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authorSimon Ser <contact@emersion.fr>2021-03-26 12:21:23 +0100
committerSimon Ser <contact@emersion.fr>2021-04-08 09:10:03 +0200
commita109a80dca502bd36d61f1d1b3ad1c708ea5ad09 (patch)
treebd4b86cb363ce1bc883123c919e652c1e739e3d1 /render/gles2
parent9ecfa4343a6d92fa057802a2911281d75a5a4f6f (diff)
render: drop support for ellipses
For anything more complicated than quads, compositors can easily ship their own shaders. Closes: https://github.com/swaywm/wlroots/issues/2759
Diffstat (limited to 'render/gles2')
-rw-r--r--render/gles2/renderer.c55
-rw-r--r--render/gles2/shaders.c14
2 files changed, 0 insertions, 69 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
index 1814ad07..25cdcf56 100644
--- a/render/gles2/renderer.c
+++ b/render/gles2/renderer.c
@@ -356,47 +356,6 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
pop_gles2_debug(renderer);
}
-static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
- const float color[static 4], const float matrix[static 9]) {
- struct wlr_gles2_renderer *renderer =
- gles2_get_renderer_in_context(wlr_renderer);
-
- float gl_matrix[9];
- wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
- wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
-
- // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
- // to GL_FALSE
- wlr_matrix_transpose(gl_matrix, gl_matrix);
-
- static const GLfloat texcoord[] = {
- 1, 0, // top right
- 0, 0, // top left
- 1, 1, // bottom right
- 0, 1, // bottom left
- };
-
- push_gles2_debug(renderer);
- glUseProgram(renderer->shaders.ellipse.program);
-
- glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix);
- glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
-
- 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(renderer);
-}
-
static const uint32_t *gles2_get_shm_texture_formats(
struct wlr_renderer *wlr_renderer, size_t *len) {
return get_gles2_shm_formats(len);
@@ -584,7 +543,6 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
push_gles2_debug(renderer);
glDeleteProgram(renderer->shaders.quad.program);
- glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
@@ -614,7 +572,6 @@ static const struct wlr_renderer_impl renderer_impl = {
.scissor = gles2_scissor,
.render_subtexture_with_matrix = gles2_render_subtexture_with_matrix,
.render_quad_with_matrix = gles2_render_quad_with_matrix,
- .render_ellipse_with_matrix = gles2_render_ellipse_with_matrix,
.get_shm_texture_formats = gles2_get_shm_texture_formats,
.resource_is_wl_drm_buffer = gles2_resource_is_wl_drm_buffer,
.wl_drm_buffer_get_size = gles2_wl_drm_buffer_get_size,
@@ -755,7 +712,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
extern const GLchar quad_vertex_src[];
extern const GLchar quad_fragment_src[];
-extern const GLchar ellipse_fragment_src[];
extern const GLchar tex_vertex_src[];
extern const GLchar tex_fragment_src_rgba[];
extern const GLchar tex_fragment_src_rgbx[];
@@ -848,16 +804,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
- renderer->shaders.ellipse.program = prog =
- link_program(renderer, quad_vertex_src, ellipse_fragment_src);
- if (!renderer->shaders.ellipse.program) {
- goto error;
- }
- 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(renderer, tex_vertex_src, tex_fragment_src_rgba);
if (!renderer->shaders.tex_rgba.program) {
@@ -904,7 +850,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
error:
glDeleteProgram(renderer->shaders.quad.program);
- glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index 4ebfc0bc..d854b270 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -25,20 +25,6 @@ const GLchar quad_fragment_src[] =
" gl_FragColor = v_color;\n"
"}\n";
-// Colored ellipses
-const GLchar ellipse_fragment_src[] =
-"precision mediump float;\n"
-"varying vec4 v_color;\n"
-"varying vec2 v_texcoord;\n"
-"\n"
-"void main() {\n"
-" float l = length(v_texcoord - vec2(0.5, 0.5));\n"
-" if (l > 0.5) {\n"
-" discard;\n"
-" }\n"
-" gl_FragColor = v_color;\n"
-"}\n";
-
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"