Further improvements to rendering subsystem

master
Drew DeVault 8 years ago
parent 83f8864f0a
commit cd6a40d816

@ -9,6 +9,7 @@
#include <wayland-server-protocol.h>
#include <GLES3/gl3.h>
#include <wlr/render/matrix.h>
#include <wlr/render/gles3.h>
#include <wlr/render.h>
#include <wlr/backend.h>
#include <wlr/session.h>
@ -46,22 +47,23 @@ static void output_frame(struct wl_listener *listener, void *data) {
struct wlr_output *output = ostate->output;
struct state *s = ostate->state;
glClearColor(0.25f, 0.25f, 0.25f, 1);
glClear(GL_COLOR_BUFFER_BIT);
wlr_renderer_begin(s->renderer, output);
int32_t width = output->width;
int32_t height = output->height;
glViewport(0, 0, width, height);
wlr_output_effective_resolution(output, &width, &height);
wlr_render_quad(s->renderer, s->cat_texture,
float matrix[16];
wlr_surface_get_matrix(s->cat_texture, &matrix,
&output->transform_matrix, ostate->x, ostate->y);
wlr_render_with_matrix(s->renderer, s->cat_texture, &matrix);
wlr_renderer_end(s->renderer);
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
long ms = (now.tv_sec - ostate->last_frame.tv_sec) * 1000 +
(now.tv_nsec - ostate->last_frame.tv_nsec) / 1000000;
float seconds = ms / 1000.0f;
int32_t width, height;
wlr_output_effective_resolution(output, &width, &height);
ostate->x += ostate->vel_x * seconds;
ostate->y += ostate->vel_y * seconds;
if (ostate->y > height - 128) {
@ -224,8 +226,8 @@ int main(int argc, char *argv[]) {
return 1;
}
state.renderer = wlr_renderer_init();
state.cat_texture = wlr_surface_init();
state.renderer = wlr_gles3_renderer_init();
state.cat_texture = wlr_render_surface_init(state.renderer);
wlr_surface_attach_pixels(state.cat_texture, GL_RGB,
cat_tex.width, cat_tex.height, cat_tex.pixel_data);
@ -239,11 +241,11 @@ int main(int argc, char *argv[]) {
wl_event_loop_dispatch(event_loop, 0);
}
wlr_renderer_destroy(state.renderer);
wlr_surface_destroy(state.cat_texture);
wl_event_source_remove(timer);
wlr_backend_destroy(wlr);
wlr_session_finish(session);
wlr_surface_destroy(state.cat_texture);
wlr_renderer_destroy(state.renderer);
wl_display_destroy(display);
struct output_config *ptr, *tmp;

@ -1,29 +0,0 @@
#ifndef _WLR_RENDER_INTERNAL_H
#define _WLR_RENDER_INTERNAL_H
#include <stdint.h>
#include <wlr/render.h>
#include <wayland-util.h>
#include <GLES3/gl3.h>
#include <stdbool.h>
struct wlr_surface {
bool valid;
GLuint tex_id;
uint32_t format;
int width, height;
};
struct wlr_shader {
bool valid;
uint32_t format;
GLuint vert;
GLuint program;
struct wlr_shader *next;
};
struct wlr_renderer {
struct wlr_shader *shader;
// TODO: EGL stuff
};
#endif

@ -0,0 +1,18 @@
#ifndef _WLR_RENDER_GLES2_INTERNAL_H
#define _WLR_RENDER_GLES2_INTERNAL_H
#include <stdint.h>
#include <GLES3/gl3.h>
#include <wlr/render.h>
struct wlr_surface_state {
struct wlr_surface *wlr_surface;
GLuint tex_id;
};
struct wlr_surface *gles3_surface_init();
extern const GLchar vertex_src[];
extern const GLchar fragment_src_RGB[];
extern const GLchar fragment_src_RGBA[];
#endif

@ -2,30 +2,74 @@
#define _WLR_RENDER_H
#include <stdint.h>
#include <wayland-server-protocol.h>
#include <wlr/types.h>
struct wlr_surface;
struct wlr_surface *wlr_surface_init();
void wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
struct wlr_renderer;
void wlr_renderer_begin(struct wlr_renderer *r, struct wlr_output *output);
void wlr_renderer_end(struct wlr_renderer *r);
/**
* Requests a surface handle from this renderer.
*/
struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r);
/**
* Renders the requested surface using the provided matrix. A typical surface
* rendering goes like so:
*
* struct wlr_renderer *renderer;
* struct wlr_surface *surface;
* float projection[16];
* float matrix[16];
* wlr_surface_get_matrix(surface, &matrix, &projection, 123, 321);
* wlr_render_with_matrix(renderer, surface, &matrix);
*
* This will render the surface at <123, 321>.
*/
bool wlr_render_with_matrix(struct wlr_renderer *r,
struct wlr_surface *surface, const float (*matrix)[16]);
/**
* Destroys this wlr_renderer. Surfaces must be destroyed separately.
*/
void wlr_renderer_destroy(struct wlr_renderer *renderer);
struct wlr_surface_impl;
struct wlr_surface_state;
struct wlr_surface {
struct wlr_surface_impl *impl;
struct wlr_surface_state *state;
bool valid;
uint32_t format;
int width, height;
};
/**
* Attaches a pixel buffer to this surface. The buffer may be discarded after
* calling this function.
*/
bool wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
int width, int height, const unsigned char *pixels);
void wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
/**
* Attaches pixels from a wl_shm_buffer to this surface. The shm buffer may be
* invalidated after calling this function.
*/
bool wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
struct wl_shm_buffer *shm);
// TODO: EGL
/**
* Prepares a matrix with the appropriate scale for the given surface and
* multiplies it with the projection, producing a matrix that the shader can
* muptlipy vertex coordinates with to get final screen coordinates.
*
* The projection matrix is assumed to be an orthographic projection of [0,
* width) and [0, height], and the x and y coordinates provided are used as
* such.
*/
void wlr_surface_get_matrix(struct wlr_surface *surface,
float (*matrix)[16], const float (*projection)[16], int x, int y);
/**
* Destroys this wlr_surface.
*/
void wlr_surface_destroy(struct wlr_surface *tex);
struct wlr_shader;
struct wlr_shader *wlr_shader_init(const char *vertex);
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
const char *frag);
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format);
void wlr_shader_destroy(struct wlr_shader *shader);
struct wlr_renderer;
struct wlr_renderer *wlr_renderer_init();
void wlr_renderer_set_shader(struct wlr_renderer *renderer,
struct wlr_shader *shader);
bool wlr_render_quad(struct wlr_renderer *renderer,
struct wlr_surface *surf, float (*transform)[16],
float x, float y);
void wlr_renderer_destroy(struct wlr_renderer *renderer);
#endif

@ -0,0 +1,7 @@
#ifndef _WLR_GLES3_RENDERER_H
#define _WLR_GLES3_RENDERER_H
#include <wlr/render.h>
struct wlr_renderer *wlr_gles3_renderer_init();
#endif

@ -0,0 +1,43 @@
#ifndef _WLR_RENDER_INTERFACE_H
#define _WLR_RENDER_INTERFACE_H
#include <wayland-server-protocol.h>
#include <stdbool.h>
#include <wlr/render.h>
#include <wlr/types.h>
struct wlr_renderer_impl;
struct wlr_renderer_state;
struct wlr_renderer {
struct wlr_renderer_impl *impl;
struct wlr_renderer_state *state;
};
struct wlr_renderer_impl {
void (*begin)(struct wlr_renderer_state *state, struct wlr_output *output);
void (*end)(struct wlr_renderer_state *state);
struct wlr_surface *(*surface_init)(struct wlr_renderer_state *state);
bool (*render_with_matrix)(struct wlr_renderer_state *state,
struct wlr_surface *surface, const float (*matrix)[16]);
void (*destroy)(struct wlr_renderer_state *state);
};
struct wlr_renderer *wlr_renderer_init(struct wlr_renderer_state *state,
struct wlr_renderer_impl *impl);
struct wlr_surface_impl {
bool (*attach_pixels)(struct wlr_surface_state *state, uint32_t format,
int width, int height, const unsigned char *pixels);
bool (*attach_shm)(struct wlr_surface_state *state, uint32_t format,
struct wl_shm_buffer *shm);
// TODO: egl
void (*get_matrix)(struct wlr_surface_state *state,
float (*matrix)[16], const float (*projection)[16], int x, int y);
void (*bind)(struct wlr_surface_state *state);
void (*destroy)(struct wlr_surface_state *state);
};
struct wlr_surface *wlr_surface_init();
void wlr_surface_bind(struct wlr_surface *surface);
#endif

@ -5,6 +5,6 @@ void wlr_matrix_identity(float (*output)[16]);
void wlr_matrix_translate(float (*output)[16], float x, float y, float z);
void wlr_matrix_scale(float (*output)[16], float x, float y, float z);
void wlr_matrix_rotate(float (*output)[16], float radians);
void wlr_matrix_mul(float (*x)[16], float (*y)[16], float (*product)[16]);
void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]);
#endif

@ -1,6 +1,8 @@
add_library(wlr-render STATIC
matrix.c
shader.c
surface.c
renderer.c
wlr_renderer.c
wlr_surface.c
gles3/shaders.c
gles3/renderer.c
gles3/surface.c
)

@ -0,0 +1,161 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include <common/log.h>
#include "render/gles3.h"
static struct {
bool initialized;
GLuint rgb, rgba;
} shaders;
static GLuint vao, vbo, ebo;
static bool compile_shader(GLuint type, const GLchar *src, GLuint *shader) {
*shader = glCreateShader(type);
int len = strlen(src);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
return false;
}
return true;
}
static bool compile_program(const GLchar *vert_src,
const GLchar *frag_src, GLuint *program) {
GLuint vertex, fragment;
if (!compile_shader(GL_VERTEX_SHADER, vert_src, &vertex)) {
return false;
}
if (!compile_shader(GL_FRAGMENT_SHADER, frag_src, &fragment)) {
glDeleteProgram(vertex);
return false;
}
*program = glCreateProgram();
glAttachShader(*program, vertex);
glAttachShader(*program, fragment);
glLinkProgram(*program);
glDeleteProgram(vertex);
glDeleteProgram(fragment);
return true;
}
static void init_default_shaders() {
if (shaders.initialized) {
return;
}
if (!compile_program(vertex_src, fragment_src_RGB, &shaders.rgb)) {
goto error;
}
if (!compile_program(vertex_src, fragment_src_RGBA, &shaders.rgba)) {
goto error;
}
return;
error:
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static void init_default_quad() {
GLfloat verticies[] = {
1, 1, 1, 1, // bottom right
1, 0, 1, 0, // top right
0, 0, 0, 0, // top left
0, 1, 0, 1, // bottom left
};
GLuint indicies[] = {
0, 1, 3,
1, 2, 3,
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
}
static void init_globals() {
init_default_shaders();
init_default_quad();
}
static void wlr_gles3_begin(struct wlr_renderer_state *state,
struct wlr_output *output) {
// TODO: let users customize the clear color?
glClearColor(0.25f, 0.25f, 0.25f, 1);
glClear(GL_COLOR_BUFFER_BIT);
int32_t width = output->width;
int32_t height = output->height;
glViewport(0, 0, width, height);
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
static void wlr_gles3_end(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_surface *wlr_gles3_surface_init(struct wlr_renderer_state *state) {
return gles3_surface_init();
}
static bool wlr_gles3_render_surface(struct wlr_renderer_state *state,
struct wlr_surface *surface, const float (*matrix)[16]) {
assert(surface && surface->valid);
switch (surface->format) {
case GL_RGB:
glUseProgram(shaders.rgb);
break;
case GL_RGBA:
glUseProgram(shaders.rgba);
break;
default:
return false;
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
wlr_surface_bind(surface);
glUniformMatrix4fv(0, 1, GL_TRUE, *matrix);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
return true;
}
static void wlr_gles3_destroy(struct wlr_renderer_state *state) {
// no-op
}
static struct wlr_renderer_impl wlr_renderer_impl = {
.begin = wlr_gles3_begin,
.end = wlr_gles3_end,
.surface_init = wlr_gles3_surface_init,
.render_with_matrix = wlr_gles3_render_surface,
.destroy = wlr_gles3_destroy
};
struct wlr_renderer *wlr_gles3_renderer_init() {
init_globals();
return wlr_renderer_init(NULL, &wlr_renderer_impl);
}

@ -0,0 +1,28 @@
#include "render/gles3.h"
#include <GLES3/gl3.h>
const GLchar vertex_src[] =
"uniform mat4 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar fragment_src_RGB[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
"}\n";
const GLchar fragment_src_RGBA[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}\n";

@ -0,0 +1,63 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/interface.h>
#include <wlr/render/matrix.h>
#include "render/gles3.h"
static bool gles3_surface_attach_pixels(struct wlr_surface_state *surface,
uint32_t format, int width, int height, const unsigned char *pixels) {
assert(surface);
surface->wlr_surface->width = width;
surface->wlr_surface->height = height;
surface->wlr_surface->format = format;
// TODO: Error handling
glGenTextures(1, &surface->tex_id);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels);
surface->wlr_surface->valid = true;
return true;
}
static void gles3_surface_get_matrix(struct wlr_surface_state *surface,
float (*matrix)[16], const float (*projection)[16], int x, int y) {
struct wlr_surface *_surface = surface->wlr_surface;
float world[16];
wlr_matrix_identity(matrix);
wlr_matrix_translate(&world, x, y, 0);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_scale(&world, _surface->width, _surface->height, 1);
wlr_matrix_mul(matrix, &world, matrix);
wlr_matrix_mul(projection, matrix, matrix);
}
static void gles3_surface_bind(struct wlr_surface_state *surface) {
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, surface->tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
static void gles3_surface_destroy(struct wlr_surface_state *surface) {
// TODO
}
static struct wlr_surface_impl wlr_surface_impl = {
.attach_pixels = gles3_surface_attach_pixels,
// .attach_shm = TODO
.get_matrix = gles3_surface_get_matrix,
.bind = gles3_surface_bind,
.destroy = gles3_surface_destroy,
};
struct wlr_surface *gles3_surface_init() {
struct wlr_surface_state *state = calloc(sizeof(struct wlr_surface_state), 1);
struct wlr_surface *surface = wlr_surface_init(state, &wlr_surface_impl);
state->wlr_surface = surface;
return surface;
}

@ -41,7 +41,7 @@ void wlr_matrix_rotate(float (*output)[16], float radians) {
(*output)[mind(2, 2)] = _cos;
}
void wlr_matrix_mul(float (*x)[16], float (*y)[16], float (*product)[16]) {
void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]) {
float _product[16] = {
(*x)[mind(1, 1)] * (*y)[mind(1, 1)] + (*x)[mind(1, 2)] * (*y)[mind(2, 1)] +
(*x)[mind(1, 3)] * (*y)[mind(3, 1)] + (*x)[mind(1, 4)] * (*y)[mind(4, 1)],

@ -1,138 +0,0 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/matrix.h>
#include <common/log.h>
#include "render.h"
static struct wlr_shader *default_shader = NULL;
static const GLchar vert_src[] =
"uniform mat4 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
static const GLchar frag_src_RGB[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
"}\n";
static const GLchar frag_src_RGBA[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}\n";
static void default_shader_init() {
if (default_shader) {
return;
}
default_shader = wlr_shader_init(vert_src);
if (!default_shader) {
goto error;
}
if (!wlr_shader_add_format(default_shader, GL_RGB, frag_src_RGB)) {
goto error;
}
if (!wlr_shader_add_format(default_shader, GL_RGBA, frag_src_RGBA)) {
goto error;
}
return;
error:
wlr_shader_destroy(default_shader);
wlr_log(L_ERROR, "Failed to set up default shaders!");
}
static GLuint vao, vbo, ebo;
static void default_quad_init() {
GLfloat verticies[] = {
1, 1, 1, 1, // bottom right
1, 0, 1, 0, // top right
0, 0, 0, 0, // top left
0, 1, 0, 1, // bottom left
};
GLuint indicies[] = {
0, 1, 3,
1, 2, 3,
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
}
static void global_init() {
default_shader_init();
default_quad_init();
}
struct wlr_renderer *wlr_renderer_init() {
global_init();
struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
r->shader = default_shader;
return r;
}
void wlr_renderer_set_shader(struct wlr_renderer *renderer,
struct wlr_shader *shader) {
assert(renderer);
renderer->shader = shader;
}
bool wlr_render_quad(struct wlr_renderer *renderer,
struct wlr_surface *surf, float (*transform)[16],
float x, float y) {
assert(renderer && surf && renderer->shader && surf->valid);
wlr_shader_use(renderer->shader, surf->format);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, surf->tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
float world[16], final[16];
wlr_matrix_identity(&final);
wlr_matrix_translate(&world, x, y, 0);
wlr_matrix_mul(&final, &world, &final);
wlr_matrix_scale(&world, surf->width, surf->height, 1);
wlr_matrix_mul(&final, &world, &final);
wlr_matrix_mul(transform, &final, &final);
glUniformMatrix4fv(0, 1, GL_TRUE, final);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
return false;
}
void wlr_renderer_destroy(struct wlr_renderer *renderer) {
// TODO
}

@ -1,97 +0,0 @@
#include <assert.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#include <GLES3/gl3.h>
#include <wlr/render.h>
#include <wlr/render/matrix.h>
#include "render.h"
static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
return false;
}
return true;
}
struct wlr_shader *wlr_shader_init(const char *vertex) {
struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
wlr_shader_destroy(shader);
return NULL;
}
return shader;
}
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
const char *frag) {
assert(shader);
struct wlr_shader *_shader = shader;
if (_shader->valid) {
shader = calloc(sizeof(struct wlr_shader), 1);
shader->vert = _shader->vert;
} else {
while (shader->next) {
_shader = shader;
shader = shader->next;
}
}
shader->format = format;
GLuint _frag;
if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
goto error;
}
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vert);
glAttachShader(shader->program, _frag);
glLinkProgram(shader->program);
glDeleteProgram(_frag);
if (_shader->valid) {
_shader->next = shader;
}
shader->valid = true;
return true;
error:
if (_shader->valid) {
wlr_shader_destroy(shader);
}
return false;
}
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
if (shader->format == format) {
glUseProgram(shader->program);
return true;
}
while (shader->next) {
shader = shader->next;
if (shader->format == format) {
glUseProgram(shader->program);
return true;
}
}
return false;
}
void wlr_shader_destroy(struct wlr_shader *shader) {
while (shader) {
struct wlr_shader *_shader = shader;
glDeleteProgram(shader->vert);
glDeleteProgram(shader->program);
shader = shader->next;
free(_shader);
}
}

@ -1,34 +0,0 @@
#include <stdint.h>
#include <stdlib.h>
#include <assert.h>
#include <GLES3/gl3.h>
#include <wayland-util.h>
#include <wayland-server-protocol.h>
#include <wlr/render.h>
#include <wlr/render/matrix.h>
#include "render.h"
struct wlr_surface *wlr_surface_init() {
return calloc(sizeof(struct wlr_surface), 1);
}
void wlr_surface_attach_pixels(struct wlr_surface *surf, uint32_t format,
int width, int height, const unsigned char *pixels) {
assert(surf);
surf->width = width;
surf->height = height;
surf->format = format;
// TODO: Error handling
glGenTextures(1, &surf->tex_id);
glBindTexture(GL_TEXTURE_2D, surf->tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, pixels);
surf->valid = true;
}
void wlr_surface_attach_shm(struct wlr_surface *surf, uint32_t format,
struct wl_shm_buffer *shm);
void wlr_surface_destroy(struct wlr_surface *tex) {
// TODO
}

@ -0,0 +1,33 @@
#include <stdlib.h>
#include <stdbool.h>
#include <wlr/render/interface.h>
struct wlr_renderer *wlr_renderer_init(struct wlr_renderer_state *state,
struct wlr_renderer_impl *impl) {
struct wlr_renderer *r = calloc(sizeof(struct wlr_renderer), 1);
r->state = state;
r->impl = impl;
return r;
}
void wlr_renderer_destroy(struct wlr_renderer *r) {
r->impl->destroy(r->state);
free(r);
}
void wlr_renderer_begin(struct wlr_renderer *r, struct wlr_output *o) {
r->impl->begin(r->state, o);
}
void wlr_renderer_end(struct wlr_renderer *r) {
r->impl->end(r->state);
}
struct wlr_surface *wlr_render_surface_init(struct wlr_renderer *r) {
return r->impl->surface_init(r->state);
}
bool wlr_render_with_matrix(struct wlr_renderer *r,
struct wlr_surface *surface, const float (*matrix)[16]) {
return r->impl->render_with_matrix(r->state, surface, matrix);
}

@ -0,0 +1,36 @@
#include <stdlib.h>
#include <stdbool.h>
#include <wlr/render/interface.h>
struct wlr_surface *wlr_surface_init(struct wlr_surface_state *state,
struct wlr_surface_impl *impl) {
struct wlr_surface *s = calloc(sizeof(struct wlr_surface), 1);
s->state = state;
s->impl = impl;
return s;
}
void wlr_surface_destroy(struct wlr_surface *surface) {
surface->impl->destroy(surface->state);
free(surface);
}
void wlr_surface_bind(struct wlr_surface *surface) {
surface->impl->bind(surface->state);
}
bool wlr_surface_attach_pixels(struct wlr_surface *surface, uint32_t format,
int width, int height, const unsigned char *pixels) {
return surface->impl->attach_pixels(surface->state,
format, width, height, pixels);
}
bool wlr_surface_attach_shm(struct wlr_surface *surface, uint32_t format,
struct wl_shm_buffer *shm) {
return surface->impl->attach_shm(surface->state, format, shm);
}
void wlr_surface_get_matrix(struct wlr_surface *surface,
float (*matrix)[16], const float (*projection)[16], int x, int y) {
surface->impl->get_matrix(surface->state, matrix, projection, x, y);
}
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