diff options
author | Simon Zeni <simon@bl4ckb0ne.ca> | 2020-06-08 12:24:19 -0400 |
---|---|---|
committer | Simon Ser <contact@emersion.fr> | 2020-06-24 20:01:19 +0200 |
commit | 4a4da256ddce84c6ddf4574645f8f88c66940c8c (patch) | |
tree | f405ce3cdd426cbcfaaf6c3c9a674a3b59cfe008 | |
parent | d5530b26d7dfc142ee1f37020436d11696864fd3 (diff) |
render/gles2: use glGetAttribLocation instead of hardcoded indices
-rw-r--r-- | include/render/gles2.h | 5 | ||||
-rw-r--r-- | render/gles2/renderer.c | 106 |
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; |