Moved shader state into gles2-renderer.
authorJohn Kåre Alsaker <john.kare.alsaker@gmail.com>
Tue, 13 Nov 2012 18:10:25 +0000 (19:10 +0100)
committerKristian Høgsberg <krh@bitplanet.net>
Tue, 13 Nov 2012 22:02:38 +0000 (17:02 -0500)
src/compositor.h
src/gles2-renderer.c

index f66e58d..32a78f5 100644 (file)
@@ -249,15 +249,6 @@ struct weston_seat {
        struct input_method *input_method;
 };
 
-struct weston_shader {
-       GLuint program;
-       GLuint vertex_shader, fragment_shader;
-       GLint proj_uniform;
-       GLint tex_uniforms[3];
-       GLint alpha_uniform;
-       GLint color_uniform;
-};
-
 enum {
        WESTON_COMPOSITOR_ACTIVE,
        WESTON_COMPOSITOR_IDLE,         /* shell->unlock called on activity */
@@ -294,14 +285,6 @@ struct weston_renderer {
 struct weston_compositor {
        struct wl_signal destroy_signal;
 
-       struct weston_shader texture_shader_rgba;
-       struct weston_shader texture_shader_rgbx;
-       struct weston_shader texture_shader_egl_external;
-       struct weston_shader texture_shader_y_uv;
-       struct weston_shader texture_shader_y_u_v;
-       struct weston_shader texture_shader_y_xuxv;
-       struct weston_shader solid_shader;
-       struct weston_shader *current_shader;
        struct wl_display *wl_display;
        struct weston_shell_interface shell_interface;
 
@@ -424,7 +407,6 @@ struct weston_surface {
        int32_t pitch;
        struct wl_list link;
        struct wl_list layer_link;
-       struct weston_shader *shader;
        float alpha;
        struct weston_plane *plane;
 
index 20a34b3..a256a57 100644 (file)
 
 #include "compositor.h"
 
+struct gles2_shader {
+       GLuint program;
+       GLuint vertex_shader, fragment_shader;
+       GLint proj_uniform;
+       GLint tex_uniforms[3];
+       GLint alpha_uniform;
+       GLint color_uniform;
+};
+
 struct gles2_output_state {
        EGLSurface egl_surface;
 };
 
 struct gles2_surface_state {
        GLfloat color[4];
+       struct gles2_shader *shader;
 };
 
 struct gles2_renderer {
@@ -52,6 +62,16 @@ struct gles2_renderer {
                GLuint texture;
                int32_t width, height;
        } border;
+
+       struct gles2_shader texture_shader_rgba;
+       struct gles2_shader texture_shader_rgbx;
+       struct gles2_shader texture_shader_egl_external;
+       struct gles2_shader texture_shader_y_uv;
+       struct gles2_shader texture_shader_y_u_v;
+       struct gles2_shader texture_shader_y_xuxv;
+       struct gles2_shader invert_color_shader;
+       struct gles2_shader solid_shader;
+       struct gles2_shader *current_shader;
 };
 
 static inline struct gles2_output_state *
@@ -539,6 +559,7 @@ static void
 triangle_fan_debug(struct weston_surface *surface, int first, int count)
 {
        struct weston_compositor *compositor = surface->compositor;
+       struct gles2_renderer *gr = get_renderer(compositor);
        int i;
        GLushort *buffer;
        GLushort *index;
@@ -566,11 +587,11 @@ triangle_fan_debug(struct weston_surface *surface, int first, int count)
                *index++ = first + i;
        }
 
-       glUseProgram(compositor->solid_shader.program);
-       glUniform4fv(compositor->solid_shader.color_uniform, 1,
+       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(compositor->current_shader->program);
+       glUseProgram(gr->current_shader->program);
        free(buffer);
 }
 
@@ -642,18 +663,18 @@ use_output(struct weston_output *output)
 }
 
 static void
-use_shader(struct weston_compositor *compositor,
-                            struct weston_shader *shader)
+use_shader(struct gles2_renderer *gr,
+                            struct gles2_shader *shader)
 {
-       if (compositor->current_shader == shader)
+       if (gr->current_shader == shader)
                return;
 
        glUseProgram(shader->program);
-       compositor->current_shader = shader;
+       gr->current_shader = shader;
 }
 
 static void
-shader_uniforms(struct weston_shader *shader,
+shader_uniforms(struct gles2_shader *shader,
                       struct weston_surface *surface,
                       struct weston_output *output)
 {
@@ -674,6 +695,8 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
             pixman_region32_t *damage) /* in global coordinates */
 {
        struct weston_compositor *ec = es->compositor;
+       struct gles2_renderer *gr = get_renderer(ec);
+       struct gles2_surface_state *gs = get_surface_state(es);
        /* repaint bounding region in global coordinates: */
        pixman_region32_t repaint;
        /* non-opaque region in surface coordinates: */
@@ -696,12 +719,12 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 
        if (ec->fan_debug) {
-               use_shader(ec, &ec->solid_shader);
-               shader_uniforms(&ec->solid_shader, es, output);
+               use_shader(gr, &gr->solid_shader);
+               shader_uniforms(&gr->solid_shader, es, output);
        }
 
-       use_shader(ec, es->shader);
-       shader_uniforms(es->shader, es, output);
+       use_shader(gr, gs->shader);
+       shader_uniforms(gs->shader, es, output);
 
        if (es->transform.enabled || output->zoom.active)
                filter = GL_LINEAR;
@@ -721,14 +744,14 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
        pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
 
        if (pixman_region32_not_empty(&es->opaque)) {
-               if (es->shader == &ec->texture_shader_rgba) {
+               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(ec, &ec->texture_shader_rgbx);
-                       shader_uniforms(&ec->texture_shader_rgbx, es, output);
+                       use_shader(gr, &gr->texture_shader_rgbx);
+                       shader_uniforms(&gr->texture_shader_rgbx, es, output);
                }
 
                if (es->alpha < 1.0)
@@ -740,7 +763,7 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
        }
 
        if (pixman_region32_not_empty(&surface_blend)) {
-               use_shader(ec, es->shader);
+               use_shader(gr, gs->shader);
                glEnable(GL_BLEND);
                repaint_region(es, &repaint, &surface_blend);
        }
@@ -844,12 +867,12 @@ draw_border(struct weston_output *output)
 {
        struct weston_compositor *ec = output->compositor;
        struct gles2_renderer *gr = get_renderer(ec);
-       struct weston_shader *shader = &ec->texture_shader_rgba;
+       struct gles2_shader *shader = &gr->texture_shader_rgba;
        GLfloat *v;
        int n;
 
        glDisable(GL_BLEND);
-       use_shader(ec, shader);
+       use_shader(gr, shader);
 
        glUniformMatrix4fv(shader->proj_uniform,
                           1, GL_FALSE, output->matrix.d);
@@ -1046,6 +1069,7 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
 {
        struct weston_compositor *ec = es->compositor;
        struct gles2_renderer *gr = get_renderer(ec);
+       struct gles2_surface_state *gs = get_surface_state(es);
        EGLint attribs[3], format;
        int i, num_planes;
 
@@ -1070,9 +1094,9 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
                             es->pitch, buffer->height, 0,
                             GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
                if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
-                       es->shader = &ec->texture_shader_rgbx;
+                       gs->shader = &gr->texture_shader_rgbx;
                else
-                       es->shader = &ec->texture_shader_rgba;
+                       gs->shader = &gr->texture_shader_rgba;
        } else if (ec->query_buffer(gr->egl_display, buffer,
                                    EGL_TEXTURE_FORMAT, &format)) {
                for (i = 0; i < es->num_images; i++)
@@ -1084,24 +1108,24 @@ gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
                case EGL_TEXTURE_RGBA:
                default:
                        num_planes = 1;
-                       es->shader = &ec->texture_shader_rgba;
+                       gs->shader = &gr->texture_shader_rgba;
                        break;
                case EGL_TEXTURE_EXTERNAL_WL:
                        num_planes = 1;
                        es->target = GL_TEXTURE_EXTERNAL_OES;
-                       es->shader = &ec->texture_shader_egl_external;
+                       gs->shader = &gr->texture_shader_egl_external;
                        break;
                case EGL_TEXTURE_Y_UV_WL:
                        num_planes = 2;
-                       es->shader = &ec->texture_shader_y_uv;
+                       gs->shader = &gr->texture_shader_y_uv;
                        break;
                case EGL_TEXTURE_Y_U_V_WL:
                        num_planes = 3;
-                       es->shader = &ec->texture_shader_y_u_v;
+                       gs->shader = &gr->texture_shader_y_u_v;
                        break;
                case EGL_TEXTURE_Y_XUXV_WL:
                        num_planes = 2;
-                       es->shader = &ec->texture_shader_y_xuxv;
+                       gs->shader = &gr->texture_shader_y_xuxv;
                        break;
                }
 
@@ -1137,13 +1161,14 @@ gles2_renderer_surface_set_color(struct weston_surface *surface,
                 float red, float green, float blue, float alpha)
 {
        struct gles2_surface_state *gs = get_surface_state(surface);
+       struct gles2_renderer *gr = get_renderer(surface->compositor);
 
        gs->color[0] = red;
        gs->color[1] = green;
        gs->color[2] = blue;
        gs->color[3] = alpha;
 
-       surface->shader = &surface->compositor->solid_shader;
+       gs->shader = &gr->solid_shader;
 }
 
 static int
@@ -1306,7 +1331,7 @@ compile_shader(GLenum type, int count, const char **sources)
 }
 
 static int
-shader_init(struct weston_shader *shader, struct weston_compositor *ec,
+shader_init(struct gles2_shader *shader, struct weston_compositor *ec,
                   const char *vertex_source, const char *fragment_source)
 {
        char msg[512];
@@ -1358,7 +1383,7 @@ shader_init(struct weston_shader *shader, struct weston_compositor *ec,
 }
 
 static void
-shader_release(struct weston_shader *shader)
+shader_release(struct gles2_shader *shader)
 {
        glDeleteShader(shader->vertex_shader);
        glDeleteShader(shader->fragment_shader);
@@ -1681,26 +1706,28 @@ gles2_renderer_display(struct weston_compositor *ec)
 static int
 compile_shaders(struct weston_compositor *ec)
 {
-       if (shader_init(&ec->texture_shader_rgba, ec,
+       struct gles2_renderer *gr = get_renderer(ec);
+
+       if (shader_init(&gr->texture_shader_rgba, ec,
                             vertex_shader, texture_fragment_shader_rgba) < 0)
                return -1;
-       if (shader_init(&ec->texture_shader_rgbx, ec,
+       if (shader_init(&gr->texture_shader_rgbx, ec,
                             vertex_shader, texture_fragment_shader_rgbx) < 0)
                return -1;
        if (ec->has_egl_image_external &&
-                       shader_init(&ec->texture_shader_egl_external, ec,
+                       shader_init(&gr->texture_shader_egl_external, ec,
                                vertex_shader, texture_fragment_shader_egl_external) < 0)
                return -1;
-       if (shader_init(&ec->texture_shader_y_uv, ec,
+       if (shader_init(&gr->texture_shader_y_uv, ec,
                               vertex_shader, texture_fragment_shader_y_uv) < 0)
                return -1;
-       if (shader_init(&ec->texture_shader_y_u_v, ec,
+       if (shader_init(&gr->texture_shader_y_u_v, ec,
                               vertex_shader, texture_fragment_shader_y_u_v) < 0)
                return -1;
-       if (shader_init(&ec->texture_shader_y_xuxv, ec,
+       if (shader_init(&gr->texture_shader_y_xuxv, ec,
                               vertex_shader, texture_fragment_shader_y_xuxv) < 0)
                return -1;
-       if (shader_init(&ec->solid_shader, ec,
+       if (shader_init(&gr->solid_shader, ec,
                             vertex_shader, solid_fragment_shader) < 0)
                return -1;
 
@@ -1712,19 +1739,18 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
                       void *data)
 {
        struct weston_compositor *ec = data;
-       struct gles2_renderer *renderer =
-               (struct gles2_renderer *) ec->renderer;
+       struct gles2_renderer *gr = get_renderer(ec);
        struct weston_output *output;
 
-       renderer->fragment_shader_debug ^= 1;
+       gr->fragment_shader_debug ^= 1;
 
-       shader_release(&ec->texture_shader_rgba);
-       shader_release(&ec->texture_shader_rgbx);
-       shader_release(&ec->texture_shader_egl_external);
-       shader_release(&ec->texture_shader_y_uv);
-       shader_release(&ec->texture_shader_y_u_v);
-       shader_release(&ec->texture_shader_y_xuxv);
-       shader_release(&ec->solid_shader);
+       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);
 
        compile_shaders(ec);