wlroots-hyprland/render/gles2/pass.c

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