mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-12-22 18:09:49 +01:00
Fix GLES2 renderer to use glGetUniformLocations locations
This is needed as uniform locations are driver implementation-specific.
This commit is contained in:
parent
6f895081e1
commit
de91c55ea9
2 changed files with 108 additions and 37 deletions
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@ -32,11 +32,37 @@ struct wlr_gles2_renderer {
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const char *exts_str;
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struct {
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GLuint quad;
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GLuint ellipse;
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GLuint tex_rgba;
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GLuint tex_rgbx;
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GLuint tex_ext;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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} quad;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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} ellipse;
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struct {
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GLuint program;
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GLint proj;
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GLint invert_y;
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GLint tex;
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GLint alpha;
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} tex_rgba;
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struct {
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GLuint program;
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GLint proj;
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GLint invert_y;
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GLint tex;
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GLint alpha;
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} tex_rgbx;
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struct {
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GLuint program;
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GLint proj;
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GLint invert_y;
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GLint tex;
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GLint alpha;
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} tex_ext;
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} shaders;
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uint32_t viewport_width, viewport_height;
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@ -120,16 +120,36 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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GLuint prog = 0;
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GLenum target = 0;
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GLint proj_loc = 0;
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GLint invert_y_loc = 0;
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GLint tex_loc = 0;
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GLint alpha_loc = 0;
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switch (texture->type) {
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case WLR_GLES2_TEXTURE_GLTEX:
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case WLR_GLES2_TEXTURE_WL_DRM_GL:
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prog = texture->has_alpha ? renderer->shaders.tex_rgba :
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renderer->shaders.tex_rgbx;
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if (texture->has_alpha) {
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prog = renderer->shaders.tex_rgba.program;
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proj_loc = renderer->shaders.tex_rgba.proj;
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invert_y_loc = renderer->shaders.tex_rgba.invert_y;
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tex_loc = renderer->shaders.tex_rgba.tex;
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alpha_loc = renderer->shaders.tex_rgba.alpha;
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} else {
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prog = renderer->shaders.tex_rgbx.program;
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proj_loc = renderer->shaders.tex_rgbx.proj;
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invert_y_loc = renderer->shaders.tex_rgbx.invert_y;
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tex_loc = renderer->shaders.tex_rgbx.tex;
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alpha_loc = renderer->shaders.tex_rgbx.alpha;
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}
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target = GL_TEXTURE_2D;
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break;
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case WLR_GLES2_TEXTURE_WL_DRM_EXT:
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case WLR_GLES2_TEXTURE_DMABUF:
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prog = renderer->shaders.tex_ext;
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prog = renderer->shaders.tex_ext.program;
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proj_loc = renderer->shaders.tex_ext.proj;
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invert_y_loc = renderer->shaders.tex_ext.invert_y;
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tex_loc = renderer->shaders.tex_ext.tex;
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alpha_loc = renderer->shaders.tex_ext.alpha;
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target = GL_TEXTURE_EXTERNAL_OES;
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break;
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}
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@ -151,9 +171,10 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
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glUseProgram(prog);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform1i(1, texture->inverted_y);
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glUniform1f(3, alpha);
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glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition);
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glUniform1i(invert_y_loc, texture->inverted_y);
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glUniform1f(alpha_loc, alpha);
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glUniform1i(tex_loc, 0);
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draw_quad();
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@ -173,9 +194,10 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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wlr_matrix_transpose(transposition, matrix);
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PUSH_GLES2_DEBUG;
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glUseProgram(renderer->shaders.quad);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform4f(1, color[0], color[1], color[2], color[3]);
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glUseProgram(renderer->shaders.quad.program);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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draw_quad();
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POP_GLES2_DEBUG;
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}
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@ -191,9 +213,10 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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wlr_matrix_transpose(transposition, matrix);
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PUSH_GLES2_DEBUG;
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glUseProgram(renderer->shaders.ellipse);
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glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
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glUniform4f(1, color[0], color[1], color[2], color[3]);
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glUseProgram(renderer->shaders.ellipse.program);
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glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
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glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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draw_quad();
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POP_GLES2_DEBUG;
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}
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@ -313,11 +336,11 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
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PUSH_GLES2_DEBUG;
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glDeleteProgram(renderer->shaders.quad);
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glDeleteProgram(renderer->shaders.ellipse);
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glDeleteProgram(renderer->shaders.tex_rgba);
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glDeleteProgram(renderer->shaders.tex_rgbx);
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glDeleteProgram(renderer->shaders.tex_ext);
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.ellipse.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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POP_GLES2_DEBUG;
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if (glDebugMessageCallbackKHR) {
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@ -486,31 +509,53 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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PUSH_GLES2_DEBUG;
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renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src);
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if (!renderer->shaders.quad) {
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GLuint prog;
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renderer->shaders.quad.program = prog =
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link_program(quad_vertex_src, quad_fragment_src);
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if (!renderer->shaders.quad.program) {
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goto error;
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}
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renderer->shaders.ellipse =
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.ellipse.program = prog =
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link_program(quad_vertex_src, ellipse_fragment_src);
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if (!renderer->shaders.ellipse) {
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if (!renderer->shaders.ellipse.program) {
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goto error;
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}
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renderer->shaders.tex_rgba =
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renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
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renderer->shaders.tex_rgba.program = prog =
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link_program(tex_vertex_src, tex_fragment_src_rgba);
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if (!renderer->shaders.tex_rgba) {
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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}
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renderer->shaders.tex_rgbx =
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.program = prog =
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link_program(tex_vertex_src, tex_fragment_src_rgbx);
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if (!renderer->shaders.tex_rgbx) {
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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if (glEGLImageTargetTexture2DOES) {
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renderer->shaders.tex_ext =
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renderer->shaders.tex_ext.program = prog =
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link_program(tex_vertex_src, tex_fragment_src_external);
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if (!renderer->shaders.tex_ext) {
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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}
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POP_GLES2_DEBUG;
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@ -518,11 +563,11 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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return &renderer->wlr_renderer;
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error:
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glDeleteProgram(renderer->shaders.quad);
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glDeleteProgram(renderer->shaders.ellipse);
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glDeleteProgram(renderer->shaders.tex_rgba);
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glDeleteProgram(renderer->shaders.tex_rgbx);
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glDeleteProgram(renderer->shaders.tex_ext);
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.ellipse.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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POP_GLES2_DEBUG;
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