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authorSimon Zeni <simon@bl4ckb0ne.ca>2020-06-08 12:24:19 -0400
committerSimon Ser <contact@emersion.fr>2020-06-24 20:01:19 +0200
commit4a4da256ddce84c6ddf4574645f8f88c66940c8c (patch)
treef405ce3cdd426cbcfaaf6c3c9a674a3b59cfe008
parentd5530b26d7dfc142ee1f37020436d11696864fd3 (diff)
render/gles2: use glGetAttribLocation instead of hardcoded indices
-rw-r--r--include/render/gles2.h5
-rw-r--r--render/gles2/renderer.c106
2 files changed, 72 insertions, 39 deletions
diff --git a/include/render/gles2.h b/include/render/gles2.h
index 24c02e4d..6d25bea0 100644
--- a/include/render/gles2.h
+++ b/include/render/gles2.h
@@ -38,6 +38,8 @@ struct wlr_gles2_tex_shader {
GLint invert_y;
GLint tex;
GLint alpha;
+ GLint pos_attrib;
+ GLint tex_attrib;
};
struct wlr_gles2_renderer {
@@ -58,11 +60,14 @@ struct wlr_gles2_renderer {
GLuint program;
GLint proj;
GLint color;
+ GLint pos_attrib;
} quad;
struct {
GLuint program;
GLint proj;
GLint color;
+ GLint pos_attrib;
+ GLint tex_attrib;
} ellipse;
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
index b20c3ac2..511b7f8b 100644
--- a/render/gles2/renderer.c
+++ b/render/gles2/renderer.c
@@ -14,6 +14,13 @@
#include <wlr/util/log.h>
#include "render/gles2.h"
+static const GLfloat verts[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+};
+
struct wlr_gles2_procs gles2_procs = {0};
static const struct wlr_renderer_impl renderer_impl;
@@ -86,37 +93,6 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
POP_GLES2_DEBUG;
}
-static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1,
- GLfloat x2, GLfloat y2) {
- GLfloat verts[] = {
- 1, 0, // top right
- 0, 0, // top left
- 1, 1, // bottom right
- 0, 1, // bottom left
- };
- GLfloat texcoord[] = {
- x2, y1, // top right
- x1, y1, // top left
- x2, y2, // bottom right
- x1, y2, // bottom left
- };
-
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
-
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
-}
-
-static void draw_quad(void) {
- draw_quad_with_texcoord(0, 0, 1, 1);
-}
-
static bool gles2_render_subtexture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *box, const float matrix[static 9],
@@ -168,11 +144,27 @@ static bool gles2_render_subtexture_with_matrix(
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
- GLfloat x1 = box->x / wlr_texture->width;
- GLfloat y1 = box->y / wlr_texture->height;
- GLfloat x2 = (box->x + box->width) / wlr_texture->width;
- GLfloat y2 = (box->y + box->height) / wlr_texture->height;
- draw_quad_with_texcoord(x1, y1, x2, y2);
+ const GLfloat x1 = box->x / wlr_texture->width;
+ const GLfloat y1 = box->y / wlr_texture->height;
+ const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
+ const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
+ const GLfloat texcoord[] = {
+ x2, y1, // top right
+ x1, y1, // top left
+ x2, y2, // bottom right
+ x1, y2, // bottom left
+ };
+
+ glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+
+ glEnableVertexAttribArray(shader->pos_attrib);
+ glEnableVertexAttribArray(shader->tex_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(shader->pos_attrib);
+ glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture->target, 0);
@@ -180,7 +172,6 @@ static bool gles2_render_subtexture_with_matrix(
return true;
}
-
static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
struct wlr_gles2_renderer *renderer =
@@ -196,7 +187,16 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
- draw_quad();
+
+ glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+
POP_GLES2_DEBUG;
}
@@ -210,12 +210,31 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
+ static const GLfloat texcoord[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+ };
+
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.ellipse.program);
glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
- draw_quad();
+
+ glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
+ GL_FALSE, 0, verts);
+ glVertexAttribPointer(renderer->shaders.ellipse.tex_attrib, 2, GL_FLOAT,
+ GL_FALSE, 0, texcoord);
+
+ glEnableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
+ glEnableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
+ glDisableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
POP_GLES2_DEBUG;
}
@@ -725,6 +744,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.ellipse.program = prog =
link_program(quad_vertex_src, ellipse_fragment_src);
@@ -733,6 +753,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgba.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgba);
@@ -743,6 +765,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgbx);
@@ -753,6 +777,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.egl_image_external_oes) {
renderer->shaders.tex_ext.program = prog =
@@ -764,6 +790,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
}
POP_GLES2_DEBUG;