diff options
Diffstat (limited to 'render/gles2')
-rw-r--r-- | render/gles2/renderer.c | 183 | ||||
-rw-r--r-- | render/gles2/shaders.c | 63 | ||||
-rw-r--r-- | render/gles2/surface.c | 63 | ||||
-rw-r--r-- | render/gles2/util.c | 38 |
4 files changed, 347 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); +} diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c new file mode 100644 index 00000000..850c0618 --- /dev/null +++ b/render/gles2/shaders.c @@ -0,0 +1,63 @@ +#include "render/gles2.h" +#include <GLES2/gl2.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/gles2/surface.c b/render/gles2/surface.c new file mode 100644 index 00000000..278b3dc3 --- /dev/null +++ b/render/gles2/surface.c @@ -0,0 +1,63 @@ +#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 "render/gles2.h" + +static bool gles2_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 gles2_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 gles2_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 gles2_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 = gles2_surface_attach_pixels, + // .attach_shm = TODO + .get_matrix = gles2_surface_get_matrix, + .bind = gles2_surface_bind, + .destroy = gles2_surface_destroy, +}; + +struct wlr_surface *gles2_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/gles2/util.c b/render/gles2/util.c new file mode 100644 index 00000000..9498a1cd --- /dev/null +++ b/render/gles2/util.c @@ -0,0 +1,38 @@ +#include <stdlib.h> +#include <stdbool.h> +#include <GLES2/gl2.h> +#include <wlr/util/log.h> +#include "render/gles2.h" + +const char *gles2_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 _gles2_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, gles2_strerror(err)); + } + } + return failure; +} |