|  |  | @ -14,6 +14,13 @@ | 
			
		
	
		
		
			
				
					
					|  |  |  | #include <wlr/util/log.h> |  |  |  | #include <wlr/util/log.h> | 
			
		
	
		
		
			
				
					
					|  |  |  | #include "render/gles2.h" |  |  |  | #include "render/gles2.h" | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | static const GLfloat verts[] = { | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	1, 0, // top right
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					|  |  |  |  |  |  |  | 	0, 0, // top left
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					|  |  |  |  |  |  |  | 	1, 1, // bottom right
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					|  |  |  |  |  |  |  | 	0, 1, // bottom left
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					|  |  |  |  |  |  |  | }; | 
			
		
	
		
		
			
				
					
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					|  |  |  | struct wlr_gles2_procs gles2_procs = {0}; |  |  |  | struct wlr_gles2_procs gles2_procs = {0}; | 
			
		
	
		
		
			
				
					
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					|  |  |  | static const struct wlr_renderer_impl renderer_impl; |  |  |  | static const struct wlr_renderer_impl renderer_impl; | 
			
		
	
	
		
		
			
				
					|  |  | @ -86,37 +93,6 @@ static void gles2_scissor(struct wlr_renderer *wlr_renderer, | 
			
		
	
		
		
			
				
					
					|  |  |  | 	POP_GLES2_DEBUG; |  |  |  | 	POP_GLES2_DEBUG; | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  | } | 
			
		
	
		
		
			
				
					
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					|  |  |  | static void draw_quad_with_texcoord(GLfloat x1, GLfloat y1, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		GLfloat x2, GLfloat y2) { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	GLfloat verts[] = { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		1, 0, // top right
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		0, 0, // top left
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		1, 1, // bottom right
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					|  |  |  | 		0, 1, // bottom left
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	}; |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	GLfloat texcoord[] = { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		x2, y1, // top right
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		x1, y1, // top left
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		x2, y2, // bottom right
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 		x1, y2, // bottom left
 |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	}; |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord); |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glEnableVertexAttribArray(0); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glEnableVertexAttribArray(1); |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glDisableVertexAttribArray(0); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glDisableVertexAttribArray(1); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | static void draw_quad(void) { |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | 	draw_quad_with_texcoord(0, 0, 1, 1); |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  |  | 
			
		
	
		
		
			
				
					
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					|  |  |  | static bool gles2_render_subtexture_with_matrix( |  |  |  | static bool gles2_render_subtexture_with_matrix( | 
			
		
	
		
		
			
				
					
					|  |  |  | 		struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture, |  |  |  | 		struct wlr_renderer *wlr_renderer, struct wlr_texture *wlr_texture, | 
			
		
	
		
		
			
				
					
					|  |  |  | 		const struct wlr_fbox *box, const float matrix[static 9], |  |  |  | 		const struct wlr_fbox *box, const float matrix[static 9], | 
			
		
	
	
		
		
			
				
					|  |  | @ -168,11 +144,27 @@ static bool gles2_render_subtexture_with_matrix( | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glUniform1i(shader->tex, 0); |  |  |  | 	glUniform1i(shader->tex, 0); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glUniform1f(shader->alpha, alpha); |  |  |  | 	glUniform1f(shader->alpha, alpha); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	GLfloat x1 = box->x / wlr_texture->width; |  |  |  | 	const GLfloat x1 = box->x / wlr_texture->width; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	GLfloat y1 = box->y / wlr_texture->height; |  |  |  | 	const GLfloat y1 = box->y / wlr_texture->height; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	GLfloat x2 = (box->x + box->width) / wlr_texture->width; |  |  |  | 	const GLfloat x2 = (box->x + box->width) / wlr_texture->width; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	GLfloat y2 = (box->y + box->height) / wlr_texture->height; |  |  |  | 	const GLfloat y2 = (box->y + box->height) / wlr_texture->height; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	draw_quad_with_texcoord(x1, y1, x2, y2); |  |  |  | 	const GLfloat texcoord[] = { | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		x2, y1, // top right
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					|  |  |  |  |  |  |  | 		x1, y1, // top left
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					|  |  |  |  |  |  |  | 		x2, y2, // bottom right
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					|  |  |  |  |  |  |  | 		x1, y2, // bottom left
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					|  |  |  |  |  |  |  | 	}; | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glEnableVertexAttribArray(shader->pos_attrib); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glEnableVertexAttribArray(shader->tex_attrib); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDisableVertexAttribArray(shader->pos_attrib); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glDisableVertexAttribArray(shader->tex_attrib); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glBindTexture(texture->target, 0); |  |  |  | 	glBindTexture(texture->target, 0); | 
			
		
	
		
		
			
				
					
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					|  |  | @ -180,7 +172,6 @@ static bool gles2_render_subtexture_with_matrix( | 
			
		
	
		
		
			
				
					
					|  |  |  | 	return true; |  |  |  | 	return true; | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  | } | 
			
		
	
		
		
			
				
					
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					|  |  |  | static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer, |  |  |  | static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer, | 
			
		
	
		
		
			
				
					
					|  |  |  | 		const float color[static 4], const float matrix[static 9]) { |  |  |  | 		const float color[static 4], const float matrix[static 9]) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	struct wlr_gles2_renderer *renderer = |  |  |  | 	struct wlr_gles2_renderer *renderer = | 
			
		
	
	
		
		
			
				
					|  |  | @ -196,7 +187,16 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer, | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition); |  |  |  | 	glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); |  |  |  | 	glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	draw_quad(); |  |  |  | 
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					|  |  |  |  |  |  |  | 	glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 			0, verts); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	POP_GLES2_DEBUG; |  |  |  | 	POP_GLES2_DEBUG; | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  | } | 
			
		
	
		
		
			
				
					
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					|  |  | @ -210,12 +210,31 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer, | 
			
		
	
		
		
			
				
					
					|  |  |  | 	float transposition[9]; |  |  |  | 	float transposition[9]; | 
			
		
	
		
		
			
				
					
					|  |  |  | 	wlr_matrix_transpose(transposition, matrix); |  |  |  | 	wlr_matrix_transpose(transposition, matrix); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	static const GLfloat texcoord[] = { | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		1, 0, // top right
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					|  |  |  |  |  |  |  | 		0, 0, // top left
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					|  |  |  |  |  |  |  | 		1, 1, // bottom right
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					|  |  |  |  |  |  |  | 		0, 1, // bottom left
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					|  |  |  |  |  |  |  | 	}; | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	PUSH_GLES2_DEBUG; |  |  |  | 	PUSH_GLES2_DEBUG; | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glUseProgram(renderer->shaders.ellipse.program); |  |  |  | 	glUseProgram(renderer->shaders.ellipse.program); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition); |  |  |  | 	glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]); |  |  |  | 	glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	draw_quad(); |  |  |  | 
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					|  |  |  |  |  |  |  | 	glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 			GL_FALSE, 0, verts); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glVertexAttribPointer(renderer->shaders.ellipse.tex_attrib, 2, GL_FLOAT, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 			GL_FALSE, 0, texcoord); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glEnableVertexAttribArray(renderer->shaders.ellipse.pos_attrib); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glEnableVertexAttribArray(renderer->shaders.ellipse.tex_attrib); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  | 	glDisableVertexAttribArray(renderer->shaders.ellipse.pos_attrib); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	glDisableVertexAttribArray(renderer->shaders.ellipse.tex_attrib); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	POP_GLES2_DEBUG; |  |  |  | 	POP_GLES2_DEBUG; | 
			
		
	
		
		
			
				
					
					|  |  |  | } |  |  |  | } | 
			
		
	
		
		
			
				
					
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					|  |  | @ -725,6 +744,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	} |  |  |  | 	} | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); |  |  |  | 	renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); |  |  |  | 	renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	renderer->shaders.ellipse.program = prog = |  |  |  | 	renderer->shaders.ellipse.program = prog = | 
			
		
	
		
		
			
				
					
					|  |  |  | 		link_program(quad_vertex_src, ellipse_fragment_src); |  |  |  | 		link_program(quad_vertex_src, ellipse_fragment_src); | 
			
		
	
	
		
		
			
				
					|  |  | @ -733,6 +753,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	} |  |  |  | 	} | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj"); |  |  |  | 	renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color"); |  |  |  | 	renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord"); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	renderer->shaders.tex_rgba.program = prog = |  |  |  | 	renderer->shaders.tex_rgba.program = prog = | 
			
		
	
		
		
			
				
					
					|  |  |  | 		link_program(tex_vertex_src, tex_fragment_src_rgba); |  |  |  | 		link_program(tex_vertex_src, tex_fragment_src_rgba); | 
			
		
	
	
		
		
			
				
					|  |  | @ -743,6 +765,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y"); |  |  |  | 	renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); |  |  |  | 	renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); |  |  |  | 	renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	renderer->shaders.tex_rgbx.program = prog = |  |  |  | 	renderer->shaders.tex_rgbx.program = prog = | 
			
		
	
		
		
			
				
					
					|  |  |  | 		link_program(tex_vertex_src, tex_fragment_src_rgbx); |  |  |  | 		link_program(tex_vertex_src, tex_fragment_src_rgbx); | 
			
		
	
	
		
		
			
				
					|  |  | @ -753,6 +777,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y"); |  |  |  | 	renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); |  |  |  | 	renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); |  |  |  | 	renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord"); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	if (renderer->exts.egl_image_external_oes) { |  |  |  | 	if (renderer->exts.egl_image_external_oes) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 		renderer->shaders.tex_ext.program = prog = |  |  |  | 		renderer->shaders.tex_ext.program = prog = | 
			
		
	
	
		
		
			
				
					|  |  | @ -764,6 +790,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 		renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y"); |  |  |  | 		renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 		renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex"); |  |  |  | 		renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 		renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); |  |  |  | 		renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord"); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	} |  |  |  | 	} | 
			
		
	
		
		
			
				
					
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 | 
			
		
	
		
		
			
				
					
					|  |  |  | 	POP_GLES2_DEBUG; |  |  |  | 	POP_GLES2_DEBUG; | 
			
		
	
	
		
		
			
				
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