@ -29,6 +29,7 @@
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
# include <GLES3/gl3.h>
# include <stdbool.h>
# include <stdint.h>
@ -77,6 +78,13 @@ struct gl_border_image {
void * data ;
} ;
struct gl_fbo_texture {
GLuint fbo ;
GLuint tex ;
int32_t width ;
int32_t height ;
} ;
struct gl_output_state {
EGLSurface egl_surface ;
pixman_region32_t buffer_damage [ BUFFER_DAMAGE_COUNT ] ;
@ -92,6 +100,8 @@ struct gl_output_state {
/* struct timeline_render_point::link */
struct wl_list timeline_render_point_list ;
struct gl_fbo_texture shadow ;
} ;
enum buffer_type {
@ -259,6 +269,12 @@ get_surface_state(struct weston_surface *surface)
return ( struct gl_surface_state * ) surface - > renderer_state ;
}
static bool
shadow_exists ( const struct gl_output_state * go )
{
return go - > shadow . fbo ! = 0 ;
}
static void
timeline_render_point_destroy ( struct timeline_render_point * trp )
{
@ -625,6 +641,69 @@ texture_region(struct weston_view *ev, pixman_region32_t *region,
return nvtx ;
}
/** Create a texture and a framebuffer object
*
* \ param fbotex To be initialized .
* \ param width Texture width in pixels .
* \ param height Texture heigh in pixels .
* \ param internal_format See glTexImage2D .
* \ param format See glTexImage2D .
* \ param type See glTexImage2D .
* \ return True on success , false otherwise .
*/
static bool
gl_fbo_texture_init ( struct gl_fbo_texture * fbotex ,
int32_t width ,
int32_t height ,
GLint internal_format ,
GLenum format ,
GLenum type )
{
int fb_status ;
GLuint shadow_fbo ;
GLuint shadow_tex ;
glActiveTexture ( GL_TEXTURE0 ) ;
glGenTextures ( 1 , & shadow_tex ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_tex ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , internal_format , width , height , 0 ,
format , type , NULL ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glGenFramebuffers ( 1 , & shadow_fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , shadow_fbo ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 ,
GL_TEXTURE_2D , shadow_tex , 0 ) ;
fb_status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
if ( fb_status ! = GL_FRAMEBUFFER_COMPLETE ) {
glDeleteFramebuffers ( 1 , & shadow_fbo ) ;
glDeleteTextures ( 1 , & shadow_tex ) ;
return false ;
}
fbotex - > fbo = shadow_fbo ;
fbotex - > tex = shadow_tex ;
fbotex - > width = width ;
fbotex - > height = height ;
return true ;
}
static void
gl_fbo_texture_fini ( struct gl_fbo_texture * fbotex )
{
glDeleteFramebuffers ( 1 , & fbotex - > fbo ) ;
fbotex - > fbo = 0 ;
glDeleteTextures ( 1 , & fbotex - > tex ) ;
fbotex - > tex = 0 ;
}
static struct gl_shader *
gl_renderer_get_program ( struct gl_renderer * gr ,
const struct gl_shader_requirements * requirements )
@ -1484,6 +1563,77 @@ pixman_region_to_egl_y_invert(struct weston_output *output,
pixman_region32_fini ( & transformed ) ;
}
static void
blit_shadow_to_output ( struct weston_output * output ,
pixman_region32_t * output_damage )
{
const struct gl_shader_requirements blit_requirements = {
. variant = SHADER_VARIANT_RGBA ,
} ;
struct gl_output_state * go = get_output_state ( output ) ;
struct gl_renderer * gr = get_renderer ( output - > compositor ) ;
struct gl_shader * shader ;
double width = output - > current_mode - > width ;
double height = output - > current_mode - > height ;
pixman_box32_t * rects ;
int n_rects ;
int i ;
pixman_region32_t translated_damage ;
GLfloat verts [ 4 * 2 ] ;
static const GLfloat proj [ 16 ] = { /* transpose */
2.0f , 0.0f , 0.0f , 0.0f ,
0.0f , 2.0f , 0.0f , 0.0f ,
0.0f , 0.0f , 1.0f , 0.0f ,
- 1.0f , - 1.0f , 0.0f , 1.0f
} ;
pixman_region32_init ( & translated_damage ) ;
shader = gl_renderer_get_program ( gr , & blit_requirements ) ;
if ( ! gl_renderer_use_program ( gr , & shader ) )
return ;
glUniformMatrix4fv ( shader - > proj_uniform , 1 , GL_FALSE , proj ) ;
glUniform1f ( shader - > alpha_uniform , 1.0f ) ;
glUniform1i ( shader - > tex_uniforms [ 0 ] , 0 ) ;
glDisable ( GL_BLEND ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , go - > shadow . tex ) ;
/* output_damage is in global coordinates */
pixman_region32_intersect ( & translated_damage , output_damage ,
& output - > region ) ;
/* Convert to output pixel coordinates in-place */
weston_output_region_from_global ( output , & translated_damage ) ;
rects = pixman_region32_rectangles ( & translated_damage , & n_rects ) ;
for ( i = 0 ; i < n_rects ; i + + ) {
verts [ 0 ] = rects [ i ] . x1 / width ;
verts [ 1 ] = ( height - rects [ i ] . y1 ) / height ;
verts [ 2 ] = rects [ i ] . x2 / width ;
verts [ 3 ] = ( height - rects [ i ] . y1 ) / height ;
verts [ 4 ] = rects [ i ] . x2 / width ;
verts [ 5 ] = ( height - rects [ i ] . y2 ) / height ;
verts [ 6 ] = rects [ i ] . x1 / width ;
verts [ 7 ] = ( height - rects [ i ] . y2 ) / height ;
glVertexAttribPointer ( 0 , 2 , GL_FLOAT , GL_FALSE , 0 , verts ) ;
glEnableVertexAttribArray ( 0 ) ;
/* texcoord: */
glVertexAttribPointer ( 1 , 2 , GL_FLOAT , GL_FALSE , 0 , verts ) ;
glEnableVertexAttribArray ( 1 ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
}
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
pixman_region32_fini ( & translated_damage ) ;
}
/* NOTE: We now allow falling back to ARGB gl visuals when XRGB is
* unavailable , so we ' re assuming the background has no transparency
* and that everything with a blend , like drop shadows , will have something
@ -1528,12 +1678,6 @@ gl_renderer_repaint_output(struct weston_output *output,
go - > begin_render_sync = create_render_sync ( gr ) ;
/* Calculate the viewport */
glViewport ( go - > borders [ GL_RENDERER_BORDER_LEFT ] . width ,
go - > borders [ GL_RENDERER_BORDER_BOTTOM ] . height ,
output - > current_mode - > width ,
output - > current_mode - > height ) ;
/* Calculate the global GL matrix */
go - > output_matrix = output - > matrix ;
weston_matrix_translate ( & go - > output_matrix ,
@ -1543,6 +1687,22 @@ gl_renderer_repaint_output(struct weston_output *output,
2.0 / output - > current_mode - > width ,
- 2.0 / output - > current_mode - > height , 1 ) ;
/* If using shadow, redirect all drawing to it first. */
if ( shadow_exists ( go ) ) {
/* XXX: Shadow code does not support resizing. */
assert ( output - > current_mode - > width = = go - > shadow . width ) ;
assert ( output - > current_mode - > height = = go - > shadow . height ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , go - > shadow . fbo ) ;
glViewport ( 0 , 0 , go - > shadow . width , go - > shadow . height ) ;
} else {
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
glViewport ( go - > borders [ GL_RENDERER_BORDER_LEFT ] . width ,
go - > borders [ GL_RENDERER_BORDER_BOTTOM ] . height ,
output - > current_mode - > width ,
output - > current_mode - > height ) ;
}
/* In fan debug mode, redraw everything to make sure that we clear any
* fans left over from previous draws on this buffer .
* This precludes the use of EGL_EXT_swap_buffers_with_damage and
@ -1588,7 +1748,19 @@ gl_renderer_repaint_output(struct weston_output *output,
free ( egl_rects ) ;
}
if ( shadow_exists ( go ) ) {
/* Repaint into shadow. */
repaint_views ( output , output_damage ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
glViewport ( go - > borders [ GL_RENDERER_BORDER_LEFT ] . width ,
go - > borders [ GL_RENDERER_BORDER_BOTTOM ] . height ,
output - > current_mode - > width ,
output - > current_mode - > height ) ;
blit_shadow_to_output ( output , & total_damage ) ;
} else {
repaint_views ( output , & total_damage ) ;
}
pixman_region32_fini ( & total_damage ) ;
pixman_region32_fini ( & previous_damage ) ;
@ -3143,6 +3315,9 @@ gl_renderer_output_create(struct weston_output *output,
EGLSurface surface )
{
struct gl_output_state * go ;
struct gl_renderer * gr = get_renderer ( output - > compositor ) ;
GLint internal_format ;
bool ret ;
int i ;
go = zalloc ( sizeof * go ) ;
@ -3159,6 +3334,31 @@ gl_renderer_output_create(struct weston_output *output,
go - > begin_render_sync = EGL_NO_SYNC_KHR ;
go - > end_render_sync = EGL_NO_SYNC_KHR ;
if ( output - > use_renderer_shadow_buffer ) {
assert ( gr - > gl_half_float_type ) ;
if ( gr - > gl_half_float_type = = GL_HALF_FLOAT_OES )
internal_format = GL_RGBA ;
else
internal_format = GL_RGBA16F ;
ret = gl_fbo_texture_init ( & go - > shadow ,
output - > current_mode - > width ,
output - > current_mode - > height ,
internal_format ,
GL_RGBA ,
gr - > gl_half_float_type ) ;
if ( ret ) {
weston_log ( " Output %s uses 16F shadow. \n " ,
output - > name ) ;
} else {
weston_log ( " Output %s failed to create 16F shadow. \n " ,
output - > name ) ;
free ( go ) ;
return - 1 ;
}
}
output - > renderer_state = go ;
return 0 ;
@ -3255,6 +3455,9 @@ gl_renderer_output_destroy(struct weston_output *output)
for ( i = 0 ; i < 2 ; i + + )
pixman_region32_fini ( & go - > buffer_damage [ i ] ) ;
if ( shadow_exists ( go ) )
gl_fbo_texture_fini ( & go - > shadow ) ;
eglMakeCurrent ( gr - > egl_display ,
EGL_NO_SURFACE , EGL_NO_SURFACE ,
EGL_NO_CONTEXT ) ;
@ -3488,6 +3691,9 @@ gl_renderer_display_create(struct weston_compositor *ec,
goto fail_with_error ;
}
if ( gr - > gl_half_float_type ! = 0 )
ec - > capabilities | = WESTON_CAP_COLOR_OPS ;
return 0 ;
fail_with_error :
@ -3652,6 +3858,13 @@ gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
if ( weston_check_egl_extension ( extensions , " GL_OES_EGL_image_external " ) )
gr - > has_egl_image_external = true ;
if ( weston_check_egl_extension ( extensions , " GL_EXT_color_buffer_half_float " ) ) {
if ( gr - > gl_version > = gr_gl_version ( 3 , 0 ) )
gr - > gl_half_float_type = GL_HALF_FLOAT ;
else if ( weston_check_egl_extension ( extensions , " GL_OES_texture_half_float " ) )
gr - > gl_half_float_type = GL_HALF_FLOAT_OES ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
gr - > fallback_shader = gl_renderer_create_fallback_shader ( gr ) ;