struct wl_map map;
};
+static void
+repaint(void *data)
+{
+ struct egl_compositor *ec = data;
+ struct wl_surface_iterator *iterator;
+ struct wl_surface *surface;
+ struct surface_data *sd;
+ GLint vertices[12];
+ GLint tex_coords[8] = { 1, 0, 1, 1, 0, 1, 0, 0 };
+ GLuint indices[4] = { 0, 1, 2, 3 };
+
+ /* This part is where we actually copy the buffer to screen.
+ * Needs to be part of the repaint loop, not called from the
+ * notify_map handler. */
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ iterator = wl_surface_iterator_create(ec->wl_display, 0);
+ while (wl_surface_iterator_next(iterator, &surface)) {
+ sd = wl_surface_get_data(surface);
+ if (sd == NULL)
+ continue;
+
+ vertices[0] = sd->map.x;
+ vertices[1] = sd->map.y;
+ vertices[2] = 0;
+
+ vertices[3] = sd->map.x;
+ vertices[4] = sd->map.y + sd->map.height;
+ vertices[5] = 0;
+
+ vertices[6] = sd->map.x + sd->map.width;
+ vertices[7] = sd->map.y + sd->map.height;
+ vertices[8] = 0;
+
+ vertices[9] = sd->map.x + sd->map.width;
+ vertices[10] = sd->map.y;
+ vertices[11] = 0;
+
+ glBindTexture(GL_TEXTURE_2D, sd->texture);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(3, GL_INT, 0, vertices);
+ glTexCoordPointer(2, GL_INT, 0, tex_coords);
+ glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);
+ }
+ wl_surface_iterator_destroy(iterator);
+
+ glFlush();
+
+ eglSwapBuffers(ec->display, ec->surface);
+}
+
+static void schedule_repaint(struct egl_compositor *ec)
+{
+ struct wl_event_loop *loop;
+
+ loop = wl_display_get_event_loop(ec->wl_display);
+ wl_event_loop_add_idle(loop, repaint, ec);
+}
+
void notify_surface_create(struct wl_compositor *compositor,
struct wl_surface *surface)
{
glDeleteTextures(1, &sd->texture);
free(sd);
+
+ schedule_repaint(ec);
}
void notify_surface_attach(struct wl_compositor *compositor,
GL_BGRA, GL_UNSIGNED_BYTE, data);
free(data);
-}
-
-static void
-repaint(void *data)
-{
- struct egl_compositor *ec = data;
- struct wl_surface_iterator *iterator;
- struct wl_surface *surface;
- struct surface_data *sd;
- GLint vertices[12];
- GLint tex_coords[8] = { 1, 0, 1, 1, 0, 1, 0, 0 };
- GLuint indices[4] = { 0, 1, 2, 3 };
-
- /* This part is where we actually copy the buffer to screen.
- * Needs to be part of the repaint loop, not called from the
- * notify_map handler. */
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- iterator = wl_surface_iterator_create(ec->wl_display, 0);
- while (wl_surface_iterator_next(iterator, &surface)) {
- sd = wl_surface_get_data(surface);
- if (sd == NULL)
- continue;
-
- vertices[0] = sd->map.x;
- vertices[1] = sd->map.y;
- vertices[2] = 0;
-
- vertices[3] = sd->map.x;
- vertices[4] = sd->map.y + sd->map.height;
- vertices[5] = 0;
-
- vertices[6] = sd->map.x + sd->map.width;
- vertices[7] = sd->map.y + sd->map.height;
- vertices[8] = 0;
-
- vertices[9] = sd->map.x + sd->map.width;
- vertices[10] = sd->map.y;
- vertices[11] = 0;
-
- glBindTexture(GL_TEXTURE_2D, sd->texture);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(3, GL_INT, 0, vertices);
- glTexCoordPointer(2, GL_INT, 0, tex_coords);
- glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);
- }
- wl_surface_iterator_destroy(iterator);
-
- glFlush();
-
- eglSwapBuffers(ec->display, ec->surface);
+ schedule_repaint(ec);
}
void notify_surface_map(struct wl_compositor *compositor,
{
struct egl_compositor *ec = (struct egl_compositor *) compositor;
struct surface_data *sd;
- struct wl_event_loop *loop;
sd = wl_surface_get_data(surface);
if (sd == NULL)
sd->map = *map;
- loop = wl_display_get_event_loop(ec->wl_display);
- wl_event_loop_add_idle(loop, repaint, ec);
+ schedule_repaint(ec);
}
struct wl_compositor_interface interface = {
EGLConfig configs[64];
EGLint major, minor, count;
struct egl_compositor *ec;
- const int width = 800, height = 600;
+ int width, height;
ec = malloc(sizeof *ec);
if (ec == NULL)
return NULL;
}
- ec->surface = eglCreateSurface(ec->display, configs[24], 0, 0, width, height);
+ ec->surface = eglGetFullscreenSurface(ec->display, configs[24], &width, &height);
if (ec->surface == NULL) {
fprintf(stderr, "failed to create surface\n");
return NULL;
return NULL;
}
+ schedule_repaint(ec);
+
return &ec->base;
}