
{
|
|
|
|
struct gl_output_state *go = get_output_state(output);
|
|
|
|
struct gl_renderer *gr = get_renderer(output->compositor);
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!gr->has_egl_buffer_age)
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (i = BUFFER_DAMAGE_COUNT - 1; i >= 1; i--)
|
|
|
|
pixman_region32_copy(&go->buffer_damage[i],
|
|
|
|
&go->buffer_damage[i - 1]);
|
|
|
|
|
|
|
|
pixman_region32_copy(&go->buffer_damage[0], output_damage);
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
pixman_region32_t buffer_damage, total_damage;
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
|
|
|
if (use_output(output) < 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* 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_buffer_damage(output, &buffer_damage);
|
|
|
|
output_rotate_damage(output, output_damage);
|
|
|
|
|
|
|
|
pixman_region32_union(&total_damage, &buffer_damage, output_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
|
|
|
repaint_views(output, &total_damage);
|
|
|
|
|
|
|
|
pixman_region32_fini(&total_damage);
|
|
|
|
pixman_region32_fini(&buffer_damage);
|
|
|
|
|
|
|
|
draw_output_border(output);
|
|
|
|
|
|
|
|
pixman_region32_copy(&output->previous_damage, output_damage);
|
|
|
|
wl_signal_emit(&output->frame_signal, output);
|
|
|
|
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
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;
|
|
|
|
int texture_used;
|
|
|
|
GLenum format;
|
|
|
|
int pixel_type;
|
|
|
|
|
|
|
|
#ifdef GL_EXT_unpack_subimage
|
|
|
|
pixman_box32_t *rectangles;
|
|
|
|
void *data;
|
|
|
|
int i, n;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
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.
|
|
|
|
*/
|
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_used = 0;
|
|
|
|
wl_list_for_each(view, &surface->views, surface_link) {
|
|
|
|
if (view->plane == &surface->compositor->primary_plane) {
|
|
|
|
texture_used = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!texture_used)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!pixman_region32_not_empty(&gs->texture_damage) &&
|
|
|
|
!gs->needs_full_upload)
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
switch (wl_shm_buffer_get_format(buffer->shm_buffer)) {
|
|
|
|
case WL_SHM_FORMAT_XRGB8888:
|
|
|
|
case WL_SHM_FORMAT_ARGB8888:
|
|
|
|
format = GL_BGRA_EXT;
|
|
|
|
pixel_type = GL_UNSIGNED_BYTE;
|
|
|
|
break;
|
|
|
|
case WL_SHM_FORMAT_RGB565:
|
|
|
|
format = GL_RGB;
|
|
|
|
pixel_type = GL_UNSIGNED_SHORT_5_6_5;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
weston_log("warning: unknown shm buffer format\n");
|
|
|
|
format = GL_BGRA_EXT;
|
|
|
|
pixel_type = GL_UNSIGNED_BYTE;
|
|
|
|
}
|
|
|
|
|
|
|
|
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, format,
|
|
|
|
gs->pitch, buffer->height, 0,
|
|
|
|
format, pixel_type,
|
|
|
|
wl_shm_buffer_get_data(buffer->shm_buffer));
|
|
|
|
wl_shm_buffer_end_access(buffer->shm_buffer);
|
|
|
|
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef GL_EXT_unpack_subimage
|
|
|
|
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);
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
|
|
|
0, 0, gs->pitch, buffer->height,
|
|
|
|
format, 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,
|
|
|
|
format, pixel_type, data);
|
|
|
|
}
|
|
|
|
wl_shm_buffer_end_access(buffer->shm_buffer);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
done:
|
|
|
|
pixman_region32_fini(&gs->texture_damage);
|
|
|
|
pixman_region32_init(&gs->texture_damage);
|
|
|
|
gs->needs_full_upload = 0;
|
|
|
|
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
break;
|
|
|
|
case WL_SHM_FORMAT_ARGB8888:
|
|
|
|
gs->shader = &gr->texture_shader_rgba;
|
|
|
|
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
|
|
|
|
break;
|
|
|
|
case WL_SHM_FORMAT_RGB565:
|
|
|
|
gs->shader = &gr->texture_shader_rgbx;
|
|
|
|
pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
weston_log("warning: unknown shm buffer format\n");
|
|
|
|
gs->shader = &gr->texture_shader_rgba;
|
|
|
|
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 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 ||
|
|
|
|
gs->buffer_type != BUFFER_TYPE_SHM) {
|
|
|
|
gs->pitch = pitch;
|
|
|
|
gs->height = buffer->height;
|
|
|
|
gs->target = GL_TEXTURE_2D;
|
|
|
|
gs->buffer_type = BUFFER_TYPE_SHM;
|
|
|
|
gs->needs_full_upload = 1;
|
|
|
|
gs->y_inverted = 1;
|
|
|
|
|
|
|
|
gs->surface = es;
|
|
|
|
|
|
|
|
ensure_textures(gs, 1);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
|
|
|
|
gs->pitch, buffer->height, 0,
|
|
|
|
GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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++)
|
|
|
|
gr->destroy_image(gr->egl_display, gs->images[i]);
|
|
|
|
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] = gr->create_image(gr->egl_display,
|
|
|
|
NULL,
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
EGLint format;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
weston_buffer_reference(&gs->buffer_ref, buffer);
|
|
|
|
|
|
|
|
if (!buffer) {
|
|
|
|
for (i = 0; i < gs->num_images; i++) {
|
|
|
|
gr->destroy_image(gr->egl_display, 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 {
|
|
|
|
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->shader = &gr->solid_shader;
|
|
|
|
}
|
|
|
|
|
|
|
|
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++)
|
|
|
|
gr->destroy_image(gr->egl_display, 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 = calloc(1, sizeof *gs);
|
|
|
|
if (!gs)
|
|
|
|
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 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);
|
|
|
|
|
|
|
|
go->borders[side].width = width;
|
|
|
|
go->borders[side].height = height;
|
|
|
|
go->borders[side].tex_width = tex_width;
|
|
|
|
go->borders[side].data = data;
|
|
|
|
go->borders[side].dirty = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface);
|
|
|
|
|
|
|
|
static int
|
|
|
|
gl_renderer_output_create(struct weston_output *output,
|
|
|
|
EGLNativeWindowType window)
|
|
|
|
{
|
|
|
|
struct weston_compositor *ec = output->compositor;
|
|
|
|
struct gl_renderer *gr = get_renderer(ec);
|
|
|
|
struct gl_output_state *go = calloc(1, sizeof *go);
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!go)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
go->egl_surface =
|
|
|
|
eglCreateWindowSurface(gr->egl_display,
|
|
|
|
gr->egl_config,
|
|
|
|
window, NULL);
|
|
|
|
|
|
|
|
if (go->egl_surface == EGL_NO_SURFACE) {
|
|
|
|
weston_log("failed to create egl surface\n");
|
|
|
|
free(go);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gr->egl_context == NULL)
|
|
|
|
if (gl_renderer_setup(ec, go->egl_surface) < 0) {
|
|
|
|
free(go);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < BUFFER_DAMAGE_COUNT; i++)
|
|
|
|
pixman_region32_init(&go->buffer_damage[i]);
|
|
|
|
|
|
|
|
output->renderer_state = go;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
eglTerminate(gr->egl_display);
|
|
|
|
eglReleaseThread();
|
|
|
|
|
|
|
|
wl_array_release(&gr->vertices);
|
|
|
|
wl_array_release(&gr->vtxcnt);
|
|
|
|
|
|
|
|
weston_binding_destroy(gr->fragment_binding);
|
|
|
|
weston_binding_destroy(gr->fan_binding);
|
|
|
|
|
|
|
|
free(gr);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
egl_choose_config(struct gl_renderer *gr, const EGLint *attribs,
|
|
|
|
const EGLint *visual_id)
|
|
|
|
{
|
|
|
|
EGLint count = 0;
|
|
|
|
EGLint matched = 0;
|
|
|
|
EGLConfig *configs;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
configs = calloc(count, sizeof *configs);
|
|
|
|
if (!configs)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
if (!eglChooseConfig(gr->egl_display, attribs, configs,
|
|
|
|
count, &matched))
|
|
|
|
goto out;
|
|
|
|
|
|
|
|
for (i = 0; i < matched; ++i) {
|
|
|
|
EGLint id;
|
|
|
|
|
|
|
|
if (visual_id) {
|
|
|
|
if (!eglGetConfigAttrib(gr->egl_display,
|
|
|
|
configs[i], EGL_NATIVE_VISUAL_ID,
|
|
|
|
&id))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (id != 0 && id != *visual_id)
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
gr->egl_config = configs[i];
|
|
|
|
|
|
|
|
free(configs);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
out:
|
|
|
|
free(configs);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
};
|
|
|
|
|
|
|
|
static int
|
|
|
|
gl_renderer_create(struct weston_compositor *ec, EGLNativeDisplayType display,
|
|
|
|
const EGLint *attribs, const EGLint *visual_id)
|
|
|
|
{
|
|
|
|
struct gl_renderer *gr;
|
|
|
|
EGLint major, minor;
|
|
|
|
|
|
|
|
gr = calloc(1, 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->egl_display = eglGetDisplay(display);
|
|
|
|
if (gr->egl_display == EGL_NO_DISPLAY) {
|
|
|
|
weston_log("failed to create display\n");
|
|
|
|
goto err_egl;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!eglInitialize(gr->egl_display, &major, &minor)) {
|
|
|
|
weston_log("failed to initialize display\n");
|
|
|
|
goto err_egl;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (egl_choose_config(gr, attribs, visual_id) < 0) {
|
|
|
|
weston_log("failed to choose EGL config\n");
|
|
|
|
goto err_egl;
|
|
|
|
}
|
|
|
|
|
|
|
|
ec->renderer = &gr->base;
|
|
|
|
ec->capabilities |= WESTON_CAP_ROTATION_ANY;
|
|
|
|
ec->capabilities |= WESTON_CAP_CAPTURE_YFLIP;
|
|
|
|
|
|
|
|
wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_RGB565);
|
|
|
|
|
|
|
|
wl_signal_init(&gr->destroy_signal);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
err_egl:
|
|
|
|
gl_renderer_print_egl_error_state();
|
|
|
|
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_seat *seat, 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_seat *seat, 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;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
log_egl_config_info(gr->egl_display, gr->egl_config);
|
|
|
|
|
|
|
|
gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_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");
|
|
|
|
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 *) glGetString(GL_EXTENSIONS);
|
|
|
|
if (!extensions) {
|
|
|
|
weston_log("Retrieving GL extension string failed.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) {
|
|
|
|
weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strstr(extensions, "GL_EXT_read_format_bgra"))
|
|
|
|
ec->read_format = PIXMAN_a8r8g8b8;
|
|
|
|
else
|
|
|
|
ec->read_format = PIXMAN_a8b8g8r8;
|
|
|
|
|
|
|
|
#ifdef GL_EXT_unpack_subimage
|
|
|
|
if (strstr(extensions, "GL_EXT_unpack_subimage"))
|
|
|
|
gr->has_unpack_subimage = 1;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (strstr(extensions, "GL_OES_EGL_image_external"))
|
|
|
|
gr->has_egl_image_external = 1;
|
|
|
|
|
|
|
|
extensions =
|
|
|
|
(const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS);
|
|
|
|
if (!extensions) {
|
|
|
|
weston_log("Retrieving EGL extension string failed.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strstr(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 (strstr(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");
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
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
|
|
|
|
};
|