render/gles2: use glGetAttribLocation instead of hardcoded indices

This commit is contained in:
Simon Zeni 2020-06-08 12:24:19 -04:00 committed by Simon Ser
parent d5530b26d7
commit 4a4da256dd
2 changed files with 72 additions and 39 deletions

View file

@ -38,6 +38,8 @@ struct wlr_gles2_tex_shader {
GLint invert_y;
GLint tex;
GLint alpha;
GLint pos_attrib;
GLint tex_attrib;
};
struct wlr_gles2_renderer {
@ -58,11 +60,14 @@ struct wlr_gles2_renderer {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
} quad;
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint tex_attrib;
} ellipse;
struct wlr_gles2_tex_shader tex_rgba;
struct wlr_gles2_tex_shader tex_rgbx;

View file

@ -14,6 +14,13 @@
#include <wlr/util/log.h>
#include "render/gles2.h"
static const GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
struct wlr_gles2_procs gles2_procs = {0};
static const struct wlr_renderer_impl renderer_impl;
@ -86,37 +93,6 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer,
POP_GLES2_DEBUG;
}
static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2) {
GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
GLfloat texcoord[] = {
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
static void draw_quad(void) {
draw_quad_with_texcoord(0, 0, 1, 1);
}
static bool gles2_render_subtexture_with_matrix(
struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *box, const float matrix[static 9],
@ -168,11 +144,27 @@ static bool gles2_render_subtexture_with_matrix(
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
GLfloat x1 = box->x / wlr_texture->width;
GLfloat y1 = box->y / wlr_texture->height;
GLfloat x2 = (box->x + box->width) / wlr_texture->width;
GLfloat y2 = (box->y + box->height) / wlr_texture->height;
draw_quad_with_texcoord(x1, y1, x2, y2);
const GLfloat x1 = box->x / wlr_texture->width;
const GLfloat y1 = box->y / wlr_texture->height;
const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
const GLfloat texcoord[] = {
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(shader->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture->target, 0);
@ -180,7 +172,6 @@ static bool gles2_render_subtexture_with_matrix(
return true;
}
static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
const float color[static 4], const float matrix[static 9]) {
struct wlr_gles2_renderer *renderer =
@ -196,7 +187,16 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
draw_quad();
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
POP_GLES2_DEBUG;
}
@ -210,12 +210,31 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
static const GLfloat texcoord[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.ellipse.program);
glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
draw_quad();
glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
GL_FALSE, 0, verts);
glVertexAttribPointer(renderer->shaders.ellipse.tex_attrib, 2, GL_FLOAT,
GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
glEnableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
glDisableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
POP_GLES2_DEBUG;
}
@ -725,6 +744,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.ellipse.program = prog =
link_program(quad_vertex_src, ellipse_fragment_src);
@ -733,6 +753,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgba.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgba);
@ -743,6 +765,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgbx);
@ -753,6 +777,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.egl_image_external_oes) {
renderer->shaders.tex_ext.program = prog =
@ -764,6 +790,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
}
POP_GLES2_DEBUG;