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-rw-r--r--src/gl-renderer.c1865
1 files changed, 1865 insertions, 0 deletions
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
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+++ b/src/gl-renderer.c
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+/*
+ * 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;
+}