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Diffstat (limited to 'src/gl-renderer.c')
-rw-r--r-- | src/gl-renderer.c | 1865 |
1 files changed, 1865 insertions, 0 deletions
diff --git a/src/gl-renderer.c b/src/gl-renderer.c new file mode 100644 index 00000000..ae69f220 --- /dev/null +++ b/src/gl-renderer.c @@ -0,0 +1,1865 @@ +/* + * Copyright © 2012 Intel Corporation + * + * Permission to use, copy, modify, distribute, and sell this software and + * its documentation for any purpose is hereby granted without fee, provided + * that the above copyright notice appear in all copies and that both that + * copyright notice and this permission notice appear in supporting + * documentation, and that the name of the copyright holders not be used in + * advertising or publicity pertaining to distribution of the software + * without specific, written prior permission. The copyright holders make + * no representations about the suitability of this software for any + * purpose. It is provided "as is" without express or implied warranty. + * + * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS + * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND + * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY + * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER + * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF + * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN + * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#include "config.h" + +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> + +#include <stdlib.h> +#include <string.h> +#include <ctype.h> +#include <float.h> +#include <assert.h> +#include <linux/input.h> + +#include "gl-renderer.h" +#include "vertex-clipping.h" + +#include <EGL/eglext.h> +#include "weston-egl-ext.h" + +struct gl_shader { + GLuint program; + GLuint vertex_shader, fragment_shader; + GLint proj_uniform; + GLint tex_uniforms[3]; + GLint alpha_uniform; + GLint color_uniform; + const char *vertex_source, *fragment_source; +}; + +#define BUFFER_DAMAGE_COUNT 2 + +struct gl_output_state { + EGLSurface egl_surface; + pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT]; +}; + +enum buffer_type { + BUFFER_TYPE_NULL, + BUFFER_TYPE_SHM, + BUFFER_TYPE_EGL +}; + +struct gl_surface_state { + GLfloat color[4]; + struct gl_shader *shader; + + GLuint textures[3]; + int num_textures; + int needs_full_upload; + pixman_region32_t texture_damage; + + EGLImageKHR images[3]; + GLenum target; + int num_images; + + struct weston_buffer_reference buffer_ref; + enum buffer_type buffer_type; + int pitch; /* in pixels */ + int height; /* in pixels */ + int y_inverted; +}; + +struct gl_renderer { + struct weston_renderer base; + int fragment_shader_debug; + int fan_debug; + + EGLDisplay egl_display; + EGLContext egl_context; + EGLConfig egl_config; + + struct { + int32_t top, bottom, left, right; + GLuint texture; + int32_t width, height; + } border; + + struct wl_array vertices; + struct wl_array indices; /* only used in compositor-wayland */ + struct wl_array vtxcnt; + + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d; + PFNEGLCREATEIMAGEKHRPROC create_image; + PFNEGLDESTROYIMAGEKHRPROC destroy_image; + + int has_unpack_subimage; + + PFNEGLBINDWAYLANDDISPLAYWL bind_display; + PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display; + PFNEGLQUERYWAYLANDBUFFERWL query_buffer; + int has_bind_display; + + int has_egl_image_external; + + int has_egl_buffer_age; + + struct gl_shader texture_shader_rgba; + struct gl_shader texture_shader_rgbx; + struct gl_shader texture_shader_egl_external; + struct gl_shader texture_shader_y_uv; + struct gl_shader texture_shader_y_u_v; + struct gl_shader texture_shader_y_xuxv; + struct gl_shader invert_color_shader; + struct gl_shader solid_shader; + struct gl_shader *current_shader; +}; + +static inline struct gl_output_state * +get_output_state(struct weston_output *output) +{ + return (struct gl_output_state *)output->renderer_state; +} + +static inline struct gl_surface_state * +get_surface_state(struct weston_surface *surface) +{ + return (struct gl_surface_state *)surface->renderer_state; +} + +static inline struct gl_renderer * +get_renderer(struct weston_compositor *ec) +{ + return (struct gl_renderer *)ec->renderer; +} + +static const char * +egl_error_string(EGLint code) +{ +#define MYERRCODE(x) case x: return #x; + switch (code) { + MYERRCODE(EGL_SUCCESS) + MYERRCODE(EGL_NOT_INITIALIZED) + MYERRCODE(EGL_BAD_ACCESS) + MYERRCODE(EGL_BAD_ALLOC) + MYERRCODE(EGL_BAD_ATTRIBUTE) + MYERRCODE(EGL_BAD_CONTEXT) + MYERRCODE(EGL_BAD_CONFIG) + MYERRCODE(EGL_BAD_CURRENT_SURFACE) + MYERRCODE(EGL_BAD_DISPLAY) + MYERRCODE(EGL_BAD_SURFACE) + MYERRCODE(EGL_BAD_MATCH) + MYERRCODE(EGL_BAD_PARAMETER) + MYERRCODE(EGL_BAD_NATIVE_PIXMAP) + MYERRCODE(EGL_BAD_NATIVE_WINDOW) + MYERRCODE(EGL_CONTEXT_LOST) + default: + return "unknown"; + } +#undef MYERRCODE +} + +WL_EXPORT void +gl_renderer_print_egl_error_state(void) +{ + EGLint code; + + code = eglGetError(); + weston_log("EGL error state: %s (0x%04lx)\n", + egl_error_string(code), (long)code); +} + +#define max(a, b) (((a) > (b)) ? (a) : (b)) +#define min(a, b) (((a) > (b)) ? (b) : (a)) + +/* + * Compute the boundary vertices of the intersection of the global coordinate + * aligned rectangle 'rect', and an arbitrary quadrilateral produced from + * 'surf_rect' when transformed from surface coordinates into global coordinates. + * The vertices are written to 'ex' and 'ey', and the return value is the + * number of vertices. Vertices are produced in clockwise winding order. + * Guarantees to produce either zero vertices, or 3-8 vertices with non-zero + * polygon area. + */ +static int +calculate_edges(struct weston_surface *es, pixman_box32_t *rect, + pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey) +{ + + struct clip_context ctx; + int i, n; + GLfloat min_x, max_x, min_y, max_y; + struct polygon8 surf = { + { surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 }, + { surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 }, + 4 + }; + + ctx.clip.x1 = rect->x1; + ctx.clip.y1 = rect->y1; + ctx.clip.x2 = rect->x2; + ctx.clip.y2 = rect->y2; + + /* transform surface to screen space: */ + for (i = 0; i < surf.n; i++) + weston_surface_to_global_float(es, surf.x[i], surf.y[i], + &surf.x[i], &surf.y[i]); + + /* find bounding box: */ + min_x = max_x = surf.x[0]; + min_y = max_y = surf.y[0]; + + for (i = 1; i < surf.n; i++) { + min_x = min(min_x, surf.x[i]); + max_x = max(max_x, surf.x[i]); + min_y = min(min_y, surf.y[i]); + max_y = max(max_y, surf.y[i]); + } + + /* First, simple bounding box check to discard early transformed + * surface rects that do not intersect with the clip region: + */ + if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) || + (min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1)) + return 0; + + /* Simple case, bounding box edges are parallel to surface edges, + * there will be only four edges. We just need to clip the surface + * vertices to the clip rect bounds: + */ + if (!es->transform.enabled) { + return clip_simple(&ctx, &surf, ex, ey); + } + + /* Transformed case: use a general polygon clipping algorithm to + * clip the surface rectangle with each side of 'rect'. + * The algorithm is Sutherland-Hodgman, as explained in + * http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm + * but without looking at any of that code. + */ + n = clip_transformed(&ctx, &surf, ex, ey); + + if (n < 3) + return 0; + + return n; +} + +static int +texture_region(struct weston_surface *es, pixman_region32_t *region, + pixman_region32_t *surf_region) +{ + struct gl_surface_state *gs = get_surface_state(es); + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + GLfloat *v, inv_width, inv_height; + unsigned int *vtxcnt, nvtx = 0; + pixman_box32_t *rects, *surf_rects; + int i, j, k, nrects, nsurf; + + rects = pixman_region32_rectangles(region, &nrects); + surf_rects = pixman_region32_rectangles(surf_region, &nsurf); + + /* worst case we can have 8 vertices per rect (ie. clipped into + * an octagon): + */ + v = wl_array_add(&gr->vertices, nrects * nsurf * 8 * 4 * sizeof *v); + vtxcnt = wl_array_add(&gr->vtxcnt, nrects * nsurf * sizeof *vtxcnt); + + inv_width = 1.0 / gs->pitch; + inv_height = 1.0 / gs->height; + + for (i = 0; i < nrects; i++) { + pixman_box32_t *rect = &rects[i]; + for (j = 0; j < nsurf; j++) { + pixman_box32_t *surf_rect = &surf_rects[j]; + GLfloat sx, sy, bx, by; + GLfloat ex[8], ey[8]; /* edge points in screen space */ + int n; + + /* The transformed surface, after clipping to the clip region, + * can have as many as eight sides, emitted as a triangle-fan. + * The first vertex in the triangle fan can be chosen arbitrarily, + * since the area is guaranteed to be convex. + * + * If a corner of the transformed surface falls outside of the + * clip region, instead of emitting one vertex for the corner + * of the surface, up to two are emitted for two corresponding + * intersection point(s) between the surface and the clip region. + * + * To do this, we first calculate the (up to eight) points that + * form the intersection of the clip rect and the transformed + * surface. + */ + n = calculate_edges(es, rect, surf_rect, ex, ey); + if (n < 3) + continue; + + /* emit edge points: */ + for (k = 0; k < n; k++) { + weston_surface_from_global_float(es, ex[k], ey[k], &sx, &sy); + /* position: */ + *(v++) = ex[k]; + *(v++) = ey[k]; + /* texcoord: */ + weston_surface_to_buffer_float(es, sx, sy, + &bx, &by); + *(v++) = bx * inv_width; + if (gs->y_inverted) { + *(v++) = by * inv_height; + } else { + *(v++) = (gs->height - by) * inv_height; + } + } + + vtxcnt[nvtx++] = n; + } + } + + return nvtx; +} + +static void +triangle_fan_debug(struct weston_surface *surface, int first, int count) +{ + struct weston_compositor *compositor = surface->compositor; + struct gl_renderer *gr = get_renderer(compositor); + int i; + GLushort *buffer; + GLushort *index; + int nelems; + static int color_idx = 0; + static const GLfloat color[][4] = { + { 1.0, 0.0, 0.0, 1.0 }, + { 0.0, 1.0, 0.0, 1.0 }, + { 0.0, 0.0, 1.0, 1.0 }, + { 1.0, 1.0, 1.0, 1.0 }, + }; + + nelems = (count - 1 + count - 2) * 2; + + buffer = malloc(sizeof(GLushort) * nelems); + index = buffer; + + for (i = 1; i < count; i++) { + *index++ = first; + *index++ = first + i; + } + + for (i = 2; i < count; i++) { + *index++ = first + i - 1; + *index++ = first + i; + } + + glUseProgram(gr->solid_shader.program); + glUniform4fv(gr->solid_shader.color_uniform, 1, + color[color_idx++ % ARRAY_LENGTH(color)]); + glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer); + glUseProgram(gr->current_shader->program); + free(buffer); +} + +static void +repaint_region(struct weston_surface *es, pixman_region32_t *region, + pixman_region32_t *surf_region) +{ + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + GLfloat *v; + unsigned int *vtxcnt; + int i, first, nfans; + + /* The final region to be painted is the intersection of + * 'region' and 'surf_region'. However, 'region' is in the global + * coordinates, and 'surf_region' is in the surface-local + * coordinates. texture_region() will iterate over all pairs of + * rectangles from both regions, compute the intersection + * polygon for each pair, and store it as a triangle fan if + * it has a non-zero area (at least 3 vertices1, actually). + */ + nfans = texture_region(es, region, surf_region); + + v = gr->vertices.data; + vtxcnt = gr->vtxcnt.data; + + /* position: */ + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); + glEnableVertexAttribArray(0); + + /* texcoord: */ + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]); + glEnableVertexAttribArray(1); + + for (i = 0, first = 0; i < nfans; i++) { + glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]); + if (gr->fan_debug) + triangle_fan_debug(es, first, vtxcnt[i]); + first += vtxcnt[i]; + } + + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); + + gr->vertices.size = 0; + gr->vtxcnt.size = 0; +} + +static int +use_output(struct weston_output *output) +{ + static int errored; + struct gl_output_state *go = get_output_state(output); + struct gl_renderer *gr = get_renderer(output->compositor); + EGLBoolean ret; + + ret = eglMakeCurrent(gr->egl_display, go->egl_surface, + go->egl_surface, gr->egl_context); + + if (ret == EGL_FALSE) { + if (errored) + return -1; + errored = 1; + weston_log("Failed to make EGL context current.\n"); + gl_renderer_print_egl_error_state(); + return -1; + } + + return 0; +} + +static int +shader_init(struct gl_shader *shader, struct gl_renderer *gr, + const char *vertex_source, const char *fragment_source); + +static void +use_shader(struct gl_renderer *gr, struct gl_shader *shader) +{ + if (!shader->program) { + int ret; + + ret = shader_init(shader, gr, + shader->vertex_source, + shader->fragment_source); + + if (ret < 0) + weston_log("warning: failed to compile shader\n"); + } + + if (gr->current_shader == shader) + return; + glUseProgram(shader->program); + gr->current_shader = shader; +} + +static void +shader_uniforms(struct gl_shader *shader, + struct weston_surface *surface, + struct weston_output *output) +{ + int i; + struct gl_surface_state *gs = get_surface_state(surface); + + glUniformMatrix4fv(shader->proj_uniform, + 1, GL_FALSE, output->matrix.d); + glUniform4fv(shader->color_uniform, 1, gs->color); + glUniform1f(shader->alpha_uniform, surface->alpha); + + for (i = 0; i < gs->num_textures; i++) + glUniform1i(shader->tex_uniforms[i], i); +} + +static void +draw_surface(struct weston_surface *es, struct weston_output *output, + pixman_region32_t *damage) /* in global coordinates */ +{ + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_surface_state *gs = get_surface_state(es); + /* repaint bounding region in global coordinates: */ + pixman_region32_t repaint; + /* non-opaque region in surface coordinates: */ + pixman_region32_t surface_blend; + GLint filter; + int i; + + pixman_region32_init(&repaint); + pixman_region32_intersect(&repaint, + &es->transform.boundingbox, damage); + pixman_region32_subtract(&repaint, &repaint, &es->clip); + + if (!pixman_region32_not_empty(&repaint)) + goto out; + + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + + if (gr->fan_debug) { + use_shader(gr, &gr->solid_shader); + shader_uniforms(&gr->solid_shader, es, output); + } + + use_shader(gr, gs->shader); + shader_uniforms(gs->shader, es, output); + + if (es->transform.enabled || output->zoom.active || output->current_scale != es->buffer_scale) + filter = GL_LINEAR; + else + filter = GL_NEAREST; + + for (i = 0; i < gs->num_textures; i++) { + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(gs->target, gs->textures[i]); + glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter); + } + + /* blended region is whole surface minus opaque region: */ + pixman_region32_init_rect(&surface_blend, 0, 0, + es->geometry.width, es->geometry.height); + pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque); + + if (pixman_region32_not_empty(&es->opaque)) { + if (gs->shader == &gr->texture_shader_rgba) { + /* Special case for RGBA textures with possibly + * bad data in alpha channel: use the shader + * that forces texture alpha = 1.0. + * Xwayland surfaces need this. + */ + use_shader(gr, &gr->texture_shader_rgbx); + shader_uniforms(&gr->texture_shader_rgbx, es, output); + } + + if (es->alpha < 1.0) + glEnable(GL_BLEND); + else + glDisable(GL_BLEND); + + repaint_region(es, &repaint, &es->opaque); + } + + if (pixman_region32_not_empty(&surface_blend)) { + use_shader(gr, gs->shader); + glEnable(GL_BLEND); + repaint_region(es, &repaint, &surface_blend); + } + + pixman_region32_fini(&surface_blend); + +out: + pixman_region32_fini(&repaint); +} + +static void +repaint_surfaces(struct weston_output *output, pixman_region32_t *damage) +{ + struct weston_compositor *compositor = output->compositor; + struct weston_surface *surface; + + wl_list_for_each_reverse(surface, &compositor->surface_list, link) + if (surface->plane == &compositor->primary_plane) + draw_surface(surface, output, damage); +} + + +static int +texture_border(struct weston_output *output) +{ + struct weston_compositor *ec = output->compositor; + struct gl_renderer *gr = get_renderer(ec); + GLfloat *d; + unsigned short *p; + int i, j, k, n; + GLfloat x[4], y[4], u[4], v[4]; + + x[0] = -gr->border.left; + x[1] = 0; + x[2] = output->current_mode->width; + x[3] = output->current_mode->width + gr->border.right; + + y[0] = -gr->border.top; + y[1] = 0; + y[2] = output->current_mode->height; + y[3] = output->current_mode->height + gr->border.bottom; + + u[0] = 0.0; + u[1] = (GLfloat) gr->border.left / gr->border.width; + u[2] = (GLfloat) (gr->border.width - gr->border.right) / gr->border.width; + u[3] = 1.0; + + v[0] = 0.0; + v[1] = (GLfloat) gr->border.top / gr->border.height; + v[2] = (GLfloat) (gr->border.height - gr->border.bottom) / gr->border.height; + v[3] = 1.0; + + n = 8; + d = wl_array_add(&gr->vertices, n * 16 * sizeof *d); + p = wl_array_add(&gr->indices, n * 6 * sizeof *p); + + k = 0; + for (i = 0; i < 3; i++) + for (j = 0; j < 3; j++) { + + if (i == 1 && j == 1) + continue; + + d[ 0] = x[i]; + d[ 1] = y[j]; + d[ 2] = u[i]; + d[ 3] = v[j]; + + d[ 4] = x[i]; + d[ 5] = y[j + 1]; + d[ 6] = u[i]; + d[ 7] = v[j + 1]; + + d[ 8] = x[i + 1]; + d[ 9] = y[j]; + d[10] = u[i + 1]; + d[11] = v[j]; + + d[12] = x[i + 1]; + d[13] = y[j + 1]; + d[14] = u[i + 1]; + d[15] = v[j + 1]; + + p[0] = k + 0; + p[1] = k + 1; + p[2] = k + 2; + p[3] = k + 2; + p[4] = k + 1; + p[5] = k + 3; + + d += 16; + p += 6; + k += 4; + } + + return k / 4; +} + +static void +draw_border(struct weston_output *output) +{ + struct weston_compositor *ec = output->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_shader *shader = &gr->texture_shader_rgba; + GLfloat *v; + int n; + + glDisable(GL_BLEND); + use_shader(gr, shader); + + glUniformMatrix4fv(shader->proj_uniform, + 1, GL_FALSE, output->matrix.d); + + glUniform1i(shader->tex_uniforms[0], 0); + glUniform1f(shader->alpha_uniform, 1); + + n = texture_border(output); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, gr->border.texture); + + v = gr->vertices.data; + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + glDrawElements(GL_TRIANGLES, n * 6, + GL_UNSIGNED_SHORT, gr->indices.data); + + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); + + gr->vertices.size = 0; + gr->indices.size = 0; +} + +static void +output_get_buffer_damage(struct weston_output *output, + pixman_region32_t *buffer_damage) +{ + struct gl_output_state *go = get_output_state(output); + struct gl_renderer *gr = get_renderer(output->compositor); + EGLint buffer_age = 0; + EGLBoolean ret; + int i; + + if (gr->has_egl_buffer_age) { + ret = eglQuerySurface(gr->egl_display, go->egl_surface, + EGL_BUFFER_AGE_EXT, &buffer_age); + if (ret == EGL_FALSE) { + weston_log("buffer age query failed.\n"); + gl_renderer_print_egl_error_state(); + } + } + + if (buffer_age == 0 || buffer_age - 1 > BUFFER_DAMAGE_COUNT) + pixman_region32_copy(buffer_damage, &output->region); + else + for (i = 0; i < buffer_age - 1; i++) + pixman_region32_union(buffer_damage, buffer_damage, + &go->buffer_damage[i]); +} + +static void +output_rotate_damage(struct weston_output *output, + pixman_region32_t *output_damage) +{ + struct gl_output_state *go = get_output_state(output); + struct gl_renderer *gr = get_renderer(output->compositor); + int i; + + if (!gr->has_egl_buffer_age) + return; + + for (i = BUFFER_DAMAGE_COUNT - 1; i >= 1; i--) + pixman_region32_copy(&go->buffer_damage[i], + &go->buffer_damage[i - 1]); + + pixman_region32_copy(&go->buffer_damage[0], output_damage); +} + +static void +gl_renderer_repaint_output(struct weston_output *output, + pixman_region32_t *output_damage) +{ + struct gl_output_state *go = get_output_state(output); + struct weston_compositor *compositor = output->compositor; + struct gl_renderer *gr = get_renderer(compositor); + EGLBoolean ret; + static int errored; + int32_t width, height; + pixman_region32_t buffer_damage, total_damage; + + width = output->current_mode->width + + output->border.left + output->border.right; + height = output->current_mode->height + + output->border.top + output->border.bottom; + + glViewport(0, 0, width, height); + + if (use_output(output) < 0) + return; + + /* if debugging, redraw everything outside the damage to clean up + * debug lines from the previous draw on this buffer: + */ + if (gr->fan_debug) { + pixman_region32_t undamaged; + pixman_region32_init(&undamaged); + pixman_region32_subtract(&undamaged, &output->region, + output_damage); + gr->fan_debug = 0; + repaint_surfaces(output, &undamaged); + gr->fan_debug = 1; + pixman_region32_fini(&undamaged); + } + + pixman_region32_init(&total_damage); + pixman_region32_init(&buffer_damage); + + output_get_buffer_damage(output, &buffer_damage); + output_rotate_damage(output, output_damage); + + pixman_region32_union(&total_damage, &buffer_damage, output_damage); + + repaint_surfaces(output, &total_damage); + + pixman_region32_fini(&total_damage); + pixman_region32_fini(&buffer_damage); + + if (gr->border.texture) + draw_border(output); + + pixman_region32_copy(&output->previous_damage, output_damage); + wl_signal_emit(&output->frame_signal, output); + + ret = eglSwapBuffers(gr->egl_display, go->egl_surface); + if (ret == EGL_FALSE && !errored) { + errored = 1; + weston_log("Failed in eglSwapBuffers.\n"); + gl_renderer_print_egl_error_state(); + } + +} + +static int +gl_renderer_read_pixels(struct weston_output *output, + pixman_format_code_t format, void *pixels, + uint32_t x, uint32_t y, + uint32_t width, uint32_t height) +{ + GLenum gl_format; + + switch (format) { + case PIXMAN_a8r8g8b8: + gl_format = GL_BGRA_EXT; + break; + case PIXMAN_a8b8g8r8: + gl_format = GL_RGBA; + break; + default: + return -1; + } + + if (use_output(output) < 0) + return -1; + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glReadPixels(x, y, width, height, gl_format, + GL_UNSIGNED_BYTE, pixels); + + return 0; +} + +static void +gl_renderer_flush_damage(struct weston_surface *surface) +{ + struct gl_renderer *gr = get_renderer(surface->compositor); + struct gl_surface_state *gs = get_surface_state(surface); + struct weston_buffer *buffer = gs->buffer_ref.buffer; + GLenum format; + int pixel_type; + +#ifdef GL_EXT_unpack_subimage + pixman_box32_t *rectangles; + void *data; + int i, n; +#endif + + pixman_region32_union(&gs->texture_damage, + &gs->texture_damage, &surface->damage); + + if (!buffer) + return; + + /* Avoid upload, if the texture won't be used this time. + * We still accumulate the damage in texture_damage, and + * hold the reference to the buffer, in case the surface + * migrates back to the primary plane. + */ + if (surface->plane != &surface->compositor->primary_plane) + return; + + if (!pixman_region32_not_empty(&gs->texture_damage)) + goto done; + + switch (wl_shm_buffer_get_format(buffer->shm_buffer)) { + case WL_SHM_FORMAT_XRGB8888: + case WL_SHM_FORMAT_ARGB8888: + format = GL_BGRA_EXT; + pixel_type = GL_UNSIGNED_BYTE; + break; + case WL_SHM_FORMAT_RGB565: + format = GL_RGB; + pixel_type = GL_UNSIGNED_SHORT_5_6_5; + break; + default: + weston_log("warning: unknown shm buffer format\n"); + format = GL_BGRA_EXT; + pixel_type = GL_UNSIGNED_BYTE; + } + + glBindTexture(GL_TEXTURE_2D, gs->textures[0]); + + if (!gr->has_unpack_subimage) { + glTexImage2D(GL_TEXTURE_2D, 0, format, + gs->pitch, buffer->height, 0, + format, pixel_type, + wl_shm_buffer_get_data(buffer->shm_buffer)); + + goto done; + } + +#ifdef GL_EXT_unpack_subimage + glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, gs->pitch); + data = wl_shm_buffer_get_data(buffer->shm_buffer); + + if (gs->needs_full_upload) { + glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0); + glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0); + glTexSubImage2D(GL_TEXTURE_2D, 0, + 0, 0, gs->pitch, buffer->height, + format, pixel_type, data); + goto done; + } + + rectangles = pixman_region32_rectangles(&gs->texture_damage, &n); + for (i = 0; i < n; i++) { + pixman_box32_t r; + + r = weston_surface_to_buffer_rect(surface, rectangles[i]); + + glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, r.x1); + glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, r.y1); + glTexSubImage2D(GL_TEXTURE_2D, 0, r.x1, r.y1, + r.x2 - r.x1, r.y2 - r.y1, + format, pixel_type, data); + } +#endif + +done: + pixman_region32_fini(&gs->texture_damage); + pixman_region32_init(&gs->texture_damage); + gs->needs_full_upload = 0; + + weston_buffer_reference(&gs->buffer_ref, NULL); +} + +static void +ensure_textures(struct gl_surface_state *gs, int num_textures) +{ + int i; + + if (num_textures <= gs->num_textures) + return; + + for (i = gs->num_textures; i < num_textures; i++) { + glGenTextures(1, &gs->textures[i]); + glBindTexture(gs->target, gs->textures[i]); + glTexParameteri(gs->target, + GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(gs->target, + GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + gs->num_textures = num_textures; + glBindTexture(gs->target, 0); +} + +static void +gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer, + struct wl_shm_buffer *shm_buffer) +{ + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_surface_state *gs = get_surface_state(es); + int pitch; + + buffer->shm_buffer = shm_buffer; + buffer->width = wl_shm_buffer_get_width(shm_buffer); + buffer->height = wl_shm_buffer_get_height(shm_buffer); + + switch (wl_shm_buffer_get_format(shm_buffer)) { + case WL_SHM_FORMAT_XRGB8888: + gs->shader = &gr->texture_shader_rgbx; + pitch = wl_shm_buffer_get_stride(shm_buffer) / 4; + break; + case WL_SHM_FORMAT_ARGB8888: + gs->shader = &gr->texture_shader_rgba; + pitch = wl_shm_buffer_get_stride(shm_buffer) / 4; + break; + case WL_SHM_FORMAT_RGB565: + gs->shader = &gr->texture_shader_rgbx; + pitch = wl_shm_buffer_get_stride(shm_buffer) / 2; + break; + default: + weston_log("warning: unknown shm buffer format\n"); + gs->shader = &gr->texture_shader_rgba; + pitch = wl_shm_buffer_get_stride(shm_buffer) / 4; + } + + /* Only allocate a texture if it doesn't match existing one. + * If a switch from DRM allocated buffer to a SHM buffer is + * happening, we need to allocate a new texture buffer. */ + if (pitch != gs->pitch || + buffer->height != gs->height || + gs->buffer_type != BUFFER_TYPE_SHM) { + gs->pitch = pitch; + gs->height = buffer->height; + gs->target = GL_TEXTURE_2D; + gs->buffer_type = BUFFER_TYPE_SHM; + gs->needs_full_upload = 1; + gs->y_inverted = 1; + + ensure_textures(gs, 1); + glBindTexture(GL_TEXTURE_2D, gs->textures[0]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, + gs->pitch, buffer->height, 0, + GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL); + } +} + +static void +gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer, + uint32_t format) +{ + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_surface_state *gs = get_surface_state(es); + EGLint attribs[3]; + int i, num_planes; + + buffer->legacy_buffer = (struct wl_buffer *)buffer->resource; + gr->query_buffer(gr->egl_display, buffer->legacy_buffer, + EGL_WIDTH, &buffer->width); + gr->query_buffer(gr->egl_display, buffer->legacy_buffer, + EGL_HEIGHT, &buffer->height); + gr->query_buffer(gr->egl_display, buffer->legacy_buffer, + EGL_WAYLAND_Y_INVERTED_WL, &buffer->y_inverted); + + for (i = 0; i < gs->num_images; i++) + gr->destroy_image(gr->egl_display, gs->images[i]); + gs->num_images = 0; + gs->target = GL_TEXTURE_2D; + switch (format) { + case EGL_TEXTURE_RGB: + case EGL_TEXTURE_RGBA: + default: + num_planes = 1; + gs->shader = &gr->texture_shader_rgba; + break; + case EGL_TEXTURE_EXTERNAL_WL: + num_planes = 1; + gs->target = GL_TEXTURE_EXTERNAL_OES; + gs->shader = &gr->texture_shader_egl_external; + break; + case EGL_TEXTURE_Y_UV_WL: + num_planes = 2; + gs->shader = &gr->texture_shader_y_uv; + break; + case EGL_TEXTURE_Y_U_V_WL: + num_planes = 3; + gs->shader = &gr->texture_shader_y_u_v; + break; + case EGL_TEXTURE_Y_XUXV_WL: + num_planes = 2; + gs->shader = &gr->texture_shader_y_xuxv; + break; + } + + ensure_textures(gs, num_planes); + for (i = 0; i < num_planes; i++) { + attribs[0] = EGL_WAYLAND_PLANE_WL; + attribs[1] = i; + attribs[2] = EGL_NONE; + gs->images[i] = gr->create_image(gr->egl_display, + NULL, + EGL_WAYLAND_BUFFER_WL, + buffer->legacy_buffer, + attribs); + if (!gs->images[i]) { + weston_log("failed to create img for plane %d\n", i); + continue; + } + gs->num_images++; + + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(gs->target, gs->textures[i]); + gr->image_target_texture_2d(gs->target, + gs->images[i]); + } + + gs->pitch = buffer->width; + gs->height = buffer->height; + gs->buffer_type = BUFFER_TYPE_EGL; + gs->y_inverted = buffer->y_inverted; +} + +static void +gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer) +{ + struct weston_compositor *ec = es->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_surface_state *gs = get_surface_state(es); + struct wl_shm_buffer *shm_buffer; + EGLint format; + int i; + + weston_buffer_reference(&gs->buffer_ref, buffer); + + if (!buffer) { + for (i = 0; i < gs->num_images; i++) { + gr->destroy_image(gr->egl_display, gs->images[i]); + gs->images[i] = NULL; + } + gs->num_images = 0; + glDeleteTextures(gs->num_textures, gs->textures); + gs->num_textures = 0; + gs->buffer_type = BUFFER_TYPE_NULL; + gs->y_inverted = 1; + return; + } + + shm_buffer = wl_shm_buffer_get(buffer->resource); + + if (shm_buffer) + gl_renderer_attach_shm(es, buffer, shm_buffer); + else if (gr->query_buffer(gr->egl_display, (void *) buffer->resource, + EGL_TEXTURE_FORMAT, &format)) + gl_renderer_attach_egl(es, buffer, format); + else { + weston_log("unhandled buffer type!\n"); + weston_buffer_reference(&gs->buffer_ref, NULL); + gs->buffer_type = BUFFER_TYPE_NULL; + gs->y_inverted = 1; + } +} + +static void +gl_renderer_surface_set_color(struct weston_surface *surface, + float red, float green, float blue, float alpha) +{ + struct gl_surface_state *gs = get_surface_state(surface); + struct gl_renderer *gr = get_renderer(surface->compositor); + + gs->color[0] = red; + gs->color[1] = green; + gs->color[2] = blue; + gs->color[3] = alpha; + + gs->shader = &gr->solid_shader; +} + +static int +gl_renderer_create_surface(struct weston_surface *surface) +{ + struct gl_surface_state *gs; + + gs = calloc(1, sizeof *gs); + if (!gs) + return -1; + + /* A buffer is never attached to solid color surfaces, yet + * they still go through texcoord computations. Do not divide + * by zero there. + */ + gs->pitch = 1; + gs->y_inverted = 1; + + pixman_region32_init(&gs->texture_damage); + surface->renderer_state = gs; + + return 0; +} + +static void +gl_renderer_destroy_surface(struct weston_surface *surface) +{ + struct gl_surface_state *gs = get_surface_state(surface); + struct gl_renderer *gr = get_renderer(surface->compositor); + int i; + + glDeleteTextures(gs->num_textures, gs->textures); + + for (i = 0; i < gs->num_images; i++) + gr->destroy_image(gr->egl_display, gs->images[i]); + + weston_buffer_reference(&gs->buffer_ref, NULL); + pixman_region32_fini(&gs->texture_damage); + free(gs); +} + +static const char vertex_shader[] = + "uniform mat4 proj;\n" + "attribute vec2 position;\n" + "attribute vec2 texcoord;\n" + "varying vec2 v_texcoord;\n" + "void main()\n" + "{\n" + " gl_Position = proj * vec4(position, 0.0, 1.0);\n" + " v_texcoord = texcoord;\n" + "}\n"; + +/* Declare common fragment shader uniforms */ +#define FRAGMENT_CONVERT_YUV \ + " y *= alpha;\n" \ + " u *= alpha;\n" \ + " v *= alpha;\n" \ + " gl_FragColor.r = y + 1.59602678 * v;\n" \ + " gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \ + " gl_FragColor.b = y + 2.01723214 * u;\n" \ + " gl_FragColor.a = alpha;\n" + +static const char fragment_debug[] = + " gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n"; + +static const char fragment_brace[] = + "}\n"; + +static const char texture_fragment_shader_rgba[] = + "precision mediump float;\n" + "varying vec2 v_texcoord;\n" + "uniform sampler2D tex;\n" + "uniform float alpha;\n" + "void main()\n" + "{\n" + " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" + ; + +static const char texture_fragment_shader_rgbx[] = + "precision mediump float;\n" + "varying vec2 v_texcoord;\n" + "uniform sampler2D tex;\n" + "uniform float alpha;\n" + "void main()\n" + "{\n" + " gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;" + " gl_FragColor.a = alpha;\n" + ; + +static const char texture_fragment_shader_egl_external[] = + "#extension GL_OES_EGL_image_external : require\n" + "precision mediump float;\n" + "varying vec2 v_texcoord;\n" + "uniform samplerExternalOES tex;\n" + "uniform float alpha;\n" + "void main()\n" + "{\n" + " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" + ; + +static const char texture_fragment_shader_y_uv[] = + "precision mediump float;\n" + "uniform sampler2D tex;\n" + "uniform sampler2D tex1;\n" + "varying vec2 v_texcoord;\n" + "uniform float alpha;\n" + "void main() {\n" + " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" + " float u = texture2D(tex1, v_texcoord).r - 0.5;\n" + " float v = texture2D(tex1, v_texcoord).g - 0.5;\n" + FRAGMENT_CONVERT_YUV + ; + +static const char texture_fragment_shader_y_u_v[] = + "precision mediump float;\n" + "uniform sampler2D tex;\n" + "uniform sampler2D tex1;\n" + "uniform sampler2D tex2;\n" + "varying vec2 v_texcoord;\n" + "uniform float alpha;\n" + "void main() {\n" + " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" + " float u = texture2D(tex1, v_texcoord).x - 0.5;\n" + " float v = texture2D(tex2, v_texcoord).x - 0.5;\n" + FRAGMENT_CONVERT_YUV + ; + +static const char texture_fragment_shader_y_xuxv[] = + "precision mediump float;\n" + "uniform sampler2D tex;\n" + "uniform sampler2D tex1;\n" + "varying vec2 v_texcoord;\n" + "uniform float alpha;\n" + "void main() {\n" + " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" + " float u = texture2D(tex1, v_texcoord).g - 0.5;\n" + " float v = texture2D(tex1, v_texcoord).a - 0.5;\n" + FRAGMENT_CONVERT_YUV + ; + +static const char solid_fragment_shader[] = + "precision mediump float;\n" + "uniform vec4 color;\n" + "uniform float alpha;\n" + "void main()\n" + "{\n" + " gl_FragColor = alpha * color\n;" + ; + +static int +compile_shader(GLenum type, int count, const char **sources) +{ + GLuint s; + char msg[512]; + GLint status; + + s = glCreateShader(type); + glShaderSource(s, count, sources, NULL); + glCompileShader(s); + glGetShaderiv(s, GL_COMPILE_STATUS, &status); + if (!status) { + glGetShaderInfoLog(s, sizeof msg, NULL, msg); + weston_log("shader info: %s\n", msg); + return GL_NONE; + } + + return s; +} + +static int +shader_init(struct gl_shader *shader, struct gl_renderer *renderer, + const char *vertex_source, const char *fragment_source) +{ + char msg[512]; + GLint status; + int count; + const char *sources[3]; + + shader->vertex_shader = + compile_shader(GL_VERTEX_SHADER, 1, &vertex_source); + + if (renderer->fragment_shader_debug) { + sources[0] = fragment_source; + sources[1] = fragment_debug; + sources[2] = fragment_brace; + count = 3; + } else { + sources[0] = fragment_source; + sources[1] = fragment_brace; + count = 2; + } + + shader->fragment_shader = + compile_shader(GL_FRAGMENT_SHADER, count, sources); + + shader->program = glCreateProgram(); + glAttachShader(shader->program, shader->vertex_shader); + glAttachShader(shader->program, shader->fragment_shader); + glBindAttribLocation(shader->program, 0, "position"); + glBindAttribLocation(shader->program, 1, "texcoord"); + + glLinkProgram(shader->program); + glGetProgramiv(shader->program, GL_LINK_STATUS, &status); + if (!status) { + glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg); + weston_log("link info: %s\n", msg); + return -1; + } + + shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); + shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex"); + shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1"); + shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2"); + shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha"); + shader->color_uniform = glGetUniformLocation(shader->program, "color"); + + return 0; +} + +static void +shader_release(struct gl_shader *shader) +{ + glDeleteShader(shader->vertex_shader); + glDeleteShader(shader->fragment_shader); + glDeleteProgram(shader->program); + + shader->vertex_shader = 0; + shader->fragment_shader = 0; + shader->program = 0; +} + +static void +log_extensions(const char *name, const char *extensions) +{ + const char *p, *end; + int l; + int len; + + l = weston_log("%s:", name); + p = extensions; + while (*p) { + end = strchrnul(p, ' '); + len = end - p; + if (l + len > 78) + l = weston_log_continue("\n" STAMP_SPACE "%.*s", + len, p); + else + l += weston_log_continue(" %.*s", len, p); + for (p = end; isspace(*p); p++) + ; + } + weston_log_continue("\n"); +} + +static void +log_egl_gl_info(EGLDisplay egldpy) +{ + const char *str; + + str = eglQueryString(egldpy, EGL_VERSION); + weston_log("EGL version: %s\n", str ? str : "(null)"); + + str = eglQueryString(egldpy, EGL_VENDOR); + weston_log("EGL vendor: %s\n", str ? str : "(null)"); + + str = eglQueryString(egldpy, EGL_CLIENT_APIS); + weston_log("EGL client APIs: %s\n", str ? str : "(null)"); + + str = eglQueryString(egldpy, EGL_EXTENSIONS); + log_extensions("EGL extensions", str ? str : "(null)"); + + str = (char *)glGetString(GL_VERSION); + weston_log("GL version: %s\n", str ? str : "(null)"); + + str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION); + weston_log("GLSL version: %s\n", str ? str : "(null)"); + + str = (char *)glGetString(GL_VENDOR); + weston_log("GL vendor: %s\n", str ? str : "(null)"); + + str = (char *)glGetString(GL_RENDERER); + weston_log("GL renderer: %s\n", str ? str : "(null)"); + + str = (char *)glGetString(GL_EXTENSIONS); + log_extensions("GL extensions", str ? str : "(null)"); +} + +static void +log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig) +{ + EGLint r, g, b, a; + + weston_log("Chosen EGL config details:\n"); + + weston_log_continue(STAMP_SPACE "RGBA bits"); + if (eglGetConfigAttrib(egldpy, eglconfig, EGL_RED_SIZE, &r) && + eglGetConfigAttrib(egldpy, eglconfig, EGL_GREEN_SIZE, &g) && + eglGetConfigAttrib(egldpy, eglconfig, EGL_BLUE_SIZE, &b) && + eglGetConfigAttrib(egldpy, eglconfig, EGL_ALPHA_SIZE, &a)) + weston_log_continue(": %d %d %d %d\n", r, g, b, a); + else + weston_log_continue(" unknown\n"); + + weston_log_continue(STAMP_SPACE "swap interval range"); + if (eglGetConfigAttrib(egldpy, eglconfig, EGL_MIN_SWAP_INTERVAL, &a) && + eglGetConfigAttrib(egldpy, eglconfig, EGL_MAX_SWAP_INTERVAL, &b)) + weston_log_continue(": %d - %d\n", a, b); + else + weston_log_continue(" unknown\n"); +} + +static void +output_apply_border(struct weston_output *output, struct gl_renderer *gr) +{ + output->border.top = gr->border.top; + output->border.bottom = gr->border.bottom; + output->border.left = gr->border.left; + output->border.right = gr->border.right; +} + +WL_EXPORT void +gl_renderer_set_border(struct weston_compositor *ec, int32_t width, int32_t height, void *data, + int32_t *edges) +{ + struct gl_renderer *gr = get_renderer(ec); + struct weston_output *output; + + gr->border.left = edges[0]; + gr->border.right = edges[1]; + gr->border.top = edges[2]; + gr->border.bottom = edges[3]; + + gr->border.width = width; + gr->border.height = height; + + glGenTextures(1, &gr->border.texture); + glBindTexture(GL_TEXTURE_2D, gr->border.texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, + width, + height, + 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, + data); + + wl_list_for_each(output, &ec->output_list, link) + output_apply_border(output, gr); +} + +static int +gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface); + +WL_EXPORT int +gl_renderer_output_create(struct weston_output *output, + EGLNativeWindowType window) +{ + struct weston_compositor *ec = output->compositor; + struct gl_renderer *gr = get_renderer(ec); + struct gl_output_state *go = calloc(1, sizeof *go); + int i; + + if (!go) + return -1; + + go->egl_surface = + eglCreateWindowSurface(gr->egl_display, + gr->egl_config, + window, NULL); + + if (go->egl_surface == EGL_NO_SURFACE) { + weston_log("failed to create egl surface\n"); + free(go); + return -1; + } + + if (gr->egl_context == NULL) + if (gl_renderer_setup(ec, go->egl_surface) < 0) { + free(go); + return -1; + } + + for (i = 0; i < BUFFER_DAMAGE_COUNT; i++) + pixman_region32_init(&go->buffer_damage[i]); + + output->renderer_state = go; + + output_apply_border(output, gr); + + return 0; +} + +WL_EXPORT void +gl_renderer_output_destroy(struct weston_output *output) +{ + struct gl_renderer *gr = get_renderer(output->compositor); + struct gl_output_state *go = get_output_state(output); + int i; + + for (i = 0; i < 2; i++) + pixman_region32_fini(&go->buffer_damage[i]); + + eglDestroySurface(gr->egl_display, go->egl_surface); + + free(go); +} + +WL_EXPORT EGLSurface +gl_renderer_output_surface(struct weston_output *output) +{ + return get_output_state(output)->egl_surface; +} + +static void +gl_renderer_destroy(struct weston_compositor *ec) +{ + struct gl_renderer *gr = get_renderer(ec); + + if (gr->has_bind_display) + gr->unbind_display(gr->egl_display, ec->wl_display); + + /* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */ + eglMakeCurrent(gr->egl_display, + EGL_NO_SURFACE, EGL_NO_SURFACE, + EGL_NO_CONTEXT); + + eglTerminate(gr->egl_display); + eglReleaseThread(); + + wl_array_release(&gr->vertices); + wl_array_release(&gr->indices); + wl_array_release(&gr->vtxcnt); + + free(gr); +} + +static int +egl_choose_config(struct gl_renderer *gr, const EGLint *attribs, + const EGLint *visual_id) +{ + EGLint count = 0; + EGLint matched = 0; + EGLConfig *configs; + int i; + + if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1) + return -1; + + configs = calloc(count, sizeof *configs); + if (!configs) + return -1; + + if (!eglChooseConfig(gr->egl_display, attribs, configs, + count, &matched)) + goto out; + + for (i = 0; i < matched; ++i) { + EGLint id; + + if (visual_id) { + if (!eglGetConfigAttrib(gr->egl_display, + configs[i], EGL_NATIVE_VISUAL_ID, + &id)) + continue; + + if (id != 0 && id != *visual_id) + continue; + } + + gr->egl_config = configs[i]; + + free(configs); + return 0; + } + +out: + free(configs); + return -1; +} + +WL_EXPORT const EGLint gl_renderer_opaque_attribs[] = { + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_RED_SIZE, 1, + EGL_GREEN_SIZE, 1, + EGL_BLUE_SIZE, 1, + EGL_ALPHA_SIZE, 0, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, + EGL_NONE +}; + +WL_EXPORT const EGLint gl_renderer_alpha_attribs[] = { + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_RED_SIZE, 1, + EGL_GREEN_SIZE, 1, + EGL_BLUE_SIZE, 1, + EGL_ALPHA_SIZE, 1, + EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, + EGL_NONE +}; + +WL_EXPORT int +gl_renderer_create(struct weston_compositor *ec, EGLNativeDisplayType display, + const EGLint *attribs, const EGLint *visual_id) +{ + struct gl_renderer *gr; + EGLint major, minor; + + gr = calloc(1, sizeof *gr); + + if (gr == NULL) + return -1; + + gr->base.read_pixels = gl_renderer_read_pixels; + gr->base.repaint_output = gl_renderer_repaint_output; + gr->base.flush_damage = gl_renderer_flush_damage; + gr->base.attach = gl_renderer_attach; + gr->base.create_surface = gl_renderer_create_surface; + gr->base.surface_set_color = gl_renderer_surface_set_color; + gr->base.destroy_surface = gl_renderer_destroy_surface; + gr->base.destroy = gl_renderer_destroy; + + gr->egl_display = eglGetDisplay(display); + if (gr->egl_display == EGL_NO_DISPLAY) { + weston_log("failed to create display\n"); + goto err_egl; + } + + if (!eglInitialize(gr->egl_display, &major, &minor)) { + weston_log("failed to initialize display\n"); + goto err_egl; + } + + if (egl_choose_config(gr, attribs, visual_id) < 0) { + weston_log("failed to choose EGL config\n"); + goto err_egl; + } + + ec->renderer = &gr->base; + ec->capabilities |= WESTON_CAP_ROTATION_ANY; + ec->capabilities |= WESTON_CAP_CAPTURE_YFLIP; + + wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_RGB565); + + return 0; + +err_egl: + gl_renderer_print_egl_error_state(); + free(gr); + return -1; +} + +WL_EXPORT EGLDisplay +gl_renderer_display(struct weston_compositor *ec) +{ + return get_renderer(ec)->egl_display; +} + +static int +compile_shaders(struct weston_compositor *ec) +{ + struct gl_renderer *gr = get_renderer(ec); + + gr->texture_shader_rgba.vertex_source = vertex_shader; + gr->texture_shader_rgba.fragment_source = texture_fragment_shader_rgba; + + gr->texture_shader_rgbx.vertex_source = vertex_shader; + gr->texture_shader_rgbx.fragment_source = texture_fragment_shader_rgbx; + + gr->texture_shader_egl_external.vertex_source = vertex_shader; + gr->texture_shader_egl_external.fragment_source = + texture_fragment_shader_egl_external; + + gr->texture_shader_y_uv.vertex_source = vertex_shader; + gr->texture_shader_y_uv.fragment_source = texture_fragment_shader_y_uv; + + gr->texture_shader_y_u_v.vertex_source = vertex_shader; + gr->texture_shader_y_u_v.fragment_source = + texture_fragment_shader_y_u_v; + + gr->texture_shader_y_u_v.vertex_source = vertex_shader; + gr->texture_shader_y_xuxv.fragment_source = + texture_fragment_shader_y_xuxv; + + gr->solid_shader.vertex_source = vertex_shader; + gr->solid_shader.fragment_source = solid_fragment_shader; + + return 0; +} + +static void +fragment_debug_binding(struct weston_seat *seat, uint32_t time, uint32_t key, + void *data) +{ + struct weston_compositor *ec = data; + struct gl_renderer *gr = get_renderer(ec); + struct weston_output *output; + + gr->fragment_shader_debug ^= 1; + + shader_release(&gr->texture_shader_rgba); + shader_release(&gr->texture_shader_rgbx); + shader_release(&gr->texture_shader_egl_external); + shader_release(&gr->texture_shader_y_uv); + shader_release(&gr->texture_shader_y_u_v); + shader_release(&gr->texture_shader_y_xuxv); + shader_release(&gr->solid_shader); + + /* Force use_shader() to call glUseProgram(), since we need to use + * the recompiled version of the shader. */ + gr->current_shader = NULL; + + wl_list_for_each(output, &ec->output_list, link) + weston_output_damage(output); +} + +static void +fan_debug_repaint_binding(struct weston_seat *seat, uint32_t time, uint32_t key, + void *data) +{ + struct weston_compositor *compositor = data; + struct gl_renderer *gr = get_renderer(compositor); + + gr->fan_debug = !gr->fan_debug; + weston_compositor_damage_all(compositor); +} + +static int +gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface) +{ + struct gl_renderer *gr = get_renderer(ec); + const char *extensions; + EGLBoolean ret; + + static const EGLint context_attribs[] = { + EGL_CONTEXT_CLIENT_VERSION, 2, + EGL_NONE + }; + + if (!eglBindAPI(EGL_OPENGL_ES_API)) { + weston_log("failed to bind EGL_OPENGL_ES_API\n"); + gl_renderer_print_egl_error_state(); + return -1; + } + + log_egl_config_info(gr->egl_display, gr->egl_config); + + gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_config, + EGL_NO_CONTEXT, context_attribs); + if (gr->egl_context == NULL) { + weston_log("failed to create context\n"); + gl_renderer_print_egl_error_state(); + return -1; + } + + ret = eglMakeCurrent(gr->egl_display, egl_surface, + egl_surface, gr->egl_context); + if (ret == EGL_FALSE) { + weston_log("Failed to make EGL context current.\n"); + gl_renderer_print_egl_error_state(); + return -1; + } + + log_egl_gl_info(gr->egl_display); + + gr->image_target_texture_2d = + (void *) eglGetProcAddress("glEGLImageTargetTexture2DOES"); + gr->create_image = (void *) eglGetProcAddress("eglCreateImageKHR"); + gr->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR"); + gr->bind_display = + (void *) eglGetProcAddress("eglBindWaylandDisplayWL"); + gr->unbind_display = + (void *) eglGetProcAddress("eglUnbindWaylandDisplayWL"); + gr->query_buffer = + (void *) eglGetProcAddress("eglQueryWaylandBufferWL"); + + extensions = (const char *) glGetString(GL_EXTENSIONS); + if (!extensions) { + weston_log("Retrieving GL extension string failed.\n"); + return -1; + } + + if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) { + weston_log("GL_EXT_texture_format_BGRA8888 not available\n"); + return -1; + } + + if (strstr(extensions, "GL_EXT_read_format_bgra")) + ec->read_format = PIXMAN_a8r8g8b8; + else + ec->read_format = PIXMAN_a8b8g8r8; + +#ifdef GL_EXT_unpack_subimage + if (strstr(extensions, "GL_EXT_unpack_subimage")) + gr->has_unpack_subimage = 1; +#endif + + if (strstr(extensions, "GL_OES_EGL_image_external")) + gr->has_egl_image_external = 1; + + extensions = + (const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS); + if (!extensions) { + weston_log("Retrieving EGL extension string failed.\n"); + return -1; + } + + if (strstr(extensions, "EGL_WL_bind_wayland_display")) + gr->has_bind_display = 1; + if (gr->has_bind_display) { + ret = gr->bind_display(gr->egl_display, ec->wl_display); + if (!ret) + gr->has_bind_display = 0; + } + + if (strstr(extensions, "EGL_EXT_buffer_age")) + gr->has_egl_buffer_age = 1; + else + weston_log("warning: EGL_EXT_buffer_age not supported. " + "Performance could be affected.\n"); + + glActiveTexture(GL_TEXTURE0); + + if (compile_shaders(ec)) + return -1; + + weston_compositor_add_debug_binding(ec, KEY_S, + fragment_debug_binding, ec); + weston_compositor_add_debug_binding(ec, KEY_F, + fan_debug_repaint_binding, ec); + + weston_log("GL ES 2 renderer features:\n"); + weston_log_continue(STAMP_SPACE "read-back format: %s\n", + ec->read_format == PIXMAN_a8r8g8b8 ? "BGRA" : "RGBA"); + weston_log_continue(STAMP_SPACE "wl_shm sub-image to texture: %s\n", + gr->has_unpack_subimage ? "yes" : "no"); + weston_log_continue(STAMP_SPACE "EGL Wayland extension: %s\n", + gr->has_bind_display ? "yes" : "no"); + + + return 0; +} |