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@ -728,7 +728,8 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer) |
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{ |
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{ |
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struct weston_surface *es = (struct weston_surface *) surface; |
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struct weston_surface *es = (struct weston_surface *) surface; |
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struct weston_compositor *ec = es->compositor; |
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struct weston_compositor *ec = es->compositor; |
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int i; |
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EGLint attribs[3], components; |
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int i, num_planes; |
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if (es->buffer) { |
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if (es->buffer) { |
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weston_buffer_post_release(es->buffer); |
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weston_buffer_post_release(es->buffer); |
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@ -774,20 +775,56 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer) |
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es->blend = 0; |
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es->blend = 0; |
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else |
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else |
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es->blend = 1; |
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es->blend = 1; |
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} else { |
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} else if (ec->query_buffer(ec->egl_display, buffer, |
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if (es->images[0] != EGL_NO_IMAGE_KHR) |
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EGL_WAYLAND_BUFFER_COMPONENTS_WL, |
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&components)) { |
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for (i = 0; i < es->num_images; i++) |
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ec->destroy_image(ec->egl_display, es->images[0]); |
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ec->destroy_image(ec->egl_display, es->images[0]); |
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es->images[0] = ec->create_image(ec->egl_display, NULL, |
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es->num_images = 0; |
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EGL_WAYLAND_BUFFER_WL, |
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buffer, NULL); |
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es->num_images = 1; |
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ensure_textures(es, 1); |
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switch (components) { |
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glBindTexture(GL_TEXTURE_2D, es->textures[0]); |
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case EGL_WAYLAND_BUFFER_RGB_WL: |
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ec->image_target_texture_2d(GL_TEXTURE_2D, es->images[0]); |
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case EGL_WAYLAND_BUFFER_RGBA_WL: |
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default: |
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num_planes = 1; |
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es->shader = &ec->texture_shader_rgba; |
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break; |
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case EGL_WAYLAND_BUFFER_Y_UV_WL: |
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num_planes = 2; |
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es->shader = &ec->texture_shader_y_uv; |
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break; |
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case EGL_WAYLAND_BUFFER_Y_U_V_WL: |
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num_planes = 3; |
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es->shader = &ec->texture_shader_y_u_v; |
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break; |
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case EGL_WAYLAND_BUFFER_Y_XUXV_WL: |
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num_planes = 2; |
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es->shader = &ec->texture_shader_y_xuxv; |
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break; |
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} |
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ensure_textures(es, num_planes); |
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for (i = 0; i < num_planes; i++) { |
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attribs[0] = EGL_WAYLAND_PLANE_WL; |
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attribs[1] = i; |
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attribs[2] = EGL_NONE; |
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es->images[i] = ec->create_image(ec->egl_display, |
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NULL, |
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EGL_WAYLAND_BUFFER_WL, |
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buffer, attribs); |
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if (!es->images[i]) |
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continue; |
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es->num_images++; |
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glActiveTexture(GL_TEXTURE0 + i); |
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glBindTexture(GL_TEXTURE_2D, es->textures[i]); |
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ec->image_target_texture_2d(GL_TEXTURE_2D, |
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es->images[i]); |
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} |
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es->pitch = buffer->width; |
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es->pitch = buffer->width; |
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es->shader = &ec->texture_shader_rgba; |
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} else { |
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/* unhandled buffer type */ |
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} |
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} |
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} |
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} |
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@ -856,7 +893,7 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output, |
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GLfloat *v; |
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GLfloat *v; |
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pixman_region32_t repaint; |
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pixman_region32_t repaint; |
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GLint filter; |
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GLint filter; |
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int n; |
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int i, n; |
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pixman_region32_init(&repaint); |
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pixman_region32_init(&repaint); |
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pixman_region32_intersect(&repaint, |
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pixman_region32_intersect(&repaint, |
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@ -879,7 +916,6 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output, |
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glUniformMatrix4fv(es->shader->proj_uniform, |
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glUniformMatrix4fv(es->shader->proj_uniform, |
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1, GL_FALSE, output->matrix.d); |
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1, GL_FALSE, output->matrix.d); |
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glUniform1i(es->shader->tex_uniform, 0); |
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glUniform4fv(es->shader->color_uniform, 1, es->color); |
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glUniform4fv(es->shader->color_uniform, 1, es->color); |
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glUniform1f(es->shader->alpha_uniform, es->alpha); |
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glUniform1f(es->shader->alpha_uniform, es->alpha); |
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glUniform1f(es->shader->texwidth_uniform, |
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glUniform1f(es->shader->texwidth_uniform, |
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@ -896,9 +932,13 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output, |
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n = texture_region(es, &repaint); |
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n = texture_region(es, &repaint); |
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glBindTexture(GL_TEXTURE_2D, es->textures[0]); |
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for (i = 0; i < es->num_textures; i++) { |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); |
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glUniform1i(es->shader->tex_uniforms[i], i); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); |
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glActiveTexture(GL_TEXTURE0 + i); |
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glBindTexture(GL_TEXTURE_2D, es->textures[i]); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); |
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} |
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v = ec->vertices.data; |
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v = ec->vertices.data; |
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); |
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); |
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@ -2898,7 +2938,9 @@ weston_shader_init(struct weston_shader *shader, |
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} |
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} |
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); |
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); |
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shader->tex_uniform = glGetUniformLocation(shader->program, "tex"); |
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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->alpha_uniform = glGetUniformLocation(shader->program, "alpha"); |
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shader->color_uniform = glGetUniformLocation(shader->program, "color"); |
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shader->color_uniform = glGetUniformLocation(shader->program, "color"); |
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shader->texwidth_uniform = glGetUniformLocation(shader->program, "texwidth"); |
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shader->texwidth_uniform = glGetUniformLocation(shader->program, "texwidth"); |
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@ -3158,6 +3200,8 @@ weston_compositor_init_gl(struct weston_compositor *ec) |
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(void *) eglGetProcAddress("eglBindWaylandDisplayWL"); |
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(void *) eglGetProcAddress("eglBindWaylandDisplayWL"); |
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ec->unbind_display = |
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ec->unbind_display = |
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(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL"); |
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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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extensions = (const char *) glGetString(GL_EXTENSIONS); |
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if (!extensions) { |
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if (!extensions) { |
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