surface->surface.resource.client = NULL;
surface->compositor = compositor;
- surface->image = EGL_NO_IMAGE_KHR;
surface->alpha = 1.0;
surface->blend = 1;
surface->opaque_rect[0] = 0.0;
surface->opaque_rect[3] = 0.0;
surface->pitch = 1;
+ surface->num_textures = 0;
+ surface->num_images = 0;
+
surface->buffer = NULL;
surface->output = NULL;
static void
destroy_surface(struct wl_resource *resource)
{
+ int i;
+
struct weston_surface *surface =
container_of(resource,
struct weston_surface, surface.resource);
if (weston_surface_is_mapped(surface))
weston_surface_unmap(surface);
- if (surface->texture)
- glDeleteTextures(1, &surface->texture);
+ glDeleteTextures(surface->num_textures, surface->textures);
if (surface->buffer)
wl_list_remove(&surface->buffer_destroy_listener.link);
- if (surface->image != EGL_NO_IMAGE_KHR)
+ for (i = 0; i < surface->num_images; i++)
compositor->destroy_image(compositor->egl_display,
- surface->image);
+ surface->images[i]);
pixman_region32_fini(&surface->transform.boundingbox);
pixman_region32_fini(&surface->damage);
}
static void
+ensure_textures(struct weston_surface *es, int num_textures)
+{
+ int i;
+
+ if (num_textures <= es->num_textures)
+ return;
+
+ for (i = es->num_textures; i < num_textures; i++) {
+ glGenTextures(1, &es->textures[i]);
+ glBindTexture(GL_TEXTURE_2D, es->textures[i]);
+ glTexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ es->num_textures = num_textures;
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+static void
weston_surface_attach(struct wl_surface *surface, struct wl_buffer *buffer)
{
struct weston_surface *es = (struct weston_surface *) surface;
struct weston_compositor *ec = es->compositor;
+ int i;
if (es->buffer) {
weston_buffer_post_release(es->buffer);
if (!buffer) {
if (weston_surface_is_mapped(es))
weston_surface_unmap(es);
- if (es->image != EGL_NO_IMAGE_KHR) {
- ec->destroy_image(ec->egl_display, es->image);
- es->image = NULL;
- }
- if (es->texture) {
- glDeleteTextures(1, &es->texture);
- es->texture = 0;
+ for (i = 0; i < es->num_images; i++) {
+ ec->destroy_image(ec->egl_display, es->images[i]);
+ es->images[i] = NULL;
}
+ es->num_images = 0;
+ glDeleteTextures(es->num_textures, es->textures);
+ es->num_textures = 0;
return;
}
pixman_region32_init(&es->opaque);
}
- if (!es->texture) {
- glGenTextures(1, &es->texture);
- glBindTexture(GL_TEXTURE_2D, es->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);
- es->shader = &ec->texture_shader;
- } else {
- glBindTexture(GL_TEXTURE_2D, es->texture);
- }
-
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
+ es->shader = &ec->texture_shader;
+
+ ensure_textures(es, 1);
+ glBindTexture(GL_TEXTURE_2D, es->textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
es->pitch, es->buffer->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
else
es->blend = 1;
} else {
- if (es->image != EGL_NO_IMAGE_KHR)
- ec->destroy_image(ec->egl_display, es->image);
- es->image = ec->create_image(ec->egl_display, NULL,
- EGL_WAYLAND_BUFFER_WL,
- buffer, NULL);
+ if (es->images[0] != EGL_NO_IMAGE_KHR)
+ ec->destroy_image(ec->egl_display, es->images[0]);
+ es->images[0] = ec->create_image(ec->egl_display, NULL,
+ EGL_WAYLAND_BUFFER_WL,
+ buffer, NULL);
+ es->num_images = 1;
- ec->image_target_texture_2d(GL_TEXTURE_2D, es->image);
+ ensure_textures(es, 1);
+ glBindTexture(GL_TEXTURE_2D, es->textures[0]);
+ ec->image_target_texture_2d(GL_TEXTURE_2D, es->images[0]);
es->pitch = buffer->width;
+ es->shader = &ec->texture_shader;
}
}
n = texture_region(es, &repaint);
- glBindTexture(GL_TEXTURE_2D, es->texture);
+ glBindTexture(GL_TEXTURE_2D, es->textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
int i, n;
#endif
- glBindTexture(GL_TEXTURE_2D, surface->texture);
+ glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
if (!surface->compositor->has_unpack_subimage) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,