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#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/egl.h>
#include <wlr/backend.h>
#include <wlr/render.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include <wlr/util/log.h>
#include "render/gles2.h"
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES = NULL;
struct shaders 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);
glDeleteShader(*shader);
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)) {
glDeleteShader(vertex);
return false;
}
*program = GL_CALL(glCreateProgram());
GL_CALL(glAttachShader(*program, vertex));
GL_CALL(glAttachShader(*program, fragment));
GL_CALL(glLinkProgram(*program));
GLint success;
GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success));
if (success == GL_FALSE) {
GLint loglen;
GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen));
GLchar msg[loglen];
GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg));
wlr_log(L_ERROR, "Program link failed");
wlr_log(L_ERROR, "%s", msg);
glDeleteProgram(*program);
glDeleteShader(vertex);
glDeleteShader(fragment);
return false;
}
glDetachShader(*program, vertex);
glDetachShader(*program, fragment);
glDeleteShader(vertex);
glDeleteShader(fragment);
return true;
}
static void init_default_shaders() {
if (shaders.initialized) {
return;
}
if (!compile_program(vertex_src, fragment_src_rgba, &shaders.rgba)) {
goto error;
}
if (!compile_program(vertex_src, fragment_src_rgbx, &shaders.rgbx)) {
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;
}
if (glEGLImageTargetTexture2DOES) {
if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) {
goto error;
}
}
wlr_log(L_DEBUG, "Compiled default shaders");
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_image_ext() {
if (glEGLImageTargetTexture2DOES)
return;
const char *exts = (const char*) glGetString(GL_EXTENSIONS);
if (strstr(exts, "GL_OES_EGL_image_external")) {
glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)
eglGetProcAddress("glEGLImageTargetTexture2DOES");
}
if (!glEGLImageTargetTexture2DOES) {
wlr_log(L_INFO, "Failed to load glEGLImageTargetTexture2DOES "
"Will not be able to attach drm buffers");
}
}
static void init_globals() {
init_image_ext();
init_default_shaders();
}
static void wlr_gles2_begin(struct wlr_renderer *_renderer,
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));
// enable transparency
GL_CALL(glEnable(GL_BLEND));
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// 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 *renderer) {
// no-op
}
static struct wlr_texture *wlr_gles2_texture_init(
struct wlr_renderer *_renderer) {
struct wlr_gles2_renderer *renderer =
(struct wlr_gles2_renderer *)_renderer;
return gles2_texture_init(renderer->egl);
}
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_texture(struct wlr_renderer *_renderer,
struct wlr_texture *texture, const float (*matrix)[16]) {
if(!texture || !texture->valid) {
wlr_log(L_ERROR, "attempt to render invalid texture");
return false;
}
wlr_texture_bind(texture);
GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix));
// TODO: source alpha from somewhere else I guess
GL_CALL(glUniform1f(2, 1.0f));
draw_quad();
return true;
}
static void wlr_gles2_render_quad(struct wlr_renderer *renderer,
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 *renderer,
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 const enum wl_shm_format *wlr_gles2_formats(
struct wlr_renderer *renderer, size_t *len) {
static enum wl_shm_format formats[] = {
WL_SHM_FORMAT_ARGB8888,
WL_SHM_FORMAT_XRGB8888,
WL_SHM_FORMAT_ABGR8888,
WL_SHM_FORMAT_XBGR8888,
};
*len = sizeof(formats) / sizeof(formats[0]);
return formats;
}
static bool wlr_gles2_buffer_is_drm(struct wlr_renderer *_renderer,
struct wl_resource *buffer) {
struct wlr_gles2_renderer *renderer =
(struct wlr_gles2_renderer *)_renderer;
EGLint format;
return wlr_egl_query_buffer(renderer->egl, buffer,
EGL_TEXTURE_FORMAT, &format);
}
static struct wlr_renderer_impl wlr_renderer_impl = {
.begin = wlr_gles2_begin,
.end = wlr_gles2_end,
.texture_init = wlr_gles2_texture_init,
.render_with_matrix = wlr_gles2_render_texture,
.render_quad = wlr_gles2_render_quad,
.render_ellipse = wlr_gles2_render_ellipse,
.formats = wlr_gles2_formats,
.buffer_is_drm = wlr_gles2_buffer_is_drm,
};
struct wlr_renderer *wlr_gles2_renderer_init(struct wlr_backend *backend) {
init_globals();
struct wlr_gles2_renderer *renderer =
calloc(1, sizeof(struct wlr_gles2_renderer));
wlr_renderer_init(&renderer->wlr_renderer, &wlr_renderer_impl);
if (backend) {
struct wlr_egl *egl = wlr_backend_get_egl(backend);
renderer->egl = egl;
}
return &renderer->wlr_renderer;
}
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