Moved shader state into gles2-renderer.

John Kåre Alsaker 12 years ago committed by Kristian Høgsberg
parent d615980b6b
commit 4068414a32
  1. 18
      src/compositor.h
  2. 116
      src/gles2-renderer.c

@ -249,15 +249,6 @@ struct weston_seat {
struct input_method *input_method;
};
struct weston_shader {
GLuint program;
GLuint vertex_shader, fragment_shader;
GLint proj_uniform;
GLint tex_uniforms[3];
GLint alpha_uniform;
GLint color_uniform;
};
enum {
WESTON_COMPOSITOR_ACTIVE,
WESTON_COMPOSITOR_IDLE, /* shell->unlock called on activity */
@ -294,14 +285,6 @@ struct weston_renderer {
struct weston_compositor {
struct wl_signal destroy_signal;
struct weston_shader texture_shader_rgba;
struct weston_shader texture_shader_rgbx;
struct weston_shader texture_shader_egl_external;
struct weston_shader texture_shader_y_uv;
struct weston_shader texture_shader_y_u_v;
struct weston_shader texture_shader_y_xuxv;
struct weston_shader solid_shader;
struct weston_shader *current_shader;
struct wl_display *wl_display;
struct weston_shell_interface shell_interface;
@ -424,7 +407,6 @@ struct weston_surface {
int32_t pitch;
struct wl_list link;
struct wl_list layer_link;
struct weston_shader *shader;
float alpha;
struct weston_plane *plane;

@ -31,12 +31,22 @@
#include "compositor.h"
struct gles2_shader {
GLuint program;
GLuint vertex_shader, fragment_shader;
GLint proj_uniform;
GLint tex_uniforms[3];
GLint alpha_uniform;
GLint color_uniform;
};
struct gles2_output_state {
EGLSurface egl_surface;
};
struct gles2_surface_state {
GLfloat color[4];
struct gles2_shader *shader;
};
struct gles2_renderer {
@ -52,6 +62,16 @@ struct gles2_renderer {
GLuint texture;
int32_t width, height;
} border;
struct gles2_shader texture_shader_rgba;
struct gles2_shader texture_shader_rgbx;
struct gles2_shader texture_shader_egl_external;
struct gles2_shader texture_shader_y_uv;
struct gles2_shader texture_shader_y_u_v;
struct gles2_shader texture_shader_y_xuxv;
struct gles2_shader invert_color_shader;
struct gles2_shader solid_shader;
struct gles2_shader *current_shader;
};
static inline struct gles2_output_state *
@ -539,6 +559,7 @@ static void
triangle_fan_debug(struct weston_surface *surface, int first, int count)
{
struct weston_compositor *compositor = surface->compositor;
struct gles2_renderer *gr = get_renderer(compositor);
int i;
GLushort *buffer;
GLushort *index;
@ -566,11 +587,11 @@ triangle_fan_debug(struct weston_surface *surface, int first, int count)
*index++ = first + i;
}
glUseProgram(compositor->solid_shader.program);
glUniform4fv(compositor->solid_shader.color_uniform, 1,
glUseProgram(gr->solid_shader.program);
glUniform4fv(gr->solid_shader.color_uniform, 1,
color[color_idx++ % ARRAY_LENGTH(color)]);
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
glUseProgram(compositor->current_shader->program);
glUseProgram(gr->current_shader->program);
free(buffer);
}
@ -642,18 +663,18 @@ use_output(struct weston_output *output)
}
static void
use_shader(struct weston_compositor *compositor,
struct weston_shader *shader)
use_shader(struct gles2_renderer *gr,
struct gles2_shader *shader)
{
if (compositor->current_shader == shader)
if (gr->current_shader == shader)
return;
glUseProgram(shader->program);
compositor->current_shader = shader;
gr->current_shader = shader;
}
static void
shader_uniforms(struct weston_shader *shader,
shader_uniforms(struct gles2_shader *shader,
struct weston_surface *surface,
struct weston_output *output)
{
@ -674,6 +695,8 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
pixman_region32_t *damage) /* in global coordinates */
{
struct weston_compositor *ec = es->compositor;
struct gles2_renderer *gr = get_renderer(ec);
struct gles2_surface_state *gs = get_surface_state(es);
/* repaint bounding region in global coordinates: */
pixman_region32_t repaint;
/* non-opaque region in surface coordinates: */
@ -696,12 +719,12 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (ec->fan_debug) {
use_shader(ec, &ec->solid_shader);
shader_uniforms(&ec->solid_shader, es, output);
use_shader(gr, &gr->solid_shader);
shader_uniforms(&gr->solid_shader, es, output);
}
use_shader(ec, es->shader);
shader_uniforms(es->shader, es, output);
use_shader(gr, gs->shader);
shader_uniforms(gs->shader, es, output);
if (es->transform.enabled || output->zoom.active)
filter = GL_LINEAR;
@ -721,14 +744,14 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
if (pixman_region32_not_empty(&es->opaque)) {
if (es->shader == &ec->texture_shader_rgba) {
if (gs->shader == &gr->texture_shader_rgba) {
/* Special case for RGBA textures with possibly
* bad data in alpha channel: use the shader
* that forces texture alpha = 1.0.
* Xwayland surfaces need this.
*/
use_shader(ec, &ec->texture_shader_rgbx);
shader_uniforms(&ec->texture_shader_rgbx, es, output);
use_shader(gr, &gr->texture_shader_rgbx);
shader_uniforms(&gr->texture_shader_rgbx, es, output);
}
if (es->alpha < 1.0)
@ -740,7 +763,7 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
}
if (pixman_region32_not_empty(&surface_blend)) {
use_shader(ec, es->shader);
use_shader(gr, gs->shader);
glEnable(GL_BLEND);
repaint_region(es, &repaint, &surface_blend);
}
@ -844,12 +867,12 @@ draw_border(struct weston_output *output)
{
struct weston_compositor *ec = output->compositor;
struct gles2_renderer *gr = get_renderer(ec);
struct weston_shader *shader = &ec->texture_shader_rgba;
struct gles2_shader *shader = &gr->texture_shader_rgba;
GLfloat *v;
int n;
glDisable(GL_BLEND);
use_shader(ec, shader);
use_shader(gr, shader);
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, output->matrix.d);
@ -1046,6 +1069,7 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
{
struct weston_compositor *ec = es->compositor;
struct gles2_renderer *gr = get_renderer(ec);
struct gles2_surface_state *gs = get_surface_state(es);
EGLint attribs[3], format;
int i, num_planes;
@ -1070,9 +1094,9 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
es->pitch, buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
es->shader = &ec->texture_shader_rgbx;
gs->shader = &gr->texture_shader_rgbx;
else
es->shader = &ec->texture_shader_rgba;
gs->shader = &gr->texture_shader_rgba;
} else if (ec->query_buffer(gr->egl_display, buffer,
EGL_TEXTURE_FORMAT, &format)) {
for (i = 0; i < es->num_images; i++)
@ -1084,24 +1108,24 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
es->shader = &ec->texture_shader_rgba;
gs->shader = &gr->texture_shader_rgba;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
es->target = GL_TEXTURE_EXTERNAL_OES;
es->shader = &ec->texture_shader_egl_external;
gs->shader = &gr->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
es->shader = &ec->texture_shader_y_uv;
gs->shader = &gr->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
es->shader = &ec->texture_shader_y_u_v;
gs->shader = &gr->texture_shader_y_u_v;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
es->shader = &ec->texture_shader_y_xuxv;
gs->shader = &gr->texture_shader_y_xuxv;
break;
}
@ -1137,13 +1161,14 @@ gles2_renderer_surface_set_color(struct weston_surface *surface,
float red, float green, float blue, float alpha)
{
struct gles2_surface_state *gs = get_surface_state(surface);
struct gles2_renderer *gr = get_renderer(surface->compositor);
gs->color[0] = red;
gs->color[1] = green;
gs->color[2] = blue;
gs->color[3] = alpha;
surface->shader = &surface->compositor->solid_shader;
gs->shader = &gr->solid_shader;
}
static int
@ -1306,7 +1331,7 @@ compile_shader(GLenum type, int count, const char **sources)
}
static int
shader_init(struct weston_shader *shader, struct weston_compositor *ec,
shader_init(struct gles2_shader *shader, struct weston_compositor *ec,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
@ -1358,7 +1383,7 @@ shader_init(struct weston_shader *shader, struct weston_compositor *ec,
}
static void
shader_release(struct weston_shader *shader)
shader_release(struct gles2_shader *shader)
{
glDeleteShader(shader->vertex_shader);
glDeleteShader(shader->fragment_shader);
@ -1681,26 +1706,28 @@ gles2_renderer_display(struct weston_compositor *ec)
static int
compile_shaders(struct weston_compositor *ec)
{
if (shader_init(&ec->texture_shader_rgba, ec,
struct gles2_renderer *gr = get_renderer(ec);
if (shader_init(&gr->texture_shader_rgba, ec,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (shader_init(&ec->texture_shader_rgbx, ec,
if (shader_init(&gr->texture_shader_rgbx, ec,
vertex_shader, texture_fragment_shader_rgbx) < 0)
return -1;
if (ec->has_egl_image_external &&
shader_init(&ec->texture_shader_egl_external, ec,
shader_init(&gr->texture_shader_egl_external, ec,
vertex_shader, texture_fragment_shader_egl_external) < 0)
return -1;
if (shader_init(&ec->texture_shader_y_uv, ec,
if (shader_init(&gr->texture_shader_y_uv, ec,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (shader_init(&ec->texture_shader_y_u_v, ec,
if (shader_init(&gr->texture_shader_y_u_v, ec,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (shader_init(&ec->texture_shader_y_xuxv, ec,
if (shader_init(&gr->texture_shader_y_xuxv, ec,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (shader_init(&ec->solid_shader, ec,
if (shader_init(&gr->solid_shader, ec,
vertex_shader, solid_fragment_shader) < 0)
return -1;
@ -1712,19 +1739,18 @@ 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 gles2_renderer *gr = get_renderer(ec);
struct weston_output *output;
renderer->fragment_shader_debug ^= 1;
gr->fragment_shader_debug ^= 1;
shader_release(&ec->texture_shader_rgba);
shader_release(&ec->texture_shader_rgbx);
shader_release(&ec->texture_shader_egl_external);
shader_release(&ec->texture_shader_y_uv);
shader_release(&ec->texture_shader_y_u_v);
shader_release(&ec->texture_shader_y_xuxv);
shader_release(&ec->solid_shader);
shader_release(&gr->texture_shader_rgba);
shader_release(&gr->texture_shader_rgbx);
shader_release(&gr->texture_shader_egl_external);
shader_release(&gr->texture_shader_y_uv);
shader_release(&gr->texture_shader_y_u_v);
shader_release(&gr->texture_shader_y_xuxv);
shader_release(&gr->solid_shader);
compile_shaders(ec);

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