#include #include #include #include #include #include #include #include #include #include #include "wayland.h" #include #include #define ARRAY_LENGTH(a) (sizeof (a) / sizeof (a)[0]) struct egl_compositor { struct wl_compositor base; EGLDisplay display; EGLSurface surface; EGLContext context; EGLConfig config; struct wl_display *wl_display; int gem_fd; }; struct surface_data { GLuint texture; struct wl_map map; EGLSurface surface; }; static void repaint(void *data) { struct egl_compositor *ec = data; struct wl_surface_iterator *iterator; struct wl_surface *surface; struct surface_data *sd; GLint vertices[12]; GLint tex_coords[12] = { 0, 0, 0, 1, 1, 0, 1, 1 }; GLuint indices[4] = { 0, 1, 2, 3 }; iterator = wl_surface_iterator_create(ec->wl_display, 0); while (wl_surface_iterator_next(iterator, &surface)) { sd = wl_surface_get_data(surface); if (sd == NULL) continue; vertices[0] = sd->map.x; vertices[1] = sd->map.y; vertices[2] = 0; vertices[3] = sd->map.x; vertices[4] = sd->map.y + sd->map.height; vertices[5] = 0; vertices[6] = sd->map.x + sd->map.width; vertices[7] = sd->map.y; vertices[8] = 0; vertices[9] = sd->map.x + sd->map.width; vertices[10] = sd->map.y + sd->map.height; vertices[11] = 0; glBindTexture(GL_TEXTURE_2D, sd->texture); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); /* Assume pre-multiplied alpha for now, this probably * needs to be a wayland visual type of thing. */ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_INT, 0, vertices); glTexCoordPointer(2, GL_INT, 0, tex_coords); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices); } wl_surface_iterator_destroy(iterator); glFlush(); eglSwapBuffers(ec->display, ec->surface); } static void schedule_repaint(struct egl_compositor *ec) { struct wl_event_loop *loop; loop = wl_display_get_event_loop(ec->wl_display); wl_event_loop_add_idle(loop, repaint, ec); } void notify_surface_create(struct wl_compositor *compositor, struct wl_surface *surface) { struct surface_data *sd; sd = malloc(sizeof *sd); if (sd == NULL) return; sd->surface = EGL_NO_SURFACE; wl_surface_set_data(surface, sd); glGenTextures(1, &sd->texture); } void notify_surface_destroy(struct wl_compositor *compositor, struct wl_surface *surface) { struct egl_compositor *ec = (struct egl_compositor *) compositor; struct surface_data *sd; sd = wl_surface_get_data(surface); if (sd == NULL) return; if (sd->surface != EGL_NO_SURFACE) eglDestroySurface(ec->display, sd->surface); glDeleteTextures(1, &sd->texture); free(sd); schedule_repaint(ec); } void notify_surface_attach(struct wl_compositor *compositor, struct wl_surface *surface, uint32_t name, uint32_t width, uint32_t height, uint32_t stride) { struct egl_compositor *ec = (struct egl_compositor *) compositor; struct surface_data *sd; sd = wl_surface_get_data(surface); if (sd == NULL) return; if (sd->surface != EGL_NO_SURFACE) eglDestroySurface(ec->display, sd->surface); /* FIXME: We need to use a single buffer config without depth * or stencil buffers here to keep egl from creating auxillary * buffers for the pixmap here. */ sd->surface = eglCreatePixmapForName(ec->display, ec->config, name, width, height, stride, NULL); glBindTexture(GL_TEXTURE_2D, sd->texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); eglBindTexImage(ec->display, sd->surface, GL_TEXTURE_2D); schedule_repaint(ec); } void notify_surface_map(struct wl_compositor *compositor, struct wl_surface *surface, struct wl_map *map) { struct egl_compositor *ec = (struct egl_compositor *) compositor; struct surface_data *sd; sd = wl_surface_get_data(surface); if (sd == NULL) return; sd->map = *map; schedule_repaint(ec); } struct wl_compositor_interface interface = { notify_surface_create, notify_surface_destroy, notify_surface_attach, notify_surface_map }; static const char gem_device[] = "/dev/dri/card0"; struct wl_compositor * wl_compositor_create(struct wl_display *display) { EGLConfig configs[64]; EGLint major, minor, count; struct egl_compositor *ec; const int width = 1024, height = 768; ec = malloc(sizeof *ec); if (ec == NULL) return NULL; ec->base.interface = &interface; ec->wl_display = display; ec->display = eglCreateDisplayNative(gem_device, "i965"); if (ec->display == NULL) { fprintf(stderr, "failed to create display\n"); return NULL; } if (!eglInitialize(ec->display, &major, &minor)) { fprintf(stderr, "failed to initialize display\n"); return NULL; } if (!eglGetConfigs(ec->display, configs, ARRAY_LENGTH(configs), &count)) { fprintf(stderr, "failed to get configs\n"); return NULL; } ec->config = configs[24]; ec->surface = eglCreateSurfaceNative(ec->display, ec->config, 0, 0, width, height); if (ec->surface == NULL) { fprintf(stderr, "failed to create surface\n"); return NULL; } ec->context = eglCreateContext(ec->display, ec->config, NULL, NULL); if (ec->context == NULL) { fprintf(stderr, "failed to create context\n"); return NULL; } if (!eglMakeCurrent(ec->display, ec->surface, ec->surface, ec->context)) { fprintf(stderr, "failed to make context current\n"); return NULL; } glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, width, height, 0, 0, 1000.0); glMatrixMode(GL_MODELVIEW); glClearColor(0.0, 0.05, 0.2, 0.0); ec->gem_fd = open(gem_device, O_RDWR); if (ec->gem_fd < 0) { fprintf(stderr, "failed to open drm device\n"); return NULL; } schedule_repaint(ec); return &ec->base; }