gl-renderer: gl_surface_state has only shader_variant

Replace the shader_requirements with just shader_variant. The variant is
the only thing gl_surface_state will actually carry. All the other
requirements fields are always unused.

Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net>
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
dev
Pekka Paalanen 4 years ago committed by Pekka Paalanen
parent 0f52da6226
commit 3ddcf07b4c
  1. 37
      libweston/renderer-gl/gl-renderer.c

@ -184,6 +184,7 @@ struct gl_surface_state {
struct egl_image* images[3];
GLenum target;
int num_images;
enum gl_shader_texture_variant shader_variant;
struct weston_buffer_reference buffer_ref;
struct weston_buffer_release_reference buffer_release_ref;
@ -206,7 +207,6 @@ struct gl_surface_state {
struct wl_listener surface_destroy_listener;
struct wl_listener renderer_destroy_listener;
struct gl_shader_requirements shader_requirements;
};
enum timeline_render_point_type {
@ -960,7 +960,7 @@ gl_shader_config_set_input_textures(struct gl_shader_config *sconf,
{
int i;
sconf->req.variant = gs->shader_requirements.variant;
sconf->req.variant = gs->shader_variant;
for (i = 0; i < 4; i++)
sconf->unicolor[i] = gs->color[i];
@ -1011,8 +1011,7 @@ draw_view(struct weston_view *ev, struct weston_output *output,
/* In case of a runtime switch of renderers, we may not have received
* an attach for this surface since the switch. In that case we don't
* have a valid buffer or a proper shader set up so skip rendering. */
if (gs->shader_requirements.variant == SHADER_VARIANT_NONE &&
!gs->direct_display)
if (gs->shader_variant == SHADER_VARIANT_NONE && !gs->direct_display)
return;
pixman_region32_init(&repaint);
@ -1909,28 +1908,28 @@ gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
switch (wl_shm_buffer_get_format(shm_buffer)) {
case WL_SHM_FORMAT_XRGB8888:
gs->shader_requirements.variant = SHADER_VARIANT_RGBX;
gs->shader_variant = SHADER_VARIANT_RGBX;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format[0] = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
es->is_opaque = true;
break;
case WL_SHM_FORMAT_ARGB8888:
gs->shader_requirements.variant = SHADER_VARIANT_RGBA;
gs->shader_variant = SHADER_VARIANT_RGBA;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format[0] = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
es->is_opaque = false;
break;
case WL_SHM_FORMAT_RGB565:
gs->shader_requirements.variant = SHADER_VARIANT_RGBX;
gs->shader_variant = SHADER_VARIANT_RGBX;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
gl_format[0] = GL_RGB;
gl_pixel_type = GL_UNSIGNED_SHORT_5_6_5;
es->is_opaque = true;
break;
case WL_SHM_FORMAT_YUV420:
gs->shader_requirements.variant = SHADER_VARIANT_Y_U_V;
gs->shader_variant = SHADER_VARIANT_Y_U_V;
pitch = wl_shm_buffer_get_stride(shm_buffer);
gl_pixel_type = GL_UNSIGNED_BYTE;
num_planes = 3;
@ -1962,18 +1961,18 @@ gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
gs->hsub[1] = 2;
gs->vsub[1] = 2;
if (gr->has_gl_texture_rg) {
gs->shader_requirements.variant = SHADER_VARIANT_Y_UV;
gs->shader_variant = SHADER_VARIANT_Y_UV;
gl_format[0] = GL_R8_EXT;
gl_format[1] = GL_RG8_EXT;
} else {
gs->shader_requirements.variant = SHADER_VARIANT_Y_XUXV;
gs->shader_variant = SHADER_VARIANT_Y_XUXV;
gl_format[0] = GL_LUMINANCE;
gl_format[1] = GL_LUMINANCE_ALPHA;
}
es->is_opaque = true;
break;
case WL_SHM_FORMAT_YUYV:
gs->shader_requirements.variant = SHADER_VARIANT_Y_XUXV;
gs->shader_variant = SHADER_VARIANT_Y_XUXV;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
gl_pixel_type = GL_UNSIGNED_BYTE;
num_planes = 2;
@ -1992,7 +1991,7 @@ gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
* [31:0] X:Y:Cb:Cr 8:8:8:8 little endian
* a:b: g: r in SHADER_VARIANT_XYUV
*/
gs->shader_requirements.variant = SHADER_VARIANT_XYUV;
gs->shader_variant = SHADER_VARIANT_XYUV;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format[0] = GL_RGBA;
gl_pixel_type = GL_UNSIGNED_BYTE;
@ -2064,26 +2063,26 @@ gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer,
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
gs->shader_requirements.variant = SHADER_VARIANT_RGBA;
gs->shader_variant = SHADER_VARIANT_RGBA;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
gs->target = GL_TEXTURE_EXTERNAL_OES;
gs->shader_requirements.variant = SHADER_VARIANT_EXTERNAL;
gs->shader_variant = SHADER_VARIANT_EXTERNAL;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
gs->shader_requirements.variant = SHADER_VARIANT_Y_UV;
gs->shader_variant = SHADER_VARIANT_Y_UV;
es->is_opaque = true;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
gs->shader_requirements.variant = SHADER_VARIANT_Y_U_V;
gs->shader_variant = SHADER_VARIANT_Y_U_V;
es->is_opaque = true;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
gs->shader_requirements.variant = SHADER_VARIANT_Y_XUXV;
gs->shader_variant = SHADER_VARIANT_Y_XUXV;
es->is_opaque = true;
break;
}
@ -2780,7 +2779,7 @@ gl_renderer_attach_dmabuf(struct weston_surface *surface,
gr->image_target_texture_2d(gs->target, gs->images[i]->image);
}
gs->shader_requirements.variant = image->shader_variant;
gs->shader_variant = image->shader_variant;
}
static void
@ -2853,7 +2852,7 @@ gl_renderer_surface_set_color(struct weston_surface *surface,
gs->pitch = 1;
gs->height = 1;
gs->shader_requirements.variant = SHADER_VARIANT_SOLID;
gs->shader_variant = SHADER_VARIANT_SOLID;
}
static void

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