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authorDrew DeVault <sir@cmpwn.com>2017-06-23 11:38:45 -0400
committerDrew DeVault <sir@cmpwn.com>2017-06-23 11:38:45 -0400
commitb18209c904f421f3065d610718d7d9e9b8b9211f (patch)
treef1b5bcf3c1c7ee50e4a2a3f03c68c1136ef4ed44 /render/gles2/renderer.c
parent168f0955ab5d6b614eb841bcb0ea684dd9105ef8 (diff)
Switch to GLES2
Closes #13
Diffstat (limited to 'render/gles2/renderer.c')
-rw-r--r--render/gles2/renderer.c183
1 files changed, 183 insertions, 0 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
new file mode 100644
index 00000000..07647f2f
--- /dev/null
+++ b/render/gles2/renderer.c
@@ -0,0 +1,183 @@
+#include <stdint.h>
+#include <stdlib.h>
+#include <assert.h>
+#include <GLES2/gl2.h>
+#include <wayland-util.h>
+#include <wayland-server-protocol.h>
+#include <wlr/render.h>
+#include <wlr/render/interface.h>
+#include <wlr/render/matrix.h>
+#include <wlr/util/log.h>
+#include "render/gles2.h"
+
+static struct {
+ bool initialized;
+ GLuint rgb, rgba;
+ GLuint quad;
+ GLuint ellipse;
+} shaders;
+
+static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
+ *shader = GL_CALL(glCreateShader(type));
+ int len = strlen(src);
+ GL_CALL(glShaderSource(*shader, 1, &src, &len));
+ GL_CALL(glCompileShader(*shader));
+ GLint success;
+ GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success));
+ if (success == GL_FALSE) {
+ GLint loglen;
+ GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen));
+ GLchar msg[loglen];
+ GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg));
+ wlr_log(L_ERROR, "Shader compilation failed");
+ wlr_log(L_ERROR, "%s", msg);
+ exit(1);
+ return false;
+ }
+ return true;
+}
+
+static bool compile_program(const GLchar *vert_src,
+ const GLchar *frag_src, GLuint *program) {
+ GLuint vertex, fragment;
+ if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
+ return false;
+ }
+ if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
+ glDeleteProgram(vertex);
+ return false;
+ }
+ *program = GL_CALL(glCreateProgram());
+ GL_CALL(glAttachShader(*program, vertex));
+ GL_CALL(glAttachShader(*program, fragment));
+ GL_CALL(glLinkProgram(*program));
+ return true;
+}
+
+static void init_default_shaders() {
+ if (shaders.initialized) {
+ return;
+ }
+ if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
+ goto error;
+ }
+ if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
+ goto error;
+ }
+ if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) {
+ goto error;
+ }
+ if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) {
+ goto error;
+ }
+ wlr_log(L_DEBUG, "Compiled default shaders");
+ return;
+error:
+ wlr_log(L_ERROR, "Failed to set up default shaders!");
+}
+
+static void init_globals() {
+ init_default_shaders();
+}
+
+static void wlr_gles2_begin(struct wlr_renderer_state *state,
+ struct wlr_output *output) {
+ // TODO: let users customize the clear color?
+ GL_CALL(glClearColor(0.25f, 0.25f, 0.25f, 1));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
+ int32_t width = output->width;
+ int32_t height = output->height;
+ GL_CALL(glViewport(0, 0, width, height));
+ // Note: maybe we should save output projection and remove some of the need
+ // for users to sling matricies themselves
+}
+
+static void wlr_gles2_end(struct wlr_renderer_state *state) {
+ // no-op
+}
+
+static struct wlr_surface *wlr_gles2_surface_init(struct wlr_renderer_state *state) {
+ return gles2_surface_init();
+}
+
+static void draw_quad() {
+ GLfloat verts[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+ };
+ GLfloat texcoord[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+ };
+
+ GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts));
+ GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord));
+
+ GL_CALL(glEnableVertexAttribArray(0));
+ GL_CALL(glEnableVertexAttribArray(1));
+
+ GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
+
+ GL_CALL(glDisableVertexAttribArray(0));
+ GL_CALL(glDisableVertexAttribArray(1));
+}
+
+static bool wlr_gles2_render_surface(struct wlr_renderer_state *state,
+ struct wlr_surface *surface, const float (*matrix)[16]) {
+ assert(surface && surface->valid);
+ switch (surface->format) {
+ case GL_RGB:
+ GL_CALL(glUseProgram(shaders.rgb));
+ break;
+ case GL_RGBA:
+ GL_CALL(glUseProgram(shaders.rgba));
+ break;
+ default:
+ wlr_log(L_ERROR, "No shader for this surface format");
+ return false;
+ }
+ gles2_flush_errors();
+ wlr_surface_bind(surface);
+ GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
+ draw_quad();
+ return true;
+}
+
+static void wlr_gles2_render_quad(struct wlr_renderer_state *state,
+ const float (*color)[4], const float (*matrix)[16]) {
+ GL_CALL(glUseProgram(shaders.quad));
+ GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
+ GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
+ draw_quad();
+}
+
+static void wlr_gles2_render_ellipse(struct wlr_renderer_state *state,
+ const float (*color)[4], const float (*matrix)[16]) {
+ GL_CALL(glUseProgram(shaders.ellipse));
+ GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
+ GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
+ draw_quad();
+}
+
+static void wlr_gles2_destroy(struct wlr_renderer_state *state) {
+ // no-op
+}
+
+static struct wlr_renderer_impl wlr_renderer_impl = {
+ .begin = wlr_gles2_begin,
+ .end = wlr_gles2_end,
+ .surface_init = wlr_gles2_surface_init,
+ .render_with_matrix = wlr_gles2_render_surface,
+ .render_quad = wlr_gles2_render_quad,
+ .render_ellipse = wlr_gles2_render_ellipse,
+ .destroy = wlr_gles2_destroy
+};
+
+struct wlr_renderer *wlr_gles2_renderer_init() {
+ init_globals();
+ return wlr_renderer_init(NULL, &wlr_renderer_impl);
+}