compositor: Create surfaces neutral, select shader later

We only setup the shader and create the texture once we attach a buffer
or set a color.
dev
Kristian Høgsberg 13 years ago
parent 46e64ee3e1
commit bbeefb0189
  1. 32
      src/compositor.c

@ -184,16 +184,10 @@ weston_surface_create(struct weston_compositor *compositor,
wl_list_init(&surface->link); wl_list_init(&surface->link);
wl_list_init(&surface->buffer_link); wl_list_init(&surface->buffer_link);
glGenTextures(1, &surface->texture);
glBindTexture(GL_TEXTURE_2D, surface->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
surface->surface.resource.client = NULL; surface->surface.resource.client = NULL;
surface->compositor = compositor; surface->compositor = compositor;
surface->visual = WESTON_NONE_VISUAL; surface->visual = WESTON_NONE_VISUAL;
surface->shader = &compositor->texture_shader;
surface->image = EGL_NO_IMAGE_KHR; surface->image = EGL_NO_IMAGE_KHR;
surface->x = x; surface->x = x;
surface->y = y; surface->y = y;
@ -216,6 +210,22 @@ weston_surface_create(struct weston_compositor *compositor,
return surface; return surface;
} }
static void
weston_surface_set_color(struct weston_surface *surface,
GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
if (alpha == 1)
surface->visual = WESTON_RGB_VISUAL;
else
surface->visual = WESTON_ARGB_VISUAL;
surface->color[0] = red;
surface->color[1] = green;
surface->color[2] = blue;
surface->color[3] = alpha;
surface->shader = &surface->compositor->solid_shader;
}
WL_EXPORT void WL_EXPORT void
weston_surface_damage_rectangle(struct weston_surface *surface, weston_surface_damage_rectangle(struct weston_surface *surface,
int32_t x, int32_t y, int32_t x, int32_t y,
@ -390,7 +400,17 @@ weston_buffer_attach(struct wl_buffer *buffer, struct wl_surface *surface)
struct weston_compositor *ec = es->compositor; struct weston_compositor *ec = es->compositor;
struct wl_list *surfaces_attached_to; struct wl_list *surfaces_attached_to;
if (!es->texture) {
glGenTextures(1, &es->texture);
glBindTexture(GL_TEXTURE_2D, es->texture); glBindTexture(GL_TEXTURE_2D, es->texture);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
es->shader = &ec->texture_shader;
} else {
glBindTexture(GL_TEXTURE_2D, es->texture);
}
if (wl_buffer_is_shm(buffer)) { if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4; es->pitch = wl_shm_buffer_get_stride(buffer) / 4;

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