#include #include #include #include #include #include #include "render/gles2.h" #include "types/wlr_matrix.h" #define MAX_QUADS 86 // 4kb static const struct wlr_render_pass_impl render_pass_impl; static struct wlr_gles2_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) { assert(wlr_pass->impl == &render_pass_impl); struct wlr_gles2_render_pass *pass = wl_container_of(wlr_pass, pass, base); return pass; } static bool render_pass_submit(struct wlr_render_pass *wlr_pass) { struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass); struct wlr_gles2_renderer *renderer = pass->buffer->renderer; struct wlr_gles2_render_timer *timer = pass->timer; push_gles2_debug(renderer); if (timer) { // clear disjoint flag GLint64 disjoint; renderer->procs.glGetInteger64vEXT(GL_GPU_DISJOINT_EXT, &disjoint); // set up the query renderer->procs.glQueryCounterEXT(timer->id, GL_TIMESTAMP_EXT); // get end-of-CPU-work time in GL time domain renderer->procs.glGetInteger64vEXT(GL_TIMESTAMP_EXT, &timer->gl_cpu_end); // get end-of-CPU-work time in CPU time domain clock_gettime(CLOCK_MONOTONIC, &timer->cpu_end); } glFlush(); glBindFramebuffer(GL_FRAMEBUFFER, 0); pop_gles2_debug(renderer); wlr_egl_restore_context(&pass->prev_ctx); wlr_buffer_unlock(pass->buffer->buffer); free(pass); return true; } static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib) { pixman_region32_t region; pixman_region32_init_rect(®ion, box->x, box->y, box->width, box->height); if (clip) { pixman_region32_intersect(®ion, ®ion, clip); } int rects_len; const pixman_box32_t *rects = pixman_region32_rectangles(®ion, &rects_len); if (rects_len == 0) { pixman_region32_fini(®ion); return; } glEnableVertexAttribArray(attrib); for (int i = 0; i < rects_len;) { int batch = rects_len - i < MAX_QUADS ? rects_len - i : MAX_QUADS; int batch_end = batch + i; size_t vert_index = 0; GLfloat verts[MAX_QUADS * 6 * 2]; for (; i < batch_end; i++) { const pixman_box32_t *rect = &rects[i]; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; } glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glDrawArrays(GL_TRIANGLES, 0, batch * 6); } glDisableVertexAttribArray(attrib); pixman_region32_fini(®ion); } static void set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box) { float gl_matrix[9]; wlr_matrix_identity(gl_matrix); wlr_matrix_translate(gl_matrix, box->x, box->y); wlr_matrix_scale(gl_matrix, box->width, box->height); wlr_matrix_multiply(gl_matrix, proj, gl_matrix); glUniformMatrix3fv(loc, 1, GL_FALSE, gl_matrix); } static void set_tex_matrix(GLint loc, enum wl_output_transform trans, const struct wlr_fbox *box) { float tex_matrix[9]; wlr_matrix_identity(tex_matrix); wlr_matrix_translate(tex_matrix, box->x, box->y); wlr_matrix_scale(tex_matrix, box->width, box->height); wlr_matrix_translate(tex_matrix, .5, .5); // since textures have a different origin point we have to transform // differently if we are rotating if (trans & WL_OUTPUT_TRANSFORM_90) { wlr_matrix_transform(tex_matrix, wlr_output_transform_invert(trans)); } else { wlr_matrix_transform(tex_matrix, trans); } wlr_matrix_translate(tex_matrix, -.5, -.5); glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix); } static void setup_blending(enum wlr_render_blend_mode mode) { switch (mode) { case WLR_RENDER_BLEND_MODE_PREMULTIPLIED: glEnable(GL_BLEND); break; case WLR_RENDER_BLEND_MODE_NONE: glDisable(GL_BLEND); break; } } static void render_pass_add_texture(struct wlr_render_pass *wlr_pass, const struct wlr_render_texture_options *options) { struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass); struct wlr_gles2_renderer *renderer = pass->buffer->renderer; struct wlr_gles2_texture *texture = gles2_get_texture(options->texture); struct wlr_gles2_tex_shader *shader = NULL; switch (texture->target) { case GL_TEXTURE_2D: if (texture->has_alpha) { shader = &renderer->shaders.tex_rgba; } else { shader = &renderer->shaders.tex_rgbx; } break; case GL_TEXTURE_EXTERNAL_OES: // EGL_EXT_image_dma_buf_import_modifiers requires // GL_OES_EGL_image_external assert(renderer->exts.OES_egl_image_external); shader = &renderer->shaders.tex_ext; break; default: abort(); } struct wlr_box dst_box; struct wlr_fbox src_fbox; wlr_render_texture_options_get_src_box(options, &src_fbox); wlr_render_texture_options_get_dst_box(options, &dst_box); float alpha = wlr_render_texture_options_get_alpha(options); src_fbox.x /= options->texture->width; src_fbox.y /= options->texture->height; src_fbox.width /= options->texture->width; src_fbox.height /= options->texture->height; push_gles2_debug(renderer); setup_blending(!texture->has_alpha && alpha == 1.0 ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode); glUseProgram(shader->program); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex); switch (options->filter_mode) { case WLR_SCALE_FILTER_BILINEAR: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case WLR_SCALE_FILTER_NEAREST: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; } glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box); set_tex_matrix(shader->tex_proj, options->transform, &src_fbox); render(&dst_box, options->clip, shader->pos_attrib); glBindTexture(texture->target, 0); pop_gles2_debug(renderer); } static void render_pass_add_rect(struct wlr_render_pass *wlr_pass, const struct wlr_render_rect_options *options) { struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass); struct wlr_gles2_renderer *renderer = pass->buffer->renderer; const struct wlr_render_color *color = &options->color; struct wlr_box box; wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); push_gles2_debug(renderer); setup_blending(color->a == 1.0 ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode); glUseProgram(renderer->shaders.quad.program); set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box); glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a); render(&box, options->clip, renderer->shaders.quad.pos_attrib); pop_gles2_debug(renderer); } static const struct wlr_render_pass_impl render_pass_impl = { .submit = render_pass_submit, .add_texture = render_pass_add_texture, .add_rect = render_pass_add_rect, }; static const char *reset_status_str(GLenum status) { switch (status) { case GL_GUILTY_CONTEXT_RESET_KHR: return "guilty"; case GL_INNOCENT_CONTEXT_RESET_KHR: return "innocent"; case GL_UNKNOWN_CONTEXT_RESET_KHR: return "unknown"; default: return ""; } } struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer, struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer) { struct wlr_gles2_renderer *renderer = buffer->renderer; struct wlr_buffer *wlr_buffer = buffer->buffer; if (renderer->procs.glGetGraphicsResetStatusKHR) { GLenum status = renderer->procs.glGetGraphicsResetStatusKHR(); if (status != GL_NO_ERROR) { wlr_log(WLR_ERROR, "GPU reset (%s)", reset_status_str(status)); wl_signal_emit_mutable(&renderer->wlr_renderer.events.lost, NULL); return NULL; } } GLint fbo = gles2_buffer_get_fbo(buffer); if (!fbo) { return NULL; } struct wlr_gles2_render_pass *pass = calloc(1, sizeof(*pass)); if (pass == NULL) { return NULL; } wlr_render_pass_init(&pass->base, &render_pass_impl); wlr_buffer_lock(wlr_buffer); pass->buffer = buffer; pass->timer = timer; pass->prev_ctx = *prev_ctx; matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height, WL_OUTPUT_TRANSFORM_FLIPPED_180); push_gles2_debug(renderer); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glViewport(0, 0, wlr_buffer->width, wlr_buffer->height); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_SCISSOR_TEST); pop_gles2_debug(renderer); return pass; }