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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/gles3
parent168f0955ab5d6b614eb841bcb0ea684dd9105ef8 (diff)
Switch to GLES2
Closes #13
Diffstat (limited to 'render/gles3')
-rw-r--r--render/gles3/renderer.c197
-rw-r--r--render/gles3/shaders.c63
-rw-r--r--render/gles3/surface.c63
-rw-r--r--render/gles3/util.c38
4 files changed, 0 insertions, 361 deletions
diff --git a/render/gles3/renderer.c b/render/gles3/renderer.c
deleted file mode 100644
index 4270bd14..00000000
--- a/render/gles3/renderer.c
+++ /dev/null
@@ -1,197 +0,0 @@
-#include <stdint.h>
-#include <stdlib.h>
-#include <assert.h>
-#include <GLES3/gl3.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/gles3.h"
-
-static struct {
- bool initialized;
- GLuint rgb, rgba;
- GLuint quad;
- GLuint ellipse;
-} shaders;
-static GLuint vao, vbo, ebo;
-
-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_default_quad() {
- GLfloat verticies[] = {
- 1, 1, 1, 1, // bottom right
- 1, 0, 1, 0, // top right
- 0, 0, 0, 0, // top left
- 0, 1, 0, 1, // bottom left
- };
- GLuint indicies[] = {
- 0, 1, 3,
- 1, 2, 3,
- };
-
- GL_CALL(glGenVertexArrays(1, &vao));
- GL_CALL(glGenBuffers(1, &vbo));
-
- GL_CALL(glBindVertexArray(vao));
- GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
-
- GL_CALL(glEnableVertexAttribArray(0));
- GL_CALL(glEnableVertexAttribArray(1));
- GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0));
- GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat))));
- GL_CALL(glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW));
-
- GL_CALL(glGenBuffers(1, &ebo));
- GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
- GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW));
-}
-
-static void init_globals() {
- init_default_shaders();
- init_default_quad();
-}
-
-static void wlr_gles3_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_gles3_end(struct wlr_renderer_state *state) {
- // no-op
-}
-
-static struct wlr_surface *wlr_gles3_surface_init(struct wlr_renderer_state *state) {
- return gles3_surface_init();
-}
-
-static bool wlr_gles3_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;
- }
- gles3_flush_errors();
- GL_CALL(glBindVertexArray(vao));
- GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
- GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
- wlr_surface_bind(surface);
- GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
- GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
- return true;
-}
-
-static void wlr_gles3_render_quad(struct wlr_renderer_state *state,
- const float (*color)[4], const float (*matrix)[16]) {
- GL_CALL(glUseProgram(shaders.quad));
- GL_CALL(glBindVertexArray(vao));
- GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
- GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
- GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
- GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
- GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
-}
-
-static void wlr_gles3_render_ellipse(struct wlr_renderer_state *state,
- const float (*color)[4], const float (*matrix)[16]) {
- GL_CALL(glUseProgram(shaders.ellipse));
- GL_CALL(glBindVertexArray(vao));
- GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vbo));
- GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo));
- GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix));
- GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3]));
- GL_CALL(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0));
-}
-
-static void wlr_gles3_destroy(struct wlr_renderer_state *state) {
- // no-op
-}
-
-static struct wlr_renderer_impl wlr_renderer_impl = {
- .begin = wlr_gles3_begin,
- .end = wlr_gles3_end,
- .surface_init = wlr_gles3_surface_init,
- .render_with_matrix = wlr_gles3_render_surface,
- .render_quad = wlr_gles3_render_quad,
- .render_ellipse = wlr_gles3_render_ellipse,
- .destroy = wlr_gles3_destroy
-};
-
-struct wlr_renderer *wlr_gles3_renderer_init() {
- init_globals();
- return wlr_renderer_init(NULL, &wlr_renderer_impl);
-}
diff --git a/render/gles3/shaders.c b/render/gles3/shaders.c
deleted file mode 100644
index dd7f790f..00000000
--- a/render/gles3/shaders.c
+++ /dev/null
@@ -1,63 +0,0 @@
-#include "render/gles3.h"
-#include <GLES3/gl3.h>
-
-// Colored quads
-const GLchar quad_vertex_src[] =
-"uniform mat4 proj;"
-"uniform vec4 color;"
-"attribute vec2 pos;"
-"attribute vec2 texcoord;"
-"varying vec4 v_color;"
-"varying vec2 v_texcoord;"
-"void main() {"
-" gl_Position = proj * vec4(pos, 0.0, 1.0);"
-" v_color = color;"
-" v_texcoord = texcoord;"
-"}";
-
-const GLchar quad_fragment_src[] =
-"precision mediump float;"
-"varying vec4 v_color;"
-"varying vec2 v_texcoord;"
-"void main() {"
-" gl_FragColor = v_color;"
-"}";
-
-// Colored ellipses (TODO)
-
-const GLchar ellipse_fragment_src[] =
-"precision mediump float;"
-"varying vec4 v_color;"
-"varying vec2 v_texcoord;"
-"void main() {"
-" float l = length(v_texcoord - vec2(0.5, 0.5));"
-" if (l > 0.5) discard;"
-" gl_FragColor = v_color;"
-"}";
-
-// Textured quads
-const GLchar vertex_src[] =
-"uniform mat4 proj;"
-"attribute vec2 pos;"
-"attribute vec2 texcoord;"
-"varying vec2 v_texcoord;"
-"void main() {"
-" gl_Position = proj * vec4(pos, 0.0, 1.0);"
-" v_texcoord = texcoord;"
-"}";
-
-const GLchar fragment_src_RGB[] =
-"precision mediump float;"
-"varying vec2 v_texcoord;"
-"uniform sampler2D tex;"
-"void main() {"
-" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
-"}";
-
-const GLchar fragment_src_RGBA[] =
-"precision mediump float;"
-"varying vec2 v_texcoord;"
-"uniform sampler2D tex;"
-"void main() {"
-" gl_FragColor = texture2D(tex, v_texcoord);"
-"}";
diff --git a/render/gles3/surface.c b/render/gles3/surface.c
deleted file mode 100644
index 0ddf3ae0..00000000
--- a/render/gles3/surface.c
+++ /dev/null
@@ -1,63 +0,0 @@
-#include <stdint.h>
-#include <stdlib.h>
-#include <assert.h>
-#include <GLES3/gl3.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 "render/gles3.h"
-
-static bool gles3_surface_attach_pixels(struct wlr_surface_state *surface,
- uint32_t format, int width, int height, const unsigned char *pixels) {
- assert(surface);
- surface->wlr_surface->width = width;
- surface->wlr_surface->height = height;
- surface->wlr_surface->format = format;
- GL_CALL(glGenTextures(1, &surface->tex_id));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
- GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
- format, GL_UNSIGNED_BYTE, pixels));
- surface->wlr_surface->valid = true;
- return true;
-}
-
-static void gles3_surface_get_matrix(struct wlr_surface_state *surface,
- float (*matrix)[16], const float (*projection)[16], int x, int y) {
- struct wlr_surface *_surface = surface->wlr_surface;
- float world[16];
- wlr_matrix_identity(matrix);
- wlr_matrix_translate(&world, x, y, 0);
- wlr_matrix_mul(matrix, &world, matrix);
- wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
- wlr_matrix_mul(matrix, &world, matrix);
- wlr_matrix_mul(projection, matrix, matrix);
-}
-
-static void gles3_surface_bind(struct wlr_surface_state *surface) {
- GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
-}
-
-static void gles3_surface_destroy(struct wlr_surface_state *surface) {
- GL_CALL(glDeleteTextures(1, &surface->tex_id));
- free(surface);
-}
-
-static struct wlr_surface_impl wlr_surface_impl = {
- .attach_pixels = gles3_surface_attach_pixels,
- // .attach_shm = TODO
- .get_matrix = gles3_surface_get_matrix,
- .bind = gles3_surface_bind,
- .destroy = gles3_surface_destroy,
-};
-
-struct wlr_surface *gles3_surface_init() {
- struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
- struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
- state->wlr_surface = surface;
- return surface;
-}
diff --git a/render/gles3/util.c b/render/gles3/util.c
deleted file mode 100644
index a3aa87f3..00000000
--- a/render/gles3/util.c
+++ /dev/null
@@ -1,38 +0,0 @@
-#include <stdlib.h>
-#include <stdbool.h>
-#include <GLES3/gl3.h>
-#include <wlr/util/log.h>
-#include "render/gles3.h"
-
-const char *gles3_strerror(GLenum err) {
- switch (err) {
- case GL_INVALID_ENUM:
- return "Invalid enum";
- case GL_INVALID_VALUE:
- return "Invalid value";
- case GL_INVALID_OPERATION:
- return "Invalid operation";
- case GL_OUT_OF_MEMORY:
- return "Out of memory";
- case GL_INVALID_FRAMEBUFFER_OPERATION:
- return "Invalid framebuffer operation";
- default:
- return "Unknown error";
- }
-}
-
-bool _gles3_flush_errors(const char *file, int line) {
- GLenum err;
- bool failure = false;
- while ((err = glGetError()) != GL_NO_ERROR) {
- failure = true;
- if (err == GL_OUT_OF_MEMORY) {
- // The OpenGL context is now undefined
- _wlr_log(L_ERROR, "[%s:%d] Fatal GL error: out of memory", file, line);
- exit(1);
- } else {
- _wlr_log(L_ERROR, "[%s:%d] GL error %d %s", file, line, err, gles3_strerror(err));
- }
- }
- return failure;
-}