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Diffstat (limited to 'render/gles3')
-rw-r--r--render/gles3/renderer.c161
-rw-r--r--render/gles3/shaders.c28
-rw-r--r--render/gles3/surface.c63
3 files changed, 252 insertions, 0 deletions
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;
+}