@ -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