gles2: Add a debug binding for highlighting shaded content

Pressing mode-shift-space s will cause the fragment shaders to be
recompiled, adding a green tint to all composited content.
Ander Conselvan de Oliveira 12 years ago committed by Kristian Høgsberg
parent c509d2b152
commit 27508c2045
  1. 2
      src/compositor.h
  2. 156
      src/gles2-renderer.c

@ -358,6 +358,8 @@ struct weston_compositor {
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
int has_bind_display;
int has_egl_image_external;
void (*destroy)(struct weston_compositor *ec);
void (*restore)(struct weston_compositor *ec);
int (*authenticate)(struct weston_compositor *c, uint32_t id);

@ -27,9 +27,15 @@
#include <ctype.h>
#include <float.h>
#include <assert.h>
#include <linux/input.h>
#include "compositor.h"
struct gles2_renderer {
struct weston_renderer base;
int fragment_shader_debug;
};
static const char *
egl_error_string(EGLint code)
{
@ -940,6 +946,12 @@ static const char vertex_shader[] =
" 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"
@ -948,7 +960,7 @@ static const char texture_fragment_shader_rgba[] =
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
"}\n";
;
static const char texture_fragment_shader_rgbx[] =
"precision mediump float;\n"
@ -959,7 +971,7 @@ static const char texture_fragment_shader_rgbx[] =
"{\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"
@ -970,7 +982,7 @@ static const char texture_fragment_shader_egl_external[] =
"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"
@ -983,7 +995,7 @@ static const char texture_fragment_shader_y_uv[] =
" 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"
@ -997,7 +1009,7 @@ static const char texture_fragment_shader_y_u_v[] =
" 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"
@ -1010,7 +1022,7 @@ static const char texture_fragment_shader_y_xuxv[] =
" 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"
@ -1019,17 +1031,17 @@ static const char solid_fragment_shader[] =
"void main()\n"
"{\n"
" gl_FragColor = alpha * color\n;"
"}\n";
;
static int
compile_shader(GLenum type, const char *source)
compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, 1, &source, NULL);
glShaderSource(s, count, sources, NULL);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
@ -1042,16 +1054,32 @@ compile_shader(GLenum type, const char *source)
}
static int
weston_shader_init(struct weston_shader *shader,
weston_shader_init(struct weston_shader *shader, struct weston_compositor *ec,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
int count;
const char *sources[3];
struct gles2_renderer *renderer =
(struct gles2_renderer *) ec->renderer;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, vertex_source);
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, fragment_source);
compile_shader(GL_FRAGMENT_SHADER, count, sources);
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
@ -1077,6 +1105,18 @@ weston_shader_init(struct weston_shader *shader,
return 0;
}
static void
weston_shader_release(struct weston_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)
{
@ -1157,10 +1197,6 @@ log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
weston_log_continue(" unknown\n");
}
struct gles2_renderer {
struct weston_renderer base;
};
WL_EXPORT void
gles2_renderer_destroy(struct weston_compositor *ec)
{
@ -1168,12 +1204,65 @@ gles2_renderer_destroy(struct weston_compositor *ec)
ec->unbind_display(ec->egl_display, ec->wl_display);
}
static int
compile_shaders(struct weston_compositor *ec)
{
if (weston_shader_init(&ec->texture_shader_rgba, ec,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_rgbx, ec,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (ec->has_egl_image_external &&
weston_shader_init(&ec->texture_shader_egl_external, ec,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_uv, ec,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_u_v, ec,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_xuxv, ec,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader, ec,
vertex_shader, solid_fragment_shader) < 0)
return -1;
return 0;
}
static void
fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
void *data)
{
struct weston_compositor *ec = data;
struct gles2_renderer *renderer =
(struct gles2_renderer *) ec->renderer;
struct weston_output *output;
renderer->fragment_shader_debug ^= 1;
weston_shader_release(&ec->texture_shader_rgba);
weston_shader_release(&ec->texture_shader_rgbx);
weston_shader_release(&ec->texture_shader_egl_external);
weston_shader_release(&ec->texture_shader_y_uv);
weston_shader_release(&ec->texture_shader_y_u_v);
weston_shader_release(&ec->texture_shader_y_xuxv);
weston_shader_release(&ec->solid_shader);
compile_shaders(ec);
wl_list_for_each(output, &ec->output_list, link)
weston_output_damage(output);
}
WL_EXPORT int
gles2_renderer_init(struct weston_compositor *ec)
{
struct gles2_renderer *renderer;
const char *extensions;
int has_egl_image_external = 0;
struct weston_output *output;
EGLBoolean ret;
@ -1182,7 +1271,7 @@ gles2_renderer_init(struct weston_compositor *ec)
EGL_NONE
};
renderer = malloc(sizeof *renderer);
renderer = calloc(1, sizeof *renderer);
if (renderer == NULL)
return -1;
@ -1247,7 +1336,7 @@ gles2_renderer_init(struct weston_compositor *ec)
ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
has_egl_image_external = 1;
ec->has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
@ -1266,35 +1355,18 @@ gles2_renderer_init(struct weston_compositor *ec)
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;
renderer->base.repaint_output = gles2_renderer_repaint_output;
renderer->base.flush_damage = gles2_renderer_flush_damage;
renderer->base.attach = gles2_renderer_attach;
renderer->base.destroy_surface = gles2_renderer_destroy_surface;
ec->renderer = &renderer->base;
if (compile_shaders(ec))
return -1;
weston_compositor_add_debug_binding(ec, KEY_S,
fragment_debug_binding, ec);
weston_log("GL ES 2 renderer features:\n");
weston_log_continue(STAMP_SPACE "read-back format: %s\n",
ec->read_format == GL_BGRA_EXT ? "BGRA" : "RGBA");

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