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