#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "glapi.h" #include "render/gles2.h" static const struct wlr_renderer_impl renderer_impl; struct wlr_gles2_renderer *gles2_get_renderer( struct wlr_renderer *wlr_renderer) { assert(wlr_renderer->impl == &renderer_impl); return (struct wlr_gles2_renderer *)wlr_renderer; } struct wlr_gles2_renderer *gles2_get_renderer_in_context( struct wlr_renderer *wlr_renderer) { struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer); assert(eglGetCurrentContext() == renderer->egl->context); return renderer; } static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width, uint32_t height) { gles2_get_renderer_in_context(wlr_renderer); GLES2_DEBUG_PUSH; glViewport(0, 0, width, height); // enable transparency glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // XXX: maybe we should save output projection and remove some of the need // for users to sling matricies themselves GLES2_DEBUG_POP; } static void gles2_end(struct wlr_renderer *wlr_renderer) { gles2_get_renderer_in_context(wlr_renderer); // no-op } static void gles2_clear(struct wlr_renderer *wlr_renderer, const float color[static 4]) { gles2_get_renderer_in_context(wlr_renderer); GLES2_DEBUG_PUSH; glClearColor(color[0], color[1], color[2], color[3]); glClear(GL_COLOR_BUFFER_BIT); GLES2_DEBUG_POP; } static void gles2_scissor(struct wlr_renderer *wlr_renderer, struct wlr_box *box) { gles2_get_renderer_in_context(wlr_renderer); GLES2_DEBUG_PUSH; if (box != NULL) { glScissor(box->x, box->y, box->width, box->height); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } GLES2_DEBUG_POP; } 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 }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) { struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); struct wlr_gles2_texture *texture = gles2_get_texture_in_context(wlr_texture); GLuint prog; GLenum target; switch (texture->type) { case WLR_GLES2_TEXTURE_GLTEX: case WLR_GLES2_TEXTURE_WL_DRM_GL: prog = texture->has_alpha ? renderer->shaders.tex_rgba : renderer->shaders.tex_rgbx; target = GL_TEXTURE_2D; break; case WLR_GLES2_TEXTURE_WL_DRM_EXT: case WLR_GLES2_TEXTURE_DMABUF: prog = renderer->shaders.tex_ext; target = GL_TEXTURE_EXTERNAL_OES; break; } // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE float transposition[9]; wlr_matrix_transpose(transposition, matrix); GLES2_DEBUG_PUSH; GLuint tex_id = texture->type == WLR_GLES2_TEXTURE_GLTEX ? texture->gl_tex : texture->image_tex; glActiveTexture(GL_TEXTURE0); glBindTexture(target, tex_id); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glUseProgram(prog); glUniformMatrix3fv(0, 1, GL_FALSE, transposition); glUniform1i(1, texture->inverted_y); glUniform1f(3, alpha); draw_quad(); GLES2_DEBUG_POP; return true; } static void gles2_render_quad(struct wlr_renderer *wlr_renderer, const float color[static 4], const float matrix[static 9]) { struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE float transposition[9]; wlr_matrix_transpose(transposition, matrix); GLES2_DEBUG_PUSH; glUseProgram(renderer->shaders.quad); glUniformMatrix3fv(0, 1, GL_FALSE, transposition); glUniform4f(1, color[0], color[1], color[2], color[3]); draw_quad(); GLES2_DEBUG_POP; } static void gles2_render_ellipse(struct wlr_renderer *wlr_renderer, const float color[static 4], const float matrix[static 9]) { struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE float transposition[9]; wlr_matrix_transpose(transposition, matrix); GLES2_DEBUG_PUSH; glUseProgram(renderer->shaders.ellipse); glUniformMatrix3fv(0, 1, GL_FALSE, transposition); glUniform4f(1, color[0], color[1], color[2], color[3]); draw_quad(); GLES2_DEBUG_POP; } static const enum wl_shm_format *gles2_renderer_formats( struct wlr_renderer *wlr_renderer, size_t *len) { return gles2_formats(len); } static bool gles2_resource_is_wl_drm_buffer(struct wlr_renderer *wlr_renderer, struct wl_resource *resource) { struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); if (!eglQueryWaylandBufferWL) { return false; } EGLint fmt; return eglQueryWaylandBufferWL(renderer->egl->display, resource, EGL_TEXTURE_FORMAT, &fmt); } static void gles2_wl_drm_buffer_get_size(struct wlr_renderer *wlr_renderer, struct wl_resource *buffer, int *width, int *height) { struct wlr_gles2_renderer *renderer = gles2_get_renderer_in_context(wlr_renderer); if (!eglQueryWaylandBufferWL) { return; } eglQueryWaylandBufferWL(renderer->egl->display, buffer, EGL_WIDTH, width); eglQueryWaylandBufferWL(renderer->egl->display, buffer, EGL_HEIGHT, height); } static bool gles2_read_pixels(struct wlr_renderer *wlr_renderer, enum wl_shm_format wl_fmt, uint32_t stride, uint32_t width, uint32_t height, uint32_t src_x, uint32_t src_y, uint32_t dst_x, uint32_t dst_y, void *data) { gles2_get_renderer_in_context(wlr_renderer); const struct gles2_pixel_format *fmt = gles2_format_from_wl(wl_fmt); if (fmt == NULL) { wlr_log(L_ERROR, "Cannot read pixels: unsupported pixel format"); return false; } GLES2_DEBUG_PUSH; // Make sure any pending drawing is finished before we try to read it glFinish(); // Unfortunately GLES2 doesn't support GL_PACK_*, so we have to read // the lines out row by row unsigned char *p = data + dst_y * stride; for (size_t i = src_y; i < src_y + height; ++i) { glReadPixels(src_x, src_y + height - i - 1, width, 1, fmt->gl_format, fmt->gl_type, p + i * stride + dst_x * fmt->bpp / 8); } GLES2_DEBUG_POP; return true; } static bool gles2_format_supported(struct wlr_renderer *r, enum wl_shm_format wl_fmt) { return gles2_format_from_wl(wl_fmt) != NULL; } static void gles2_destroy(struct wlr_renderer *wlr_renderer) { struct wlr_gles2_renderer *renderer = gles2_get_renderer(wlr_renderer); wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL); GLES2_DEBUG_PUSH; glDeleteProgram(renderer->shaders.quad); glDeleteProgram(renderer->shaders.ellipse); glDeleteProgram(renderer->shaders.tex_rgba); glDeleteProgram(renderer->shaders.tex_rgbx); glDeleteProgram(renderer->shaders.tex_ext); GLES2_DEBUG_POP; if (glDebugMessageCallbackKHR) { glDisable(GL_DEBUG_OUTPUT_KHR); glDebugMessageCallbackKHR(NULL, NULL); } free(renderer); } static const struct wlr_renderer_impl renderer_impl = { .destroy = gles2_destroy, .begin = gles2_begin, .end = gles2_end, .clear = gles2_clear, .scissor = gles2_scissor, .render_texture_with_matrix = gles2_render_texture_with_matrix, .render_quad = gles2_render_quad, .render_ellipse = gles2_render_ellipse, .formats = gles2_renderer_formats, .resource_is_wl_drm_buffer = gles2_resource_is_wl_drm_buffer, .wl_drm_buffer_get_size = gles2_wl_drm_buffer_get_size, .read_pixels = gles2_read_pixels, .format_supported = gles2_format_supported, .texture_from_pixels = gles2_texture_from_pixels, .texture_from_wl_drm = gles2_texture_from_wl_drm, .texture_from_dmabuf = gles2_texture_from_dmabuf, }; void gles2_push_marker(const char *file, const char *func) { if (!glPushDebugGroupKHR) { return; } int len = snprintf(NULL, 0, "%s:%s", file, func) + 1; char str[len]; snprintf(str, len, "%s:%s", file, func); glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION_KHR, 1, -1, str); } void gles2_pop_marker(void) { if (glPopDebugGroupKHR) { glPopDebugGroupKHR(); } } static log_importance_t gles2_log_importance_to_wlr(GLenum type) { switch (type) { case GL_DEBUG_TYPE_ERROR_KHR: return L_ERROR; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR: return L_DEBUG; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR: return L_ERROR; case GL_DEBUG_TYPE_PORTABILITY_KHR: return L_DEBUG; case GL_DEBUG_TYPE_PERFORMANCE_KHR: return L_DEBUG; case GL_DEBUG_TYPE_OTHER_KHR: return L_INFO; case GL_DEBUG_TYPE_MARKER_KHR: return L_DEBUG; case GL_DEBUG_TYPE_PUSH_GROUP_KHR: return L_DEBUG; case GL_DEBUG_TYPE_POP_GROUP_KHR: return L_DEBUG; default: return L_INFO; } } static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity, GLsizei len, const GLchar *msg, const void *user) { _wlr_log(gles2_log_importance_to_wlr(type), "[GLES2] %s", msg); } static GLuint compile_shader(GLuint type, const GLchar *src) { GLES2_DEBUG_PUSH; GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &src, NULL); glCompileShader(shader); GLint ok; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok == GL_FALSE) { glDeleteShader(shader); shader = 0; } GLES2_DEBUG_POP; return shader; } static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { GLES2_DEBUG_PUSH; GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); if (!vert) { goto error; } GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); if (!frag) { glDeleteShader(vert); goto error; } GLuint prog = glCreateProgram(); glAttachShader(prog, vert); glAttachShader(prog, frag); glLinkProgram(prog); glDetachShader(prog, vert); glDetachShader(prog, frag); glDeleteShader(vert); glDeleteShader(frag); GLint ok; glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (ok == GL_FALSE) { glDeleteProgram(prog); goto error; } GLES2_DEBUG_POP; return prog; error: GLES2_DEBUG_POP; return 0; } extern const GLchar quad_vertex_src[]; extern const GLchar quad_fragment_src[]; extern const GLchar ellipse_fragment_src[]; extern const GLchar tex_vertex_src[]; extern const GLchar tex_fragment_src_rgba[]; extern const GLchar tex_fragment_src_rgbx[]; extern const GLchar tex_fragment_src_external[]; struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_backend *backend) { struct wlr_gles2_renderer *renderer = calloc(1, sizeof(struct wlr_gles2_renderer)); if (renderer == NULL) { return NULL; } wlr_renderer_init(&renderer->wlr_renderer, &renderer_impl); renderer->egl = wlr_backend_get_egl(backend); wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL); if (glDebugMessageCallbackKHR && glDebugMessageControlKHR) { glEnable(GL_DEBUG_OUTPUT_KHR); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR); glDebugMessageCallbackKHR(gles2_log, NULL); // Silence unwanted message types glDebugMessageControlKHR(GL_DONT_CARE, GL_DEBUG_TYPE_POP_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE); glDebugMessageControlKHR(GL_DONT_CARE, GL_DEBUG_TYPE_PUSH_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE); } GLES2_DEBUG_PUSH; renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src); if (!renderer->shaders.quad) { goto error; } renderer->shaders.ellipse = link_program(quad_vertex_src, ellipse_fragment_src); if (!renderer->shaders.ellipse) { goto error; } renderer->shaders.tex_rgba = link_program(tex_vertex_src, tex_fragment_src_rgba); if (!renderer->shaders.tex_rgba) { goto error; } renderer->shaders.tex_rgbx = link_program(tex_vertex_src, tex_fragment_src_rgbx); if (!renderer->shaders.tex_rgbx) { goto error; } if (glEGLImageTargetTexture2DOES) { renderer->shaders.tex_ext = link_program(tex_vertex_src, tex_fragment_src_external); if (!renderer->shaders.tex_ext) { goto error; } } GLES2_DEBUG_POP; return &renderer->wlr_renderer; error: glDeleteProgram(renderer->shaders.quad); glDeleteProgram(renderer->shaders.ellipse); glDeleteProgram(renderer->shaders.tex_rgba); glDeleteProgram(renderer->shaders.tex_rgbx); glDeleteProgram(renderer->shaders.tex_ext); GLES2_DEBUG_POP; if (glDebugMessageCallbackKHR) { glDisable(GL_DEBUG_OUTPUT_KHR); glDebugMessageCallbackKHR(NULL, NULL); } free(renderer); return NULL; }