wayland_egl: Fix redirect to texture
Previous redirect to texture approach broke multiple window applications by having only a single redirect per context. This approach allows multiple redirections.
This commit is contained in:
parent
0ed9d246e5
commit
c937248eac
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@ -62,6 +62,7 @@
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typedef struct _Evas_GL_Program Evas_GL_Program;
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typedef struct _Evas_GL_Shared Evas_GL_Shared;
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typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context;
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typedef struct _Evas_GL_Redirect Evas_GL_Redirect;
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typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool;
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typedef struct _Evas_GL_Texture_Alloca Evas_GL_Texture_Alloca;
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typedef struct _Evas_GL_Texture Evas_GL_Texture;
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@ -349,12 +350,16 @@ struct _Evas_Engine_GL_Context
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RGBA_Image *font_surface;
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struct {
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GLuint current_fb;
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};
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struct _Evas_GL_Redirect
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{
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Evas_Engine_GL_Context *gc;
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GLuint fb;
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GLuint texture;
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GLuint depth_buffer;
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Eina_Bool active : 1;
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} redirect;
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};
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struct _Evas_GL_Texture_Pool
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@ -532,7 +537,6 @@ EAPI void *evas_gl_common_current_context_get(void);
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typedef int (*Evas_GL_Preload)(void);
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typedef void (*Evas_GL_Common_Image_Call)(Evas_GL_Image *im);
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typedef void (*Evas_GL_Common_Context_Call)(Evas_Engine_GL_Context *gc);
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typedef GLuint (*Evas_GL_Common_Context_Call_GLuint_Return)(Evas_Engine_GL_Context *gc);
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typedef Evas_GL_Image *(*Evas_GL_Common_Image_New_From_Data)(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, DATA32 *data, int alpha, Evas_Colorspace cspace);
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typedef void (*Evas_GL_Preload_Render_Call)(evas_gl_make_current_cb make_current, void *engine_data);
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typedef Evas_Engine_GL_Context *(*Evas_GL_Common_Context_New)(void);
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@ -542,11 +546,11 @@ typedef void (*Evas_Gl_Symbols)(void *(*GetProcAddress)(const char *sym));
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EAPI void __evas_gl_err(int err, const char *file, const char *func, int line, const char *op);
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EAPI void evas_gl_common_context_unredirect(Evas_Engine_GL_Context *gc);
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EAPI void evas_gl_common_context_redirect(Evas_Engine_GL_Context *gc);
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EAPI GLuint evas_gl_common_context_redirect_texture_get(Evas_Engine_GL_Context *gc);
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EAPI void evas_gl_common_context_redirect_bind(Evas_Engine_GL_Context *gc);
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EAPI void evas_gl_common_context_redirect_unbind(Evas_Engine_GL_Context *gc);
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EAPI Evas_GL_Redirect *evas_gl_common_context_redirect(Evas_Engine_GL_Context *gc);
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EAPI void evas_gl_common_context_unredirect(Evas_GL_Redirect *re);
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EAPI GLuint evas_gl_common_context_redirect_texture_get(Evas_GL_Redirect *re);
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EAPI void evas_gl_common_context_redirect_bind(Evas_GL_Redirect *re);
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EAPI void evas_gl_common_context_redirect_unbind(Evas_GL_Redirect *re);
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void evas_gl_common_tiling_start(Evas_Engine_GL_Context *gc,
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@ -1164,7 +1164,6 @@ EAPI void
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evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot)
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{
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if ((gc->w == w) && (gc->h == h) && (gc->rot == rot)) return;
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if (gc->redirect.active) evas_gl_common_context_redirect(gc);
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evas_gl_common_context_flush(gc);
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gc->change.size = 1;
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gc->rot = rot;
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@ -1174,23 +1173,27 @@ evas_gl_common_context_resize(Evas_Engine_GL_Context *gc, int w, int h, int rot)
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}
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EAPI void
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evas_gl_common_context_unredirect(Evas_Engine_GL_Context *gc)
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evas_gl_common_context_unredirect(Evas_GL_Redirect *re)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteTextures(1, &gc->redirect.texture);
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glDeleteRenderbuffers(1, &gc->redirect.depth_buffer);
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glDeleteFramebuffers(1, &gc->redirect.fb);
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gc->redirect.active = EINA_FALSE;
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glDeleteTextures(1, &re->texture);
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glDeleteRenderbuffers(1, &re->depth_buffer);
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glDeleteFramebuffers(1, &re->fb);
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re->gc->current_fb = 0;
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re->active = EINA_FALSE;
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free(re);
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}
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EAPI void
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EAPI Evas_GL_Redirect *
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evas_gl_common_context_redirect(Evas_Engine_GL_Context *gc)
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{
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if (gc->redirect.active) evas_gl_common_context_unredirect(gc);
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Evas_GL_Redirect *out;
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out = calloc(1, sizeof(Evas_GL_Redirect));
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/* Create a framebuffer object for RTT */
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glGenTextures(1, &gc->redirect.texture);
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glBindTexture(GL_TEXTURE_2D, gc->redirect.texture);
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glGenTextures(1, &out->texture);
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glBindTexture(GL_TEXTURE_2D, out->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -1199,40 +1202,49 @@ evas_gl_common_context_redirect(Evas_Engine_GL_Context *gc)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gc->w, gc->h,
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glGenFramebuffers(1, &gc->redirect.fb);
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glBindFramebuffer(GL_FRAMEBUFFER, gc->redirect.fb);
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glGenFramebuffers(1, &out->fb);
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glBindFramebuffer(GL_FRAMEBUFFER, out->fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, gc->redirect.texture, 0);
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GL_TEXTURE_2D, out->texture, 0);
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glGenRenderbuffers(1, &gc->redirect.depth_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, gc->redirect.depth_buffer);
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glGenRenderbuffers(1, &out->depth_buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, out->depth_buffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, gc->w, gc->h);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, gc->redirect.depth_buffer);
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GL_RENDERBUFFER, out->depth_buffer);
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glBindFramebuffer(GL_FRAMEBUFFER, gc->redirect.fb);
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gc->redirect.active = EINA_TRUE;
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glBindFramebuffer(GL_FRAMEBUFFER, out->fb);
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out->gc = gc;
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gc->current_fb = out->fb;
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out->active = EINA_TRUE;
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return out;
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}
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EAPI GLuint
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evas_gl_common_context_redirect_texture_get(Evas_Engine_GL_Context *gc)
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evas_gl_common_context_redirect_texture_get(Evas_GL_Redirect *re)
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{
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if (!gc->redirect.active) return 0;
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return gc->redirect.texture;
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return re->texture;
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}
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EAPI void
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evas_gl_common_context_redirect_bind(Evas_Engine_GL_Context *gc)
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evas_gl_common_context_redirect_bind(Evas_GL_Redirect *re)
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{
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if (!gc->redirect.active) return;
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glBindFramebuffer(GL_FRAMEBUFFER, gc->redirect.fb);
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if (re->active) return;
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glBindFramebuffer(GL_FRAMEBUFFER, re->fb);
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re->gc->current_fb = re->fb;
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re->active = EINA_TRUE;
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}
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EAPI void
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evas_gl_common_context_redirect_unbind(Evas_Engine_GL_Context *gc EINA_UNUSED)
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evas_gl_common_context_redirect_unbind(Evas_GL_Redirect *re EINA_UNUSED)
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{
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if (!re->active) return;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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re->active = EINA_FALSE;
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re->gc->current_fb = 0;
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}
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void
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@ -1325,10 +1337,7 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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# endif
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#endif
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if (gc->pipe[0].shader.surface == gc->def_surface)
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{
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if (gc->redirect.active) glBindFramebuffer(GL_FRAMEBUFFER, gc->redirect.fb);
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else glsym_glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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glsym_glBindFramebuffer(GL_FRAMEBUFFER, gc->current_fb);
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else
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glsym_glBindFramebuffer(GL_FRAMEBUFFER, surface->tex->pt->fb);
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_evas_gl_common_viewport_set(gc);
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@ -62,11 +62,11 @@ Evas_GL_Common_Context_Call glsym_evas_gl_common_context_newframe = NULL;
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Evas_GL_Common_Context_Call glsym_evas_gl_common_context_done = NULL;
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Evas_GL_Common_Context_Resize_Call glsym_evas_gl_common_context_resize = NULL;
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Evas_GL_Common_Buffer_Dump_Call glsym_evas_gl_common_buffer_dump = NULL;
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Evas_GL_Common_Context_Call glsym_evas_gl_common_context_unredirect = NULL;
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Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect = NULL;
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Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect_bind = NULL;
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Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect_unbind = NULL;
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Evas_GL_Common_Context_Call_GLuint_Return glsym_evas_gl_common_context_redirect_texture_get = NULL;
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Evas_GL_Redirect *(*glsym_evas_gl_common_context_redirect) (Evas_Engine_GL_Context *gc) = NULL;
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void (*glsym_evas_gl_common_context_unredirect) (Evas_GL_Redirect *re) = NULL;
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GLuint (*glsym_evas_gl_common_context_redirect_texture_get) (Evas_GL_Redirect *re) = NULL;
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void (*glsym_evas_gl_common_context_redirect_bind) (Evas_GL_Redirect *re) = NULL;
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void (*glsym_evas_gl_common_context_redirect_unbind) (Evas_GL_Redirect *re) = NULL;
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Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_lock = NULL;
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Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_unlock = NULL;
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Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_relax = NULL;
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@ -85,9 +85,10 @@ struct _Outbuf
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Eina_Bool surf : 1;
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Model *model;
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Eina_Bool redirected : 1;
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float offset_x, offset_y;
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Evas_GL_Redirect *redirect;
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};
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struct _Context_3D
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@ -107,15 +108,16 @@ extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_use;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_newframe;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_done;
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extern Evas_GL_Common_Context_Resize_Call glsym_evas_gl_common_context_resize;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_unredirect;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect_bind;
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extern Evas_GL_Common_Context_Call glsym_evas_gl_common_context_redirect_unbind;
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extern Evas_GL_Common_Context_Call_GLuint_Return glsym_evas_gl_common_context_redirect_texture_get;
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extern Evas_GL_Common_Buffer_Dump_Call glsym_evas_gl_common_buffer_dump;
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extern Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_lock;
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extern Evas_GL_Preload_Render_Call glsym_evas_gl_preload_render_unlock;
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extern Evas_GL_Redirect *(*glsym_evas_gl_common_context_redirect) (Evas_Engine_GL_Context *gc);
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extern void (*glsym_evas_gl_common_context_unredirect) (Evas_GL_Redirect *re);
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extern GLuint (*glsym_evas_gl_common_context_redirect_texture_get) (Evas_GL_Redirect *re);
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extern void (*glsym_evas_gl_common_context_redirect_bind) (Evas_GL_Redirect *re);
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extern void (*glsym_evas_gl_common_context_redirect_unbind) (Evas_GL_Redirect *re);
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extern unsigned int (*glsym_eglSwapBuffersWithDamage) (EGLDisplay a, void *b, const EGLint *d, EGLint c);
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extern unsigned int (*glsym_eglSetDamageRegionKHR) (EGLDisplay a, EGLSurface b, EGLint *c, EGLint d);
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@ -241,6 +241,7 @@ eng_window_use(Outbuf *gw)
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{
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glsym_evas_gl_common_context_use(_evas_gl_wl_window->gl_context);
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glsym_evas_gl_common_context_flush(_evas_gl_wl_window->gl_context);
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if (_evas_gl_wl_window->redirect) glsym_evas_gl_common_context_redirect_unbind(_evas_gl_wl_window->redirect);
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}
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_evas_gl_wl_window = gw;
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@ -261,6 +262,7 @@ eng_window_use(Outbuf *gw)
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{
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glsym_evas_gl_common_context_use(gw->gl_context);
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glsym_evas_gl_common_context_resize(gw->gl_context, gw->w, gw->h, gw->rot);
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if (gw->redirect) glsym_evas_gl_common_context_redirect_bind(gw->redirect);
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}
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}
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@ -317,14 +319,16 @@ eng_outbuf_reconfigure(Outbuf *ob, int w, int h, int rot, Outbuf_Depth depth EIN
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{
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if (!ob->model) ob->model = wobbly_create(0, 0, w, h);
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wobbly_resize(ob->model, w, h);
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glsym_evas_gl_common_context_unredirect(ob->gl_context);
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ob->redirected = EINA_FALSE;
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if (ob->redirect)
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glsym_evas_gl_common_context_unredirect(ob->redirect);
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ob->w = w;
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ob->h = h;
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ob->rot = rot;
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eng_window_use(ob);
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glsym_evas_gl_common_context_resize(ob->gl_context, w, h, rot);
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if (ob->redirect)
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ob->redirect = glsym_evas_gl_common_context_redirect(ob->gl_context);
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if (ob->win)
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{
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@ -367,7 +371,7 @@ eng_outbuf_rotation_get(Outbuf *ob)
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Render_Engine_Swap_Mode
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eng_outbuf_swap_mode_get(Outbuf *ob)
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{
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if (ob->redirected)
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if (ob->redirect)
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{
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ob->prev_age = 0;
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return MODE_FULL;
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@ -522,9 +526,9 @@ eng_outbuf_flush(Outbuf *ob, Tilebuf_Rect *rects, Evas_Render_Mode render_mode)
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if (ob->model) effect_continues = wobbly_process(ob->model, ob->info,
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ob->w, ob->h,
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ob->redirected);
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!!ob->redirect);
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if (ob->redirected)
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if (ob->redirect)
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{
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float tlx, tly, brx, bry;
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int w, h;
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@ -538,12 +542,12 @@ eng_outbuf_flush(Outbuf *ob, Tilebuf_Rect *rects, Evas_Render_Mode render_mode)
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tly - ob->offset_y);
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ob->offset_x = tlx;
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ob->offset_y = tly;
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glsym_evas_gl_common_context_redirect_unbind(ob->gl_context);
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glsym_evas_gl_common_context_redirect_unbind(ob->redirect);
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glViewport(0, 0, w, h);
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wobbly_draw(ob->gl_context, ob->model);
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wobbly_draw(ob->redirect, ob->model);
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wl_surface_set_opaque_region(ob->info->info.surface, NULL);
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eglSwapBuffers(ob->egl_disp, ob->egl_surface[0]);
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glsym_evas_gl_common_context_redirect_bind(ob->gl_context);
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glsym_evas_gl_common_context_redirect_bind(ob->redirect);
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glViewport(0, 0, ob->w, ob->h);
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}
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else if ((glsym_eglSwapBuffersWithDamage) && (rects) &&
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@ -569,20 +573,22 @@ eng_outbuf_flush(Outbuf *ob, Tilebuf_Rect *rects, Evas_Render_Mode render_mode)
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else
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eglSwapBuffers(ob->egl_disp, ob->egl_surface[0]);
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if (ob->redirected && !effect_continues) ob->info->wobbling = EINA_TRUE;
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if (ob->redirect && !effect_continues) ob->info->wobbling = EINA_TRUE;
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else ob->info->wobbling = effect_continues;
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if (effect_continues)
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{
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glsym_evas_gl_common_context_redirect(ob->gl_context);
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ob->redirected = EINA_TRUE;
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if (ob->redirect)
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glsym_evas_gl_common_context_unredirect(ob->redirect);
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ob->redirect = glsym_evas_gl_common_context_redirect(ob->gl_context);
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}
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else
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{
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ob->offset_x = 0;
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ob->offset_y = 0;
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glsym_evas_gl_common_context_unredirect(ob->gl_context);
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ob->redirected = EINA_FALSE;
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if (ob->redirect)
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glsym_evas_gl_common_context_unredirect(ob->redirect);
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ob->redirect = NULL;
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}
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if (ob->info->callback.post_swap)
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ob->info->callback.post_swap(ob->info->callback.data, ob->evas);
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@ -812,14 +812,14 @@ wobbly_resize(Model *m, int dwidth, int dheight)
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}
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void
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wobbly_draw(Evas_Engine_GL_Context *gl_context, Model *m)
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wobbly_draw(Evas_GL_Redirect *re, Model *m)
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{
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GLuint tex;
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(m->prog);
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tex = glsym_evas_gl_common_context_redirect_texture_get(gl_context);
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tex = glsym_evas_gl_common_context_redirect_texture_get(re);
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glBindTexture(GL_TEXTURE_2D, tex);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), m->vertices);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), m->vertices + 2);
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@ -41,7 +41,7 @@ void
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wobbly_resize(Model *m, int dw, int dh);
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void
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wobbly_draw(Evas_Engine_GL_Context *gl_context, Model *m);
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||||
wobbly_draw(Evas_GL_Redirect *re, Model *m);
|
||||
|
||||
Eina_Bool
|
||||
wobbly_process(Model *m, Evas_Engine_Info_Wayland_Egl *info, int w, int h, Eina_Bool redirected);
|
||||
|
|
Loading…
Reference in New Issue