#include #include #include #include #include #include #include #include #include #include #include #include #include #include "render/gles2.h" #include "glapi.h" struct shaders shaders; static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) { *shader = GL_CALL(glCreateShader(type)); int len = strlen(src); GL_CALL(glShaderSource(*shader, 1, &src, &len)); GL_CALL(glCompileShader(*shader)); GLint success; GL_CALL(glGetShaderiv(*shader, GL_COMPILE_STATUS, &success)); if (success == GL_FALSE) { GLint loglen; GL_CALL(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen)); GLchar msg[loglen]; GL_CALL(glGetShaderInfoLog(*shader, loglen, &loglen, msg)); wlr_log(L_ERROR, "Shader compilation failed"); wlr_log(L_ERROR, "%s", msg); glDeleteShader(*shader); return false; } return true; } static bool compile_program(const GLchar *vert_src, const GLchar *frag_src, GLuint *program) { GLuint vertex, fragment; if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) { return false; } if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) { glDeleteShader(vertex); return false; } *program = GL_CALL(glCreateProgram()); GL_CALL(glAttachShader(*program, vertex)); GL_CALL(glAttachShader(*program, fragment)); GL_CALL(glLinkProgram(*program)); GLint success; GL_CALL(glGetProgramiv(*program, GL_LINK_STATUS, &success)); if (success == GL_FALSE) { GLint loglen; GL_CALL(glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &loglen)); GLchar msg[loglen]; GL_CALL(glGetProgramInfoLog(*program, loglen, &loglen, msg)); wlr_log(L_ERROR, "Program link failed"); wlr_log(L_ERROR, "%s", msg); glDeleteProgram(*program); glDeleteShader(vertex); glDeleteShader(fragment); return false; } glDetachShader(*program, vertex); glDetachShader(*program, fragment); glDeleteShader(vertex); glDeleteShader(fragment); return true; } static void init_default_shaders() { if (shaders.initialized) { return; } if (!compile_program(vertex_src, fragment_src_rgba, &shaders.rgba)) { goto error; } if (!compile_program(vertex_src, fragment_src_rgbx, &shaders.rgbx)) { goto error; } if (!compile_program(quad_vertex_src, quad_fragment_src, &shaders.quad)) { goto error; } if (!compile_program(quad_vertex_src, ellipse_fragment_src, &shaders.ellipse)) { goto error; } if (glEGLImageTargetTexture2DOES) { if (!compile_program(quad_vertex_src, fragment_src_external, &shaders.external)) { goto error; } } wlr_log(L_DEBUG, "Compiled default shaders"); shaders.initialized = true; return; error: wlr_log(L_ERROR, "Failed to set up default shaders!"); } static void init_globals() { init_default_shaders(); } static void wlr_gles2_begin(struct wlr_renderer *wlr_renderer, struct wlr_output *output) { GL_CALL(glViewport(0, 0, output->width, output->height)); // enable transparency GL_CALL(glEnable(GL_BLEND)); GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); // Note: maybe we should save output projection and remove some of the need // for users to sling matricies themselves } static void wlr_gles2_end(struct wlr_renderer *wlr_renderer) { // no-op } static void wlr_gles2_clear(struct wlr_renderer *wlr_renderer, float red, float green, float blue, float alpha) { glClearColor(red, green, blue, alpha); glClear(GL_COLOR_BUFFER_BIT); } static void wlr_gles2_scissor(struct wlr_renderer *wlr_renderer, struct wlr_box *box) { if (box != NULL) { glScissor(box->x, box->y, box->width, box->height); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } } static struct wlr_texture *wlr_gles2_texture_create( struct wlr_renderer *wlr_renderer) { struct wlr_gles2_renderer *renderer = (struct wlr_gles2_renderer *)wlr_renderer; return gles2_texture_create(renderer->egl); } static void draw_quad() { GLfloat verts[] = { 1, 0, // top right 0, 0, // top left 1, 1, // bottom right 0, 1, // bottom left }; GLfloat texcoord[] = { 1, 0, // top right 0, 0, // top left 1, 1, // bottom right 0, 1, // bottom left }; GL_CALL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts)); GL_CALL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord)); GL_CALL(glEnableVertexAttribArray(0)); GL_CALL(glEnableVertexAttribArray(1)); GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); GL_CALL(glDisableVertexAttribArray(0)); GL_CALL(glDisableVertexAttribArray(1)); } static bool wlr_gles2_render_texture(struct wlr_renderer *wlr_renderer, struct wlr_texture *texture, const float (*matrix)[16]) { if (!texture || !texture->valid) { wlr_log(L_ERROR, "attempt to render invalid texture"); return false; } wlr_texture_bind(texture); GL_CALL(glUniformMatrix4fv(0, 1, GL_FALSE, *matrix)); // TODO: source alpha from somewhere else I guess GL_CALL(glUniform1f(2, 1.0f)); draw_quad(); return true; } static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer, const float (*color)[4], const float (*matrix)[16]) { GL_CALL(glUseProgram(shaders.quad)); GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3])); draw_quad(); } static void wlr_gles2_render_ellipse(struct wlr_renderer *wlr_renderer, const float (*color)[4], const float (*matrix)[16]) { GL_CALL(glUseProgram(shaders.ellipse)); GL_CALL(glUniformMatrix4fv(0, 1, GL_TRUE, *matrix)); GL_CALL(glUniform4f(1, (*color)[0], (*color)[1], (*color)[2], (*color)[3])); draw_quad(); } static const enum wl_shm_format *wlr_gles2_formats( struct wlr_renderer *renderer, size_t *len) { static enum wl_shm_format formats[] = { WL_SHM_FORMAT_ARGB8888, WL_SHM_FORMAT_XRGB8888, WL_SHM_FORMAT_ABGR8888, WL_SHM_FORMAT_XBGR8888, }; *len = sizeof(formats) / sizeof(formats[0]); return formats; } static bool wlr_gles2_buffer_is_drm(struct wlr_renderer *wlr_renderer, struct wl_resource *buffer) { struct wlr_gles2_renderer *renderer = (struct wlr_gles2_renderer *)wlr_renderer; EGLint format; return wlr_egl_query_buffer(renderer->egl, buffer, EGL_TEXTURE_FORMAT, &format); } static void rgba_to_argb(uint32_t *data, size_t height, size_t stride) { size_t n = height*stride/4; for (size_t i = 0; i < n; ++i) { uint32_t v = data[i]; uint32_t rgb = (v & 0xffffff00) >> 8; uint32_t a = v & 0x000000ff; data[i] = rgb | (a << 24); } } static void wlr_gles2_read_pixels(struct wlr_renderer *wlr_renderer, int x, int y, int width, int height, void *out_data) { glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, out_data); rgba_to_argb(out_data, height, width*4); } static struct wlr_renderer_impl wlr_renderer_impl = { .begin = wlr_gles2_begin, .end = wlr_gles2_end, .clear = wlr_gles2_clear, .scissor = wlr_gles2_scissor, .texture_create = wlr_gles2_texture_create, .render_with_matrix = wlr_gles2_render_texture, .render_quad = wlr_gles2_render_quad, .render_ellipse = wlr_gles2_render_ellipse, .formats = wlr_gles2_formats, .buffer_is_drm = wlr_gles2_buffer_is_drm, .read_pixels = wlr_gles2_read_pixels, }; struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_backend *backend) { init_globals(); struct wlr_gles2_renderer *renderer; if (!(renderer = calloc(1, sizeof(struct wlr_gles2_renderer)))) { return NULL; } wlr_renderer_init(&renderer->wlr_renderer, &wlr_renderer_impl); renderer->egl = wlr_backend_get_egl(backend); return &renderer->wlr_renderer; }