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authorDrew DeVault <sir@cmpwn.com>2017-06-08 15:52:42 -0400
committerDrew DeVault <sir@cmpwn.com>2017-06-08 15:52:42 -0400
commitcd6a40d81679c37795e9d24354a8bbbf84cd53a6 (patch)
tree82186fb0985a16ed76928b0226ff2eed9bb2c261 /render
parent83f8864f0ab1722aae12cc744094a7424c41f2d8 (diff)
Further improvements to rendering subsystem
Diffstat (limited to 'render')
-rw-r--r--render/CMakeLists.txt8
-rw-r--r--render/gles3/renderer.c161
-rw-r--r--render/gles3/shaders.c28
-rw-r--r--render/gles3/surface.c63
-rw-r--r--render/matrix.c2
-rw-r--r--render/renderer.c138
-rw-r--r--render/shader.c97
-rw-r--r--render/surface.c34
-rw-r--r--render/wlr_renderer.c33
-rw-r--r--render/wlr_surface.c36
10 files changed, 327 insertions, 273 deletions
diff --git a/render/CMakeLists.txt b/render/CMakeLists.txt
index bd247d56..aabf42d8 100644
--- a/render/CMakeLists.txt
+++ b/render/CMakeLists.txt
@@ -1,6 +1,8 @@
add_library(wlr-render STATIC
matrix.c
- shader.c
- surface.c
- renderer.c
+ wlr_renderer.c
+ wlr_surface.c
+ gles3/shaders.c
+ gles3/renderer.c
+ gles3/surface.c
)
diff --git a/render/gles3/renderer.c b/render/gles3/renderer.c
new file mode 100644
index 00000000..8f602fcf
--- /dev/null
+++ b/render/gles3/renderer.c
@@ -0,0 +1,161 @@
+#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 <common/log.h>
+#include "render/gles3.h"
+
+static struct {
+ bool initialized;
+ GLuint rgb, rgba;
+} shaders;
+static GLuint vao, vbo, ebo;
+
+static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
+ *shader = glCreateShader(type);
+ int len = strlen(src);
+ glShaderSource(*shader, 1, &src, &len);
+ glCompileShader(*shader);
+ GLint success;
+ glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
+ if (success == GL_FALSE) {
+ GLint loglen;
+ glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
+ GLchar msg[loglen];
+ glGetShaderInfoLog(*shader, loglen, &loglen, msg);
+ 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 = glCreateProgram();
+ glAttachShader(*program, vertex);
+ glAttachShader(*program, fragment);
+ glLinkProgram(*program);
+ glDeleteProgram(vertex);
+ glDeleteProgram(fragment);
+ 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;
+ }
+ 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,
+ };
+
+ glGenVertexArrays(1, &vao);
+ glGenBuffers(1, &vbo);
+
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
+ glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
+
+ glGenBuffers(1, &ebo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ 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?
+ glClearColor(0.25f, 0.25f, 0.25f, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ int32_t width = output->width;
+ int32_t height = output->height;
+ 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:
+ glUseProgram(shaders.rgb);
+ break;
+ case GL_RGBA:
+ glUseProgram(shaders.rgba);
+ break;
+ default:
+ return false;
+ }
+ glBindVertexArray(vao);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ wlr_surface_bind(surface);
+ glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ return true;
+}
+
+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,
+ .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
new file mode 100644
index 00000000..f53ef385
--- /dev/null
+++ b/render/gles3/shaders.c
@@ -0,0 +1,28 @@
+#include "render/gles3.h"
+#include <GLES3/gl3.h>
+
+const GLchar vertex_src[] =
+"uniform mat4 proj;\n"
+"attribute vec2 pos;\n"
+"attribute vec2 texcoord;\n"
+"varying vec2 v_texcoord;\n"
+"void main() {\n"
+" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
+" v_texcoord = texcoord;\n"
+"}\n";
+
+const GLchar fragment_src_RGB[] =
+"precision mediump float;\n"
+"varying vec2 v_texcoord;\n"
+"uniform sampler2D tex;\n"
+"void main() {\n"
+" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
+"}\n";
+
+const GLchar fragment_src_RGBA[] =
+"precision mediump float;\n"
+"varying vec2 v_texcoord;\n"
+"uniform sampler2D tex;\n"
+"void main() {\n"
+" gl_FragColor = texture2D(tex, v_texcoord);\n"
+"}\n";
diff --git a/render/gles3/surface.c b/render/gles3/surface.c
new file mode 100644
index 00000000..09d78715
--- /dev/null
+++ b/render/gles3/surface.c
@@ -0,0 +1,63 @@
+#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;
+ // TODO: Error handling
+ glGenTextures(1, &surface->tex_id);
+ glBindTexture(GL_TEXTURE_2D, surface->tex_id);
+ 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) {
+ glActiveTexture(GL_TEXTURE0 + 1);
+ glBindTexture(GL_TEXTURE_2D, surface->tex_id);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+}
+
+static void gles3_surface_destroy(struct wlr_surface_state *surface) {
+ // TODO
+}
+
+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/matrix.c b/render/matrix.c
index 7d111c38..4de20e5d 100644
--- a/render/matrix.c
+++ b/render/matrix.c
@@ -41,7 +41,7 @@ void wlr_matrix_rotate(float (*output)[16], float radians) {
(*output)[mind(2, 2)] = _cos;
}
-void wlr_matrix_mul(float (*x)[16], float (*y)[16], float (*product)[16]) {
+void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]) {
float _product[16] = {
(*x)[mind(1, 1)] * (*y)[mind(1, 1)] + (*x)[mind(1, 2)] * (*y)[mind(2, 1)] +
(*x)[mind(1, 3)] * (*y)[mind(3, 1)] + (*x)[mind(1, 4)] * (*y)[mind(4, 1)],
diff --git a/render/renderer.c b/render/renderer.c
deleted file mode 100644
index 174272a9..00000000
--- a/render/renderer.c
+++ /dev/null
@@ -1,138 +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/matrix.h>
-#include <common/log.h>
-#include "render.h"
-
-static struct wlr_shader *default_shader = NULL;
-
-static const GLchar vert_src[] =
-"uniform mat4 proj;\n"
-"attribute vec2 pos;\n"
-"attribute vec2 texcoord;\n"
-"varying vec2 v_texcoord;\n"
-"void main() {\n"
-" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
-" v_texcoord = texcoord;\n"
-"}\n";
-
-static const GLchar frag_src_RGB[] =
-"precision mediump float;\n"
-"varying vec2 v_texcoord;\n"
-"uniform sampler2D tex;\n"
-"void main() {\n"
-" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
-"}\n";
-
-static const GLchar frag_src_RGBA[] =
-"precision mediump float;\n"
-"varying vec2 v_texcoord;\n"
-"uniform sampler2D tex;\n"
-"void main() {\n"
-" gl_FragColor = texture2D(tex, v_texcoord);\n"
-"}\n";
-
-static void default_shader_init() {
- if (default_shader) {
- return;
- }
- default_shader = wlr_shader_init(vert_src);
- if (!default_shader) {
- goto error;
- }
- if (!wlr_shader_add_format(default_shader, GL_RGB, frag_src_RGB)) {
- goto error;
- }
- if (!wlr_shader_add_format(default_shader, GL_RGBA, frag_src_RGBA)) {
- goto error;
- }
- return;
-error:
- wlr_shader_destroy(default_shader);
- wlr_log(L_ERROR, "Failed to set up default shaders!");
-}
-
-static GLuint vao, vbo, ebo;
-
-static void default_quad_init() {
- 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,
- };
-
- glGenVertexArrays(1, &vao);
- glGenBuffers(1, &vbo);
-
- glBindVertexArray(vao);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
- glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
-
- glGenBuffers(1, &ebo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
-}
-
-static void global_init() {
- default_shader_init();
- default_quad_init();
-}
-
-struct wlr_renderer *wlr_renderer_init() {
- global_init();
- struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
- r->shader = default_shader;
- return r;
-}
-
-void wlr_renderer_set_shader(struct wlr_renderer *renderer,
- struct wlr_shader *shader) {
- assert(renderer);
- renderer->shader = shader;
-}
-
-bool wlr_render_quad(struct wlr_renderer *renderer,
- struct wlr_surface *surf, float (*transform)[16],
- float x, float y) {
- assert(renderer && surf && renderer->shader && surf->valid);
- wlr_shader_use(renderer->shader, surf->format);
-
- glBindVertexArray(vao);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
- glActiveTexture(GL_TEXTURE0 + 1);
- glBindTexture(GL_TEXTURE_2D, surf->tex_id);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- float world[16], final[16];
- wlr_matrix_identity(&final);
- wlr_matrix_translate(&world, x, y, 0);
- wlr_matrix_mul(&final, &world, &final);
- wlr_matrix_scale(&world, surf->width, surf->height, 1);
- wlr_matrix_mul(&final, &world, &final);
- wlr_matrix_mul(transform, &final, &final);
- glUniformMatrix4fv(0, 1, GL_TRUE, final);
-
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
- return false;
-}
-
-void wlr_renderer_destroy(struct wlr_renderer *renderer) {
- // TODO
-}
diff --git a/render/shader.c b/render/shader.c
deleted file mode 100644
index 63797b8a..00000000
--- a/render/shader.c
+++ /dev/null
@@ -1,97 +0,0 @@
-#include <assert.h>
-#include <string.h>
-#include <stdlib.h>
-#include <stdint.h>
-#include <stdbool.h>
-#include <GLES3/gl3.h>
-#include <wlr/render.h>
-#include <wlr/render/matrix.h>
-#include "render.h"
-
-static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
- *shader = glCreateShader(type);
- glShaderSource(*shader, 1, &src, &len);
- glCompileShader(*shader);
-
- GLint success;
- glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
-
- if (success == GL_FALSE) {
- GLint loglen;
- glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
-
- GLchar msg[loglen];
- glGetShaderInfoLog(*shader, loglen, &loglen, msg);
- return false;
- }
- return true;
-}
-
-struct wlr_shader *wlr_shader_init(const char *vertex) {
- struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
- if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
- wlr_shader_destroy(shader);
- return NULL;
- }
- return shader;
-}
-
-bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
- const char *frag) {
- assert(shader);
- struct wlr_shader *_shader = shader;
- if (_shader->valid) {
- shader = calloc(sizeof(struct wlr_shader), 1);
- shader->vert = _shader->vert;
- } else {
- while (shader->next) {
- _shader = shader;
- shader = shader->next;
- }
- }
- shader->format = format;
- GLuint _frag;
- if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
- goto error;
- }
- shader->program = glCreateProgram();
- glAttachShader(shader->program, shader->vert);
- glAttachShader(shader->program, _frag);
- glLinkProgram(shader->program);
- glDeleteProgram(_frag);
- if (_shader->valid) {
- _shader->next = shader;
- }
- shader->valid = true;
- return true;
-error:
- if (_shader->valid) {
- wlr_shader_destroy(shader);
- }
- return false;
-}
-
-bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
- if (shader->format == format) {
- glUseProgram(shader->program);
- return true;
- }
- while (shader->next) {
- shader = shader->next;
- if (shader->format == format) {
- glUseProgram(shader->program);
- return true;
- }
- }
- return false;
-}
-
-void wlr_shader_destroy(struct wlr_shader *shader) {
- while (shader) {
- struct wlr_shader *_shader = shader;
- glDeleteProgram(shader->vert);
- glDeleteProgram(shader->program);
- shader = shader->next;
- free(_shader);
- }
-}
diff --git a/render/surface.c b/render/surface.c
deleted file mode 100644
index 930e118d..00000000
--- a/render/surface.c
+++ /dev/null
@@ -1,34 +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/matrix.h>
-#include "render.h"
-
-struct wlr_surface *wlr_surface_init() {
- return calloc(sizeof(struct wlr_surface), 1);
-}
-
-void wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
- int width, int height, const unsigned char *pixels) {
- assert(surf);
- surf->width = width;
- surf->height = height;
- surf->format = format;
- // TODO: Error handling
- glGenTextures(1, &surf->tex_id);
- glBindTexture(GL_TEXTURE_2D, surf->tex_id);
- glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
- format, GL_UNSIGNED_BYTE, pixels);
- surf->valid = true;
-}
-
-void wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
- struct wl_shm_buffer *shm);
-
-void wlr_surface_destroy(struct wlr_surface *tex) {
- // TODO
-}
diff --git a/render/wlr_renderer.c b/render/wlr_renderer.c
new file mode 100644
index 00000000..2fd2fd31
--- /dev/null
+++ b/render/wlr_renderer.c
@@ -0,0 +1,33 @@
+#include <stdlib.h>
+#include <stdbool.h>
+#include <wlr/render/interface.h>
+
+struct wlr_renderer *wlr_renderer_init(struct wlr_renderer_state *state,
+ struct wlr_renderer_impl *impl) {
+ struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
+ r->state = state;
+ r->impl = impl;
+ return r;
+}
+
+void wlr_renderer_destroy(struct wlr_renderer *r) {
+ r->impl->destroy(r->state);
+ free(r);
+}
+
+void wlr_renderer_begin(struct wlr_renderer *r, struct wlr_output *o) {
+ r->impl->begin(r->state, o);
+}
+
+void wlr_renderer_end(struct wlr_renderer *r) {
+ r->impl->end(r->state);
+}
+
+struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r) {
+ return r->impl->surface_init(r->state);
+}
+
+bool wlr_render_with_matrix(struct wlr_renderer *r,
+ struct wlr_surface *surface, const float (*matrix)[16]) {
+ return r->impl->render_with_matrix(r->state, surface, matrix);
+}
diff --git a/render/wlr_surface.c b/render/wlr_surface.c
new file mode 100644
index 00000000..46a12205
--- /dev/null
+++ b/render/wlr_surface.c
@@ -0,0 +1,36 @@
+#include <stdlib.h>
+#include <stdbool.h>
+#include <wlr/render/interface.h>
+
+struct wlr_surface *wlr_surface_init(struct wlr_surface_state *state,
+ struct wlr_surface_impl *impl) {
+ struct wlr_surface *s = calloc(sizeof(struct wlr_surface), 1);
+ s->state = state;
+ s->impl = impl;
+ return s;
+}
+
+void wlr_surface_destroy(struct wlr_surface *surface) {
+ surface->impl->destroy(surface->state);
+ free(surface);
+}
+
+void wlr_surface_bind(struct wlr_surface *surface) {
+ surface->impl->bind(surface->state);
+}
+
+bool wlr_surface_attach_pixels(struct wlr_surface *surface, uint32_t format,
+ int width, int height, const unsigned char *pixels) {
+ return surface->impl->attach_pixels(surface->state,
+ format, width, height, pixels);
+}
+
+bool wlr_surface_attach_shm(struct wlr_surface *surface, uint32_t format,
+ struct wl_shm_buffer *shm) {
+ return surface->impl->attach_shm(surface->state, format, shm);
+}
+
+void wlr_surface_get_matrix(struct wlr_surface *surface,
+ float (*matrix)[16], const float (*projection)[16], int x, int y) {
+ surface->impl->get_matrix(surface->state, matrix, projection, x, y);
+}