compositor: Move shader setup to weston_surface_draw()

dev
Kristian Høgsberg 13 years ago
parent 765bcdf1fa
commit 0763262e3d
  1. 30
      src/compositor.c
  2. 3
      src/compositor.h

@ -223,6 +223,7 @@ weston_surface_create(struct weston_compositor *compositor,
surface->compositor = compositor;
surface->visual = WESTON_NONE_VISUAL;
surface->shader = &compositor->texture_shader;
surface->image = EGL_NO_IMAGE_KHR;
surface->saved_texture = 0;
surface->x = x;
@ -584,9 +585,19 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output)
break;
}
if (ec->current_shader != es->shader) {
glUseProgram(es->shader->program);
glUniformMatrix4fv(es->shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
if (es->shader->tex_uniform != GL_NONE)
glUniform1i(es->shader->tex_uniform, 0);
if (es->shader->color_uniform != GL_NONE)
glUniform4fv(es->shader->color_uniform,1, es->color);
ec->current_shader = es->shader;
}
if (es->alpha != ec->current_alpha) {
glUniform1f(ec->texture_shader.alpha_uniform,
es->alpha / 255.0);
glUniform1f(es->shader->alpha_uniform, es->alpha / 255.0);
ec->current_alpha = es->alpha;
}
@ -689,7 +700,6 @@ fade_output(struct weston_output *output,
{
struct weston_compositor *compositor = output->compositor;
struct weston_surface surface;
GLfloat color[4] = { 0.0, 0.0, 0.0, tint };
surface.compositor = compositor;
surface.x = output->x;
@ -700,6 +710,11 @@ fade_output(struct weston_output *output,
surface.texture = GL_NONE;
surface.transform = NULL;
surface.alpha = compositor->current_alpha;
surface.shader = &compositor->solid_shader;
surface.color[0] = 0.0;
surface.color[1] = 0.0;
surface.color[2] = 0.0;
surface.color[3] = tint;
pixman_region32_init(&surface.damage);
pixman_region32_copy(&surface.damage, region);
@ -708,10 +723,6 @@ fade_output(struct weston_output *output,
else
surface.visual = WESTON_RGB_VISUAL;
glUseProgram(compositor->solid_shader.program);
glUniformMatrix4fv(compositor->solid_shader.proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform4fv(compositor->solid_shader.color_uniform, 1, color);
weston_surface_draw(&surface, output);
pixman_region32_fini(&surface.damage);
@ -796,11 +807,6 @@ weston_output_repaint(struct weston_output *output)
glViewport(0, 0, output->current->width, output->current->height);
glUseProgram(ec->texture_shader.program);
glUniformMatrix4fv(ec->texture_shader.proj_uniform,
1, GL_FALSE, output->matrix.d);
glUniform1i(ec->texture_shader.tex_uniform, 0);
weston_output_set_cursor(output, ec->input_device,
ec->fade.spring.current >= 0.001);

@ -172,6 +172,7 @@ struct weston_compositor {
uint32_t current_alpha;
struct weston_shader texture_shader;
struct weston_shader solid_shader;
struct weston_shader *current_shader;
struct wl_display *wl_display;
struct weston_shell *shell;
@ -239,6 +240,8 @@ struct weston_surface {
struct wl_list link;
struct wl_list buffer_link;
struct weston_transform *transform;
struct weston_shader *shader;
GLfloat color[4];
uint32_t alpha;
uint32_t visual;
int overlapped;

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