render/gles2: provide public API to access GL texture

Prior to this commit, compositors needed to render the texture to an
intermediate off-screen buffer using wlr_renderer APIs if they wanted to
use a custom rendering path (e.g. render to a 3D scene).

A new wlr_gles2_texture_get_attribs exposes the GL texture target and ID
so that compositors can render wlr_textures with their own shaders. An
example of a compositor doing so is available at [1].

[1]: 3db905b784/src/render.c (L227)
master
Simon Ser 5 years ago committed by Drew DeVault
parent eaa98f6aff
commit 447835afc1

@ -9,6 +9,7 @@
#ifndef WLR_RENDER_GLES2_H
#define WLR_RENDER_GLES2_H
#include <GLES2/gl2.h>
#include <wlr/backend.h>
#include <wlr/render/wlr_renderer.h>
@ -24,4 +25,16 @@ struct wlr_texture *wlr_gles2_texture_from_wl_drm(struct wlr_egl *egl,
struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
struct wlr_dmabuf_attributes *attribs);
struct wlr_gles2_texture_attribs {
GLenum target; /* either GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES */
GLuint tex;
bool inverted_y;
bool has_alpha;
};
bool wlr_texture_is_gles2(struct wlr_texture *texture);
void wlr_gles2_texture_get_attribs(struct wlr_texture *texture,
struct wlr_gles2_texture_attribs *attribs);
#endif

@ -17,9 +17,13 @@
static const struct wlr_texture_impl texture_impl;
bool wlr_texture_is_gles2(struct wlr_texture *wlr_texture) {
return wlr_texture->impl == &texture_impl;
}
struct wlr_gles2_texture *gles2_get_texture(
struct wlr_texture *wlr_texture) {
assert(wlr_texture->impl == &texture_impl);
assert(wlr_texture_is_gles2(wlr_texture));
return (struct wlr_gles2_texture *)wlr_texture;
}
@ -291,3 +295,13 @@ struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
POP_GLES2_DEBUG;
return &texture->wlr_texture;
}
void wlr_gles2_texture_get_attribs(struct wlr_texture *wlr_texture,
struct wlr_gles2_texture_attribs *attribs) {
struct wlr_gles2_texture *texture = gles2_get_texture(wlr_texture);
memset(attribs, 0, sizeof(*attribs));
attribs->target = texture->target;
attribs->tex = texture->tex;
attribs->inverted_y = texture->inverted_y;
attribs->has_alpha = texture->has_alpha;
}

Loading…
Cancel
Save