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https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2024-11-21 22:52:20 +00:00
render: drop support for ellipses
For anything more complicated than quads, compositors can easily ship their own shaders. Closes: https://github.com/swaywm/wlroots/issues/2759
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@ -61,13 +61,6 @@ struct wlr_gles2_renderer {
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GLint color;
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GLint pos_attrib;
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} quad;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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GLint pos_attrib;
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GLint tex_attrib;
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} ellipse;
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struct wlr_gles2_tex_shader tex_rgba;
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struct wlr_gles2_tex_shader tex_rgbx;
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struct wlr_gles2_tex_shader tex_ext;
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@ -30,8 +30,6 @@ struct wlr_renderer_impl {
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const float matrix[static 9], float alpha);
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void (*render_quad_with_matrix)(struct wlr_renderer *renderer,
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const float color[static 4], const float matrix[static 9]);
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void (*render_ellipse_with_matrix)(struct wlr_renderer *renderer,
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const float color[static 4], const float matrix[static 9]);
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const uint32_t *(*get_shm_texture_formats)(struct wlr_renderer *renderer,
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size_t *len);
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bool (*resource_is_wl_drm_buffer)(struct wlr_renderer *renderer,
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@ -71,16 +71,6 @@ void wlr_render_rect(struct wlr_renderer *r, const struct wlr_box *box,
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*/
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void wlr_render_quad_with_matrix(struct wlr_renderer *r,
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const float color[static 4], const float matrix[static 9]);
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/**
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* Renders a solid ellipse in the specified color.
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*/
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void wlr_render_ellipse(struct wlr_renderer *r, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9]);
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/**
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* Renders a solid ellipse in the specified color with the specified matrix.
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*/
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void wlr_render_ellipse_with_matrix(struct wlr_renderer *r,
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const float color[static 4], const float matrix[static 9]);
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/**
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* Get the shared-memory formats supporting import usage. Buffers allocated
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* with a format from this list may be imported via wlr_texture_from_pixels.
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@ -356,47 +356,6 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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pop_gles2_debug(renderer);
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}
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static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
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const float color[static 4], const float matrix[static 9]) {
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struct wlr_gles2_renderer *renderer =
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gles2_get_renderer_in_context(wlr_renderer);
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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static const GLfloat texcoord[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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push_gles2_debug(renderer);
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glUseProgram(renderer->shaders.ellipse.program);
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glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, gl_matrix);
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glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
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glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
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GL_FALSE, 0, verts);
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glVertexAttribPointer(renderer->shaders.ellipse.tex_attrib, 2, GL_FLOAT,
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GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
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glEnableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.ellipse.pos_attrib);
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glDisableVertexAttribArray(renderer->shaders.ellipse.tex_attrib);
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pop_gles2_debug(renderer);
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}
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static const uint32_t *gles2_get_shm_texture_formats(
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struct wlr_renderer *wlr_renderer, size_t *len) {
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return get_gles2_shm_formats(len);
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@ -584,7 +543,6 @@ static void gles2_destroy(struct wlr_renderer *wlr_renderer) {
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push_gles2_debug(renderer);
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.ellipse.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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@ -614,7 +572,6 @@ static const struct wlr_renderer_impl renderer_impl = {
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.scissor = gles2_scissor,
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.render_subtexture_with_matrix = gles2_render_subtexture_with_matrix,
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.render_quad_with_matrix = gles2_render_quad_with_matrix,
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.render_ellipse_with_matrix = gles2_render_ellipse_with_matrix,
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.get_shm_texture_formats = gles2_get_shm_texture_formats,
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.resource_is_wl_drm_buffer = gles2_resource_is_wl_drm_buffer,
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.wl_drm_buffer_get_size = gles2_wl_drm_buffer_get_size,
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@ -755,7 +712,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
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extern const GLchar quad_vertex_src[];
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extern const GLchar quad_fragment_src[];
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extern const GLchar ellipse_fragment_src[];
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extern const GLchar tex_vertex_src[];
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extern const GLchar tex_fragment_src_rgba[];
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extern const GLchar tex_fragment_src_rgbx[];
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@ -848,16 +804,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.ellipse.program = prog =
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link_program(renderer, quad_vertex_src, ellipse_fragment_src);
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if (!renderer->shaders.ellipse.program) {
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goto error;
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}
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renderer->shaders.ellipse.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.ellipse.color = glGetUniformLocation(prog, "color");
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renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.program = prog =
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link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
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if (!renderer->shaders.tex_rgba.program) {
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@ -904,7 +850,6 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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error:
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.ellipse.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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@ -25,20 +25,6 @@ const GLchar quad_fragment_src[] =
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" gl_FragColor = v_color;\n"
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"}\n";
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// Colored ellipses
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const GLchar ellipse_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" float l = length(v_texcoord - vec2(0.5, 0.5));\n"
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" if (l > 0.5) {\n"
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" discard;\n"
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" }\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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@ -20,7 +20,6 @@ void wlr_renderer_init(struct wlr_renderer *renderer,
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assert(impl->scissor);
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assert(impl->render_subtexture_with_matrix);
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assert(impl->render_quad_with_matrix);
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assert(impl->render_ellipse_with_matrix);
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assert(impl->get_shm_texture_formats);
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assert(impl->texture_from_pixels);
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renderer->impl = impl;
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@ -133,25 +132,6 @@ void wlr_render_quad_with_matrix(struct wlr_renderer *r,
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r->impl->render_quad_with_matrix(r, color, matrix);
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}
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void wlr_render_ellipse(struct wlr_renderer *r, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9]) {
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if (box->width == 0 || box->height == 0) {
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return;
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}
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assert(box->width > 0 && box->height > 0);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0,
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projection);
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wlr_render_ellipse_with_matrix(r, color, matrix);
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}
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void wlr_render_ellipse_with_matrix(struct wlr_renderer *r,
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const float color[static 4], const float matrix[static 9]) {
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assert(r->rendering);
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r->impl->render_ellipse_with_matrix(r, color, matrix);
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}
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const uint32_t *wlr_renderer_get_shm_texture_formats(struct wlr_renderer *r,
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size_t *len) {
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return r->impl->get_shm_texture_formats(r, len);
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