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,
+ glBindTexture(es->target, es->textures[i]);
+ glTexParameteri(es->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D,
+ glTexParameteri(es->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
es->num_textures = num_textures;
- glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(es->target, 0);
}
static void
if (wl_buffer_is_shm(buffer)) {
es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
es->shader = &ec->texture_shader_rgba;
+ es->target = GL_TEXTURE_2D;
ensure_textures(es, 1);
glBindTexture(GL_TEXTURE_2D, es->textures[0]);
for (i = 0; i < es->num_images; i++)
ec->destroy_image(ec->egl_display, es->images[i]);
es->num_images = 0;
-
+ es->target = GL_TEXTURE_2D;
switch (format) {
case EGL_TEXTURE_RGB:
case EGL_TEXTURE_RGBA:
num_planes = 1;
es->shader = &ec->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;
+ break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
es->shader = &ec->texture_shader_y_uv;
es->num_images++;
glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(GL_TEXTURE_2D, es->textures[i]);
- ec->image_target_texture_2d(GL_TEXTURE_2D,
+ glBindTexture(es->target, es->textures[i]);
+ ec->image_target_texture_2d(es->target,
es->images[i]);
}
for (i = 0; i < es->num_textures; i++) {
glUniform1i(es->shader->tex_uniforms[i], i);
glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(GL_TEXTURE_2D, es->textures[i]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+ glBindTexture(es->target, es->textures[i]);
+ glTexParameteri(es->target, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(es->target, GL_TEXTURE_MAG_FILTER, filter);
}
v = ec->vertices.data;
FRAGMENT_SHADER_EXIT
"}\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"
+ FRAGMENT_SHADER_UNIFORMS
+ "void main()\n"
+ "{\n"
+ FRAGMENT_SHADER_INIT
+ " gl_FragColor = texture2D(tex, v_texcoord)\n;"
+ FRAGMENT_SHADER_EXIT
+ "}\n";
+
static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
weston_compositor_init_gl(struct weston_compositor *ec)
{
const char *extensions;
+ int has_egl_image_external = 0;
log_egl_gl_info(ec->egl_display);
if (strstr(extensions, "GL_EXT_unpack_subimage"))
ec->has_unpack_subimage = 1;
+ if (strstr(extensions, "GL_OES_EGL_image_external"))
+ has_egl_image_external = 1;
+
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
if (!extensions) {
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
+ if (has_egl_image_external &&
+ weston_shader_init(&ec->texture_shader_egl_external,
+ vertex_shader, texture_fragment_shader_egl_external) < 0)
+ return -1;
if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;