[PATCH weston 2/3] gles2: Add a debug binding for highlighting shaded content
Ander Conselvan de Oliveira
ander.conselvan.de.oliveira at intel.com
Thu Nov 8 07:20:46 PST 2012
Pressing mode-shift-space s will cause the fragment shaders to be
recompiled, adding a green tint to all composited content.
---
src/compositor.h | 2 +
src/gles2-renderer.c | 156 ++++++++++++++++++++++++++++++++++++--------------
2 files changed, 116 insertions(+), 42 deletions(-)
diff --git a/src/compositor.h b/src/compositor.h
index 9bd2b08..8c7117f 100644
--- a/src/compositor.h
+++ b/src/compositor.h
@@ -358,6 +358,8 @@ struct weston_compositor {
PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
int has_bind_display;
+ int has_egl_image_external;
+
void (*destroy)(struct weston_compositor *ec);
void (*restore)(struct weston_compositor *ec);
int (*authenticate)(struct weston_compositor *c, uint32_t id);
diff --git a/src/gles2-renderer.c b/src/gles2-renderer.c
index 544cc15..05647b7 100644
--- a/src/gles2-renderer.c
+++ b/src/gles2-renderer.c
@@ -27,9 +27,15 @@
#include <ctype.h>
#include <float.h>
#include <assert.h>
+#include <linux/input.h>
#include "compositor.h"
+struct gles2_renderer {
+ struct weston_renderer base;
+ int fragment_shader_debug;
+};
+
static const char *
egl_error_string(EGLint code)
{
@@ -940,6 +946,12 @@ static const char vertex_shader[] =
" 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"
@@ -948,7 +960,7 @@ static const char texture_fragment_shader_rgba[] =
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
- "}\n";
+ ;
static const char texture_fragment_shader_rgbx[] =
"precision mediump float;\n"
@@ -959,7 +971,7 @@ static const char texture_fragment_shader_rgbx[] =
"{\n"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
" gl_FragColor.a = alpha;\n"
- "}\n";
+ ;
static const char texture_fragment_shader_egl_external[] =
"#extension GL_OES_EGL_image_external : require\n"
@@ -970,7 +982,7 @@ static const char texture_fragment_shader_egl_external[] =
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
- "}\n";
+ ;
static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n"
@@ -983,7 +995,7 @@ static const char texture_fragment_shader_y_uv[] =
" float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
FRAGMENT_CONVERT_YUV
- "}\n";
+ ;
static const char texture_fragment_shader_y_u_v[] =
"precision mediump float;\n"
@@ -997,7 +1009,7 @@ static const char texture_fragment_shader_y_u_v[] =
" float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
" float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
FRAGMENT_CONVERT_YUV
- "}\n";
+ ;
static const char texture_fragment_shader_y_xuxv[] =
"precision mediump float;\n"
@@ -1010,7 +1022,7 @@ static const char texture_fragment_shader_y_xuxv[] =
" float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
FRAGMENT_CONVERT_YUV
- "}\n";
+ ;
static const char solid_fragment_shader[] =
"precision mediump float;\n"
@@ -1019,17 +1031,17 @@ static const char solid_fragment_shader[] =
"void main()\n"
"{\n"
" gl_FragColor = alpha * color\n;"
- "}\n";
+ ;
static int
-compile_shader(GLenum type, const char *source)
+compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
- glShaderSource(s, 1, &source, NULL);
+ glShaderSource(s, count, sources, NULL);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
@@ -1042,16 +1054,32 @@ compile_shader(GLenum type, const char *source)
}
static int
-weston_shader_init(struct weston_shader *shader,
+weston_shader_init(struct weston_shader *shader, struct weston_compositor *ec,
const char *vertex_source, const char *fragment_source)
{
char msg[512];
GLint status;
+ int count;
+ const char *sources[3];
+ struct gles2_renderer *renderer =
+ (struct gles2_renderer *) ec->renderer;
shader->vertex_shader =
- compile_shader(GL_VERTEX_SHADER, vertex_source);
+ 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, fragment_source);
+ compile_shader(GL_FRAGMENT_SHADER, count, sources);
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
@@ -1078,6 +1106,18 @@ weston_shader_init(struct weston_shader *shader,
}
static void
+weston_shader_release(struct weston_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;
@@ -1157,10 +1197,6 @@ log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
weston_log_continue(" unknown\n");
}
-struct gles2_renderer {
- struct weston_renderer base;
-};
-
WL_EXPORT void
gles2_renderer_destroy(struct weston_compositor *ec)
{
@@ -1168,12 +1204,65 @@ gles2_renderer_destroy(struct weston_compositor *ec)
ec->unbind_display(ec->egl_display, ec->wl_display);
}
+static int
+compile_shaders(struct weston_compositor *ec)
+{
+ if (weston_shader_init(&ec->texture_shader_rgba, ec,
+ vertex_shader, texture_fragment_shader_rgba) < 0)
+ return -1;
+ if (weston_shader_init(&ec->texture_shader_rgbx, ec,
+ vertex_shader, texture_fragment_shader_rgbx) < 0)
+ return -1;
+ if (ec->has_egl_image_external &&
+ weston_shader_init(&ec->texture_shader_egl_external, ec,
+ vertex_shader, texture_fragment_shader_egl_external) < 0)
+ return -1;
+ if (weston_shader_init(&ec->texture_shader_y_uv, ec,
+ vertex_shader, texture_fragment_shader_y_uv) < 0)
+ return -1;
+ if (weston_shader_init(&ec->texture_shader_y_u_v, ec,
+ vertex_shader, texture_fragment_shader_y_u_v) < 0)
+ return -1;
+ if (weston_shader_init(&ec->texture_shader_y_xuxv, ec,
+ vertex_shader, texture_fragment_shader_y_xuxv) < 0)
+ return -1;
+ if (weston_shader_init(&ec->solid_shader, ec,
+ vertex_shader, solid_fragment_shader) < 0)
+ return -1;
+
+ return 0;
+}
+
+static void
+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 weston_output *output;
+
+ renderer->fragment_shader_debug ^= 1;
+
+ weston_shader_release(&ec->texture_shader_rgba);
+ weston_shader_release(&ec->texture_shader_rgbx);
+ weston_shader_release(&ec->texture_shader_egl_external);
+ weston_shader_release(&ec->texture_shader_y_uv);
+ weston_shader_release(&ec->texture_shader_y_u_v);
+ weston_shader_release(&ec->texture_shader_y_xuxv);
+ weston_shader_release(&ec->solid_shader);
+
+ compile_shaders(ec);
+
+ wl_list_for_each(output, &ec->output_list, link)
+ weston_output_damage(output);
+}
+
WL_EXPORT int
gles2_renderer_init(struct weston_compositor *ec)
{
struct gles2_renderer *renderer;
const char *extensions;
- int has_egl_image_external = 0;
struct weston_output *output;
EGLBoolean ret;
@@ -1182,7 +1271,7 @@ gles2_renderer_init(struct weston_compositor *ec)
EGL_NONE
};
- renderer = malloc(sizeof *renderer);
+ renderer = calloc(1, sizeof *renderer);
if (renderer == NULL)
return -1;
@@ -1247,7 +1336,7 @@ gles2_renderer_init(struct weston_compositor *ec)
ec->has_unpack_subimage = 1;
if (strstr(extensions, "GL_OES_EGL_image_external"))
- has_egl_image_external = 1;
+ ec->has_egl_image_external = 1;
extensions =
(const char *) eglQueryString(ec->egl_display, EGL_EXTENSIONS);
@@ -1266,35 +1355,18 @@ gles2_renderer_init(struct weston_compositor *ec)
glActiveTexture(GL_TEXTURE0);
- if (weston_shader_init(&ec->texture_shader_rgba,
- vertex_shader, texture_fragment_shader_rgba) < 0)
- return -1;
- if (weston_shader_init(&ec->texture_shader_rgbx,
- vertex_shader, texture_fragment_shader_rgbx) < 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;
- if (weston_shader_init(&ec->texture_shader_y_u_v,
- vertex_shader, texture_fragment_shader_y_u_v) < 0)
- return -1;
- if (weston_shader_init(&ec->texture_shader_y_xuxv,
- vertex_shader, texture_fragment_shader_y_xuxv) < 0)
- return -1;
- if (weston_shader_init(&ec->solid_shader,
- vertex_shader, solid_fragment_shader) < 0)
- return -1;
-
renderer->base.repaint_output = gles2_renderer_repaint_output;
renderer->base.flush_damage = gles2_renderer_flush_damage;
renderer->base.attach = gles2_renderer_attach;
renderer->base.destroy_surface = gles2_renderer_destroy_surface;
ec->renderer = &renderer->base;
+ if (compile_shaders(ec))
+ return -1;
+
+ weston_compositor_add_debug_binding(ec, KEY_S,
+ fragment_debug_binding, ec);
+
weston_log("GL ES 2 renderer features:\n");
weston_log_continue(STAMP_SPACE "read-back format: %s\n",
ec->read_format == GL_BGRA_EXT ? "BGRA" : "RGBA");
--
1.7.10.4
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