2023-06-02 12:10:35 +02:00
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#define _POSIX_C_SOURCE 199309L
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2023-05-28 20:53:26 +02:00
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#include <stdlib.h>
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#include <assert.h>
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#include <pixman.h>
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2023-06-02 12:10:35 +02:00
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#include <time.h>
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2023-05-28 20:53:26 +02:00
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#include <wlr/types/wlr_matrix.h>
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#include "render/gles2.h"
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#include "types/wlr_matrix.h"
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#define MAX_QUADS 86 // 4kb
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static const struct wlr_render_pass_impl render_pass_impl;
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static struct wlr_gles2_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) {
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assert(wlr_pass->impl == &render_pass_impl);
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struct wlr_gles2_render_pass *pass = wl_container_of(wlr_pass, pass, base);
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return pass;
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}
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static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
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struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
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2023-06-02 12:10:35 +02:00
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struct wlr_gles2_render_timer *timer = pass->timer;
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if (timer) {
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// clear disjoint flag
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GLint64 disjoint;
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renderer->procs.glGetInteger64vEXT(GL_GPU_DISJOINT_EXT, &disjoint);
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// set up the query
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renderer->procs.glQueryCounterEXT(timer->id, GL_TIMESTAMP_EXT);
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// get end-of-CPU-work time in GL time domain
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renderer->procs.glGetInteger64vEXT(GL_TIMESTAMP_EXT, &timer->gl_cpu_end);
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// get end-of-CPU-work time in CPU time domain
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clock_gettime(CLOCK_MONOTONIC, &timer->cpu_end);
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}
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2023-05-28 20:53:26 +02:00
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push_gles2_debug(renderer);
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glFlush();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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pop_gles2_debug(renderer);
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wlr_buffer_unlock(pass->buffer->buffer);
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free(pass);
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return true;
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}
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static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib) {
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pixman_region32_t region;
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pixman_region32_init_rect(®ion, box->x, box->y, box->width, box->height);
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if (clip) {
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pixman_region32_intersect(®ion, ®ion, clip);
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}
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int rects_len;
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const pixman_box32_t *rects = pixman_region32_rectangles(®ion, &rects_len);
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if (rects_len == 0) {
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pixman_region32_fini(®ion);
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return;
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}
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glEnableVertexAttribArray(attrib);
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for (int i = 0; i < rects_len;) {
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int batch = rects_len - i < MAX_QUADS ? rects_len - i : MAX_QUADS;
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int batch_end = batch + i;
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size_t vert_index = 0;
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GLfloat verts[MAX_QUADS * 6 * 2];
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for (; i < batch_end; i++) {
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const pixman_box32_t *rect = &rects[i];
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width;
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verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height;
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}
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glDrawArrays(GL_TRIANGLES, 0, batch * 6);
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}
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glDisableVertexAttribArray(attrib);
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pixman_region32_fini(®ion);
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}
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static void set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box) {
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float gl_matrix[9];
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wlr_matrix_identity(gl_matrix);
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wlr_matrix_translate(gl_matrix, box->x, box->y);
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wlr_matrix_scale(gl_matrix, box->width, box->height);
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wlr_matrix_multiply(gl_matrix, proj, gl_matrix);
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glUniformMatrix3fv(loc, 1, GL_FALSE, gl_matrix);
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}
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static void set_tex_matrix(GLint loc, enum wl_output_transform trans,
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const struct wlr_fbox *box) {
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float tex_matrix[9];
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wlr_matrix_identity(tex_matrix);
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wlr_matrix_translate(tex_matrix, box->x, box->y);
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wlr_matrix_scale(tex_matrix, box->width, box->height);
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wlr_matrix_translate(tex_matrix, .5, .5);
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// since textures have a different origin point we have to transform
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// differently if we are rotating
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if (trans & WL_OUTPUT_TRANSFORM_90) {
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wlr_matrix_transform(tex_matrix, wlr_output_transform_invert(trans));
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} else {
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wlr_matrix_transform(tex_matrix, trans);
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}
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wlr_matrix_translate(tex_matrix, -.5, -.5);
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glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix);
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}
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static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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const struct wlr_render_texture_options *options) {
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struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
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struct wlr_gles2_texture *texture = gles2_get_texture(options->texture);
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struct wlr_gles2_tex_shader *shader = NULL;
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switch (texture->target) {
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case GL_TEXTURE_2D:
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if (texture->has_alpha) {
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shader = &renderer->shaders.tex_rgba;
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} else {
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shader = &renderer->shaders.tex_rgbx;
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}
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break;
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case GL_TEXTURE_EXTERNAL_OES:
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// EGL_EXT_image_dma_buf_import_modifiers requires
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// GL_OES_EGL_image_external
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assert(renderer->exts.OES_egl_image_external);
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shader = &renderer->shaders.tex_ext;
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break;
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default:
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abort();
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}
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struct wlr_box dst_box;
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struct wlr_fbox src_fbox;
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wlr_render_texture_options_get_src_box(options, &src_fbox);
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wlr_render_texture_options_get_dst_box(options, &dst_box);
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float alpha = wlr_render_texture_options_get_alpha(options);
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src_fbox.x /= options->texture->width;
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src_fbox.y /= options->texture->height;
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src_fbox.width /= options->texture->width;
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src_fbox.height /= options->texture->height;
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push_gles2_debug(renderer);
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if (!texture->has_alpha && alpha == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glUseProgram(shader->program);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex);
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
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set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
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render(&dst_box, options->clip, shader->pos_attrib);
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glBindTexture(texture->target, 0);
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pop_gles2_debug(renderer);
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}
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static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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const struct wlr_render_rect_options *options) {
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struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
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const struct wlr_render_color *color = &options->color;
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const struct wlr_box *box = &options->box;
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push_gles2_debug(renderer);
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switch (options->blend_mode) {
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case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:
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if (color->a == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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break;
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case WLR_RENDER_BLEND_MODE_NONE:
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glDisable(GL_BLEND);
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break;
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}
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glUseProgram(renderer->shaders.quad.program);
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set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &options->box);
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glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
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render(box, options->clip, renderer->shaders.quad.pos_attrib);
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pop_gles2_debug(renderer);
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}
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static const struct wlr_render_pass_impl render_pass_impl = {
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.submit = render_pass_submit,
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.add_texture = render_pass_add_texture,
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.add_rect = render_pass_add_rect,
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};
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static const char *reset_status_str(GLenum status) {
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switch (status) {
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case GL_GUILTY_CONTEXT_RESET_KHR:
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return "guilty";
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case GL_INNOCENT_CONTEXT_RESET_KHR:
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return "innocent";
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case GL_UNKNOWN_CONTEXT_RESET_KHR:
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return "unknown";
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default:
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return "<invalid>";
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}
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}
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2023-06-02 12:10:35 +02:00
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struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
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struct wlr_gles2_render_timer *timer) {
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2023-05-28 20:53:26 +02:00
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struct wlr_gles2_renderer *renderer = buffer->renderer;
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struct wlr_buffer *wlr_buffer = buffer->buffer;
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if (renderer->procs.glGetGraphicsResetStatusKHR) {
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GLenum status = renderer->procs.glGetGraphicsResetStatusKHR();
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if (status != GL_NO_ERROR) {
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wlr_log(WLR_ERROR, "GPU reset (%s)", reset_status_str(status));
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wl_signal_emit_mutable(&renderer->wlr_renderer.events.lost, NULL);
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return NULL;
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}
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}
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struct wlr_gles2_render_pass *pass = calloc(1, sizeof(*pass));
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if (pass == NULL) {
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return NULL;
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}
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wlr_render_pass_init(&pass->base, &render_pass_impl);
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wlr_buffer_lock(wlr_buffer);
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pass->buffer = buffer;
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2023-06-02 12:10:35 +02:00
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pass->timer = timer;
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2023-05-28 20:53:26 +02:00
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matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height,
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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push_gles2_debug(renderer);
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glBindFramebuffer(GL_FRAMEBUFFER, buffer->fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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pop_gles2_debug(renderer);
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return pass;
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}
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