Move weston_surface GL and EGL state into gles2-renderer.

John Kåre Alsaker 12 years ago committed by Kristian Høgsberg
parent 4068414a32
commit 75cc571839
  1. 2
      src/compositor.c
  2. 6
      src/compositor.h
  3. 87
      src/gles2-renderer.c

@ -242,8 +242,6 @@ weston_surface_create(struct weston_compositor *compositor)
return NULL;
}
surface->num_textures = 0;
surface->num_images = 0;
pixman_region32_init(&surface->texture_damage);
surface->buffer = NULL;

@ -397,8 +397,6 @@ struct weston_region {
struct weston_surface {
struct wl_surface surface;
struct weston_compositor *compositor;
GLuint textures[3];
int num_textures;
pixman_region32_t texture_damage;
pixman_region32_t clip;
pixman_region32_t damage;
@ -458,10 +456,6 @@ struct weston_surface {
struct wl_list frame_callback_list;
EGLImageKHR images[3];
GLenum target;
int num_images;
struct wl_buffer *buffer;
struct wl_listener buffer_destroy_listener;

@ -47,6 +47,13 @@ struct gles2_output_state {
struct gles2_surface_state {
GLfloat color[4];
struct gles2_shader *shader;
GLuint textures[3];
int num_textures;
EGLImageKHR images[3];
GLenum target;
int num_images;
};
struct gles2_renderer {
@ -686,7 +693,7 @@ shader_uniforms(struct gles2_shader *shader,
glUniform4fv(shader->color_uniform, 1, gs->color);
glUniform1f(shader->alpha_uniform, surface->alpha);
for (i = 0; i < surface->num_textures; i++)
for (i = 0; i < gs->num_textures; i++)
glUniform1i(shader->tex_uniforms[i], i);
}
@ -731,11 +738,11 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
else
filter = GL_NEAREST;
for (i = 0; i < es->num_textures; i++) {
for (i = 0; i < gs->num_textures; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(es->target, es->textures[i]);
glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
}
/* blended region is whole surface minus opaque region: */
@ -994,6 +1001,8 @@ gles2_renderer_read_pixels(struct weston_output *output,
static void
gles2_renderer_flush_damage(struct weston_surface *surface)
{
struct gles2_surface_state *gs = get_surface_state(surface);
#ifdef GL_UNPACK_ROW_LENGTH
pixman_box32_t *rectangles;
void *data;
@ -1012,7 +1021,7 @@ gles2_renderer_flush_damage(struct weston_surface *surface)
if (!pixman_region32_not_empty(&surface->texture_damage))
return;
glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
if (!surface->compositor->has_unpack_subimage) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
@ -1045,23 +1054,23 @@ done:
}
static void
ensure_textures(struct weston_surface *es, int num_textures)
ensure_textures(struct gles2_surface_state *gs, int num_textures)
{
int i;
if (num_textures <= es->num_textures)
if (num_textures <= gs->num_textures)
return;
for (i = es->num_textures; i < num_textures; i++) {
glGenTextures(1, &es->textures[i]);
glBindTexture(es->target, es->textures[i]);
glTexParameteri(es->target,
for (i = gs->num_textures; i < num_textures; i++) {
glGenTextures(1, &gs->textures[i]);
glBindTexture(gs->target, gs->textures[i]);
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(es->target,
glTexParameteri(gs->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
es->num_textures = num_textures;
glBindTexture(es->target, 0);
gs->num_textures = num_textures;
glBindTexture(gs->target, 0);
}
static void
@ -1074,22 +1083,22 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
int i, num_planes;
if (!buffer) {
for (i = 0; i < es->num_images; i++) {
ec->destroy_image(gr->egl_display, es->images[i]);
es->images[i] = NULL;
for (i = 0; i < gs->num_images; i++) {
ec->destroy_image(gr->egl_display, gs->images[i]);
gs->images[i] = NULL;
}
es->num_images = 0;
glDeleteTextures(es->num_textures, es->textures);
es->num_textures = 0;
gs->num_images = 0;
glDeleteTextures(gs->num_textures, gs->textures);
gs->num_textures = 0;
return;
}
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
es->target = GL_TEXTURE_2D;
gs->target = GL_TEXTURE_2D;
ensure_textures(es, 1);
glBindTexture(GL_TEXTURE_2D, es->textures[0]);
ensure_textures(gs, 1);
glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
es->pitch, buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
@ -1099,10 +1108,10 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
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++)
ec->destroy_image(gr->egl_display, es->images[i]);
es->num_images = 0;
es->target = GL_TEXTURE_2D;
for (i = 0; i < gs->num_images; i++)
ec->destroy_image(gr->egl_display, gs->images[i]);
gs->num_images = 0;
gs->target = GL_TEXTURE_2D;
switch (format) {
case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA:
@ -1112,7 +1121,7 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
es->target = GL_TEXTURE_EXTERNAL_OES;
gs->target = GL_TEXTURE_EXTERNAL_OES;
gs->shader = &gr->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
@ -1129,25 +1138,25 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
break;
}
ensure_textures(es, num_planes);
ensure_textures(gs, num_planes);
for (i = 0; i < num_planes; i++) {
attribs[0] = EGL_WAYLAND_PLANE_WL;
attribs[1] = i;
attribs[2] = EGL_NONE;
es->images[i] = ec->create_image(gr->egl_display,
gs->images[i] = ec->create_image(gr->egl_display,
NULL,
EGL_WAYLAND_BUFFER_WL,
buffer, attribs);
if (!es->images[i]) {
if (!gs->images[i]) {
weston_log("failed to create img for plane %d\n", i);
continue;
}
es->num_images++;
gs->num_images++;
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(es->target, es->textures[i]);
ec->image_target_texture_2d(es->target,
es->images[i]);
glBindTexture(gs->target, gs->textures[i]);
ec->image_target_texture_2d(gs->target,
gs->images[i]);
}
es->pitch = buffer->width;
@ -1194,10 +1203,10 @@ gles2_renderer_destroy_surface(struct weston_surface *surface)
struct gles2_renderer *gr = get_renderer(ec);
int i;
glDeleteTextures(surface->num_textures, surface->textures);
glDeleteTextures(gs->num_textures, gs->textures);
for (i = 0; i < surface->num_images; i++)
ec->destroy_image(gr->egl_display, surface->images[i]);
for (i = 0; i < gs->num_images; i++)
ec->destroy_image(gr->egl_display, gs->images[i]);
free(gs);
}

Loading…
Cancel
Save