Fix GLES2 renderer to use glGetUniformLocations locations

This is needed as uniform locations are driver implementation-specific.
This commit is contained in:
NeKit 2018-06-03 01:20:09 +03:00
parent 6f895081e1
commit de91c55ea9
2 changed files with 108 additions and 37 deletions

View file

@ -32,11 +32,37 @@ struct wlr_gles2_renderer {
const char *exts_str; const char *exts_str;
struct { struct {
GLuint quad; struct {
GLuint ellipse; GLuint program;
GLuint tex_rgba; GLint proj;
GLuint tex_rgbx; GLint color;
GLuint tex_ext; } quad;
struct {
GLuint program;
GLint proj;
GLint color;
} ellipse;
struct {
GLuint program;
GLint proj;
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

@ -120,16 +120,36 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
GLuint prog = 0; GLuint prog = 0;
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:
prog = texture->has_alpha ? renderer->shaders.tex_rgba : if (texture->has_alpha) {
renderer->shaders.tex_rgbx; prog = renderer->shaders.tex_rgba.program;
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 {
prog = renderer->shaders.tex_rgbx.program;
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; prog = renderer->shaders.tex_ext.program;
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;
} }
@ -151,9 +171,10 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
glUseProgram(prog); glUseProgram(prog);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition); glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition);
glUniform1i(1, texture->inverted_y); glUniform1i(invert_y_loc, texture->inverted_y);
glUniform1f(3, alpha); glUniform1f(alpha_loc, alpha);
glUniform1i(tex_loc, 0);
draw_quad(); draw_quad();
@ -173,9 +194,10 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
wlr_matrix_transpose(transposition, matrix); wlr_matrix_transpose(transposition, matrix);
PUSH_GLES2_DEBUG; PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.quad); glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
glUniform4f(1, color[0], color[1], color[2], color[3]); glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
draw_quad(); draw_quad();
POP_GLES2_DEBUG; POP_GLES2_DEBUG;
} }
@ -191,9 +213,10 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
wlr_matrix_transpose(transposition, matrix); wlr_matrix_transpose(transposition, matrix);
PUSH_GLES2_DEBUG; PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.ellipse); glUseProgram(renderer->shaders.ellipse.program);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
glUniform4f(1, color[0], color[1], color[2], color[3]); glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
draw_quad(); draw_quad();
POP_GLES2_DEBUG; POP_GLES2_DEBUG;
} }
@ -313,11 +336,11 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL); wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
PUSH_GLES2_DEBUG; PUSH_GLES2_DEBUG;
glDeleteProgram(renderer->shaders.quad); glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.ellipse); glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba); glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx); glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext); glDeleteProgram(renderer->shaders.tex_ext.program);
POP_GLES2_DEBUG; POP_GLES2_DEBUG;
if (glDebugMessageCallbackKHR) { if (glDebugMessageCallbackKHR) {
@ -486,31 +509,53 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
PUSH_GLES2_DEBUG; PUSH_GLES2_DEBUG;
renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src); GLuint prog;
if (!renderer->shaders.quad) { renderer->shaders.quad.program = prog =
link_program(quad_vertex_src, quad_fragment_src);
if (!renderer->shaders.quad.program) {
goto error; goto error;
} }
renderer->shaders.ellipse = renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.ellipse.program = prog =
link_program(quad_vertex_src, ellipse_fragment_src); link_program(quad_vertex_src, ellipse_fragment_src);
if (!renderer->shaders.ellipse) { if (!renderer->shaders.ellipse.program) {
goto error; goto error;
} }
renderer->shaders.tex_rgba = renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
renderer->shaders.tex_rgba.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgba); link_program(tex_vertex_src, tex_fragment_src_rgba);
if (!renderer->shaders.tex_rgba) { if (!renderer->shaders.tex_rgba.program) {
goto error; goto error;
} }
renderer->shaders.tex_rgbx = renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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_rgbx.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgbx); link_program(tex_vertex_src, tex_fragment_src_rgbx);
if (!renderer->shaders.tex_rgbx) { if (!renderer->shaders.tex_rgbx.program) {
goto error; goto error;
} }
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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");
if (glEGLImageTargetTexture2DOES) { if (glEGLImageTargetTexture2DOES) {
renderer->shaders.tex_ext = renderer->shaders.tex_ext.program = prog =
link_program(tex_vertex_src, tex_fragment_src_external); link_program(tex_vertex_src, tex_fragment_src_external);
if (!renderer->shaders.tex_ext) { if (!renderer->shaders.tex_ext.program) {
goto error; goto error;
} }
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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");
} }
POP_GLES2_DEBUG; POP_GLES2_DEBUG;
@ -518,11 +563,11 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
return &renderer->wlr_renderer; return &renderer->wlr_renderer;
error: error:
glDeleteProgram(renderer->shaders.quad); glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.ellipse); glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba); glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx); glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext); glDeleteProgram(renderer->shaders.tex_ext.program);
POP_GLES2_DEBUG; POP_GLES2_DEBUG;