Moved shader state into gles2-renderer.
This commit is contained in:
committed by
Kristian Høgsberg
parent
d615980b6b
commit
4068414a32
@@ -249,15 +249,6 @@ struct weston_seat {
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struct input_method *input_method;
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};
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struct weston_shader {
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniforms[3];
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GLint alpha_uniform;
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GLint color_uniform;
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};
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enum {
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WESTON_COMPOSITOR_ACTIVE,
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WESTON_COMPOSITOR_IDLE, /* shell->unlock called on activity */
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@@ -294,14 +285,6 @@ struct weston_renderer {
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struct weston_compositor {
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struct wl_signal destroy_signal;
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struct weston_shader texture_shader_rgba;
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struct weston_shader texture_shader_rgbx;
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struct weston_shader texture_shader_egl_external;
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struct weston_shader texture_shader_y_uv;
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struct weston_shader texture_shader_y_u_v;
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struct weston_shader texture_shader_y_xuxv;
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struct weston_shader solid_shader;
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struct weston_shader *current_shader;
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struct wl_display *wl_display;
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struct weston_shell_interface shell_interface;
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@@ -424,7 +407,6 @@ struct weston_surface {
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int32_t pitch;
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struct wl_list link;
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struct wl_list layer_link;
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struct weston_shader *shader;
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float alpha;
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struct weston_plane *plane;
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+71
-45
@@ -31,12 +31,22 @@
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#include "compositor.h"
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struct gles2_shader {
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniforms[3];
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GLint alpha_uniform;
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GLint color_uniform;
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};
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struct gles2_output_state {
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EGLSurface egl_surface;
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};
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struct gles2_surface_state {
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GLfloat color[4];
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struct gles2_shader *shader;
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};
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struct gles2_renderer {
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@@ -52,6 +62,16 @@ struct gles2_renderer {
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GLuint texture;
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int32_t width, height;
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} border;
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struct gles2_shader texture_shader_rgba;
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struct gles2_shader texture_shader_rgbx;
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struct gles2_shader texture_shader_egl_external;
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struct gles2_shader texture_shader_y_uv;
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struct gles2_shader texture_shader_y_u_v;
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struct gles2_shader texture_shader_y_xuxv;
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struct gles2_shader invert_color_shader;
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struct gles2_shader solid_shader;
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struct gles2_shader *current_shader;
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};
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static inline struct gles2_output_state *
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@@ -539,6 +559,7 @@ static void
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triangle_fan_debug(struct weston_surface *surface, int first, int count)
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{
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struct weston_compositor *compositor = surface->compositor;
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struct gles2_renderer *gr = get_renderer(compositor);
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int i;
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GLushort *buffer;
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GLushort *index;
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@@ -566,11 +587,11 @@ triangle_fan_debug(struct weston_surface *surface, int first, int count)
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*index++ = first + i;
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}
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glUseProgram(compositor->solid_shader.program);
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glUniform4fv(compositor->solid_shader.color_uniform, 1,
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glUseProgram(gr->solid_shader.program);
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glUniform4fv(gr->solid_shader.color_uniform, 1,
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color[color_idx++ % ARRAY_LENGTH(color)]);
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glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
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glUseProgram(compositor->current_shader->program);
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glUseProgram(gr->current_shader->program);
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free(buffer);
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}
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@@ -642,18 +663,18 @@ use_output(struct weston_output *output)
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}
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static void
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use_shader(struct weston_compositor *compositor,
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struct weston_shader *shader)
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use_shader(struct gles2_renderer *gr,
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struct gles2_shader *shader)
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{
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if (compositor->current_shader == shader)
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if (gr->current_shader == shader)
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return;
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glUseProgram(shader->program);
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compositor->current_shader = shader;
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gr->current_shader = shader;
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}
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static void
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shader_uniforms(struct weston_shader *shader,
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shader_uniforms(struct gles2_shader *shader,
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struct weston_surface *surface,
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struct weston_output *output)
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{
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@@ -674,6 +695,8 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
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pixman_region32_t *damage) /* in global coordinates */
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{
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struct weston_compositor *ec = es->compositor;
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struct gles2_renderer *gr = get_renderer(ec);
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struct gles2_surface_state *gs = get_surface_state(es);
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/* repaint bounding region in global coordinates: */
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pixman_region32_t repaint;
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/* non-opaque region in surface coordinates: */
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@@ -696,12 +719,12 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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if (ec->fan_debug) {
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use_shader(ec, &ec->solid_shader);
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shader_uniforms(&ec->solid_shader, es, output);
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use_shader(gr, &gr->solid_shader);
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shader_uniforms(&gr->solid_shader, es, output);
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}
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use_shader(ec, es->shader);
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shader_uniforms(es->shader, es, output);
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use_shader(gr, gs->shader);
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shader_uniforms(gs->shader, es, output);
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if (es->transform.enabled || output->zoom.active)
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filter = GL_LINEAR;
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@@ -721,14 +744,14 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
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pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
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if (pixman_region32_not_empty(&es->opaque)) {
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if (es->shader == &ec->texture_shader_rgba) {
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if (gs->shader == &gr->texture_shader_rgba) {
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/* Special case for RGBA textures with possibly
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* bad data in alpha channel: use the shader
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* that forces texture alpha = 1.0.
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* Xwayland surfaces need this.
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*/
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use_shader(ec, &ec->texture_shader_rgbx);
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shader_uniforms(&ec->texture_shader_rgbx, es, output);
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use_shader(gr, &gr->texture_shader_rgbx);
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shader_uniforms(&gr->texture_shader_rgbx, es, output);
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}
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if (es->alpha < 1.0)
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@@ -740,7 +763,7 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
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}
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if (pixman_region32_not_empty(&surface_blend)) {
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use_shader(ec, es->shader);
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use_shader(gr, gs->shader);
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glEnable(GL_BLEND);
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repaint_region(es, &repaint, &surface_blend);
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}
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@@ -844,12 +867,12 @@ draw_border(struct weston_output *output)
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{
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struct weston_compositor *ec = output->compositor;
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struct gles2_renderer *gr = get_renderer(ec);
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struct weston_shader *shader = &ec->texture_shader_rgba;
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struct gles2_shader *shader = &gr->texture_shader_rgba;
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GLfloat *v;
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int n;
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glDisable(GL_BLEND);
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use_shader(ec, shader);
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use_shader(gr, shader);
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glUniformMatrix4fv(shader->proj_uniform,
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1, GL_FALSE, output->matrix.d);
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@@ -1046,6 +1069,7 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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{
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struct weston_compositor *ec = es->compositor;
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struct gles2_renderer *gr = get_renderer(ec);
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struct gles2_surface_state *gs = get_surface_state(es);
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EGLint attribs[3], format;
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int i, num_planes;
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@@ -1070,9 +1094,9 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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es->pitch, buffer->height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
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if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
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es->shader = &ec->texture_shader_rgbx;
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gs->shader = &gr->texture_shader_rgbx;
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else
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es->shader = &ec->texture_shader_rgba;
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gs->shader = &gr->texture_shader_rgba;
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} else if (ec->query_buffer(gr->egl_display, buffer,
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EGL_TEXTURE_FORMAT, &format)) {
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for (i = 0; i < es->num_images; i++)
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@@ -1084,24 +1108,24 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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case EGL_TEXTURE_RGBA:
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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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gs->shader = &gr->texture_shader_rgba;
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break;
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case EGL_TEXTURE_EXTERNAL_WL:
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num_planes = 1;
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es->target = GL_TEXTURE_EXTERNAL_OES;
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es->shader = &ec->texture_shader_egl_external;
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gs->shader = &gr->texture_shader_egl_external;
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break;
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case EGL_TEXTURE_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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gs->shader = &gr->texture_shader_y_uv;
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break;
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case EGL_TEXTURE_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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gs->shader = &gr->texture_shader_y_u_v;
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break;
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case EGL_TEXTURE_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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gs->shader = &gr->texture_shader_y_xuxv;
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break;
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}
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@@ -1137,13 +1161,14 @@ gles2_renderer_surface_set_color(struct weston_surface *surface,
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float red, float green, float blue, float alpha)
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{
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struct gles2_surface_state *gs = get_surface_state(surface);
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struct gles2_renderer *gr = get_renderer(surface->compositor);
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gs->color[0] = red;
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gs->color[1] = green;
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gs->color[2] = blue;
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gs->color[3] = alpha;
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surface->shader = &surface->compositor->solid_shader;
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gs->shader = &gr->solid_shader;
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}
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static int
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@@ -1306,7 +1331,7 @@ compile_shader(GLenum type, int count, const char **sources)
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}
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static int
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shader_init(struct weston_shader *shader, struct weston_compositor *ec,
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shader_init(struct gles2_shader *shader, struct weston_compositor *ec,
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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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@@ -1358,7 +1383,7 @@ shader_init(struct weston_shader *shader, struct weston_compositor *ec,
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}
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static void
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shader_release(struct weston_shader *shader)
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shader_release(struct gles2_shader *shader)
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{
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glDeleteShader(shader->vertex_shader);
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glDeleteShader(shader->fragment_shader);
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@@ -1681,26 +1706,28 @@ gles2_renderer_display(struct weston_compositor *ec)
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static int
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compile_shaders(struct weston_compositor *ec)
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{
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if (shader_init(&ec->texture_shader_rgba, ec,
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struct gles2_renderer *gr = get_renderer(ec);
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if (shader_init(&gr->texture_shader_rgba, ec,
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vertex_shader, texture_fragment_shader_rgba) < 0)
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return -1;
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if (shader_init(&ec->texture_shader_rgbx, ec,
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if (shader_init(&gr->texture_shader_rgbx, ec,
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vertex_shader, texture_fragment_shader_rgbx) < 0)
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return -1;
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if (ec->has_egl_image_external &&
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shader_init(&ec->texture_shader_egl_external, ec,
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shader_init(&gr->texture_shader_egl_external, ec,
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vertex_shader, texture_fragment_shader_egl_external) < 0)
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return -1;
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if (shader_init(&ec->texture_shader_y_uv, ec,
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if (shader_init(&gr->texture_shader_y_uv, ec,
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vertex_shader, texture_fragment_shader_y_uv) < 0)
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return -1;
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if (shader_init(&ec->texture_shader_y_u_v, ec,
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if (shader_init(&gr->texture_shader_y_u_v, ec,
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vertex_shader, texture_fragment_shader_y_u_v) < 0)
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return -1;
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if (shader_init(&ec->texture_shader_y_xuxv, ec,
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if (shader_init(&gr->texture_shader_y_xuxv, ec,
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vertex_shader, texture_fragment_shader_y_xuxv) < 0)
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return -1;
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if (shader_init(&ec->solid_shader, ec,
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if (shader_init(&gr->solid_shader, ec,
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vertex_shader, solid_fragment_shader) < 0)
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return -1;
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@@ -1712,19 +1739,18 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
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void *data)
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{
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struct weston_compositor *ec = data;
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struct gles2_renderer *renderer =
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(struct gles2_renderer *) ec->renderer;
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struct gles2_renderer *gr = get_renderer(ec);
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struct weston_output *output;
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renderer->fragment_shader_debug ^= 1;
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gr->fragment_shader_debug ^= 1;
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shader_release(&ec->texture_shader_rgba);
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shader_release(&ec->texture_shader_rgbx);
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shader_release(&ec->texture_shader_egl_external);
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shader_release(&ec->texture_shader_y_uv);
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shader_release(&ec->texture_shader_y_u_v);
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shader_release(&ec->texture_shader_y_xuxv);
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shader_release(&ec->solid_shader);
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shader_release(&gr->texture_shader_rgba);
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shader_release(&gr->texture_shader_rgbx);
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shader_release(&gr->texture_shader_egl_external);
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shader_release(&gr->texture_shader_y_uv);
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shader_release(&gr->texture_shader_y_u_v);
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shader_release(&gr->texture_shader_y_xuxv);
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shader_release(&gr->solid_shader);
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compile_shaders(ec);
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