compositor: factor out RGB shader.

Simplify RGB shader code and split off common code that could be reused.
This is preparatory work for YUV shaders.

Signed-off-by: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
dev
Gwenole Beauchesne 13 years ago committed by Kristian Høgsberg
parent 023f855f8d
commit 6d0304904c
  1. 2
      src/compositor-wayland.c
  2. 41
      src/compositor.c
  3. 2
      src/compositor.h

@ -177,7 +177,7 @@ draw_border(struct wayland_output *output)
{
struct wayland_compositor *c =
(struct wayland_compositor *) output->base.compositor;
struct weston_shader *shader = &c->base.texture_shader;
struct weston_shader *shader = &c->base.texture_shader_rgba;
GLfloat *v;
int n;

@ -763,7 +763,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
es->shader = &ec->texture_shader;
es->shader = &ec->texture_shader_rgba;
ensure_textures(es, 1);
glBindTexture(GL_TEXTURE_2D, es->textures[0]);
@ -787,7 +787,7 @@ weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
ec->image_target_texture_2d(GL_TEXTURE_2D, es->images[0]);
es->pitch = buffer->width;
es->shader = &ec->texture_shader;
es->shader = &ec->texture_shader_rgba;
}
}
@ -2760,23 +2760,34 @@ static const char vertex_shader[] =
" v_texcoord = texcoord;\n"
"}\n";
static const char texture_fragment_shader[] =
/* Declare common fragment shader uniforms */
#define FRAGMENT_SHADER_UNIFORMS \
"uniform float alpha;\n" \
"uniform float texwidth;\n" \
"uniform vec4 opaque;\n"
/* Common fragment shader init code (check texture bounds) */
#define FRAGMENT_SHADER_INIT \
" if (v_texcoord.x < 0.0 || v_texcoord.x > texwidth ||\n" \
" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n" \
" discard;\n"
#define FRAGMENT_SHADER_EXIT \
" if (opaque.x <= v_texcoord.x && v_texcoord.x < opaque.y &&\n" \
" opaque.z <= v_texcoord.y && v_texcoord.y < opaque.w)\n" \
" gl_FragColor.a = 1.0;\n" \
" gl_FragColor = alpha * gl_FragColor;\n"
static const char texture_fragment_shader_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"uniform float texwidth;\n"
"uniform vec4 opaque;\n"
FRAGMENT_SHADER_UNIFORMS
"void main()\n"
"{\n"
" if (v_texcoord.x < 0.0 || v_texcoord.x > texwidth ||\n"
" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
" discard;\n"
FRAGMENT_SHADER_INIT
" gl_FragColor = texture2D(tex, v_texcoord)\n;"
" if (opaque.x <= v_texcoord.x && v_texcoord.x < opaque.y &&\n"
" opaque.z <= v_texcoord.y && v_texcoord.y < opaque.w)\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor = alpha * gl_FragColor;\n"
FRAGMENT_SHADER_EXIT
"}\n";
static const char solid_fragment_shader[] =
@ -3135,8 +3146,8 @@ weston_compositor_init_gl(struct weston_compositor *ec)
glActiveTexture(GL_TEXTURE0);
if (weston_shader_init(&ec->texture_shader,
vertex_shader, texture_fragment_shader) < 0)
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0)

@ -270,7 +270,7 @@ struct weston_compositor {
EGLContext egl_context;
EGLConfig egl_config;
GLuint fbo;
struct weston_shader texture_shader;
struct weston_shader texture_shader_rgba;
struct weston_shader solid_shader;
struct weston_shader *current_shader;
struct wl_display *wl_display;

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