compositor: Move update_shm_texture() to gles2-renderer.c

We rename it flush_damage() as it's the point where we update our rendering
API source (eg, the gles2 texture) according to the accumulated damage,
if necessary.
dev
Kristian Høgsberg 12 years ago
parent 25894fc920
commit b1fd2d6dd8
  1. 44
      src/compositor.c
  2. 2
      src/compositor.h
  3. 37
      src/gles2-renderer.c

@ -180,9 +180,6 @@ weston_client_launch(struct weston_compositor *compositor,
return client; return client;
} }
static void
update_shm_texture(struct weston_surface *surface);
static void static void
surface_handle_buffer_destroy(struct wl_listener *listener, void *data) surface_handle_buffer_destroy(struct wl_listener *listener, void *data)
{ {
@ -191,7 +188,7 @@ surface_handle_buffer_destroy(struct wl_listener *listener, void *data)
buffer_destroy_listener); buffer_destroy_listener);
if (es->buffer && wl_buffer_is_shm(es->buffer)) if (es->buffer && wl_buffer_is_shm(es->buffer))
update_shm_texture(es); gles2_renderer_flush_damage(es);
es->buffer = NULL; es->buffer = NULL;
} }
@ -934,49 +931,12 @@ fade_frame(struct weston_animation *animation,
} }
} }
static void
update_shm_texture(struct weston_surface *surface)
{
#ifdef GL_UNPACK_ROW_LENGTH
pixman_box32_t *rectangles;
void *data;
int i, n;
#endif
glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
if (!surface->compositor->has_unpack_subimage) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
surface->pitch, surface->buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE,
wl_shm_buffer_get_data(surface->buffer));
return;
}
#ifdef GL_UNPACK_ROW_LENGTH
/* Mesa does not define GL_EXT_unpack_subimage */
glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch);
data = wl_shm_buffer_get_data(surface->buffer);
rectangles = pixman_region32_rectangles(&surface->damage, &n);
for (i = 0; i < n; i++) {
glPixelStorei(GL_UNPACK_SKIP_PIXELS, rectangles[i].x1);
glPixelStorei(GL_UNPACK_SKIP_ROWS, rectangles[i].y1);
glTexSubImage2D(GL_TEXTURE_2D, 0,
rectangles[i].x1, rectangles[i].y1,
rectangles[i].x2 - rectangles[i].x1,
rectangles[i].y2 - rectangles[i].y1,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
}
#endif
}
static void static void
surface_accumulate_damage(struct weston_surface *surface, surface_accumulate_damage(struct weston_surface *surface,
pixman_region32_t *opaque) pixman_region32_t *opaque)
{ {
if (surface->buffer && wl_buffer_is_shm(surface->buffer)) if (surface->buffer && wl_buffer_is_shm(surface->buffer))
update_shm_texture(surface); gles2_renderer_flush_damage(surface);
if (surface->transform.enabled) { if (surface->transform.enabled) {
pixman_box32_t *extents; pixman_box32_t *extents;

@ -797,5 +797,7 @@ gles2_renderer_init(struct weston_compositor *ec);
void void
gles2_renderer_repaint_output(struct weston_output *output, gles2_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage); pixman_region32_t *output_damage);
void
gles2_renderer_flush_damage(struct weston_surface *surface);
#endif #endif

@ -674,6 +674,43 @@ gles2_renderer_repaint_output(struct weston_output *output,
} }
WL_EXPORT void
gles2_renderer_flush_damage(struct weston_surface *surface)
{
#ifdef GL_UNPACK_ROW_LENGTH
pixman_box32_t *rectangles;
void *data;
int i, n;
#endif
glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
if (!surface->compositor->has_unpack_subimage) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
surface->pitch, surface->buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE,
wl_shm_buffer_get_data(surface->buffer));
return;
}
#ifdef GL_UNPACK_ROW_LENGTH
/* Mesa does not define GL_EXT_unpack_subimage */
glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch);
data = wl_shm_buffer_get_data(surface->buffer);
rectangles = pixman_region32_rectangles(&surface->damage, &n);
for (i = 0; i < n; i++) {
glPixelStorei(GL_UNPACK_SKIP_PIXELS, rectangles[i].x1);
glPixelStorei(GL_UNPACK_SKIP_ROWS, rectangles[i].y1);
glTexSubImage2D(GL_TEXTURE_2D, 0,
rectangles[i].x1, rectangles[i].y1,
rectangles[i].x2 - rectangles[i].x1,
rectangles[i].y2 - rectangles[i].y1,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
}
#endif
}
static const char vertex_shader[] = static const char vertex_shader[] =
"uniform mat4 proj;\n" "uniform mat4 proj;\n"
"attribute vec2 position;\n" "attribute vec2 position;\n"

Loading…
Cancel
Save