/* * Copyright © 2012 Intel Corporation * * Permission to use, copy, modify, distribute, and sell this software and * its documentation for any purpose is hereby granted without fee, provided * that the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation, and that the name of the copyright holders not be used in * advertising or publicity pertaining to distribution of the software * without specific, written prior permission. The copyright holders make * no representations about the suitability of this software for any * purpose. It is provided "as is" without express or implied warranty. * * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #define _GNU_SOURCE #include #include #include #include #include #include #include #include #include "gl-renderer.h" #include #include "weston-egl-ext.h" struct gl_shader { GLuint program; GLuint vertex_shader, fragment_shader; GLint proj_uniform; GLint tex_uniforms[3]; GLint alpha_uniform; GLint color_uniform; const char *vertex_source, *fragment_source; }; #define BUFFER_DAMAGE_COUNT 2 struct gl_output_state { EGLSurface egl_surface; pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT]; }; struct gl_surface_state { GLfloat color[4]; struct gl_shader *shader; GLuint textures[3]; int num_textures; pixman_region32_t texture_damage; EGLImageKHR images[3]; GLenum target; int num_images; struct weston_buffer_reference buffer_ref; int pitch; /* in pixels */ }; struct gl_renderer { struct weston_renderer base; int fragment_shader_debug; int fan_debug; EGLDisplay egl_display; EGLContext egl_context; EGLConfig egl_config; struct { int32_t top, bottom, left, right; GLuint texture; int32_t width, height; } border; struct wl_array vertices; struct wl_array indices; /* only used in compositor-wayland */ struct wl_array vtxcnt; PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d; PFNEGLCREATEIMAGEKHRPROC create_image; PFNEGLDESTROYIMAGEKHRPROC destroy_image; int has_unpack_subimage; PFNEGLBINDWAYLANDDISPLAYWL bind_display; PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display; PFNEGLQUERYWAYLANDBUFFERWL query_buffer; int has_bind_display; int has_egl_image_external; int has_egl_buffer_age; struct gl_shader texture_shader_rgba; struct gl_shader texture_shader_rgbx; struct gl_shader texture_shader_egl_external; struct gl_shader texture_shader_y_uv; struct gl_shader texture_shader_y_u_v; struct gl_shader texture_shader_y_xuxv; struct gl_shader invert_color_shader; struct gl_shader solid_shader; struct gl_shader *current_shader; }; static inline struct gl_output_state * get_output_state(struct weston_output *output) { return (struct gl_output_state *)output->renderer_state; } static inline struct gl_surface_state * get_surface_state(struct weston_surface *surface) { return (struct gl_surface_state *)surface->renderer_state; } static inline struct gl_renderer * get_renderer(struct weston_compositor *ec) { return (struct gl_renderer *)ec->renderer; } static const char * egl_error_string(EGLint code) { #define MYERRCODE(x) case x: return #x; switch (code) { MYERRCODE(EGL_SUCCESS) MYERRCODE(EGL_NOT_INITIALIZED) MYERRCODE(EGL_BAD_ACCESS) MYERRCODE(EGL_BAD_ALLOC) MYERRCODE(EGL_BAD_ATTRIBUTE) MYERRCODE(EGL_BAD_CONTEXT) MYERRCODE(EGL_BAD_CONFIG) MYERRCODE(EGL_BAD_CURRENT_SURFACE) MYERRCODE(EGL_BAD_DISPLAY) MYERRCODE(EGL_BAD_SURFACE) MYERRCODE(EGL_BAD_MATCH) MYERRCODE(EGL_BAD_PARAMETER) MYERRCODE(EGL_BAD_NATIVE_PIXMAP) MYERRCODE(EGL_BAD_NATIVE_WINDOW) MYERRCODE(EGL_CONTEXT_LOST) default: return "unknown"; } #undef MYERRCODE } WL_EXPORT void gl_renderer_print_egl_error_state(void) { EGLint code; code = eglGetError(); weston_log("EGL error state: %s (0x%04lx)\n", egl_error_string(code), (long)code); } struct polygon8 { GLfloat x[8]; GLfloat y[8]; int n; }; struct clip_context { struct { GLfloat x; GLfloat y; } prev; struct { GLfloat x1, y1; GLfloat x2, y2; } clip; struct { GLfloat *x; GLfloat *y; } vertices; }; static GLfloat float_difference(GLfloat a, GLfloat b) { /* http://www.altdevblogaday.com/2012/02/22/comparing-floating-point-numbers-2012-edition/ */ static const GLfloat max_diff = 4.0f * FLT_MIN; static const GLfloat max_rel_diff = 4.0e-5; GLfloat diff = a - b; GLfloat adiff = fabsf(diff); if (adiff <= max_diff) return 0.0f; a = fabsf(a); b = fabsf(b); if (adiff <= (a > b ? a : b) * max_rel_diff) return 0.0f; return diff; } /* A line segment (p1x, p1y)-(p2x, p2y) intersects the line x = x_arg. * Compute the y coordinate of the intersection. */ static GLfloat clip_intersect_y(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y, GLfloat x_arg) { GLfloat a; GLfloat diff = float_difference(p1x, p2x); /* Practically vertical line segment, yet the end points have already * been determined to be on different sides of the line. Therefore * the line segment is part of the line and intersects everywhere. * Return the end point, so we use the whole line segment. */ if (diff == 0.0f) return p2y; a = (x_arg - p2x) / diff; return p2y + (p1y - p2y) * a; } /* A line segment (p1x, p1y)-(p2x, p2y) intersects the line y = y_arg. * Compute the x coordinate of the intersection. */ static GLfloat clip_intersect_x(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y, GLfloat y_arg) { GLfloat a; GLfloat diff = float_difference(p1y, p2y); /* Practically horizontal line segment, yet the end points have already * been determined to be on different sides of the line. Therefore * the line segment is part of the line and intersects everywhere. * Return the end point, so we use the whole line segment. */ if (diff == 0.0f) return p2x; a = (y_arg - p2y) / diff; return p2x + (p1x - p2x) * a; } enum path_transition { PATH_TRANSITION_OUT_TO_OUT = 0, PATH_TRANSITION_OUT_TO_IN = 1, PATH_TRANSITION_IN_TO_OUT = 2, PATH_TRANSITION_IN_TO_IN = 3, }; static void clip_append_vertex(struct clip_context *ctx, GLfloat x, GLfloat y) { *ctx->vertices.x++ = x; *ctx->vertices.y++ = y; } static enum path_transition path_transition_left_edge(struct clip_context *ctx, GLfloat x, GLfloat y) { return ((ctx->prev.x >= ctx->clip.x1) << 1) | (x >= ctx->clip.x1); } static enum path_transition path_transition_right_edge(struct clip_context *ctx, GLfloat x, GLfloat y) { return ((ctx->prev.x < ctx->clip.x2) << 1) | (x < ctx->clip.x2); } static enum path_transition path_transition_top_edge(struct clip_context *ctx, GLfloat x, GLfloat y) { return ((ctx->prev.y >= ctx->clip.y1) << 1) | (y >= ctx->clip.y1); } static enum path_transition path_transition_bottom_edge(struct clip_context *ctx, GLfloat x, GLfloat y) { return ((ctx->prev.y < ctx->clip.y2) << 1) | (y < ctx->clip.y2); } static void clip_polygon_leftright(struct clip_context *ctx, enum path_transition transition, GLfloat x, GLfloat y, GLfloat clip_x) { GLfloat yi; switch (transition) { case PATH_TRANSITION_IN_TO_IN: clip_append_vertex(ctx, x, y); break; case PATH_TRANSITION_IN_TO_OUT: yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x); clip_append_vertex(ctx, clip_x, yi); break; case PATH_TRANSITION_OUT_TO_IN: yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x); clip_append_vertex(ctx, clip_x, yi); clip_append_vertex(ctx, x, y); break; case PATH_TRANSITION_OUT_TO_OUT: /* nothing */ break; default: assert(0 && "bad enum path_transition"); } ctx->prev.x = x; ctx->prev.y = y; } static void clip_polygon_topbottom(struct clip_context *ctx, enum path_transition transition, GLfloat x, GLfloat y, GLfloat clip_y) { GLfloat xi; switch (transition) { case PATH_TRANSITION_IN_TO_IN: clip_append_vertex(ctx, x, y); break; case PATH_TRANSITION_IN_TO_OUT: xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y); clip_append_vertex(ctx, xi, clip_y); break; case PATH_TRANSITION_OUT_TO_IN: xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y); clip_append_vertex(ctx, xi, clip_y); clip_append_vertex(ctx, x, y); break; case PATH_TRANSITION_OUT_TO_OUT: /* nothing */ break; default: assert(0 && "bad enum path_transition"); } ctx->prev.x = x; ctx->prev.y = y; } static void clip_context_prepare(struct clip_context *ctx, const struct polygon8 *src, GLfloat *dst_x, GLfloat *dst_y) { ctx->prev.x = src->x[src->n - 1]; ctx->prev.y = src->y[src->n - 1]; ctx->vertices.x = dst_x; ctx->vertices.y = dst_y; } static int clip_polygon_left(struct clip_context *ctx, const struct polygon8 *src, GLfloat *dst_x, GLfloat *dst_y) { enum path_transition trans; int i; clip_context_prepare(ctx, src, dst_x, dst_y); for (i = 0; i < src->n; i++) { trans = path_transition_left_edge(ctx, src->x[i], src->y[i]); clip_polygon_leftright(ctx, trans, src->x[i], src->y[i], ctx->clip.x1); } return ctx->vertices.x - dst_x; } static int clip_polygon_right(struct clip_context *ctx, const struct polygon8 *src, GLfloat *dst_x, GLfloat *dst_y) { enum path_transition trans; int i; clip_context_prepare(ctx, src, dst_x, dst_y); for (i = 0; i < src->n; i++) { trans = path_transition_right_edge(ctx, src->x[i], src->y[i]); clip_polygon_leftright(ctx, trans, src->x[i], src->y[i], ctx->clip.x2); } return ctx->vertices.x - dst_x; } static int clip_polygon_top(struct clip_context *ctx, const struct polygon8 *src, GLfloat *dst_x, GLfloat *dst_y) { enum path_transition trans; int i; clip_context_prepare(ctx, src, dst_x, dst_y); for (i = 0; i < src->n; i++) { trans = path_transition_top_edge(ctx, src->x[i], src->y[i]); clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i], ctx->clip.y1); } return ctx->vertices.x - dst_x; } static int clip_polygon_bottom(struct clip_context *ctx, const struct polygon8 *src, GLfloat *dst_x, GLfloat *dst_y) { enum path_transition trans; int i; clip_context_prepare(ctx, src, dst_x, dst_y); for (i = 0; i < src->n; i++) { trans = path_transition_bottom_edge(ctx, src->x[i], src->y[i]); clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i], ctx->clip.y2); } return ctx->vertices.x - dst_x; } #define max(a, b) (((a) > (b)) ? (a) : (b)) #define min(a, b) (((a) > (b)) ? (b) : (a)) #define clip(x, a, b) min(max(x, a), b) /* * Compute the boundary vertices of the intersection of the global coordinate * aligned rectangle 'rect', and an arbitrary quadrilateral produced from * 'surf_rect' when transformed from surface coordinates into global coordinates. * The vertices are written to 'ex' and 'ey', and the return value is the * number of vertices. Vertices are produced in clockwise winding order. * Guarantees to produce either zero vertices, or 3-8 vertices with non-zero * polygon area. */ static int calculate_edges(struct weston_surface *es, pixman_box32_t *rect, pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey) { struct polygon8 polygon; struct clip_context ctx; int i, n; GLfloat min_x, max_x, min_y, max_y; struct polygon8 surf = { { surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 }, { surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 }, 4 }; ctx.clip.x1 = rect->x1; ctx.clip.y1 = rect->y1; ctx.clip.x2 = rect->x2; ctx.clip.y2 = rect->y2; /* transform surface to screen space: */ for (i = 0; i < surf.n; i++) weston_surface_to_global_float(es, surf.x[i], surf.y[i], &surf.x[i], &surf.y[i]); /* find bounding box: */ min_x = max_x = surf.x[0]; min_y = max_y = surf.y[0]; for (i = 1; i < surf.n; i++) { min_x = min(min_x, surf.x[i]); max_x = max(max_x, surf.x[i]); min_y = min(min_y, surf.y[i]); max_y = max(max_y, surf.y[i]); } /* First, simple bounding box check to discard early transformed * surface rects that do not intersect with the clip region: */ if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) || (min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1)) return 0; /* Simple case, bounding box edges are parallel to surface edges, * there will be only four edges. We just need to clip the surface * vertices to the clip rect bounds: */ if (!es->transform.enabled) { for (i = 0; i < surf.n; i++) { ex[i] = clip(surf.x[i], ctx.clip.x1, ctx.clip.x2); ey[i] = clip(surf.y[i], ctx.clip.y1, ctx.clip.y2); } return surf.n; } /* Transformed case: use a general polygon clipping algorithm to * clip the surface rectangle with each side of 'rect'. * The algorithm is Sutherland-Hodgman, as explained in * http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm * but without looking at any of that code. */ polygon.n = clip_polygon_left(&ctx, &surf, polygon.x, polygon.y); surf.n = clip_polygon_right(&ctx, &polygon, surf.x, surf.y); polygon.n = clip_polygon_top(&ctx, &surf, polygon.x, polygon.y); surf.n = clip_polygon_bottom(&ctx, &polygon, surf.x, surf.y); /* Get rid of duplicate vertices */ ex[0] = surf.x[0]; ey[0] = surf.y[0]; n = 1; for (i = 1; i < surf.n; i++) { if (float_difference(ex[n - 1], surf.x[i]) == 0.0f && float_difference(ey[n - 1], surf.y[i]) == 0.0f) continue; ex[n] = surf.x[i]; ey[n] = surf.y[i]; n++; } if (float_difference(ex[n - 1], surf.x[0]) == 0.0f && float_difference(ey[n - 1], surf.y[0]) == 0.0f) n--; if (n < 3) return 0; return n; } static int texture_region(struct weston_surface *es, pixman_region32_t *region, pixman_region32_t *surf_region) { struct gl_surface_state *gs = get_surface_state(es); struct weston_compositor *ec = es->compositor; struct gl_renderer *gr = get_renderer(ec); GLfloat *v, inv_width, inv_height; unsigned int *vtxcnt, nvtx = 0; pixman_box32_t *rects, *surf_rects; int i, j, k, nrects, nsurf; rects = pixman_region32_rectangles(region, &nrects); surf_rects = pixman_region32_rectangles(surf_region, &nsurf); /* worst case we can have 8 vertices per rect (ie. clipped into * an octagon): */ v = wl_array_add(&gr->vertices, nrects * nsurf * 8 * 4 * sizeof *v); vtxcnt = wl_array_add(&gr->vtxcnt, nrects * nsurf * sizeof *vtxcnt); inv_width = 1.0 / gs->pitch; switch (es->buffer_transform) { case WL_OUTPUT_TRANSFORM_90: case WL_OUTPUT_TRANSFORM_270: case WL_OUTPUT_TRANSFORM_FLIPPED_90: case WL_OUTPUT_TRANSFORM_FLIPPED_270: inv_height = 1.0 / es->geometry.width; break; default: inv_height = 1.0 / es->geometry.height; } for (i = 0; i < nrects; i++) { pixman_box32_t *rect = &rects[i]; for (j = 0; j < nsurf; j++) { pixman_box32_t *surf_rect = &surf_rects[j]; GLfloat sx, sy, bx, by; GLfloat ex[8], ey[8]; /* edge points in screen space */ int n; /* The transformed surface, after clipping to the clip region, * can have as many as eight sides, emitted as a triangle-fan. * The first vertex in the triangle fan can be chosen arbitrarily, * since the area is guaranteed to be convex. * * If a corner of the transformed surface falls outside of the * clip region, instead of emitting one vertex for the corner * of the surface, up to two are emitted for two corresponding * intersection point(s) between the surface and the clip region. * * To do this, we first calculate the (up to eight) points that * form the intersection of the clip rect and the transformed * surface. */ n = calculate_edges(es, rect, surf_rect, ex, ey); if (n < 3) continue; /* emit edge points: */ for (k = 0; k < n; k++) { weston_surface_from_global_float(es, ex[k], ey[k], &sx, &sy); /* position: */ *(v++) = ex[k]; *(v++) = ey[k]; /* texcoord: */ weston_surface_to_buffer_float(es, sx, sy, &bx, &by); *(v++) = bx * inv_width; *(v++) = by * inv_height; } vtxcnt[nvtx++] = n; } } return nvtx; } static void triangle_fan_debug(struct weston_surface *surface, int first, int count) { struct weston_compositor *compositor = surface->compositor; struct gl_renderer *gr = get_renderer(compositor); int i; GLushort *buffer; GLushort *index; int nelems; static int color_idx = 0; static const GLfloat color[][4] = { { 1.0, 0.0, 0.0, 1.0 }, { 0.0, 1.0, 0.0, 1.0 }, { 0.0, 0.0, 1.0, 1.0 }, { 1.0, 1.0, 1.0, 1.0 }, }; nelems = (count - 1 + count - 2) * 2; buffer = malloc(sizeof(GLushort) * nelems); index = buffer; for (i = 1; i < count; i++) { *index++ = first; *index++ = first + i; } for (i = 2; i < count; i++) { *index++ = first + i - 1; *index++ = first + i; } glUseProgram(gr->solid_shader.program); glUniform4fv(gr->solid_shader.color_uniform, 1, color[color_idx++ % ARRAY_LENGTH(color)]); glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer); glUseProgram(gr->current_shader->program); free(buffer); } static void repaint_region(struct weston_surface *es, pixman_region32_t *region, pixman_region32_t *surf_region) { struct weston_compositor *ec = es->compositor; struct gl_renderer *gr = get_renderer(ec); GLfloat *v; unsigned int *vtxcnt; int i, first, nfans; /* The final region to be painted is the intersection of * 'region' and 'surf_region'. However, 'region' is in the global * coordinates, and 'surf_region' is in the surface-local * coordinates. texture_region() will iterate over all pairs of * rectangles from both regions, compute the intersection * polygon for each pair, and store it as a triangle fan if * it has a non-zero area (at least 3 vertices1, actually). */ nfans = texture_region(es, region, surf_region); v = gr->vertices.data; vtxcnt = gr->vtxcnt.data; /* position: */ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); glEnableVertexAttribArray(0); /* texcoord: */ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]); glEnableVertexAttribArray(1); for (i = 0, first = 0; i < nfans; i++) { glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]); if (gr->fan_debug) triangle_fan_debug(es, first, vtxcnt[i]); first += vtxcnt[i]; } glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); gr->vertices.size = 0; gr->vtxcnt.size = 0; } static int use_output(struct weston_output *output) { static int errored; struct gl_output_state *go = get_output_state(output); struct gl_renderer *gr = get_renderer(output->compositor); EGLBoolean ret; ret = eglMakeCurrent(gr->egl_display, go->egl_surface, go->egl_surface, gr->egl_context); if (ret == EGL_FALSE) { if (errored) return -1; errored = 1; weston_log("Failed to make EGL context current.\n"); gl_renderer_print_egl_error_state(); return -1; } return 0; } static int shader_init(struct gl_shader *shader, struct gl_renderer *gr, const char *vertex_source, const char *fragment_source); static void use_shader(struct gl_renderer *gr, struct gl_shader *shader) { if (!shader->program) { int ret; ret = shader_init(shader, gr, shader->vertex_source, shader->fragment_source); if (ret < 0) weston_log("warning: failed to compile shader\n"); } if (gr->current_shader == shader) return; glUseProgram(shader->program); gr->current_shader = shader; } static void shader_uniforms(struct gl_shader *shader, struct weston_surface *surface, struct weston_output *output) { int i; struct gl_surface_state *gs = get_surface_state(surface); glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, output->matrix.d); glUniform4fv(shader->color_uniform, 1, gs->color); glUniform1f(shader->alpha_uniform, surface->alpha); for (i = 0; i < gs->num_textures; i++) glUniform1i(shader->tex_uniforms[i], i); } static void draw_surface(struct weston_surface *es, struct weston_output *output, pixman_region32_t *damage) /* in global coordinates */ { struct weston_compositor *ec = es->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_surface_state *gs = get_surface_state(es); /* repaint bounding region in global coordinates: */ pixman_region32_t repaint; /* non-opaque region in surface coordinates: */ pixman_region32_t surface_blend; GLint filter; int i; pixman_region32_init(&repaint); pixman_region32_intersect(&repaint, &es->transform.boundingbox, damage); pixman_region32_subtract(&repaint, &repaint, &es->clip); if (!pixman_region32_not_empty(&repaint)) goto out; glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); if (gr->fan_debug) { use_shader(gr, &gr->solid_shader); shader_uniforms(&gr->solid_shader, es, output); } use_shader(gr, gs->shader); shader_uniforms(gs->shader, es, output); if (es->transform.enabled || output->zoom.active) filter = GL_LINEAR; else filter = GL_NEAREST; for (i = 0; i < gs->num_textures; i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(gs->target, gs->textures[i]); glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter); } /* blended region is whole surface minus opaque region: */ pixman_region32_init_rect(&surface_blend, 0, 0, es->geometry.width, es->geometry.height); pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque); if (pixman_region32_not_empty(&es->opaque)) { if (gs->shader == &gr->texture_shader_rgba) { /* Special case for RGBA textures with possibly * bad data in alpha channel: use the shader * that forces texture alpha = 1.0. * Xwayland surfaces need this. */ use_shader(gr, &gr->texture_shader_rgbx); shader_uniforms(&gr->texture_shader_rgbx, es, output); } if (es->alpha < 1.0) glEnable(GL_BLEND); else glDisable(GL_BLEND); repaint_region(es, &repaint, &es->opaque); } if (pixman_region32_not_empty(&surface_blend)) { use_shader(gr, gs->shader); glEnable(GL_BLEND); repaint_region(es, &repaint, &surface_blend); } pixman_region32_fini(&surface_blend); out: pixman_region32_fini(&repaint); } static void repaint_surfaces(struct weston_output *output, pixman_region32_t *damage) { struct weston_compositor *compositor = output->compositor; struct weston_surface *surface; wl_list_for_each_reverse(surface, &compositor->surface_list, link) if (surface->plane == &compositor->primary_plane) draw_surface(surface, output, damage); } static int texture_border(struct weston_output *output) { struct weston_compositor *ec = output->compositor; struct gl_renderer *gr = get_renderer(ec); GLfloat *d; unsigned int *p; int i, j, k, n; GLfloat x[4], y[4], u[4], v[4]; x[0] = -gr->border.left; x[1] = 0; x[2] = output->current->width; x[3] = output->current->width + gr->border.right; y[0] = -gr->border.top; y[1] = 0; y[2] = output->current->height; y[3] = output->current->height + gr->border.bottom; u[0] = 0.0; u[1] = (GLfloat) gr->border.left / gr->border.width; u[2] = (GLfloat) (gr->border.width - gr->border.right) / gr->border.width; u[3] = 1.0; v[0] = 0.0; v[1] = (GLfloat) gr->border.top / gr->border.height; v[2] = (GLfloat) (gr->border.height - gr->border.bottom) / gr->border.height; v[3] = 1.0; n = 8; d = wl_array_add(&gr->vertices, n * 16 * sizeof *d); p = wl_array_add(&gr->indices, n * 6 * sizeof *p); k = 0; for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (i == 1 && j == 1) continue; d[ 0] = x[i]; d[ 1] = y[j]; d[ 2] = u[i]; d[ 3] = v[j]; d[ 4] = x[i]; d[ 5] = y[j + 1]; d[ 6] = u[i]; d[ 7] = v[j + 1]; d[ 8] = x[i + 1]; d[ 9] = y[j]; d[10] = u[i + 1]; d[11] = v[j]; d[12] = x[i + 1]; d[13] = y[j + 1]; d[14] = u[i + 1]; d[15] = v[j + 1]; p[0] = k + 0; p[1] = k + 1; p[2] = k + 2; p[3] = k + 2; p[4] = k + 1; p[5] = k + 3; d += 16; p += 6; k += 4; } return k / 4; } static void draw_border(struct weston_output *output) { struct weston_compositor *ec = output->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_shader *shader = &gr->texture_shader_rgba; GLfloat *v; int n; glDisable(GL_BLEND); use_shader(gr, shader); glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, output->matrix.d); glUniform1i(shader->tex_uniforms[0], 0); glUniform1f(shader->alpha_uniform, 1); n = texture_border(output); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gr->border.texture); v = gr->vertices.data; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glDrawElements(GL_TRIANGLES, n * 6, GL_UNSIGNED_INT, gr->indices.data); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); gr->vertices.size = 0; gr->indices.size = 0; } static void output_get_buffer_damage(struct weston_output *output, pixman_region32_t *buffer_damage) { struct gl_output_state *go = get_output_state(output); struct gl_renderer *gr = get_renderer(output->compositor); EGLint buffer_age = 0; EGLBoolean ret; int i; if (gr->has_egl_buffer_age) { ret = eglQuerySurface(gr->egl_display, go->egl_surface, EGL_BUFFER_AGE_EXT, &buffer_age); if (ret == EGL_FALSE) { weston_log("buffer age query failed.\n"); gl_renderer_print_egl_error_state(); } } if (buffer_age == 0 || buffer_age - 1 > BUFFER_DAMAGE_COUNT) pixman_region32_copy(buffer_damage, &output->region); else for (i = 0; i < buffer_age - 1; i++) pixman_region32_union(buffer_damage, buffer_damage, &go->buffer_damage[i]); } static void output_rotate_damage(struct weston_output *output, pixman_region32_t *output_damage) { struct gl_output_state *go = get_output_state(output); struct gl_renderer *gr = get_renderer(output->compositor); int i; if (!gr->has_egl_buffer_age) return; for (i = BUFFER_DAMAGE_COUNT - 1; i >= 1; i--) pixman_region32_copy(&go->buffer_damage[i], &go->buffer_damage[i - 1]); pixman_region32_copy(&go->buffer_damage[0], output_damage); } static void gl_renderer_repaint_output(struct weston_output *output, pixman_region32_t *output_damage) { struct gl_output_state *go = get_output_state(output); struct weston_compositor *compositor = output->compositor; struct gl_renderer *gr = get_renderer(compositor); EGLBoolean ret; static int errored; int32_t width, height; pixman_region32_t buffer_damage, total_damage; width = output->current->width + output->border.left + output->border.right; height = output->current->height + output->border.top + output->border.bottom; glViewport(0, 0, width, height); if (use_output(output) < 0) return; /* if debugging, redraw everything outside the damage to clean up * debug lines from the previous draw on this buffer: */ if (gr->fan_debug) { pixman_region32_t undamaged; pixman_region32_init(&undamaged); pixman_region32_subtract(&undamaged, &output->region, output_damage); gr->fan_debug = 0; repaint_surfaces(output, &undamaged); gr->fan_debug = 1; pixman_region32_fini(&undamaged); } pixman_region32_init(&total_damage); pixman_region32_init(&buffer_damage); output_get_buffer_damage(output, &buffer_damage); output_rotate_damage(output, output_damage); pixman_region32_union(&total_damage, &buffer_damage, output_damage); repaint_surfaces(output, &total_damage); pixman_region32_fini(&total_damage); pixman_region32_fini(&buffer_damage); if (gr->border.texture) draw_border(output); pixman_region32_copy(&output->previous_damage, output_damage); wl_signal_emit(&output->frame_signal, output); ret = eglSwapBuffers(gr->egl_display, go->egl_surface); if (ret == EGL_FALSE && !errored) { errored = 1; weston_log("Failed in eglSwapBuffers.\n"); gl_renderer_print_egl_error_state(); } } static int gl_renderer_read_pixels(struct weston_output *output, pixman_format_code_t format, void *pixels, uint32_t x, uint32_t y, uint32_t width, uint32_t height) { GLenum gl_format; switch (format) { case PIXMAN_a8r8g8b8: gl_format = GL_BGRA_EXT; break; case PIXMAN_a8b8g8r8: gl_format = GL_RGBA; break; default: return -1; } if (use_output(output) < 0) return -1; glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(x, y, width, height, gl_format, GL_UNSIGNED_BYTE, pixels); return 0; } static void gl_renderer_flush_damage(struct weston_surface *surface) { struct gl_renderer *gr = get_renderer(surface->compositor); struct gl_surface_state *gs = get_surface_state(surface); struct wl_buffer *buffer = gs->buffer_ref.buffer; #ifdef GL_UNPACK_ROW_LENGTH pixman_box32_t *rectangles; void *data; int i, n; #endif pixman_region32_union(&gs->texture_damage, &gs->texture_damage, &surface->damage); if (!buffer) return; /* Avoid upload, if the texture won't be used this time. * We still accumulate the damage in texture_damage, and * hold the reference to the buffer, in case the surface * migrates back to the primary plane. */ if (surface->plane != &surface->compositor->primary_plane) return; if (!pixman_region32_not_empty(&gs->texture_damage)) goto done; glBindTexture(GL_TEXTURE_2D, gs->textures[0]); if (!gr->has_unpack_subimage) { glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, gs->pitch, buffer->height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, wl_shm_buffer_get_data(buffer)); goto done; } #ifdef GL_UNPACK_ROW_LENGTH /* Mesa does not define GL_EXT_unpack_subimage */ glPixelStorei(GL_UNPACK_ROW_LENGTH, gs->pitch); data = wl_shm_buffer_get_data(buffer); rectangles = pixman_region32_rectangles(&gs->texture_damage, &n); for (i = 0; i < n; i++) { pixman_box32_t r; r = weston_surface_to_buffer_rect(surface, rectangles[i]); glPixelStorei(GL_UNPACK_SKIP_PIXELS, r.x1); glPixelStorei(GL_UNPACK_SKIP_ROWS, r.y1); glTexSubImage2D(GL_TEXTURE_2D, 0, r.x1, r.y1, r.x2 - r.x1, r.y2 - r.y1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, data); } #endif done: pixman_region32_fini(&gs->texture_damage); pixman_region32_init(&gs->texture_damage); weston_buffer_reference(&gs->buffer_ref, NULL); } static void ensure_textures(struct gl_surface_state *gs, int num_textures) { int i; if (num_textures <= gs->num_textures) return; for (i = gs->num_textures; i < num_textures; i++) { glGenTextures(1, &gs->textures[i]); glBindTexture(gs->target, gs->textures[i]); glTexParameteri(gs->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(gs->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } gs->num_textures = num_textures; glBindTexture(gs->target, 0); } static void gl_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer) { struct weston_compositor *ec = es->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_surface_state *gs = get_surface_state(es); EGLint attribs[3], format; int i, num_planes; weston_buffer_reference(&gs->buffer_ref, buffer); if (!buffer) { for (i = 0; i < gs->num_images; i++) { gr->destroy_image(gr->egl_display, gs->images[i]); gs->images[i] = NULL; } gs->num_images = 0; glDeleteTextures(gs->num_textures, gs->textures); gs->num_textures = 0; return; } if (wl_buffer_is_shm(buffer)) { gs->pitch = wl_shm_buffer_get_stride(buffer) / 4; gs->target = GL_TEXTURE_2D; ensure_textures(gs, 1); glBindTexture(GL_TEXTURE_2D, gs->textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, gs->pitch, buffer->height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL); if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888) gs->shader = &gr->texture_shader_rgbx; else gs->shader = &gr->texture_shader_rgba; } else if (gr->query_buffer(gr->egl_display, buffer, EGL_TEXTURE_FORMAT, &format)) { for (i = 0; i < gs->num_images; i++) gr->destroy_image(gr->egl_display, gs->images[i]); gs->num_images = 0; gs->target = GL_TEXTURE_2D; switch (format) { case EGL_TEXTURE_RGB: case EGL_TEXTURE_RGBA: default: num_planes = 1; gs->shader = &gr->texture_shader_rgba; break; case EGL_TEXTURE_EXTERNAL_WL: num_planes = 1; gs->target = GL_TEXTURE_EXTERNAL_OES; gs->shader = &gr->texture_shader_egl_external; break; case EGL_TEXTURE_Y_UV_WL: num_planes = 2; gs->shader = &gr->texture_shader_y_uv; break; case EGL_TEXTURE_Y_U_V_WL: num_planes = 3; gs->shader = &gr->texture_shader_y_u_v; break; case EGL_TEXTURE_Y_XUXV_WL: num_planes = 2; gs->shader = &gr->texture_shader_y_xuxv; break; } ensure_textures(gs, num_planes); for (i = 0; i < num_planes; i++) { attribs[0] = EGL_WAYLAND_PLANE_WL; attribs[1] = i; attribs[2] = EGL_NONE; gs->images[i] = gr->create_image(gr->egl_display, NULL, EGL_WAYLAND_BUFFER_WL, buffer, attribs); if (!gs->images[i]) { weston_log("failed to create img for plane %d\n", i); continue; } gs->num_images++; glActiveTexture(GL_TEXTURE0 + i); glBindTexture(gs->target, gs->textures[i]); gr->image_target_texture_2d(gs->target, gs->images[i]); } gs->pitch = buffer->width; } else { weston_log("unhandled buffer type!\n"); weston_buffer_reference(&gs->buffer_ref, NULL); } } static void gl_renderer_surface_set_color(struct weston_surface *surface, float red, float green, float blue, float alpha) { struct gl_surface_state *gs = get_surface_state(surface); struct gl_renderer *gr = get_renderer(surface->compositor); gs->color[0] = red; gs->color[1] = green; gs->color[2] = blue; gs->color[3] = alpha; gs->shader = &gr->solid_shader; } static int gl_renderer_create_surface(struct weston_surface *surface) { struct gl_surface_state *gs; gs = calloc(1, sizeof *gs); if (!gs) return -1; /* A buffer is never attached to solid color surfaces, yet * they still go through texcoord computations. Do not divide * by zero there. */ gs->pitch = 1; pixman_region32_init(&gs->texture_damage); surface->renderer_state = gs; return 0; } static void gl_renderer_destroy_surface(struct weston_surface *surface) { struct gl_surface_state *gs = get_surface_state(surface); struct gl_renderer *gr = get_renderer(surface->compositor); int i; glDeleteTextures(gs->num_textures, gs->textures); for (i = 0; i < gs->num_images; i++) gr->destroy_image(gr->egl_display, gs->images[i]); weston_buffer_reference(&gs->buffer_ref, NULL); pixman_region32_fini(&gs->texture_damage); free(gs); } static const char vertex_shader[] = "uniform mat4 proj;\n" "attribute vec2 position;\n" "attribute vec2 texcoord;\n" "varying vec2 v_texcoord;\n" "void main()\n" "{\n" " gl_Position = proj * vec4(position, 0.0, 1.0);\n" " v_texcoord = texcoord;\n" "}\n"; /* Declare common fragment shader uniforms */ #define FRAGMENT_CONVERT_YUV \ " y *= alpha;\n" \ " u *= alpha;\n" \ " v *= alpha;\n" \ " gl_FragColor.r = y + 1.59602678 * v;\n" \ " gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \ " gl_FragColor.b = y + 2.01723214 * u;\n" \ " gl_FragColor.a = alpha;\n" static const char fragment_debug[] = " gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n"; static const char fragment_brace[] = "}\n"; static const char texture_fragment_shader_rgba[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "void main()\n" "{\n" " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" ; static const char texture_fragment_shader_rgbx[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "void main()\n" "{\n" " gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;" " gl_FragColor.a = alpha;\n" ; static const char texture_fragment_shader_egl_external[] = "#extension GL_OES_EGL_image_external : require\n" "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform samplerExternalOES tex;\n" "uniform float alpha;\n" "void main()\n" "{\n" " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" ; static const char texture_fragment_shader_y_uv[] = "precision mediump float;\n" "uniform sampler2D tex;\n" "uniform sampler2D tex1;\n" "varying vec2 v_texcoord;\n" "uniform float alpha;\n" "void main() {\n" " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" " float u = texture2D(tex1, v_texcoord).r - 0.5;\n" " float v = texture2D(tex1, v_texcoord).g - 0.5;\n" FRAGMENT_CONVERT_YUV ; static const char texture_fragment_shader_y_u_v[] = "precision mediump float;\n" "uniform sampler2D tex;\n" "uniform sampler2D tex1;\n" "uniform sampler2D tex2;\n" "varying vec2 v_texcoord;\n" "uniform float alpha;\n" "void main() {\n" " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" " float u = texture2D(tex1, v_texcoord).x - 0.5;\n" " float v = texture2D(tex2, v_texcoord).x - 0.5;\n" FRAGMENT_CONVERT_YUV ; static const char texture_fragment_shader_y_xuxv[] = "precision mediump float;\n" "uniform sampler2D tex;\n" "uniform sampler2D tex1;\n" "varying vec2 v_texcoord;\n" "uniform float alpha;\n" "void main() {\n" " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" " float u = texture2D(tex1, v_texcoord).g - 0.5;\n" " float v = texture2D(tex1, v_texcoord).a - 0.5;\n" FRAGMENT_CONVERT_YUV ; static const char solid_fragment_shader[] = "precision mediump float;\n" "uniform vec4 color;\n" "uniform float alpha;\n" "void main()\n" "{\n" " gl_FragColor = alpha * color\n;" ; static int compile_shader(GLenum type, int count, const char **sources) { GLuint s; char msg[512]; GLint status; s = glCreateShader(type); glShaderSource(s, count, sources, NULL); glCompileShader(s); glGetShaderiv(s, GL_COMPILE_STATUS, &status); if (!status) { glGetShaderInfoLog(s, sizeof msg, NULL, msg); weston_log("shader info: %s\n", msg); return GL_NONE; } return s; } static int shader_init(struct gl_shader *shader, struct gl_renderer *renderer, const char *vertex_source, const char *fragment_source) { char msg[512]; GLint status; int count; const char *sources[3]; shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 1, &vertex_source); if (renderer->fragment_shader_debug) { sources[0] = fragment_source; sources[1] = fragment_debug; sources[2] = fragment_brace; count = 3; } else { sources[0] = fragment_source; sources[1] = fragment_brace; count = 2; } shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER, count, sources); shader->program = glCreateProgram(); glAttachShader(shader->program, shader->vertex_shader); glAttachShader(shader->program, shader->fragment_shader); glBindAttribLocation(shader->program, 0, "position"); glBindAttribLocation(shader->program, 1, "texcoord"); glLinkProgram(shader->program); glGetProgramiv(shader->program, GL_LINK_STATUS, &status); if (!status) { glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg); weston_log("link info: %s\n", msg); return -1; } shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex"); shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1"); shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2"); shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha"); shader->color_uniform = glGetUniformLocation(shader->program, "color"); return 0; } static void shader_release(struct gl_shader *shader) { glDeleteShader(shader->vertex_shader); glDeleteShader(shader->fragment_shader); glDeleteProgram(shader->program); shader->vertex_shader = 0; shader->fragment_shader = 0; shader->program = 0; } static void log_extensions(const char *name, const char *extensions) { const char *p, *end; int l; int len; l = weston_log("%s:", name); p = extensions; while (*p) { end = strchrnul(p, ' '); len = end - p; if (l + len > 78) l = weston_log_continue("\n" STAMP_SPACE "%.*s", len, p); else l += weston_log_continue(" %.*s", len, p); for (p = end; isspace(*p); p++) ; } weston_log_continue("\n"); } static void log_egl_gl_info(EGLDisplay egldpy) { const char *str; str = eglQueryString(egldpy, EGL_VERSION); weston_log("EGL version: %s\n", str ? str : "(null)"); str = eglQueryString(egldpy, EGL_VENDOR); weston_log("EGL vendor: %s\n", str ? str : "(null)"); str = eglQueryString(egldpy, EGL_CLIENT_APIS); weston_log("EGL client APIs: %s\n", str ? str : "(null)"); str = eglQueryString(egldpy, EGL_EXTENSIONS); log_extensions("EGL extensions", str ? str : "(null)"); str = (char *)glGetString(GL_VERSION); weston_log("GL version: %s\n", str ? str : "(null)"); str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION); weston_log("GLSL version: %s\n", str ? str : "(null)"); str = (char *)glGetString(GL_VENDOR); weston_log("GL vendor: %s\n", str ? str : "(null)"); str = (char *)glGetString(GL_RENDERER); weston_log("GL renderer: %s\n", str ? str : "(null)"); str = (char *)glGetString(GL_EXTENSIONS); log_extensions("GL extensions", str ? str : "(null)"); } static void log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig) { EGLint r, g, b, a; weston_log("Chosen EGL config details:\n"); weston_log_continue(STAMP_SPACE "RGBA bits"); if (eglGetConfigAttrib(egldpy, eglconfig, EGL_RED_SIZE, &r) && eglGetConfigAttrib(egldpy, eglconfig, EGL_GREEN_SIZE, &g) && eglGetConfigAttrib(egldpy, eglconfig, EGL_BLUE_SIZE, &b) && eglGetConfigAttrib(egldpy, eglconfig, EGL_ALPHA_SIZE, &a)) weston_log_continue(": %d %d %d %d\n", r, g, b, a); else weston_log_continue(" unknown\n"); weston_log_continue(STAMP_SPACE "swap interval range"); if (eglGetConfigAttrib(egldpy, eglconfig, EGL_MIN_SWAP_INTERVAL, &a) && eglGetConfigAttrib(egldpy, eglconfig, EGL_MAX_SWAP_INTERVAL, &b)) weston_log_continue(": %d - %d\n", a, b); else weston_log_continue(" unknown\n"); } static void output_apply_border(struct weston_output *output, struct gl_renderer *gr) { output->border.top = gr->border.top; output->border.bottom = gr->border.bottom; output->border.left = gr->border.left; output->border.right = gr->border.right; } WL_EXPORT void gl_renderer_set_border(struct weston_compositor *ec, int32_t width, int32_t height, void *data, int32_t *edges) { struct gl_renderer *gr = get_renderer(ec); struct weston_output *output; gr->border.left = edges[0]; gr->border.right = edges[1]; gr->border.top = edges[2]; gr->border.bottom = edges[3]; gr->border.width = width; gr->border.height = height; glGenTextures(1, &gr->border.texture); glBindTexture(GL_TEXTURE_2D, gr->border.texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, data); wl_list_for_each(output, &ec->output_list, link) output_apply_border(output, gr); } static int gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface); WL_EXPORT int gl_renderer_output_create(struct weston_output *output, EGLNativeWindowType window) { struct weston_compositor *ec = output->compositor; struct gl_renderer *gr = get_renderer(ec); struct gl_output_state *go = calloc(1, sizeof *go); int i; if (!go) return -1; go->egl_surface = eglCreateWindowSurface(gr->egl_display, gr->egl_config, window, NULL); if (go->egl_surface == EGL_NO_SURFACE) { weston_log("failed to create egl surface\n"); free(go); return -1; } if (gr->egl_context == NULL) if (gl_renderer_setup(ec, go->egl_surface) < 0) { free(go); return -1; } for (i = 0; i < BUFFER_DAMAGE_COUNT; i++) pixman_region32_init(&go->buffer_damage[i]); output->renderer_state = go; output_apply_border(output, gr); return 0; } WL_EXPORT void gl_renderer_output_destroy(struct weston_output *output) { struct gl_renderer *gr = get_renderer(output->compositor); struct gl_output_state *go = get_output_state(output); int i; for (i = 0; i < 2; i++) pixman_region32_fini(&go->buffer_damage[i]); eglDestroySurface(gr->egl_display, go->egl_surface); free(go); } WL_EXPORT EGLSurface gl_renderer_output_surface(struct weston_output *output) { return get_output_state(output)->egl_surface; } static void gl_renderer_destroy(struct weston_compositor *ec) { struct gl_renderer *gr = get_renderer(ec); if (gr->has_bind_display) gr->unbind_display(gr->egl_display, ec->wl_display); /* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */ eglMakeCurrent(gr->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglTerminate(gr->egl_display); eglReleaseThread(); wl_array_release(&gr->vertices); wl_array_release(&gr->indices); wl_array_release(&gr->vtxcnt); free(gr); } static int egl_choose_config(struct gl_renderer *gr, const EGLint *attribs, const EGLint *visual_id) { EGLint count = 0; EGLint matched = 0; EGLConfig *configs; int i; if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1) return -1; configs = calloc(count, sizeof *configs); if (!configs) return -1; if (!eglChooseConfig(gr->egl_display, attribs, configs, count, &matched)) goto out; for (i = 0; i < matched; ++i) { EGLint id; if (visual_id) { if (!eglGetConfigAttrib(gr->egl_display, configs[i], EGL_NATIVE_VISUAL_ID, &id)) continue; if (id != *visual_id) continue; } gr->egl_config = configs[i]; free(configs); return 0; } out: free(configs); return -1; } WL_EXPORT const EGLint gl_renderer_opaque_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 0, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; WL_EXPORT const EGLint gl_renderer_alpha_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 1, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; WL_EXPORT int gl_renderer_create(struct weston_compositor *ec, EGLNativeDisplayType display, const EGLint *attribs, const EGLint *visual_id) { struct gl_renderer *gr; EGLint major, minor; gr = calloc(1, sizeof *gr); if (gr == NULL) return -1; gr->base.read_pixels = gl_renderer_read_pixels; gr->base.repaint_output = gl_renderer_repaint_output; gr->base.flush_damage = gl_renderer_flush_damage; gr->base.attach = gl_renderer_attach; gr->base.create_surface = gl_renderer_create_surface; gr->base.surface_set_color = gl_renderer_surface_set_color; gr->base.destroy_surface = gl_renderer_destroy_surface; gr->base.destroy = gl_renderer_destroy; gr->egl_display = eglGetDisplay(display); if (gr->egl_display == EGL_NO_DISPLAY) { weston_log("failed to create display\n"); goto err_egl; } if (!eglInitialize(gr->egl_display, &major, &minor)) { weston_log("failed to initialize display\n"); goto err_egl; } if (egl_choose_config(gr, attribs, visual_id) < 0) { weston_log("failed to choose EGL config\n"); goto err_egl; } ec->renderer = &gr->base; return 0; err_egl: gl_renderer_print_egl_error_state(); free(gr); return -1; } WL_EXPORT EGLDisplay gl_renderer_display(struct weston_compositor *ec) { return get_renderer(ec)->egl_display; } static int compile_shaders(struct weston_compositor *ec) { struct gl_renderer *gr = get_renderer(ec); gr->texture_shader_rgba.vertex_source = vertex_shader; gr->texture_shader_rgba.fragment_source = texture_fragment_shader_rgba; gr->texture_shader_rgbx.vertex_source = vertex_shader; gr->texture_shader_rgbx.fragment_source = texture_fragment_shader_rgbx; gr->texture_shader_egl_external.vertex_source = vertex_shader; gr->texture_shader_egl_external.fragment_source = texture_fragment_shader_egl_external; gr->texture_shader_y_uv.vertex_source = vertex_shader; gr->texture_shader_y_uv.fragment_source = texture_fragment_shader_y_uv; gr->texture_shader_y_u_v.vertex_source = vertex_shader; gr->texture_shader_y_u_v.fragment_source = texture_fragment_shader_y_u_v; gr->texture_shader_y_u_v.vertex_source = vertex_shader; gr->texture_shader_y_xuxv.fragment_source = texture_fragment_shader_y_xuxv; gr->solid_shader.vertex_source = vertex_shader; gr->solid_shader.fragment_source = solid_fragment_shader; return 0; } static void fragment_debug_binding(struct weston_seat *seat, uint32_t time, uint32_t key, void *data) { struct weston_compositor *ec = data; struct gl_renderer *gr = get_renderer(ec); struct weston_output *output; gr->fragment_shader_debug ^= 1; shader_release(&gr->texture_shader_rgba); shader_release(&gr->texture_shader_rgbx); shader_release(&gr->texture_shader_egl_external); shader_release(&gr->texture_shader_y_uv); shader_release(&gr->texture_shader_y_u_v); shader_release(&gr->texture_shader_y_xuxv); shader_release(&gr->solid_shader); /* Force use_shader() to call glUseProgram(), since we need to use * the recompiled version of the shader. */ gr->current_shader = NULL; wl_list_for_each(output, &ec->output_list, link) weston_output_damage(output); } static void fan_debug_repaint_binding(struct weston_seat *seat, uint32_t time, uint32_t key, void *data) { struct weston_compositor *compositor = data; struct gl_renderer *gr = get_renderer(compositor); gr->fan_debug = !gr->fan_debug; weston_compositor_damage_all(compositor); } static int gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface) { struct gl_renderer *gr = get_renderer(ec); const char *extensions; EGLBoolean ret; static const EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; if (!eglBindAPI(EGL_OPENGL_ES_API)) { weston_log("failed to bind EGL_OPENGL_ES_API\n"); gl_renderer_print_egl_error_state(); return -1; } log_egl_config_info(gr->egl_display, gr->egl_config); gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_config, EGL_NO_CONTEXT, context_attribs); if (gr->egl_context == NULL) { weston_log("failed to create context\n"); gl_renderer_print_egl_error_state(); return -1; } ret = eglMakeCurrent(gr->egl_display, egl_surface, egl_surface, gr->egl_context); if (ret == EGL_FALSE) { weston_log("Failed to make EGL context current.\n"); gl_renderer_print_egl_error_state(); return -1; } log_egl_gl_info(gr->egl_display); gr->image_target_texture_2d = (void *) eglGetProcAddress("glEGLImageTargetTexture2DOES"); gr->create_image = (void *) eglGetProcAddress("eglCreateImageKHR"); gr->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR"); gr->bind_display = (void *) eglGetProcAddress("eglBindWaylandDisplayWL"); gr->unbind_display = (void *) eglGetProcAddress("eglUnbindWaylandDisplayWL"); gr->query_buffer = (void *) eglGetProcAddress("eglQueryWaylandBufferWL"); extensions = (const char *) glGetString(GL_EXTENSIONS); if (!extensions) { weston_log("Retrieving GL extension string failed.\n"); return -1; } if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) { weston_log("GL_EXT_texture_format_BGRA8888 not available\n"); return -1; } if (strstr(extensions, "GL_EXT_read_format_bgra")) ec->read_format = PIXMAN_a8r8g8b8; else ec->read_format = PIXMAN_a8b8g8r8; if (strstr(extensions, "GL_EXT_unpack_subimage")) gr->has_unpack_subimage = 1; if (strstr(extensions, "GL_OES_EGL_image_external")) gr->has_egl_image_external = 1; extensions = (const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS); if (!extensions) { weston_log("Retrieving EGL extension string failed.\n"); return -1; } if (strstr(extensions, "EGL_WL_bind_wayland_display")) gr->has_bind_display = 1; if (gr->has_bind_display) { ret = gr->bind_display(gr->egl_display, ec->wl_display); if (!ret) gr->has_bind_display = 0; } if (strstr(extensions, "EGL_EXT_buffer_age")) gr->has_egl_buffer_age = 1; else weston_log("warning: EGL_EXT_buffer_age not supported. " "Performance could be affected.\n"); glActiveTexture(GL_TEXTURE0); if (compile_shaders(ec)) return -1; weston_compositor_add_debug_binding(ec, KEY_S, fragment_debug_binding, ec); weston_compositor_add_debug_binding(ec, KEY_F, fan_debug_repaint_binding, ec); weston_log("GL ES 2 renderer features:\n"); weston_log_continue(STAMP_SPACE "read-back format: %s\n", ec->read_format == PIXMAN_a8r8g8b8 ? "BGRA" : "RGBA"); weston_log_continue(STAMP_SPACE "wl_shm sub-image to texture: %s\n", gr->has_unpack_subimage ? "yes" : "no"); weston_log_continue(STAMP_SPACE "EGL Wayland extension: %s\n", gr->has_bind_display ? "yes" : "no"); return 0; }