Fix GLES2 renderer to use glGetUniformLocations locations

This is needed as uniform locations are driver implementation-specific.
master
NeKit 7 years ago
parent 6f895081e1
commit de91c55ea9

@ -32,11 +32,37 @@ struct wlr_gles2_renderer {
const char *exts_str;
struct {
GLuint quad;
GLuint ellipse;
GLuint tex_rgba;
GLuint tex_rgbx;
GLuint tex_ext;
struct {
GLuint program;
GLint proj;
GLint color;
} quad;
struct {
GLuint program;
GLint proj;
GLint color;
} ellipse;
struct {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_rgba;
struct {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_rgbx;
struct {
GLuint program;
GLint proj;
GLint invert_y;
GLint tex;
GLint alpha;
} tex_ext;
} shaders;
uint32_t viewport_width, viewport_height;

@ -120,16 +120,36 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
GLuint prog = 0;
GLenum target = 0;
GLint proj_loc = 0;
GLint invert_y_loc = 0;
GLint tex_loc = 0;
GLint alpha_loc = 0;
switch (texture->type) {
case WLR_GLES2_TEXTURE_GLTEX:
case WLR_GLES2_TEXTURE_WL_DRM_GL:
prog = texture->has_alpha ? renderer->shaders.tex_rgba :
renderer->shaders.tex_rgbx;
if (texture->has_alpha) {
prog = renderer->shaders.tex_rgba.program;
proj_loc = renderer->shaders.tex_rgba.proj;
invert_y_loc = renderer->shaders.tex_rgba.invert_y;
tex_loc = renderer->shaders.tex_rgba.tex;
alpha_loc = renderer->shaders.tex_rgba.alpha;
} else {
prog = renderer->shaders.tex_rgbx.program;
proj_loc = renderer->shaders.tex_rgbx.proj;
invert_y_loc = renderer->shaders.tex_rgbx.invert_y;
tex_loc = renderer->shaders.tex_rgbx.tex;
alpha_loc = renderer->shaders.tex_rgbx.alpha;
}
target = GL_TEXTURE_2D;
break;
case WLR_GLES2_TEXTURE_WL_DRM_EXT:
case WLR_GLES2_TEXTURE_DMABUF:
prog = renderer->shaders.tex_ext;
prog = renderer->shaders.tex_ext.program;
proj_loc = renderer->shaders.tex_ext.proj;
invert_y_loc = renderer->shaders.tex_ext.invert_y;
tex_loc = renderer->shaders.tex_ext.tex;
alpha_loc = renderer->shaders.tex_ext.alpha;
target = GL_TEXTURE_EXTERNAL_OES;
break;
}
@ -151,9 +171,10 @@ static bool gles2_render_texture_with_matrix(struct wlr_renderer *wlr_renderer,
glUseProgram(prog);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
glUniform1i(1, texture->inverted_y);
glUniform1f(3, alpha);
glUniformMatrix3fv(proj_loc, 1, GL_FALSE, transposition);
glUniform1i(invert_y_loc, texture->inverted_y);
glUniform1f(alpha_loc, alpha);
glUniform1i(tex_loc, 0);
draw_quad();
@ -173,9 +194,10 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
wlr_matrix_transpose(transposition, matrix);
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.quad);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
glUniform4f(1, color[0], color[1], color[2], color[3]);
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
draw_quad();
POP_GLES2_DEBUG;
}
@ -191,9 +213,10 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
wlr_matrix_transpose(transposition, matrix);
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.ellipse);
glUniformMatrix3fv(0, 1, GL_FALSE, transposition);
glUniform4f(1, color[0], color[1], color[2], color[3]);
glUseProgram(renderer->shaders.ellipse.program);
glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
draw_quad();
POP_GLES2_DEBUG;
}
@ -313,11 +336,11 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
wlr_egl_make_current(renderer->egl, EGL_NO_SURFACE, NULL);
PUSH_GLES2_DEBUG;
glDeleteProgram(renderer->shaders.quad);
glDeleteProgram(renderer->shaders.ellipse);
glDeleteProgram(renderer->shaders.tex_rgba);
glDeleteProgram(renderer->shaders.tex_rgbx);
glDeleteProgram(renderer->shaders.tex_ext);
glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
POP_GLES2_DEBUG;
if (glDebugMessageCallbackKHR) {
@ -486,31 +509,53 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
PUSH_GLES2_DEBUG;
renderer->shaders.quad = link_program(quad_vertex_src, quad_fragment_src);
if (!renderer->shaders.quad) {
GLuint prog;
renderer->shaders.quad.program = prog =
link_program(quad_vertex_src, quad_fragment_src);
if (!renderer->shaders.quad.program) {
goto error;
}
renderer->shaders.ellipse =
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.ellipse.program = prog =
link_program(quad_vertex_src, ellipse_fragment_src);
if (!renderer->shaders.ellipse) {
if (!renderer->shaders.ellipse.program) {
goto error;
}
renderer->shaders.tex_rgba =
renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
renderer->shaders.tex_rgba.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgba);
if (!renderer->shaders.tex_rgba) {
if (!renderer->shaders.tex_rgba.program) {
goto error;
}
renderer->shaders.tex_rgbx =
renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgbx);
if (!renderer->shaders.tex_rgbx) {
if (!renderer->shaders.tex_rgbx.program) {
goto error;
}
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
if (glEGLImageTargetTexture2DOES) {
renderer->shaders.tex_ext =
renderer->shaders.tex_ext.program = prog =
link_program(tex_vertex_src, tex_fragment_src_external);
if (!renderer->shaders.tex_ext) {
if (!renderer->shaders.tex_ext.program) {
goto error;
}
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
}
POP_GLES2_DEBUG;
@ -518,11 +563,11 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
return &renderer->wlr_renderer;
error:
glDeleteProgram(renderer->shaders.quad);
glDeleteProgram(renderer->shaders.ellipse);
glDeleteProgram(renderer->shaders.tex_rgba);
glDeleteProgram(renderer->shaders.tex_rgbx);
glDeleteProgram(renderer->shaders.tex_ext);
glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.ellipse.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
POP_GLES2_DEBUG;

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