/* * 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 #include #include #include #include #include #include #include #include #include "gl-renderer.h" #include "vertex-clipping.h" #include #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 enum gl_border_status { BORDER_STATUS_CLEAN = 0, BORDER_TOP_DIRTY = 1 << GL_RENDERER_BORDER_TOP, BORDER_LEFT_DIRTY = 1 << GL_RENDERER_BORDER_LEFT, BORDER_RIGHT_DIRTY = 1 << GL_RENDERER_BORDER_RIGHT, BORDER_BOTTOM_DIRTY = 1 << GL_RENDERER_BORDER_BOTTOM, BORDER_ALL_DIRTY = 0xf, BORDER_SIZE_CHANGED = 0x10 }; struct gl_border_image { GLuint tex; int32_t width, height; int32_t tex_width; void *data; }; struct gl_output_state { EGLSurface egl_surface; pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT]; int buffer_damage_index; enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT]; struct gl_border_image borders[4]; enum gl_border_status border_status; }; 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; /* These are only used by SHM surfaces to detect when we need * to do a full upload to specify a new internal texture * format */ GLenum gl_format; GLenum gl_pixel_type; 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 weston_surface *surface; struct wl_listener surface_destroy_listener; struct wl_listener renderer_destroy_listener; }; struct gl_renderer { struct weston_renderer base; int fragment_shader_debug; int fan_debug; struct weston_binding *fragment_binding; struct weston_binding *fan_binding; EGLDisplay egl_display; EGLContext egl_context; EGLConfig egl_config; struct wl_array vertices; struct wl_array vtxcnt; PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d; PFNEGLCREATEIMAGEKHRPROC create_image; PFNEGLDESTROYIMAGEKHRPROC destroy_image; #ifdef EGL_EXT_swap_buffers_with_damage PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage; #endif 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; int has_configless_context; 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; struct wl_signal destroy_signal; }; static inline struct gl_output_state * get_output_state(struct weston_output *output) { return (struct gl_output_state *)output->renderer_state; } static int gl_renderer_create_surface(struct weston_surface *surface); static inline struct gl_surface_state * get_surface_state(struct weston_surface *surface) { if (!surface->renderer_state) gl_renderer_create_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 } static 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_view *ev, 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_view_to_global_float(ev, 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 (!ev->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 bool merge_down(pixman_box32_t *a, pixman_box32_t *b, pixman_box32_t *merge) { if (a->x1 == b->x1 && a->x2 == b->x2 && a->y1 == b->y2) { merge->x1 = a->x1; merge->x2 = a->x2; merge->y1 = b->y1; merge->y2 = a->y2; return true; } return false; } static int compress_bands(pixman_box32_t *inrects, int nrects, pixman_box32_t **outrects) { bool merged; pixman_box32_t *out, merge_rect; int i, j, nout; if (!nrects) { *outrects = NULL; return 0; } /* nrects is an upper bound - we're not too worried about * allocating a little extra */ out = malloc(sizeof(pixman_box32_t) * nrects); out[0] = inrects[0]; nout = 1; for (i = 1; i < nrects; i++) { for (j = 0; j < nout; j++) { merged = merge_down(&inrects[i], &out[j], &merge_rect); if (merged) { out[j] = merge_rect; break; } } if (!merged) { out[nout] = inrects[i]; nout++; } } *outrects = out; return nout; } static int texture_region(struct weston_view *ev, pixman_region32_t *region, pixman_region32_t *surf_region) { struct gl_surface_state *gs = get_surface_state(ev->surface); struct weston_compositor *ec = ev->surface->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; pixman_box32_t *raw_rects; int i, j, k, nrects, nsurf, raw_nrects; bool used_band_compression; raw_rects = pixman_region32_rectangles(region, &raw_nrects); surf_rects = pixman_region32_rectangles(surf_region, &nsurf); if (raw_nrects < 4) { used_band_compression = false; nrects = raw_nrects; rects = raw_rects; } else { nrects = compress_bands(raw_rects, raw_nrects, &rects); used_band_compression = true; } /* 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(ev, rect, surf_rect, ex, ey); if (n < 3) continue; /* emit edge points: */ for (k = 0; k < n; k++) { weston_view_from_global_float(ev, ex[k], ey[k], &sx, &sy); /* position: */ *(v++) = ex[k]; *(v++) = ey[k]; /* texcoord: */ weston_surface_to_buffer_float(ev->surface, 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; } } if (used_band_compression) free(rects); return nvtx; } static void triangle_fan_debug(struct weston_view *view, int first, int count) { struct weston_compositor *compositor = view->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_view *ev, pixman_region32_t *region, pixman_region32_t *surf_region) { struct weston_compositor *ec = ev->surface->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(ev, 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(ev, 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_view *view, struct weston_output *output) { int i; struct gl_surface_state *gs = get_surface_state(view->surface); glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, output->matrix.d); glUniform4fv(shader->color_uniform, 1, gs->color); glUniform1f(shader->alpha_uniform, view->alpha); for (i = 0; i < gs->num_textures; i++) glUniform1i(shader->tex_uniforms[i], i); } static void draw_view(struct weston_view *ev, struct weston_output *output, pixman_region32_t *damage) /* in global coordinates */ { struct weston_compositor *ec = ev->surface->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_surface_state *gs = get_surface_state(ev->surface); /* 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; /* In case of a runtime switch of renderers, we may not have received * an attach for this surface since the switch. In that case we don't * have a valid buffer or a proper shader set up so skip rendering. */ if (!gs->shader) return; pixman_region32_init(&repaint); pixman_region32_intersect(&repaint, &ev->transform.masked_boundingbox, damage); pixman_region32_subtract(&repaint, &repaint, &ev->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, ev, output); } use_shader(gr, gs->shader); shader_uniforms(gs->shader, ev, output); if (ev->transform.enabled || output->zoom.active || output->current_scale != ev->surface->buffer_viewport.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, ev->surface->width, ev->surface->height); pixman_region32_subtract(&surface_blend, &surface_blend, &ev->surface->opaque); /* XXX: Should we be using ev->transform.opaque here? */ if (pixman_region32_not_empty(&ev->surface->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, ev, output); } if (ev->alpha < 1.0) glEnable(GL_BLEND); else glDisable(GL_BLEND); repaint_region(ev, &repaint, &ev->surface->opaque); } if (pixman_region32_not_empty(&surface_blend)) { use_shader(gr, gs->shader); glEnable(GL_BLEND); repaint_region(ev, &repaint, &surface_blend); } pixman_region32_fini(&surface_blend); out: pixman_region32_fini(&repaint); } static void repaint_views(struct weston_output *output, pixman_region32_t *damage) { struct weston_compositor *compositor = output->compositor; struct weston_view *view; wl_list_for_each_reverse(view, &compositor->view_list, link) if (view->plane == &compositor->primary_plane) draw_view(view, output, damage); } static void draw_output_border_texture(struct gl_output_state *go, enum gl_renderer_border_side side, int32_t x, int32_t y, int32_t width, int32_t height) { struct gl_border_image *img = &go->borders[side]; static GLushort indices [] = { 0, 1, 3, 3, 1, 2 }; if (!img->data) { if (img->tex) { glDeleteTextures(1, &img->tex); img->tex = 0; } return; } if (!img->tex) { glGenTextures(1, &img->tex); glBindTexture(GL_TEXTURE_2D, img->tex); 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); } else { glBindTexture(GL_TEXTURE_2D, img->tex); } if (go->border_status & (1 << side)) { #ifdef GL_EXT_unpack_subimage glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0); glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0); glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, img->tex_width, img->height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, img->data); } GLfloat texcoord[] = { 0.0f, 0.0f, (GLfloat)img->width / (GLfloat)img->tex_width, 0.0f, (GLfloat)img->width / (GLfloat)img->tex_width, 1.0f, 0.0f, 1.0f, }; GLfloat verts[] = { x, y, x + width, y, x + width, y + height, x, y + height }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); } static int output_has_borders(struct weston_output *output) { struct gl_output_state *go = get_output_state(output); return go->borders[GL_RENDERER_BORDER_TOP].data || go->borders[GL_RENDERER_BORDER_RIGHT].data || go->borders[GL_RENDERER_BORDER_BOTTOM].data || go->borders[GL_RENDERER_BORDER_LEFT].data; } static void draw_output_borders(struct weston_output *output, enum gl_border_status border_status) { struct gl_output_state *go = get_output_state(output); struct gl_renderer *gr = get_renderer(output->compositor); struct gl_shader *shader = &gr->texture_shader_rgba; struct gl_border_image *top, *bottom, *left, *right; struct weston_matrix matrix; int full_width, full_height; if (border_status == BORDER_STATUS_CLEAN) return; /* Clean. Nothing to do. */ top = &go->borders[GL_RENDERER_BORDER_TOP]; bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM]; left = &go->borders[GL_RENDERER_BORDER_LEFT]; right = &go->borders[GL_RENDERER_BORDER_RIGHT]; full_width = output->current_mode->width + left->width + right->width; full_height = output->current_mode->height + top->height + bottom->height; glDisable(GL_BLEND); use_shader(gr, shader); glViewport(0, 0, full_width, full_height); weston_matrix_init(&matrix); weston_matrix_translate(&matrix, -full_width/2.0, -full_height/2.0, 0); weston_matrix_scale(&matrix, 2.0/full_width, -2.0/full_height, 1); glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, matrix.d); glUniform1i(shader->tex_uniforms[0], 0); glUniform1f(shader->alpha_uniform, 1); glActiveTexture(GL_TEXTURE0); if (border_status & BORDER_TOP_DIRTY) draw_output_border_texture(go, GL_RENDERER_BORDER_TOP, 0, 0, full_width, top->height); if (border_status & BORDER_LEFT_DIRTY) draw_output_border_texture(go, GL_RENDERER_BORDER_LEFT, 0, top->height, left->width, output->current_mode->height); if (border_status & BORDER_RIGHT_DIRTY) draw_output_border_texture(go, GL_RENDERER_BORDER_RIGHT, full_width - right->width, top->height, right->width, output->current_mode->height); if (border_status & BORDER_BOTTOM_DIRTY) draw_output_border_texture(go, GL_RENDERER_BORDER_BOTTOM, 0, full_height - bottom->height, full_width, bottom->height); } static void output_get_border_damage(struct weston_output *output, enum gl_border_status border_status, pixman_region32_t *damage) { struct gl_output_state *go = get_output_state(output); struct gl_border_image *top, *bottom, *left, *right; int full_width, full_height; if (border_status == BORDER_STATUS_CLEAN) return; /* Clean. Nothing to do. */ top = &go->borders[GL_RENDERER_BORDER_TOP]; bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM]; left = &go->borders[GL_RENDERER_BORDER_LEFT]; right = &go->borders[GL_RENDERER_BORDER_RIGHT]; full_width = output->current_mode->width + left->width + right->width; full_height = output->current_mode->height + top->height + bottom->height; if (border_status & BORDER_TOP_DIRTY) pixman_region32_union_rect(damage, damage, 0, 0, full_width, top->height); if (border_status & BORDER_LEFT_DIRTY) pixman_region32_union_rect(damage, damage, 0, top->height, left->width, output->current_mode->height); if (border_status & BORDER_RIGHT_DIRTY) pixman_region32_union_rect(damage, damage, full_width - right->width, top->height, right->width, output->current_mode->height); if (border_status & BORDER_BOTTOM_DIRTY) pixman_region32_union_rect(damage, damage, 0, full_height - bottom->height, full_width, bottom->height); } static void output_get_damage(struct weston_output *output, pixman_region32_t *buffer_damage, uint32_t *border_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); *border_damage = BORDER_ALL_DIRTY; } else { for (i = 0; i < buffer_age - 1; i++) *border_damage |= go->border_damage[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT]; if (*border_damage & BORDER_SIZE_CHANGED) { /* If we've had a resize, we have to do a full * repaint. */ *border_damage |= BORDER_ALL_DIRTY; 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[(go->buffer_damage_index + i) % BUFFER_DAMAGE_COUNT]); } } } static void output_rotate_damage(struct weston_output *output, pixman_region32_t *output_damage, enum gl_border_status border_status) { struct gl_output_state *go = get_output_state(output); struct gl_renderer *gr = get_renderer(output->compositor); if (!gr->has_egl_buffer_age) return; go->buffer_damage_index += BUFFER_DAMAGE_COUNT - 1; go->buffer_damage_index %= BUFFER_DAMAGE_COUNT; pixman_region32_copy(&go->buffer_damage[go->buffer_damage_index], output_damage); go->border_damage[go->buffer_damage_index] = border_status; } 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; #ifdef EGL_EXT_swap_buffers_with_damage int i, nrects, buffer_height; EGLint *egl_damage, *d; pixman_box32_t *rects; #endif pixman_region32_t buffer_damage, total_damage; enum gl_border_status border_damage = BORDER_STATUS_CLEAN; /* Calculate the viewport */ glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width, go->borders[GL_RENDERER_BORDER_BOTTOM].height, output->current_mode->width, output->current_mode->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_views(output, &undamaged); gr->fan_debug = 1; pixman_region32_fini(&undamaged); } pixman_region32_init(&total_damage); pixman_region32_init(&buffer_damage); output_get_damage(output, &buffer_damage, &border_damage); output_rotate_damage(output, output_damage, go->border_status); pixman_region32_union(&total_damage, &buffer_damage, output_damage); border_damage |= go->border_status; repaint_views(output, &total_damage); pixman_region32_fini(&total_damage); pixman_region32_fini(&buffer_damage); draw_output_borders(output, border_damage); pixman_region32_copy(&output->previous_damage, output_damage); wl_signal_emit(&output->frame_signal, output); #ifdef EGL_EXT_swap_buffers_with_damage if (gr->swap_buffers_with_damage) { pixman_region32_init(&buffer_damage); weston_transformed_region(output->width, output->height, output->transform, output->current_scale, output_damage, &buffer_damage); if (output_has_borders(output)) { pixman_region32_translate(&buffer_damage, go->borders[GL_RENDERER_BORDER_LEFT].width, go->borders[GL_RENDERER_BORDER_TOP].height); output_get_border_damage(output, go->border_status, &buffer_damage); } rects = pixman_region32_rectangles(&buffer_damage, &nrects); egl_damage = malloc(nrects * 4 * sizeof(EGLint)); buffer_height = go->borders[GL_RENDERER_BORDER_TOP].height + output->current_mode->height + go->borders[GL_RENDERER_BORDER_BOTTOM].height; d = egl_damage; for (i = 0; i < nrects; ++i) { *d++ = rects[i].x1; *d++ = buffer_height - rects[i].y2; *d++ = rects[i].x2 - rects[i].x1; *d++ = rects[i].y2 - rects[i].y1; } ret = gr->swap_buffers_with_damage(gr->egl_display, go->egl_surface, egl_damage, nrects); free(egl_damage); pixman_region32_fini(&buffer_damage); } else { ret = eglSwapBuffers(gr->egl_display, go->egl_surface); } #else /* ! defined EGL_EXT_swap_buffers_with_damage */ ret = eglSwapBuffers(gr->egl_display, go->egl_surface); #endif if (ret == EGL_FALSE && !errored) { errored = 1; weston_log("Failed in eglSwapBuffers.\n"); gl_renderer_print_egl_error_state(); } go->border_status = BORDER_STATUS_CLEAN; } 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; struct gl_output_state *go = get_output_state(output); x += go->borders[GL_RENDERER_BORDER_LEFT].width; y += go->borders[GL_RENDERER_BORDER_BOTTOM].height; 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; struct weston_view *view; int texture_used; #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. */ texture_used = 0; wl_list_for_each(view, &surface->views, surface_link) { if (view->plane == &surface->compositor->primary_plane) { texture_used = 1; break; } } if (!texture_used) return; if (!pixman_region32_not_empty(&gs->texture_damage) && !gs->needs_full_upload) goto done; glBindTexture(GL_TEXTURE_2D, gs->textures[0]); if (!gr->has_unpack_subimage) { wl_shm_buffer_begin_access(buffer->shm_buffer); glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format, gs->pitch, buffer->height, 0, gs->gl_format, gs->gl_pixel_type, wl_shm_buffer_get_data(buffer->shm_buffer)); wl_shm_buffer_end_access(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); wl_shm_buffer_begin_access(buffer->shm_buffer); glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format, gs->pitch, buffer->height, 0, gs->gl_format, gs->gl_pixel_type, data); wl_shm_buffer_end_access(buffer->shm_buffer); goto done; } rectangles = pixman_region32_rectangles(&gs->texture_damage, &n); wl_shm_buffer_begin_access(buffer->shm_buffer); 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, gs->gl_format, gs->gl_pixel_type, data); } wl_shm_buffer_end_access(buffer->shm_buffer); #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); GLenum gl_format, gl_pixel_type; 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; gl_format = GL_BGRA_EXT; gl_pixel_type = GL_UNSIGNED_BYTE; break; case WL_SHM_FORMAT_ARGB8888: gs->shader = &gr->texture_shader_rgba; pitch = wl_shm_buffer_get_stride(shm_buffer) / 4; gl_format = GL_BGRA_EXT; gl_pixel_type = GL_UNSIGNED_BYTE; break; case WL_SHM_FORMAT_RGB565: gs->shader = &gr->texture_shader_rgbx; pitch = wl_shm_buffer_get_stride(shm_buffer) / 2; gl_format = GL_RGB; gl_pixel_type = GL_UNSIGNED_SHORT_5_6_5; break; default: weston_log("warning: unknown shm buffer format: %08x\n", wl_shm_buffer_get_format(shm_buffer)); return; } /* 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 || gl_format != gs->gl_format || gl_pixel_type != gs->gl_pixel_type || gs->buffer_type != BUFFER_TYPE_SHM) { gs->pitch = pitch; gs->height = buffer->height; gs->target = GL_TEXTURE_2D; gs->gl_format = gl_format; gs->gl_pixel_type = gl_pixel_type; gs->buffer_type = BUFFER_TYPE_SHM; gs->needs_full_upload = 1; gs->y_inverted = 1; gs->surface = es; ensure_textures(gs, 1); } } 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 void surface_state_destroy(struct gl_surface_state *gs, struct gl_renderer *gr) { int i; wl_list_remove(&gs->surface_destroy_listener.link); wl_list_remove(&gs->renderer_destroy_listener.link); gs->surface->renderer_state = NULL; 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 void surface_state_handle_surface_destroy(struct wl_listener *listener, void *data) { struct gl_surface_state *gs; struct gl_renderer *gr; gs = container_of(listener, struct gl_surface_state, surface_destroy_listener); gr = get_renderer(gs->surface->compositor); surface_state_destroy(gs, gr); } static void surface_state_handle_renderer_destroy(struct wl_listener *listener, void *data) { struct gl_surface_state *gs; struct gl_renderer *gr; gr = data; gs = container_of(listener, struct gl_surface_state, renderer_destroy_listener); surface_state_destroy(gs, gr); } static int gl_renderer_create_surface(struct weston_surface *surface) { struct gl_surface_state *gs; struct gl_renderer *gr = get_renderer(surface->compositor); gs = zalloc(sizeof *gs); if (gs == NULL) 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; gs->surface = surface; pixman_region32_init(&gs->texture_damage); surface->renderer_state = gs; gs->surface_destroy_listener.notify = surface_state_handle_surface_destroy; wl_signal_add(&surface->destroy_signal, &gs->surface_destroy_listener); gs->renderer_destroy_listener.notify = surface_state_handle_renderer_destroy; wl_signal_add(&gr->destroy_signal, &gs->renderer_destroy_listener); if (surface->buffer_ref.buffer) { gl_renderer_attach(surface, surface->buffer_ref.buffer); gl_renderer_flush_damage(surface); } return 0; } 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 int egl_choose_config(struct gl_renderer *gr, const EGLint *attribs, const EGLint *visual_id, EGLConfig *config_out) { 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; } *config_out = configs[i]; free(configs); return 0; } out: free(configs); return -1; } static void gl_renderer_output_set_border(struct weston_output *output, enum gl_renderer_border_side side, int32_t width, int32_t height, int32_t tex_width, unsigned char *data) { struct gl_output_state *go = get_output_state(output); if (go->borders[side].width != width || go->borders[side].height != height) /* In this case, we have to blow everything and do a full * repaint. */ go->border_status |= BORDER_SIZE_CHANGED | BORDER_ALL_DIRTY; if (data == NULL) { width = 0; height = 0; } go->borders[side].width = width; go->borders[side].height = height; go->borders[side].tex_width = tex_width; go->borders[side].data = data; go->border_status |= 1 << side; } static int gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface); static int gl_renderer_output_create(struct weston_output *output, EGLNativeWindowType window, const EGLint *attribs, const EGLint *visual_id) { struct weston_compositor *ec = output->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_output_state *go; EGLConfig egl_config; int i; if (egl_choose_config(gr, attribs, visual_id, &egl_config) == -1) { weston_log("failed to choose EGL config for output\n"); return -1; } if (egl_config != gr->egl_config && !gr->has_configless_context) { weston_log("attempted to use a different EGL config for an " "output but EGL_MESA_configless_context is not " "supported\n"); return -1; } go = zalloc(sizeof *go); if (go == NULL) return -1; go->egl_surface = eglCreateWindowSurface(gr->egl_display, 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; log_egl_config_info(gr->egl_display, egl_config); return 0; } static 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); } static 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); wl_signal_emit(&gr->destroy_signal, gr); 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->vtxcnt); if (gr->fragment_binding) weston_binding_destroy(gr->fragment_binding); if (gr->fan_binding) weston_binding_destroy(gr->fan_binding); free(gr); } static int gl_renderer_setup_egl_extensions(struct weston_compositor *ec) { struct gl_renderer *gr = get_renderer(ec); const char *extensions; EGLBoolean ret; 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 *) 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"); #ifdef EGL_EXT_swap_buffers_with_damage if (strstr(extensions, "EGL_EXT_swap_buffers_with_damage")) gr->swap_buffers_with_damage = (void *) eglGetProcAddress("eglSwapBuffersWithDamageEXT"); else weston_log("warning: EGL_EXT_swap_buffers_with_damage not " "supported. Performance could be affected.\n"); #endif #ifdef EGL_MESA_configless_context if (strstr(extensions, "EGL_MESA_configless_context")) gr->has_configless_context = 1; #endif return 0; } static 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 }; static 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 }; static 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 = zalloc(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.surface_set_color = gl_renderer_surface_set_color; 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, &gr->egl_config) < 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; if (gl_renderer_setup_egl_extensions(ec) < 0) goto err_egl; wl_display_add_shm_format(ec->wl_display, WL_SHM_FORMAT_RGB565); wl_signal_init(&gr->destroy_signal); return 0; err_egl: gl_renderer_print_egl_error_state(); free(gr); return -1; } static 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_xuxv.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; EGLConfig context_config; 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; } context_config = gr->egl_config; #ifdef EGL_MESA_configless_context if (gr->has_configless_context) context_config = EGL_NO_CONFIG_MESA; #endif gr->egl_context = eglCreateContext(gr->egl_display, context_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"); 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; glActiveTexture(GL_TEXTURE0); if (compile_shaders(ec)) return -1; gr->fragment_binding = weston_compositor_add_debug_binding(ec, KEY_S, fragment_debug_binding, ec); gr->fan_binding = 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; } WL_EXPORT struct gl_renderer_interface gl_renderer_interface = { .opaque_attribs = gl_renderer_opaque_attribs, .alpha_attribs = gl_renderer_alpha_attribs, .create = gl_renderer_create, .display = gl_renderer_display, .output_create = gl_renderer_output_create, .output_destroy = gl_renderer_output_destroy, .output_surface = gl_renderer_output_surface, .output_set_border = gl_renderer_output_set_border, .print_egl_error_state = gl_renderer_print_egl_error_state };