Age | Commit message (Collapse) | Author |
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Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).
The benefits from this are:
- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
features.
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They are never used in practice, which makes all of our flag
handling effectively dead code. Also, APIs such as KMS don't
provide a good way to deal with the flags. Let's just fail the
DMA-BUF import when clients provide flags.
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For anything more complicated than quads, compositors can easily
ship their own shaders.
Closes: https://github.com/swaywm/wlroots/issues/2759
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texcoord is a vector of coordinates, with the first member being the X
axis value and the second member being the Y axis value. It makes more
sense to use the accessors with the same names.
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By using the same vertex shader and adding alpha to the fragment shader
for external textures we can:
- use alpha blending
- have wlr_gles2_render_texture_with_matrix work with
the GL_TEXTURE_EXTERNAL_OES. So far this failed
since we passed in alpha which was unknown by fragment_src_external
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since this is the most established indentation
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Since GLES2 doesn't do this for us, it seems, on all platforms.
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Closes #13
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