mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-11-12 16:35:58 +01:00
9119be1dd1
Since wlroots shaders only use one texture at a time (ie there is only one sampler2D variable in any shader), it is unnecessary to switch between active texture units at this time.
104 lines
3.8 KiB
C
104 lines
3.8 KiB
C
#include <stdint.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <wayland-util.h>
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#include <wayland-server-protocol.h>
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#include <wlr/render.h>
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#include <wlr/render/interface.h>
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#include <wlr/render/matrix.h>
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#include <wlr/util/log.h>
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#include "render/gles2.h"
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static bool gles2_surface_attach_pixels(struct wlr_surface_state *surface,
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enum wl_shm_format format, int stride, int width, int height,
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const unsigned char *pixels) {
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assert(surface);
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const struct pixel_format *fmt = gl_format_for_wl_format(format);
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if (!fmt || !fmt->gl_format) {
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wlr_log(L_ERROR, "No supported pixel format for this surface");
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return false;
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}
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surface->wlr_surface->width = width;
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surface->wlr_surface->height = height;
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surface->wlr_surface->format = format;
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surface->pixel_format = fmt;
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GL_CALL(glGenTextures(1, &surface->tex_id));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride));
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
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fmt->gl_format, fmt->gl_type, pixels));
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0));
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surface->wlr_surface->valid = true;
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return true;
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}
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static bool gles2_surface_attach_shm(struct wlr_surface_state *surface,
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uint32_t format, struct wl_shm_buffer *buffer) {
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const struct pixel_format *fmt = gl_format_for_wl_format(format);
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if (!fmt || !fmt->gl_format) {
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wlr_log(L_ERROR, "No supported pixel format for this surface");
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return false;
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}
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wl_shm_buffer_begin_access(buffer);
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uint8_t *pixels = wl_shm_buffer_get_data(buffer);
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int width = wl_shm_buffer_get_width(buffer);
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int height = wl_shm_buffer_get_height(buffer);
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int pitch = wl_shm_buffer_get_stride(buffer) / (fmt->bpp / 8);
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surface->wlr_surface->width = width;
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surface->wlr_surface->height = height;
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surface->wlr_surface->format = format;
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surface->pixel_format = fmt;
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GL_CALL(glGenTextures(1, &surface->tex_id));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, pitch));
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, fmt->gl_format, width, height, 0,
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fmt->gl_format, fmt->gl_type, pixels));
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surface->wlr_surface->valid = true;
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wl_shm_buffer_end_access(buffer);
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return true;
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}
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static void gles2_surface_get_matrix(struct wlr_surface_state *surface,
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float (*matrix)[16], const float (*projection)[16], int x, int y) {
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struct wlr_surface *_surface = surface->wlr_surface;
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float world[16];
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wlr_matrix_identity(matrix);
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wlr_matrix_translate(&world, x, y, 0);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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}
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static void gles2_surface_bind(struct wlr_surface_state *surface) {
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GL_CALL(glBindTexture(GL_TEXTURE_2D, surface->tex_id));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glUseProgram(*surface->pixel_format->shader));
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}
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static void gles2_surface_destroy(struct wlr_surface_state *surface) {
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wl_signal_emit(&surface->wlr_surface->destroy_signal, surface->wlr_surface);
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GL_CALL(glDeleteTextures(1, &surface->tex_id));
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free(surface);
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}
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static struct wlr_surface_impl wlr_surface_impl = {
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.attach_pixels = gles2_surface_attach_pixels,
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.attach_shm = gles2_surface_attach_shm,
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.get_matrix = gles2_surface_get_matrix,
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.bind = gles2_surface_bind,
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.destroy = gles2_surface_destroy,
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};
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struct wlr_surface *gles2_surface_init() {
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struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
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struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
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state->wlr_surface = surface;
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wl_signal_init(&surface->destroy_signal);
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return surface;
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}
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