gles2 renderer: introduce struct wlr_gles2_tex_shader

This commit is contained in:
NeKit 2018-06-13 13:43:01 +03:00
parent de91c55ea9
commit 6f29db1044
2 changed files with 20 additions and 46 deletions

View file

@ -25,6 +25,14 @@ struct wlr_gles2_pixel_format {
bool has_alpha; bool has_alpha;
}; };
struct wlr_gles2_tex_shader {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
};
struct wlr_gles2_renderer { struct wlr_gles2_renderer {
struct wlr_renderer wlr_renderer; struct wlr_renderer wlr_renderer;
@ -42,27 +50,9 @@ struct wlr_gles2_renderer {
GLint proj; GLint proj;
GLint color; GLint color;
} ellipse; } ellipse;
struct { struct wlr_gles2_tex_shader tex_rgba;
GLuint program; struct wlr_gles2_tex_shader tex_rgbx;
GLint proj; struct wlr_gles2_tex_shader tex_ext;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_rgba;
struct {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_rgbx;
struct {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_ext;
} shaders; } shaders;
uint32_t viewport_width, viewport_height; uint32_t viewport_width, viewport_height;

View file

@ -118,38 +118,22 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
struct wlr_gles2_texture *texture = struct wlr_gles2_texture *texture =
get_gles2_texture_in_context(wlr_texture); get_gles2_texture_in_context(wlr_texture);
GLuint prog = 0; struct wlr_gles2_tex_shader *shader = NULL;
GLenum target = 0; GLenum target = 0;
GLint proj_loc = 0;
GLint invert_y_loc = 0;
GLint tex_loc = 0;
GLint alpha_loc = 0;
switch (texture->type) { switch (texture->type) {
case WLR_GLES2_TEXTURE_GLTEX: case WLR_GLES2_TEXTURE_GLTEX:
case WLR_GLES2_TEXTURE_WL_DRM_GL: case WLR_GLES2_TEXTURE_WL_DRM_GL:
if (texture->has_alpha) { if (texture->has_alpha) {
prog = renderer->shaders.tex_rgba.program; shader = &renderer->shaders.tex_rgba;
proj_loc = renderer->shaders.tex_rgba.proj;
invert_y_loc = renderer->shaders.tex_rgba.invert_y;
tex_loc = renderer->shaders.tex_rgba.tex;
alpha_loc = renderer->shaders.tex_rgba.alpha;
} else { } else {
prog = renderer->shaders.tex_rgbx.program; shader = &renderer->shaders.tex_rgbx;
proj_loc = renderer->shaders.tex_rgbx.proj;
invert_y_loc = renderer->shaders.tex_rgbx.invert_y;
tex_loc = renderer->shaders.tex_rgbx.tex;
alpha_loc = renderer->shaders.tex_rgbx.alpha;
} }
target = GL_TEXTURE_2D; target = GL_TEXTURE_2D;
break; break;
case WLR_GLES2_TEXTURE_WL_DRM_EXT: case WLR_GLES2_TEXTURE_WL_DRM_EXT:
case WLR_GLES2_TEXTURE_DMABUF: case WLR_GLES2_TEXTURE_DMABUF:
prog = renderer->shaders.tex_ext.program; shader = &renderer->shaders.tex_ext;
proj_loc = renderer->shaders.tex_ext.proj;
invert_y_loc = renderer->shaders.tex_ext.invert_y;
tex_loc = renderer->shaders.tex_ext.tex;
alpha_loc = renderer->shaders.tex_ext.alpha;
target = GL_TEXTURE_EXTERNAL_OES; target = GL_TEXTURE_EXTERNAL_OES;
break; break;
} }
@ -169,12 +153,12 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUseProgram(prog); glUseProgram(shader->program);
glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, transposition);
glUniform1i(invert_y_loc, texture->inverted_y); glUniform1i(shader->invert_y, texture->inverted_y);
glUniform1f(alpha_loc, alpha); glUniform1i(shader->tex, 0);
glUniform1i(tex_loc, 0); glUniform1f(shader->alpha, alpha);
draw_quad(); draw_quad();