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render/gles2: provide public API to access GL texture
Prior to this commit, compositors needed to render the texture to an
intermediate off-screen buffer using wlr_renderer APIs if they wanted to
use a custom rendering path (e.g. render to a 3D scene).
A new wlr_gles2_texture_get_attribs exposes the GL texture target and ID
so that compositors can render wlr_textures with their own shaders. An
example of a compositor doing so is available at [1].
[1]: 3db905b784/src/render.c (L227)
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2 changed files with 28 additions and 1 deletions
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@ -9,6 +9,7 @@
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#ifndef WLR_RENDER_GLES2_H
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#define WLR_RENDER_GLES2_H
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#include <GLES2/gl2.h>
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#include <wlr/backend.h>
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#include <wlr/render/wlr_renderer.h>
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@ -24,4 +25,16 @@ struct wlr_texture *wlr_gles2_texture_from_wl_drm(struct wlr_egl *egl,
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struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
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struct wlr_dmabuf_attributes *attribs);
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struct wlr_gles2_texture_attribs {
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GLenum target; /* either GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES */
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GLuint tex;
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bool inverted_y;
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bool has_alpha;
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};
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bool wlr_texture_is_gles2(struct wlr_texture *texture);
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void wlr_gles2_texture_get_attribs(struct wlr_texture *texture,
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struct wlr_gles2_texture_attribs *attribs);
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#endif
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@ -17,9 +17,13 @@
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static const struct wlr_texture_impl texture_impl;
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bool wlr_texture_is_gles2(struct wlr_texture *wlr_texture) {
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return wlr_texture->impl == &texture_impl;
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}
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struct wlr_gles2_texture *gles2_get_texture(
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struct wlr_texture *wlr_texture) {
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assert(wlr_texture->impl == &texture_impl);
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assert(wlr_texture_is_gles2(wlr_texture));
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return (struct wlr_gles2_texture *)wlr_texture;
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}
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@ -291,3 +295,13 @@ struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
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POP_GLES2_DEBUG;
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return &texture->wlr_texture;
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}
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void wlr_gles2_texture_get_attribs(struct wlr_texture *wlr_texture,
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struct wlr_gles2_texture_attribs *attribs) {
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struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
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memset(attribs, 0, sizeof(*attribs));
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attribs->target = texture->target;
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attribs->tex = texture->tex;
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attribs->inverted_y = texture->inverted_y;
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attribs->has_alpha = texture->has_alpha;
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}
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