nyorain
862bc9783f
Fix egl image leak in gles renderer
7 years ago
Dominique Martinet
c323bfc6a0
GLES2: detach and delete shaders after LinkProgram
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Also make sure program linked correctly!
7 years ago
Drew DeVault
62d8b252c0
Refactor meson and move xdg-shell into wlroots
7 years ago
Drew DeVault
a6efb90382
s/gen/ensure/ fixes #47
7 years ago
Drew DeVault
c24351681f
Refactor EGL handling
7 years ago
Drew DeVault
7095274a9e
Merge branch 'master' into drm_buffer
7 years ago
Drew DeVault
3c12a32d1f
Merge pull request #58 from acrisci/feature/enable-gl-blending
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enable gl blending
7 years ago
Tony Crisci
49e97857c7
enable gl blending
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This makes transparency work correctly.
fixes #56
7 years ago
Drew DeVault
888986b038
Remove excess logging
7 years ago
Drew DeVault
7da43ff8b0
Implement wlr_surface_flush_damage
7 years ago
nyorain
073dff63da
Fix style issues
7 years ago
nyorain
67369173aa
Implement drm (egl) buffer attaching
7 years ago
Drew DeVault
e2b7712302
Use texture->pixel_format instead of re-scanning
7 years ago
Drew DeVault
4de930542f
Implement partial texture uploads
7 years ago
Drew DeVault
bd2e9a7168
Style cleanup
7 years ago
nyorain
e167f41fde
Rename wlr_surface -> wlr_texture; attach -> upload
7 years ago
Scott Anderson
1db97a9af9
Updated DRM cursor rendering
7 years ago
Drew DeVault
41b98f21e5
Merge pull request #42 from acrisci/bug/no-switch-active-textures
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Remove unnecessary calls to glActiveTexture
7 years ago
nyorain
fdab81e1c9
Use meson build system
7 years ago
Tony Crisci
9119be1dd1
Remove unnecessary calls to glActiveTexture
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Since wlroots shaders only use one texture at a time (ie there is only one
sampler2D variable in any shader), it is unnecessary to switch between active
texture units at this time.
7 years ago
Tony Crisci
effea557bb
Implement destroying surfaces
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Add a signal for wlr_surface destruction on the wlr_surface that compositors
can listen to to remove the surface from their state.
Implement a listener for this in the example wl_compositor to remove the
surface from its internal list of surfaces.
Destroy the surface in the compositor destroy_surface callback given when the
surface resource was created.
Add a reference to the surface resource to the wlr_surface so a compositor can
find it in its list of resources upon wlr_resource destruction.
7 years ago
Tony Crisci
6610aa7ca7
Implement shm buffer surface attach interface
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Implement surface_attach method. This is called when a client attaches an shm
buffer with wl_surface_attach().
Implement the GLES2 interface for attaching shm buffers. This creates an opengl
texture with the shm buffer contents for the surface.
This commit also includes some working code to render the surfaces onto the
screen for demonstration purposes.
7 years ago
Drew DeVault
b08aa9fd35
Revert "Merge pull request #27 from ascent12/meson"
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This reverts commit 85805da021
, reversing
changes made to 8189c64d7f
.
7 years ago
Scott Anderson
a2ba226ba3
Use subdir
7 years ago
Scott Anderson
924bf0f669
Changed build system to meson
8 years ago
Drew DeVault
8920b5d607
Merge branch 'wlcore'
8 years ago
Scott Anderson
0cd94f0cf0
Added software cursor fallback
8 years ago
Drew DeVault
5a2796266f
Support wl_shm pixel formats in gles2 renderer
8 years ago
Drew DeVault
2aafb5dd19
Add wlcore/wl_shm (WIP)
8 years ago
Drew DeVault
f252c5a792
Manually transpose matricies in shader
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Since GLES2 doesn't do this for us, it seems, on all platforms.
8 years ago
Drew DeVault
b18209c904
Switch to GLES2
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Closes #13
8 years ago
Drew DeVault
f4453d104d
Reorganize wlr-common
8 years ago
Drew DeVault
c9d5a0b2fb
Clean up Wayland backend GL context and such
8 years ago
Drew DeVault
2443a070e7
Add colored quad and ellipse rendering primitives
8 years ago
Drew DeVault
7a25d6c50b
Destroy gles3 wlr_surfaces
8 years ago
Drew DeVault
2b909e1729
Add error "handling" to gles3 backend
8 years ago
Drew DeVault
cd6a40d816
Further improvements to rendering subsystem
8 years ago
Drew DeVault
83f8864f0a
Add wlr_renderer and move quad rendering there
8 years ago
Drew DeVault
211488131f
Add wlr_shader to wlr-render
8 years ago
Drew DeVault
fc1dc1b5b0
Use constant VBO for quad, add matrix stuff
8 years ago