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@ -48,7 +48,6 @@ |
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#include <setjmp.h> |
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#include <setjmp.h> |
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#include <sys/time.h> |
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#include <sys/time.h> |
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#include <time.h> |
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#include <time.h> |
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#include <ctype.h> |
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#include <wayland-server.h> |
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#include <wayland-server.h> |
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#include "compositor.h" |
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#include "compositor.h" |
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@ -2667,164 +2666,6 @@ bind_output(struct wl_client *client, |
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} |
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} |
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} |
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} |
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static const char vertex_shader[] = |
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"uniform mat4 proj;\n" |
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"attribute vec2 position;\n" |
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"attribute vec2 texcoord;\n" |
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"varying vec2 v_texcoord;\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = proj * vec4(position, 0.0, 1.0);\n" |
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" v_texcoord = texcoord;\n" |
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"}\n"; |
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/* Declare common fragment shader uniforms */ |
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#define FRAGMENT_CONVERT_YUV \ |
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" y *= alpha;\n" \
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" u *= alpha;\n" \
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" v *= alpha;\n" \
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" gl_FragColor.r = y + 1.59602678 * v;\n" \
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" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
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" gl_FragColor.b = y + 2.01723214 * u;\n" \
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" gl_FragColor.a = alpha;\n" |
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static const char texture_fragment_shader_rgba[] = |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform sampler2D tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" |
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"}\n"; |
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static const char texture_fragment_shader_rgbx[] = |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform sampler2D tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;" |
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" gl_FragColor.a = alpha;\n" |
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"}\n"; |
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static const char texture_fragment_shader_egl_external[] = |
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"#extension GL_OES_EGL_image_external : require\n" |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform samplerExternalOES tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" |
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"}\n"; |
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static const char texture_fragment_shader_y_uv[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).r - 0.5;\n" |
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" float v = texture2D(tex1, v_texcoord).g - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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"}\n"; |
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static const char texture_fragment_shader_y_u_v[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"uniform sampler2D tex2;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).x - 0.5;\n" |
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" float v = texture2D(tex2, v_texcoord).x - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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"}\n"; |
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static const char texture_fragment_shader_y_xuxv[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).g - 0.5;\n" |
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" float v = texture2D(tex1, v_texcoord).a - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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"}\n"; |
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static const char solid_fragment_shader[] = |
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"precision mediump float;\n" |
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"uniform vec4 color;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * color\n;" |
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"}\n"; |
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static int |
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compile_shader(GLenum type, const char *source) |
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{ |
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GLuint s; |
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char msg[512]; |
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GLint status; |
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s = glCreateShader(type); |
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glShaderSource(s, 1, &source, NULL); |
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glCompileShader(s); |
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glGetShaderiv(s, GL_COMPILE_STATUS, &status); |
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if (!status) { |
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glGetShaderInfoLog(s, sizeof msg, NULL, msg); |
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weston_log("shader info: %s\n", msg); |
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return GL_NONE; |
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} |
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return s; |
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} |
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static int |
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weston_shader_init(struct weston_shader *shader, |
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const char *vertex_source, const char *fragment_source) |
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{ |
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char msg[512]; |
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GLint status; |
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shader->vertex_shader = |
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compile_shader(GL_VERTEX_SHADER, vertex_source); |
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shader->fragment_shader = |
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compile_shader(GL_FRAGMENT_SHADER, fragment_source); |
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shader->program = glCreateProgram(); |
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glAttachShader(shader->program, shader->vertex_shader); |
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glAttachShader(shader->program, shader->fragment_shader); |
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glBindAttribLocation(shader->program, 0, "position"); |
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glBindAttribLocation(shader->program, 1, "texcoord"); |
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glLinkProgram(shader->program); |
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status); |
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if (!status) { |
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glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg); |
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weston_log("link info: %s\n", msg); |
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return -1; |
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} |
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); |
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shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex"); |
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1"); |
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2"); |
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha"); |
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shader->color_uniform = glGetUniformLocation(shader->program, "color"); |
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return 0; |
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} |
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WL_EXPORT void |
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WL_EXPORT void |
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weston_output_destroy(struct weston_output *output) |
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weston_output_destroy(struct weston_output *output) |
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{ |
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{ |
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@ -3021,62 +2862,6 @@ log_uname(void) |
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usys.version, usys.machine); |
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usys.version, usys.machine); |
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} |
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} |
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static void |
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log_extensions(const char *name, const char *extensions) |
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{ |
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const char *p, *end; |
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int l; |
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int len; |
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l = weston_log("%s:", name); |
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p = extensions; |
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while (*p) { |
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end = strchrnul(p, ' '); |
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len = end - p; |
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if (l + len > 78) |
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l = weston_log_continue("\n" STAMP_SPACE "%.*s", |
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len, p); |
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else |
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l += weston_log_continue(" %.*s", len, p); |
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for (p = end; isspace(*p); p++) |
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; |
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} |
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weston_log_continue("\n"); |
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} |
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static void |
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log_egl_gl_info(EGLDisplay egldpy) |
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{ |
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const char *str; |
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str = eglQueryString(egldpy, EGL_VERSION); |
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weston_log("EGL version: %s\n", str ? str : "(null)"); |
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str = eglQueryString(egldpy, EGL_VENDOR); |
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weston_log("EGL vendor: %s\n", str ? str : "(null)"); |
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str = eglQueryString(egldpy, EGL_CLIENT_APIS); |
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weston_log("EGL client APIs: %s\n", str ? str : "(null)"); |
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str = eglQueryString(egldpy, EGL_EXTENSIONS); |
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log_extensions("EGL extensions", str ? str : "(null)"); |
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str = (char *)glGetString(GL_VERSION); |
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weston_log("GL version: %s\n", str ? str : "(null)"); |
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str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION); |
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weston_log("GLSL version: %s\n", str ? str : "(null)"); |
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str = (char *)glGetString(GL_VENDOR); |
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weston_log("GL vendor: %s\n", str ? str : "(null)"); |
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str = (char *)glGetString(GL_RENDERER); |
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weston_log("GL renderer: %s\n", str ? str : "(null)"); |
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str = (char *)glGetString(GL_EXTENSIONS); |
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log_extensions("GL extensions", str ? str : "(null)"); |
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} |
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WL_EXPORT int |
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WL_EXPORT int |
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weston_compositor_init(struct weston_compositor *ec, |
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weston_compositor_init(struct weston_compositor *ec, |
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struct wl_display *display, |
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struct wl_display *display, |
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@ -3155,89 +2940,6 @@ weston_compositor_init(struct weston_compositor *ec, |
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return 0; |
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return 0; |
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} |
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} |
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WL_EXPORT int |
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weston_compositor_init_gl(struct weston_compositor *ec) |
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{ |
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const char *extensions; |
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int has_egl_image_external = 0; |
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log_egl_gl_info(ec->egl_display); |
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ec->image_target_texture_2d = |
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(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES"); |
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ec->image_target_renderbuffer_storage = (void *) |
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eglGetProcAddress("glEGLImageTargetRenderbufferStorageOES"); |
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ec->create_image = (void *) eglGetProcAddress("eglCreateImageKHR"); |
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ec->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR"); |
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ec->bind_display = |
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(void *) eglGetProcAddress("eglBindWaylandDisplayWL"); |
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ec->unbind_display = |
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(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL"); |
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ec->query_buffer = |
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(void *) eglGetProcAddress("eglQueryWaylandBufferWL"); |
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extensions = (const char *) glGetString(GL_EXTENSIONS); |
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if (!extensions) { |
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weston_log("Retrieving GL extension string failed.\n"); |
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return -1; |
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} |
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if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) { |
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weston_log("GL_EXT_texture_format_BGRA8888 not available\n"); |
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return -1; |
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} |
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if (strstr(extensions, "GL_EXT_read_format_bgra")) |
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ec->read_format = GL_BGRA_EXT; |
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else |
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ec->read_format = GL_RGBA; |
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if (strstr(extensions, "GL_EXT_unpack_subimage")) |
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ec->has_unpack_subimage = 1; |
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if (strstr(extensions, "GL_OES_EGL_image_external")) |
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has_egl_image_external = 1; |
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extensions = |
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(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS); |
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if (!extensions) { |
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weston_log("Retrieving EGL extension string failed.\n"); |
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return -1; |
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} |
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if (strstr(extensions, "EGL_WL_bind_wayland_display")) |
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ec->has_bind_display = 1; |
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if (ec->has_bind_display) |
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ec->bind_display(ec->egl_display, ec->wl_display); |
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glActiveTexture(GL_TEXTURE0); |
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if (weston_shader_init(&ec->texture_shader_rgba, |
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vertex_shader, texture_fragment_shader_rgba) < 0) |
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return -1; |
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if (weston_shader_init(&ec->texture_shader_rgbx, |
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vertex_shader, texture_fragment_shader_rgbx) < 0) |
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return -1; |
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if (has_egl_image_external && |
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weston_shader_init(&ec->texture_shader_egl_external, |
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vertex_shader, texture_fragment_shader_egl_external) < 0) |
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return -1; |
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if (weston_shader_init(&ec->texture_shader_y_uv, |
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vertex_shader, texture_fragment_shader_y_uv) < 0) |
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return -1; |
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if (weston_shader_init(&ec->texture_shader_y_u_v, |
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vertex_shader, texture_fragment_shader_y_u_v) < 0) |
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return -1; |
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if (weston_shader_init(&ec->texture_shader_y_xuxv, |
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vertex_shader, texture_fragment_shader_y_xuxv) < 0) |
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return -1; |
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if (weston_shader_init(&ec->solid_shader, |
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vertex_shader, solid_fragment_shader) < 0) |
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return -1; |
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return 0; |
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} |
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WL_EXPORT void |
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WL_EXPORT void |
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weston_compositor_shutdown(struct weston_compositor *ec) |
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weston_compositor_shutdown(struct weston_compositor *ec) |
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{ |
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{ |
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