compositor: Move gles2 initialization to gles2-renderer.h

Kristian Høgsberg 12 years ago
parent 861a50c141
commit 25894fc920
  1. 2
      src/compositor-android.c
  2. 2
      src/compositor-drm.c
  3. 2
      src/compositor-wayland.c
  4. 2
      src/compositor-x11.c
  5. 298
      src/compositor.c
  6. 4
      src/compositor.h
  7. 301
      src/gles2-renderer.c

@ -522,7 +522,7 @@ android_compositor_create(struct wl_display *display, int argc, char *argv[],
if (android_init_egl(compositor, output) < 0)
goto err_output;
if (weston_compositor_init_gl(&compositor->base) < 0)
if (gles2_renderer_init(&compositor->base) < 0)
goto err_egl;
android_compositor_add_output(compositor, output);

@ -2264,7 +2264,7 @@ drm_compositor_create(struct wl_display *display,
ec->prev_state = WESTON_COMPOSITOR_ACTIVE;
if (weston_compositor_init_gl(&ec->base) < 0)
if (gles2_renderer_init(&ec->base) < 0)
goto err_egl;
for (key = KEY_F1; key < KEY_F9; key++)

@ -883,7 +883,7 @@ wayland_compositor_create(struct wl_display *display,
c->base.destroy = wayland_destroy;
c->base.restore = wayland_restore;
if (weston_compositor_init_gl(&c->base) < 0)
if (gles2_renderer_init(&c->base) < 0)
goto err_display;
create_border(c);

@ -1174,7 +1174,7 @@ x11_compositor_create(struct wl_display *display,
c->base.destroy = x11_destroy;
c->base.restore = x11_restore;
if (weston_compositor_init_gl(&c->base) < 0)
if (gles2_renderer_init(&c->base) < 0)
goto err_egl;
if (x11_input_create(c, no_input) < 0)

@ -48,7 +48,6 @@
#include <setjmp.h>
#include <sys/time.h>
#include <time.h>
#include <ctype.h>
#include <wayland-server.h>
#include "compositor.h"
@ -2667,164 +2666,6 @@ bind_output(struct wl_client *client,
}
}
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 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;"
"}\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"
"}\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;"
"}\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
"}\n";
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
"}\n";
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
"}\n";
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;"
"}\n";
static int
compile_shader(GLenum type, const char *source)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, 1, &source, 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
weston_shader_init(struct weston_shader *shader,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, vertex_source);
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, fragment_source);
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;
}
WL_EXPORT void
weston_output_destroy(struct weston_output *output)
{
@ -3021,62 +2862,6 @@ log_uname(void)
usys.version, usys.machine);
}
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)");
}
WL_EXPORT int
weston_compositor_init(struct weston_compositor *ec,
struct wl_display *display,
@ -3155,89 +2940,6 @@ weston_compositor_init(struct weston_compositor *ec,
return 0;
}
WL_EXPORT int
weston_compositor_init_gl(struct weston_compositor *ec)
{
const char *extensions;
int has_egl_image_external = 0;
log_egl_gl_info(ec->egl_display);
ec->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
ec->image_target_renderbuffer_storage = (void *)
eglGetProcAddress("glEGLImageTargetRenderbufferStorageOES");
ec->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
ec->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
ec->bind_display =
(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
ec->unbind_display =
(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
ec->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 = GL_BGRA_EXT;
else
ec->read_format = GL_RGBA;
if (strstr(extensions, "GL_EXT_unpack_subimage"))
ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL extension string failed.\n");
return -1;
}
if (strstr(extensions, "EGL_WL_bind_wayland_display"))
ec->has_bind_display = 1;
if (ec->has_bind_display)
ec->bind_display(ec->egl_display, ec->wl_display);
glActiveTexture(GL_TEXTURE0);
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_rgbx,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (has_egl_image_external &&
weston_shader_init(&ec->texture_shader_egl_external,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_u_v,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_xuxv,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0)
return -1;
return 0;
}
WL_EXPORT void
weston_compositor_shutdown(struct weston_compositor *ec)
{

@ -664,8 +664,6 @@ weston_compositor_get_time(void);
int
weston_compositor_init(struct weston_compositor *ec, struct wl_display *display,
int argc, char *argv[], const char *config_file);
int
weston_compositor_init_gl(struct weston_compositor *ec);
void
weston_compositor_shutdown(struct weston_compositor *ec);
void
@ -794,6 +792,8 @@ backend_init(struct wl_display *display, int argc, char *argv[],
int
weston_output_switch_mode(struct weston_output *output, struct weston_mode *mode);
int
gles2_renderer_init(struct weston_compositor *ec);
void
gles2_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage);

@ -20,7 +20,11 @@
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define _GNU_SOURCE
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "compositor.h"
@ -669,3 +673,300 @@ gles2_renderer_repaint_output(struct weston_output *output,
}
}
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 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;"
"}\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"
"}\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;"
"}\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
"}\n";
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
"}\n";
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
"}\n";
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;"
"}\n";
static int
compile_shader(GLenum type, const char *source)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, 1, &source, 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
weston_shader_init(struct weston_shader *shader,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, vertex_source);
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, fragment_source);
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
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)");
}
WL_EXPORT int
gles2_renderer_init(struct weston_compositor *ec)
{
const char *extensions;
int has_egl_image_external = 0;
log_egl_gl_info(ec->egl_display);
ec->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
ec->image_target_renderbuffer_storage = (void *)
eglGetProcAddress("glEGLImageTargetRenderbufferStorageOES");
ec->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
ec->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
ec->bind_display =
(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
ec->unbind_display =
(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
ec->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 = GL_BGRA_EXT;
else
ec->read_format = GL_RGBA;
if (strstr(extensions, "GL_EXT_unpack_subimage"))
ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving EGL extension string failed.\n");
return -1;
}
if (strstr(extensions, "EGL_WL_bind_wayland_display"))
ec->has_bind_display = 1;
if (ec->has_bind_display)
ec->bind_display(ec->egl_display, ec->wl_display);
glActiveTexture(GL_TEXTURE0);
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_rgbx,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (has_egl_image_external &&
weston_shader_init(&ec->texture_shader_egl_external,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_u_v,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_xuxv,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0)
return -1;
return 0;
}

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