Rename gles2-renderer to gl-renderer.
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
new file mode 100644
index 0000000..45b60dd
--- /dev/null
+++ b/src/gl-renderer.c
@@ -0,0 +1,1892 @@
+/*
+ * Copyright © 2012 Intel Corporation
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation, and that the name of the copyright holders not be used in
+ * advertising or publicity pertaining to distribution of the software
+ * without specific, written prior permission.  The copyright holders make
+ * no representations about the suitability of this software for any
+ * purpose.  It is provided "as is" without express or implied warranty.
+ *
+ * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
+ * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
+ * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
+ * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
+ * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#define _GNU_SOURCE
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <float.h>
+#include <assert.h>
+#include <linux/input.h>
+
+#include "gl-renderer.h"
+
+#include <EGL/eglext.h>
+#include "weston-egl-ext.h"
+
+struct gl_shader {
+	GLuint program;
+	GLuint vertex_shader, fragment_shader;
+	GLint proj_uniform;
+	GLint tex_uniforms[3];
+	GLint alpha_uniform;
+	GLint color_uniform;
+};
+
+struct gl_output_state {
+	EGLSurface egl_surface;
+};
+
+struct gl_surface_state {
+	GLfloat color[4];
+	struct gl_shader *shader;
+
+	GLuint textures[3];
+	int num_textures;
+
+	EGLImageKHR images[3];
+	GLenum target;
+	int num_images;
+};
+
+struct gl_renderer {
+	struct weston_renderer base;
+	int fragment_shader_debug;
+
+	EGLDisplay egl_display;
+	EGLContext egl_context;
+	EGLConfig egl_config;
+
+	struct {
+		int32_t top, bottom, left, right;
+		GLuint texture;
+		int32_t width, height;
+	} border;
+
+	PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
+	PFNEGLCREATEIMAGEKHRPROC create_image;
+	PFNEGLDESTROYIMAGEKHRPROC destroy_image;
+
+	int has_unpack_subimage;
+
+	PFNEGLBINDWAYLANDDISPLAYWL bind_display;
+	PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
+	PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
+	int has_bind_display;
+
+	int has_egl_image_external;
+
+	struct gl_shader texture_shader_rgba;
+	struct gl_shader texture_shader_rgbx;
+	struct gl_shader texture_shader_egl_external;
+	struct gl_shader texture_shader_y_uv;
+	struct gl_shader texture_shader_y_u_v;
+	struct gl_shader texture_shader_y_xuxv;
+	struct gl_shader invert_color_shader;
+	struct gl_shader solid_shader;
+	struct gl_shader *current_shader;
+};
+
+static inline struct gl_output_state *
+get_output_state(struct weston_output *output)
+{
+	return (struct gl_output_state *)output->renderer_state;
+}
+
+static inline struct gl_surface_state *
+get_surface_state(struct weston_surface *surface)
+{
+	return (struct gl_surface_state *)surface->renderer_state;
+}
+
+static inline struct gl_renderer *
+get_renderer(struct weston_compositor *ec)
+{
+	return (struct gl_renderer *)ec->renderer;
+}
+
+static const char *
+egl_error_string(EGLint code)
+{
+#define MYERRCODE(x) case x: return #x;
+	switch (code) {
+	MYERRCODE(EGL_SUCCESS)
+	MYERRCODE(EGL_NOT_INITIALIZED)
+	MYERRCODE(EGL_BAD_ACCESS)
+	MYERRCODE(EGL_BAD_ALLOC)
+	MYERRCODE(EGL_BAD_ATTRIBUTE)
+	MYERRCODE(EGL_BAD_CONTEXT)
+	MYERRCODE(EGL_BAD_CONFIG)
+	MYERRCODE(EGL_BAD_CURRENT_SURFACE)
+	MYERRCODE(EGL_BAD_DISPLAY)
+	MYERRCODE(EGL_BAD_SURFACE)
+	MYERRCODE(EGL_BAD_MATCH)
+	MYERRCODE(EGL_BAD_PARAMETER)
+	MYERRCODE(EGL_BAD_NATIVE_PIXMAP)
+	MYERRCODE(EGL_BAD_NATIVE_WINDOW)
+	MYERRCODE(EGL_CONTEXT_LOST)
+	default:
+		return "unknown";
+	}
+#undef MYERRCODE
+}
+
+static void
+print_egl_error_state(void)
+{
+	EGLint code;
+
+	code = eglGetError();
+	weston_log("EGL error state: %s (0x%04lx)\n",
+		egl_error_string(code), (long)code);
+}
+
+struct polygon8 {
+	GLfloat x[8];
+	GLfloat y[8];
+	int n;
+};
+
+struct clip_context {
+	struct {
+		GLfloat x;
+		GLfloat y;
+	} prev;
+
+	struct {
+		GLfloat x1, y1;
+		GLfloat x2, y2;
+	} clip;
+
+	struct {
+		GLfloat *x;
+		GLfloat *y;
+	} vertices;
+};
+
+static GLfloat
+float_difference(GLfloat a, GLfloat b)
+{
+	/* http://www.altdevblogaday.com/2012/02/22/comparing-floating-point-numbers-2012-edition/ */
+	static const GLfloat max_diff = 4.0f * FLT_MIN;
+	static const GLfloat max_rel_diff = 4.0e-5;
+	GLfloat diff = a - b;
+	GLfloat adiff = fabsf(diff);
+
+	if (adiff <= max_diff)
+		return 0.0f;
+
+	a = fabsf(a);
+	b = fabsf(b);
+	if (adiff <= (a > b ? a : b) * max_rel_diff)
+		return 0.0f;
+
+	return diff;
+}
+
+/* A line segment (p1x, p1y)-(p2x, p2y) intersects the line x = x_arg.
+ * Compute the y coordinate of the intersection.
+ */
+static GLfloat
+clip_intersect_y(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y,
+		 GLfloat x_arg)
+{
+	GLfloat a;
+	GLfloat diff = float_difference(p1x, p2x);
+
+	/* Practically vertical line segment, yet the end points have already
+	 * been determined to be on different sides of the line. Therefore
+	 * the line segment is part of the line and intersects everywhere.
+	 * Return the end point, so we use the whole line segment.
+	 */
+	if (diff == 0.0f)
+		return p2y;
+
+	a = (x_arg - p2x) / diff;
+	return p2y + (p1y - p2y) * a;
+}
+
+/* A line segment (p1x, p1y)-(p2x, p2y) intersects the line y = y_arg.
+ * Compute the x coordinate of the intersection.
+ */
+static GLfloat
+clip_intersect_x(GLfloat p1x, GLfloat p1y, GLfloat p2x, GLfloat p2y,
+		 GLfloat y_arg)
+{
+	GLfloat a;
+	GLfloat diff = float_difference(p1y, p2y);
+
+	/* Practically horizontal line segment, yet the end points have already
+	 * been determined to be on different sides of the line. Therefore
+	 * the line segment is part of the line and intersects everywhere.
+	 * Return the end point, so we use the whole line segment.
+	 */
+	if (diff == 0.0f)
+		return p2x;
+
+	a = (y_arg - p2y) / diff;
+	return p2x + (p1x - p2x) * a;
+}
+
+enum path_transition {
+	PATH_TRANSITION_OUT_TO_OUT = 0,
+	PATH_TRANSITION_OUT_TO_IN = 1,
+	PATH_TRANSITION_IN_TO_OUT = 2,
+	PATH_TRANSITION_IN_TO_IN = 3,
+};
+
+static void
+clip_append_vertex(struct clip_context *ctx, GLfloat x, GLfloat y)
+{
+	*ctx->vertices.x++ = x;
+	*ctx->vertices.y++ = y;
+}
+
+static enum path_transition
+path_transition_left_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
+{
+	return ((ctx->prev.x >= ctx->clip.x1) << 1) | (x >= ctx->clip.x1);
+}
+
+static enum path_transition
+path_transition_right_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
+{
+	return ((ctx->prev.x < ctx->clip.x2) << 1) | (x < ctx->clip.x2);
+}
+
+static enum path_transition
+path_transition_top_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
+{
+	return ((ctx->prev.y >= ctx->clip.y1) << 1) | (y >= ctx->clip.y1);
+}
+
+static enum path_transition
+path_transition_bottom_edge(struct clip_context *ctx, GLfloat x, GLfloat y)
+{
+	return ((ctx->prev.y < ctx->clip.y2) << 1) | (y < ctx->clip.y2);
+}
+
+static void
+clip_polygon_leftright(struct clip_context *ctx,
+		       enum path_transition transition,
+		       GLfloat x, GLfloat y, GLfloat clip_x)
+{
+	GLfloat yi;
+
+	switch (transition) {
+	case PATH_TRANSITION_IN_TO_IN:
+		clip_append_vertex(ctx, x, y);
+		break;
+	case PATH_TRANSITION_IN_TO_OUT:
+		yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x);
+		clip_append_vertex(ctx, clip_x, yi);
+		break;
+	case PATH_TRANSITION_OUT_TO_IN:
+		yi = clip_intersect_y(ctx->prev.x, ctx->prev.y, x, y, clip_x);
+		clip_append_vertex(ctx, clip_x, yi);
+		clip_append_vertex(ctx, x, y);
+		break;
+	case PATH_TRANSITION_OUT_TO_OUT:
+		/* nothing */
+		break;
+	default:
+		assert(0 && "bad enum path_transition");
+	}
+
+	ctx->prev.x = x;
+	ctx->prev.y = y;
+}
+
+static void
+clip_polygon_topbottom(struct clip_context *ctx,
+		       enum path_transition transition,
+		       GLfloat x, GLfloat y, GLfloat clip_y)
+{
+	GLfloat xi;
+
+	switch (transition) {
+	case PATH_TRANSITION_IN_TO_IN:
+		clip_append_vertex(ctx, x, y);
+		break;
+	case PATH_TRANSITION_IN_TO_OUT:
+		xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y);
+		clip_append_vertex(ctx, xi, clip_y);
+		break;
+	case PATH_TRANSITION_OUT_TO_IN:
+		xi = clip_intersect_x(ctx->prev.x, ctx->prev.y, x, y, clip_y);
+		clip_append_vertex(ctx, xi, clip_y);
+		clip_append_vertex(ctx, x, y);
+		break;
+	case PATH_TRANSITION_OUT_TO_OUT:
+		/* nothing */
+		break;
+	default:
+		assert(0 && "bad enum path_transition");
+	}
+
+	ctx->prev.x = x;
+	ctx->prev.y = y;
+}
+
+static void
+clip_context_prepare(struct clip_context *ctx, const struct polygon8 *src,
+		      GLfloat *dst_x, GLfloat *dst_y)
+{
+	ctx->prev.x = src->x[src->n - 1];
+	ctx->prev.y = src->y[src->n - 1];
+	ctx->vertices.x = dst_x;
+	ctx->vertices.y = dst_y;
+}
+
+static int
+clip_polygon_left(struct clip_context *ctx, const struct polygon8 *src,
+		  GLfloat *dst_x, GLfloat *dst_y)
+{
+	enum path_transition trans;
+	int i;
+
+	clip_context_prepare(ctx, src, dst_x, dst_y);
+	for (i = 0; i < src->n; i++) {
+		trans = path_transition_left_edge(ctx, src->x[i], src->y[i]);
+		clip_polygon_leftright(ctx, trans, src->x[i], src->y[i],
+				       ctx->clip.x1);
+	}
+	return ctx->vertices.x - dst_x;
+}
+
+static int
+clip_polygon_right(struct clip_context *ctx, const struct polygon8 *src,
+		   GLfloat *dst_x, GLfloat *dst_y)
+{
+	enum path_transition trans;
+	int i;
+
+	clip_context_prepare(ctx, src, dst_x, dst_y);
+	for (i = 0; i < src->n; i++) {
+		trans = path_transition_right_edge(ctx, src->x[i], src->y[i]);
+		clip_polygon_leftright(ctx, trans, src->x[i], src->y[i],
+				       ctx->clip.x2);
+	}
+	return ctx->vertices.x - dst_x;
+}
+
+static int
+clip_polygon_top(struct clip_context *ctx, const struct polygon8 *src,
+		 GLfloat *dst_x, GLfloat *dst_y)
+{
+	enum path_transition trans;
+	int i;
+
+	clip_context_prepare(ctx, src, dst_x, dst_y);
+	for (i = 0; i < src->n; i++) {
+		trans = path_transition_top_edge(ctx, src->x[i], src->y[i]);
+		clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i],
+				       ctx->clip.y1);
+	}
+	return ctx->vertices.x - dst_x;
+}
+
+static int
+clip_polygon_bottom(struct clip_context *ctx, const struct polygon8 *src,
+		    GLfloat *dst_x, GLfloat *dst_y)
+{
+	enum path_transition trans;
+	int i;
+
+	clip_context_prepare(ctx, src, dst_x, dst_y);
+	for (i = 0; i < src->n; i++) {
+		trans = path_transition_bottom_edge(ctx, src->x[i], src->y[i]);
+		clip_polygon_topbottom(ctx, trans, src->x[i], src->y[i],
+				       ctx->clip.y2);
+	}
+	return ctx->vertices.x - dst_x;
+}
+
+#define max(a, b) (((a) > (b)) ? (a) : (b))
+#define min(a, b) (((a) > (b)) ? (b) : (a))
+#define clip(x, a, b)  min(max(x, a), b)
+
+/*
+ * Compute the boundary vertices of the intersection of the global coordinate
+ * aligned rectangle 'rect', and an arbitrary quadrilateral produced from
+ * 'surf_rect' when transformed from surface coordinates into global coordinates.
+ * The vertices are written to 'ex' and 'ey', and the return value is the
+ * number of vertices. Vertices are produced in clockwise winding order.
+ * Guarantees to produce either zero vertices, or 3-8 vertices with non-zero
+ * polygon area.
+ */
+static int
+calculate_edges(struct weston_surface *es, pixman_box32_t *rect,
+		pixman_box32_t *surf_rect, GLfloat *ex, GLfloat *ey)
+{
+	struct polygon8 polygon;
+	struct clip_context ctx;
+	int i, n;
+	GLfloat min_x, max_x, min_y, max_y;
+	struct polygon8 surf = {
+		{ surf_rect->x1, surf_rect->x2, surf_rect->x2, surf_rect->x1 },
+		{ surf_rect->y1, surf_rect->y1, surf_rect->y2, surf_rect->y2 },
+		4
+	};
+
+	ctx.clip.x1 = rect->x1;
+	ctx.clip.y1 = rect->y1;
+	ctx.clip.x2 = rect->x2;
+	ctx.clip.y2 = rect->y2;
+
+	/* transform surface to screen space: */
+	for (i = 0; i < surf.n; i++)
+		weston_surface_to_global_float(es, surf.x[i], surf.y[i],
+					       &surf.x[i], &surf.y[i]);
+
+	/* find bounding box: */
+	min_x = max_x = surf.x[0];
+	min_y = max_y = surf.y[0];
+
+	for (i = 1; i < surf.n; i++) {
+		min_x = min(min_x, surf.x[i]);
+		max_x = max(max_x, surf.x[i]);
+		min_y = min(min_y, surf.y[i]);
+		max_y = max(max_y, surf.y[i]);
+	}
+
+	/* First, simple bounding box check to discard early transformed
+	 * surface rects that do not intersect with the clip region:
+	 */
+	if ((min_x >= ctx.clip.x2) || (max_x <= ctx.clip.x1) ||
+	    (min_y >= ctx.clip.y2) || (max_y <= ctx.clip.y1))
+		return 0;
+
+	/* Simple case, bounding box edges are parallel to surface edges,
+	 * there will be only four edges.  We just need to clip the surface
+	 * vertices to the clip rect bounds:
+	 */
+	if (!es->transform.enabled) {
+		for (i = 0; i < surf.n; i++) {
+			ex[i] = clip(surf.x[i], ctx.clip.x1, ctx.clip.x2);
+			ey[i] = clip(surf.y[i], ctx.clip.y1, ctx.clip.y2);
+		}
+		return surf.n;
+	}
+
+	/* Transformed case: use a general polygon clipping algorithm to
+	 * clip the surface rectangle with each side of 'rect'.
+	 * The algorithm is Sutherland-Hodgman, as explained in
+	 * http://www.codeguru.com/cpp/misc/misc/graphics/article.php/c8965/Polygon-Clipping.htm
+	 * but without looking at any of that code.
+	 */
+	polygon.n = clip_polygon_left(&ctx, &surf, polygon.x, polygon.y);
+	surf.n = clip_polygon_right(&ctx, &polygon, surf.x, surf.y);
+	polygon.n = clip_polygon_top(&ctx, &surf, polygon.x, polygon.y);
+	surf.n = clip_polygon_bottom(&ctx, &polygon, surf.x, surf.y);
+
+	/* Get rid of duplicate vertices */
+	ex[0] = surf.x[0];
+	ey[0] = surf.y[0];
+	n = 1;
+	for (i = 1; i < surf.n; i++) {
+		if (float_difference(ex[n - 1], surf.x[i]) == 0.0f &&
+		    float_difference(ey[n - 1], surf.y[i]) == 0.0f)
+			continue;
+		ex[n] = surf.x[i];
+		ey[n] = surf.y[i];
+		n++;
+	}
+	if (float_difference(ex[n - 1], surf.x[0]) == 0.0f &&
+	    float_difference(ey[n - 1], surf.y[0]) == 0.0f)
+		n--;
+
+	if (n < 3)
+		return 0;
+
+	return n;
+}
+
+static int
+texture_region(struct weston_surface *es, pixman_region32_t *region,
+		pixman_region32_t *surf_region)
+{
+	struct weston_compositor *ec = es->compositor;
+	GLfloat *v, inv_width, inv_height;
+	unsigned int *vtxcnt, nvtx = 0;
+	pixman_box32_t *rects, *surf_rects;
+	int i, j, k, nrects, nsurf;
+
+	rects = pixman_region32_rectangles(region, &nrects);
+	surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
+
+	/* worst case we can have 8 vertices per rect (ie. clipped into
+	 * an octagon):
+	 */
+	v = wl_array_add(&ec->vertices, nrects * nsurf * 8 * 4 * sizeof *v);
+	vtxcnt = wl_array_add(&ec->vtxcnt, nrects * nsurf * sizeof *vtxcnt);
+
+	inv_width = 1.0 / es->pitch;
+	inv_height = 1.0 / es->geometry.height;
+
+	for (i = 0; i < nrects; i++) {
+		pixman_box32_t *rect = &rects[i];
+		for (j = 0; j < nsurf; j++) {
+			pixman_box32_t *surf_rect = &surf_rects[j];
+			GLfloat sx, sy;
+			GLfloat ex[8], ey[8];          /* edge points in screen space */
+			int n;
+
+			/* The transformed surface, after clipping to the clip region,
+			 * can have as many as eight sides, emitted as a triangle-fan.
+			 * The first vertex in the triangle fan can be chosen arbitrarily,
+			 * since the area is guaranteed to be convex.
+			 *
+			 * If a corner of the transformed surface falls outside of the
+			 * clip region, instead of emitting one vertex for the corner
+			 * of the surface, up to two are emitted for two corresponding
+			 * intersection point(s) between the surface and the clip region.
+			 *
+			 * To do this, we first calculate the (up to eight) points that
+			 * form the intersection of the clip rect and the transformed
+			 * surface.
+			 */
+			n = calculate_edges(es, rect, surf_rect, ex, ey);
+			if (n < 3)
+				continue;
+
+			/* emit edge points: */
+			for (k = 0; k < n; k++) {
+				weston_surface_from_global_float(es, ex[k], ey[k], &sx, &sy);
+				/* position: */
+				*(v++) = ex[k];
+				*(v++) = ey[k];
+				/* texcoord: */
+				*(v++) = sx * inv_width;
+				*(v++) = sy * inv_height;
+			}
+
+			vtxcnt[nvtx++] = n;
+		}
+	}
+
+	return nvtx;
+}
+
+static void
+triangle_fan_debug(struct weston_surface *surface, int first, int count)
+{
+	struct weston_compositor *compositor = surface->compositor;
+	struct gl_renderer *gr = get_renderer(compositor);
+	int i;
+	GLushort *buffer;
+	GLushort *index;
+	int nelems;
+	static int color_idx = 0;
+	static const GLfloat color[][4] = {
+			{ 1.0, 0.0, 0.0, 1.0 },
+			{ 0.0, 1.0, 0.0, 1.0 },
+			{ 0.0, 0.0, 1.0, 1.0 },
+			{ 1.0, 1.0, 1.0, 1.0 },
+	};
+
+	nelems = (count - 1 + count - 2) * 2;
+
+	buffer = malloc(sizeof(GLushort) * nelems);
+	index = buffer;
+
+	for (i = 1; i < count; i++) {
+		*index++ = first;
+		*index++ = first + i;
+	}
+
+	for (i = 2; i < count; i++) {
+		*index++ = first + i - 1;
+		*index++ = first + i;
+	}
+
+	glUseProgram(gr->solid_shader.program);
+	glUniform4fv(gr->solid_shader.color_uniform, 1,
+			color[color_idx++ % ARRAY_LENGTH(color)]);
+	glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
+	glUseProgram(gr->current_shader->program);
+	free(buffer);
+}
+
+static void
+repaint_region(struct weston_surface *es, pixman_region32_t *region,
+		pixman_region32_t *surf_region)
+{
+	struct weston_compositor *ec = es->compositor;
+	GLfloat *v;
+	unsigned int *vtxcnt;
+	int i, first, nfans;
+
+	/* The final region to be painted is the intersection of
+	 * 'region' and 'surf_region'. However, 'region' is in the global
+	 * coordinates, and 'surf_region' is in the surface-local
+	 * coordinates. texture_region() will iterate over all pairs of
+	 * rectangles from both regions, compute the intersection
+	 * polygon for each pair, and store it as a triangle fan if
+	 * it has a non-zero area (at least 3 vertices, actually).
+	 */
+	nfans = texture_region(es, region, surf_region);
+
+	v = ec->vertices.data;
+	vtxcnt = ec->vtxcnt.data;
+
+	/* position: */
+	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
+	glEnableVertexAttribArray(0);
+
+	/* texcoord: */
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
+	glEnableVertexAttribArray(1);
+
+	for (i = 0, first = 0; i < nfans; i++) {
+		glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
+		if (ec->fan_debug)
+			triangle_fan_debug(es, first, vtxcnt[i]);
+		first += vtxcnt[i];
+	}
+
+	glDisableVertexAttribArray(1);
+	glDisableVertexAttribArray(0);
+
+	ec->vertices.size = 0;
+	ec->vtxcnt.size = 0;
+}
+
+static int
+use_output(struct weston_output *output)
+{
+	static int errored;
+	struct gl_output_state *go = get_output_state(output);
+	struct gl_renderer *gr = get_renderer(output->compositor);
+	EGLBoolean ret;
+
+	ret = eglMakeCurrent(gr->egl_display, go->egl_surface,
+			     go->egl_surface, gr->egl_context);
+
+	if (ret == EGL_FALSE) {
+		if (errored)
+			return -1;
+		errored = 1;
+		weston_log("Failed to make EGL context current.\n");
+		print_egl_error_state();
+		return -1;
+	}
+
+	return 0;
+}
+
+static void
+use_shader(struct gl_renderer *gr,
+			     struct gl_shader *shader)
+{
+	if (gr->current_shader == shader)
+		return;
+
+	glUseProgram(shader->program);
+	gr->current_shader = shader;
+}
+
+static void
+shader_uniforms(struct gl_shader *shader,
+		       struct weston_surface *surface,
+		       struct weston_output *output)
+{
+	int i;
+	struct gl_surface_state *gs = get_surface_state(surface);
+
+	glUniformMatrix4fv(shader->proj_uniform,
+			   1, GL_FALSE, output->matrix.d);
+	glUniform4fv(shader->color_uniform, 1, gs->color);
+	glUniform1f(shader->alpha_uniform, surface->alpha);
+
+	for (i = 0; i < gs->num_textures; i++)
+		glUniform1i(shader->tex_uniforms[i], i);
+}
+
+static void
+draw_surface(struct weston_surface *es, struct weston_output *output,
+	     pixman_region32_t *damage) /* in global coordinates */
+{
+	struct weston_compositor *ec = es->compositor;
+	struct gl_renderer *gr = get_renderer(ec);
+	struct gl_surface_state *gs = get_surface_state(es);
+	/* repaint bounding region in global coordinates: */
+	pixman_region32_t repaint;
+	/* non-opaque region in surface coordinates: */
+	pixman_region32_t surface_blend;
+	pixman_region32_t *buffer_damage;
+	GLint filter;
+	int i;
+
+	pixman_region32_init(&repaint);
+	pixman_region32_intersect(&repaint,
+				  &es->transform.boundingbox, damage);
+	pixman_region32_subtract(&repaint, &repaint, &es->clip);
+
+	if (!pixman_region32_not_empty(&repaint))
+		goto out;
+
+	buffer_damage = &output->buffer_damage[output->current_buffer];
+	pixman_region32_subtract(buffer_damage, buffer_damage, &repaint);
+
+	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+	if (ec->fan_debug) {
+		use_shader(gr, &gr->solid_shader);
+		shader_uniforms(&gr->solid_shader, es, output);
+	}
+
+	use_shader(gr, gs->shader);
+	shader_uniforms(gs->shader, es, output);
+
+	if (es->transform.enabled || output->zoom.active)
+		filter = GL_LINEAR;
+	else
+		filter = GL_NEAREST;
+
+	for (i = 0; i < gs->num_textures; i++) {
+		glActiveTexture(GL_TEXTURE0 + i);
+		glBindTexture(gs->target, gs->textures[i]);
+		glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
+		glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
+	}
+
+	/* blended region is whole surface minus opaque region: */
+	pixman_region32_init_rect(&surface_blend, 0, 0,
+				  es->geometry.width, es->geometry.height);
+	pixman_region32_subtract(&surface_blend, &surface_blend, &es->opaque);
+
+	if (pixman_region32_not_empty(&es->opaque)) {
+		if (gs->shader == &gr->texture_shader_rgba) {
+			/* Special case for RGBA textures with possibly
+			 * bad data in alpha channel: use the shader
+			 * that forces texture alpha = 1.0.
+			 * Xwayland surfaces need this.
+			 */
+			use_shader(gr, &gr->texture_shader_rgbx);
+			shader_uniforms(&gr->texture_shader_rgbx, es, output);
+		}
+
+		if (es->alpha < 1.0)
+			glEnable(GL_BLEND);
+		else
+			glDisable(GL_BLEND);
+
+		repaint_region(es, &repaint, &es->opaque);
+	}
+
+	if (pixman_region32_not_empty(&surface_blend)) {
+		use_shader(gr, gs->shader);
+		glEnable(GL_BLEND);
+		repaint_region(es, &repaint, &surface_blend);
+	}
+
+	pixman_region32_fini(&surface_blend);
+
+out:
+	pixman_region32_fini(&repaint);
+}
+
+static void
+repaint_surfaces(struct weston_output *output, pixman_region32_t *damage)
+{
+	struct weston_compositor *compositor = output->compositor;
+	struct weston_surface *surface;
+
+	wl_list_for_each_reverse(surface, &compositor->surface_list, link)
+		if (surface->plane == &compositor->primary_plane)
+			draw_surface(surface, output, damage);
+}
+
+
+static int
+texture_border(struct weston_output *output)
+{
+	struct weston_compositor *ec = output->compositor;
+	struct gl_renderer *gr = get_renderer(ec);
+	GLfloat *d;
+	unsigned int *p;
+	int i, j, k, n;
+	GLfloat x[4], y[4], u[4], v[4];
+
+	x[0] = -gr->border.left;
+	x[1] = 0;
+	x[2] = output->current->width;
+	x[3] = output->current->width + gr->border.right;
+
+	y[0] = -gr->border.top;
+	y[1] = 0;
+	y[2] = output->current->height;
+	y[3] = output->current->height + gr->border.bottom;
+
+	u[0] = 0.0;
+	u[1] = (GLfloat) gr->border.left / gr->border.width;
+	u[2] = (GLfloat) (gr->border.width - gr->border.right) / gr->border.width;
+	u[3] = 1.0;
+
+	v[0] = 0.0;
+	v[1] = (GLfloat) gr->border.top / gr->border.height;
+	v[2] = (GLfloat) (gr->border.height - gr->border.bottom) / gr->border.height;
+	v[3] = 1.0;
+
+	n = 8;
+	d = wl_array_add(&ec->vertices, n * 16 * sizeof *d);
+	p = wl_array_add(&ec->indices, n * 6 * sizeof *p);
+
+	k = 0;
+	for (i = 0; i < 3; i++)
+		for (j = 0; j < 3; j++) {
+
+			if (i == 1 && j == 1)
+				continue;
+
+			d[ 0] = x[i];
+			d[ 1] = y[j];
+			d[ 2] = u[i];
+			d[ 3] = v[j];
+
+			d[ 4] = x[i];
+			d[ 5] = y[j + 1];
+			d[ 6] = u[i];
+			d[ 7] = v[j + 1];
+
+			d[ 8] = x[i + 1];
+			d[ 9] = y[j];
+			d[10] = u[i + 1];
+			d[11] = v[j];
+
+			d[12] = x[i + 1];
+			d[13] = y[j + 1];
+			d[14] = u[i + 1];
+			d[15] = v[j + 1];
+
+			p[0] = k + 0;
+			p[1] = k + 1;
+			p[2] = k + 2;
+			p[3] = k + 2;
+			p[4] = k + 1;
+			p[5] = k + 3;
+
+			d += 16;
+			p += 6;
+			k += 4;
+		}
+
+	return k / 4;
+}
+
+static void
+draw_border(struct weston_output *output)
+{
+	struct weston_compositor *ec = output->compositor;
+	struct gl_renderer *gr = get_renderer(ec);
+	struct gl_shader *shader = &gr->texture_shader_rgba;
+	GLfloat *v;
+	int n;
+
+	glDisable(GL_BLEND);
+	use_shader(gr, shader);
+
+	glUniformMatrix4fv(shader->proj_uniform,
+			   1, GL_FALSE, output->matrix.d);
+
+	glUniform1i(shader->tex_uniforms[0], 0);
+	glUniform1f(shader->alpha_uniform, 1);
+
+	n = texture_border(output);
+
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D, gr->border.texture);
+
+	v = ec->vertices.data;
+	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
+	glEnableVertexAttribArray(0);
+	glEnableVertexAttribArray(1);
+
+	glDrawElements(GL_TRIANGLES, n * 6,
+		       GL_UNSIGNED_INT, ec->indices.data);
+
+	glDisableVertexAttribArray(1);
+	glDisableVertexAttribArray(0);
+
+	ec->vertices.size = 0;
+	ec->indices.size = 0;
+}
+
+static void
+gl_renderer_repaint_output(struct weston_output *output,
+			      pixman_region32_t *output_damage)
+{
+	struct gl_output_state *go = get_output_state(output);
+	struct weston_compositor *compositor = output->compositor;
+	struct gl_renderer *gr = get_renderer(compositor);
+	EGLBoolean ret;
+	static int errored;
+	int32_t width, height, i;
+
+	width = output->current->width +
+		output->border.left + output->border.right;
+	height = output->current->height +
+		output->border.top + output->border.bottom;
+
+	glViewport(0, 0, width, height);
+
+	if (use_output(output) < 0)
+		return;
+
+	/* if debugging, redraw everything outside the damage to clean up
+	 * debug lines from the previous draw on this buffer:
+	 */
+	if (compositor->fan_debug) {
+		pixman_region32_t undamaged;
+		pixman_region32_init(&undamaged);
+		pixman_region32_subtract(&undamaged, &output->region,
+					 output_damage);
+		compositor->fan_debug = 0;
+		repaint_surfaces(output, &undamaged);
+		compositor->fan_debug = 1;
+		pixman_region32_fini(&undamaged);
+	}
+
+	for (i = 0; i < 2; i++)
+		pixman_region32_union(&output->buffer_damage[i],
+				      &output->buffer_damage[i],
+				      output_damage);
+
+	pixman_region32_union(output_damage, output_damage,
+			      &output->buffer_damage[output->current_buffer]);
+
+	repaint_surfaces(output, output_damage);
+
+	if (gr->border.texture)
+		draw_border(output);
+
+	wl_signal_emit(&output->frame_signal, output);
+
+	ret = eglSwapBuffers(gr->egl_display, go->egl_surface);
+	if (ret == EGL_FALSE && !errored) {
+		errored = 1;
+		weston_log("Failed in eglSwapBuffers.\n");
+		print_egl_error_state();
+	}
+
+	output->current_buffer ^= 1;
+
+}
+
+static int
+gl_renderer_read_pixels(struct weston_output *output,
+			       pixman_format_code_t format, void *pixels,
+			       uint32_t x, uint32_t y,
+			       uint32_t width, uint32_t height)
+{
+	GLenum gl_format;
+
+	switch (format) {
+	case PIXMAN_a8r8g8b8:
+		gl_format = GL_BGRA_EXT;
+		break;
+	case PIXMAN_a8b8g8r8:
+		gl_format = GL_RGBA;
+		break;
+	default:
+		return -1;
+	}
+
+	if (use_output(output) < 0)
+		return -1;
+
+	glPixelStorei(GL_PACK_ALIGNMENT, 1);
+	glReadPixels(x, y, width, height, gl_format,
+		     GL_UNSIGNED_BYTE, pixels);
+
+	return 0;
+}
+
+static void
+gl_renderer_flush_damage(struct weston_surface *surface)
+{
+	struct gl_renderer *gr = get_renderer(surface->compositor);
+	struct gl_surface_state *gs = get_surface_state(surface);
+
+#ifdef GL_UNPACK_ROW_LENGTH
+	pixman_box32_t *rectangles;
+	void *data;
+	int i, n;
+#endif
+
+	pixman_region32_union(&surface->texture_damage,
+			      &surface->texture_damage, &surface->damage);
+
+	/* Avoid upload, if the texture won't be used this time.
+	 * We still accumulate the damage in texture_damage.
+	 */
+	if (surface->plane != &surface->compositor->primary_plane)
+		return;
+
+	if (!pixman_region32_not_empty(&surface->texture_damage))
+		return;
+
+	glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
+
+	if (!gr->has_unpack_subimage) {
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
+			     surface->pitch, surface->buffer->height, 0,
+			     GL_BGRA_EXT, GL_UNSIGNED_BYTE,
+			     wl_shm_buffer_get_data(surface->buffer));
+
+		goto done;
+	}
+
+#ifdef GL_UNPACK_ROW_LENGTH
+	/* Mesa does not define GL_EXT_unpack_subimage */
+	glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch);
+	data = wl_shm_buffer_get_data(surface->buffer);
+	rectangles = pixman_region32_rectangles(&surface->texture_damage, &n);
+	for (i = 0; i < n; i++) {
+		glPixelStorei(GL_UNPACK_SKIP_PIXELS, rectangles[i].x1);
+		glPixelStorei(GL_UNPACK_SKIP_ROWS, rectangles[i].y1);
+		glTexSubImage2D(GL_TEXTURE_2D, 0,
+				rectangles[i].x1, rectangles[i].y1,
+				rectangles[i].x2 - rectangles[i].x1,
+				rectangles[i].y2 - rectangles[i].y1,
+				GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
+	}
+#endif
+
+done:
+	pixman_region32_fini(&surface->texture_damage);
+	pixman_region32_init(&surface->texture_damage);
+}
+
+static void
+ensure_textures(struct gl_surface_state *gs, int num_textures)
+{
+	int i;
+
+	if (num_textures <= gs->num_textures)
+		return;
+
+	for (i = gs->num_textures; i < num_textures; i++) {
+		glGenTextures(1, &gs->textures[i]);
+		glBindTexture(gs->target, gs->textures[i]);
+		glTexParameteri(gs->target,
+				GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(gs->target,
+				GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	}
+	gs->num_textures = num_textures;
+	glBindTexture(gs->target, 0);
+}
+
+static void
+gl_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
+{
+	struct weston_compositor *ec = es->compositor;
+	struct gl_renderer *gr = get_renderer(ec);
+	struct gl_surface_state *gs = get_surface_state(es);
+	EGLint attribs[3], format;
+	int i, num_planes;
+
+	if (!buffer) {
+		for (i = 0; i < gs->num_images; i++) {
+			gr->destroy_image(gr->egl_display, gs->images[i]);
+			gs->images[i] = NULL;
+		}
+		gs->num_images = 0;
+		glDeleteTextures(gs->num_textures, gs->textures);
+		gs->num_textures = 0;
+		return;
+	}
+
+	if (wl_buffer_is_shm(buffer)) {
+		es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
+		gs->target = GL_TEXTURE_2D;
+
+		ensure_textures(gs, 1);
+		glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
+			     es->pitch, buffer->height, 0,
+			     GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
+		if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
+			gs->shader = &gr->texture_shader_rgbx;
+		else
+			gs->shader = &gr->texture_shader_rgba;
+	} else if (gr->query_buffer(gr->egl_display, buffer,
+				    EGL_TEXTURE_FORMAT, &format)) {
+		for (i = 0; i < gs->num_images; i++)
+			gr->destroy_image(gr->egl_display, gs->images[i]);
+		gs->num_images = 0;
+		gs->target = GL_TEXTURE_2D;
+		switch (format) {
+		case EGL_TEXTURE_RGB:
+		case EGL_TEXTURE_RGBA:
+		default:
+			num_planes = 1;
+			gs->shader = &gr->texture_shader_rgba;
+			break;
+		case EGL_TEXTURE_EXTERNAL_WL:
+			num_planes = 1;
+			gs->target = GL_TEXTURE_EXTERNAL_OES;
+			gs->shader = &gr->texture_shader_egl_external;
+			break;
+		case EGL_TEXTURE_Y_UV_WL:
+			num_planes = 2;
+			gs->shader = &gr->texture_shader_y_uv;
+			break;
+		case EGL_TEXTURE_Y_U_V_WL:
+			num_planes = 3;
+			gs->shader = &gr->texture_shader_y_u_v;
+			break;
+		case EGL_TEXTURE_Y_XUXV_WL:
+			num_planes = 2;
+			gs->shader = &gr->texture_shader_y_xuxv;
+			break;
+		}
+
+		ensure_textures(gs, num_planes);
+		for (i = 0; i < num_planes; i++) {
+			attribs[0] = EGL_WAYLAND_PLANE_WL;
+			attribs[1] = i;
+			attribs[2] = EGL_NONE;
+			gs->images[i] = gr->create_image(gr->egl_display,
+							 NULL,
+							 EGL_WAYLAND_BUFFER_WL,
+							 buffer, attribs);
+			if (!gs->images[i]) {
+				weston_log("failed to create img for plane %d\n", i);
+				continue;
+			}
+			gs->num_images++;
+
+			glActiveTexture(GL_TEXTURE0 + i);
+			glBindTexture(gs->target, gs->textures[i]);
+			gr->image_target_texture_2d(gs->target,
+						    gs->images[i]);
+		}
+
+		es->pitch = buffer->width;
+	} else {
+		weston_log("unhandled buffer type!\n");
+	}
+}
+
+static void
+gl_renderer_surface_set_color(struct weston_surface *surface,
+		 float red, float green, float blue, float alpha)
+{
+	struct gl_surface_state *gs = get_surface_state(surface);
+	struct gl_renderer *gr = get_renderer(surface->compositor);
+
+	gs->color[0] = red;
+	gs->color[1] = green;
+	gs->color[2] = blue;
+	gs->color[3] = alpha;
+
+	gs->shader = &gr->solid_shader;
+}
+
+static int
+gl_renderer_create_surface(struct weston_surface *surface)
+{
+	struct gl_surface_state *gs;
+
+	gs = calloc(1, sizeof *gs);
+
+	if (!gs)
+		return -1;
+
+	surface->renderer_state = gs;
+
+	return 0;
+}
+
+static void
+gl_renderer_destroy_surface(struct weston_surface *surface)
+{
+	struct gl_surface_state *gs = get_surface_state(surface);
+	struct gl_renderer *gr = get_renderer(surface->compositor);
+	int i;
+
+	glDeleteTextures(gs->num_textures, gs->textures);
+
+	for (i = 0; i < gs->num_images; i++)
+		gr->destroy_image(gr->egl_display, gs->images[i]);
+
+	free(gs);
+}
+
+static const char vertex_shader[] =
+	"uniform mat4 proj;\n"
+	"attribute vec2 position;\n"
+	"attribute vec2 texcoord;\n"
+	"varying vec2 v_texcoord;\n"
+	"void main()\n"
+	"{\n"
+	"   gl_Position = proj * vec4(position, 0.0, 1.0);\n"
+	"   v_texcoord = texcoord;\n"
+	"}\n";
+
+/* Declare common fragment shader uniforms */
+#define FRAGMENT_CONVERT_YUV						\
+	"  y *= alpha;\n"						\
+	"  u *= alpha;\n"						\
+	"  v *= alpha;\n"						\
+	"  gl_FragColor.r = y + 1.59602678 * v;\n"			\
+	"  gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n"	\
+	"  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"
+	"uniform sampler2D tex;\n"
+	"uniform float alpha;\n"
+	"void main()\n"
+	"{\n"
+	"   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
+	;
+
+static const char texture_fragment_shader_rgbx[] =
+	"precision mediump float;\n"
+	"varying vec2 v_texcoord;\n"
+	"uniform sampler2D tex;\n"
+	"uniform float alpha;\n"
+	"void main()\n"
+	"{\n"
+	"   gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
+	"   gl_FragColor.a = alpha;\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"
+	"uniform float alpha;\n"
+	"void main()\n"
+	"{\n"
+	"   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
+	;
+
+static const char texture_fragment_shader_y_uv[] =
+	"precision mediump float;\n"
+	"uniform sampler2D tex;\n"
+	"uniform sampler2D tex1;\n"
+	"varying vec2 v_texcoord;\n"
+	"uniform float alpha;\n"
+	"void main() {\n"
+	"  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+	"  float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
+	"  float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
+	FRAGMENT_CONVERT_YUV
+	;
+
+static const char texture_fragment_shader_y_u_v[] =
+	"precision mediump float;\n"
+	"uniform sampler2D tex;\n"
+	"uniform sampler2D tex1;\n"
+	"uniform sampler2D tex2;\n"
+	"varying vec2 v_texcoord;\n"
+	"uniform float alpha;\n"
+	"void main() {\n"
+	"  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+	"  float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
+	"  float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
+	FRAGMENT_CONVERT_YUV
+	;
+
+static const char texture_fragment_shader_y_xuxv[] =
+	"precision mediump float;\n"
+	"uniform sampler2D tex;\n"
+	"uniform sampler2D tex1;\n"
+	"varying vec2 v_texcoord;\n"
+	"uniform float alpha;\n"
+	"void main() {\n"
+	"  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+	"  float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
+	"  float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
+	FRAGMENT_CONVERT_YUV
+	;
+
+static const char solid_fragment_shader[] =
+	"precision mediump float;\n"
+	"uniform vec4 color;\n"
+	"uniform float alpha;\n"
+	"void main()\n"
+	"{\n"
+	"   gl_FragColor = alpha * color\n;"
+	;
+
+static int
+compile_shader(GLenum type, int count, const char **sources)
+{
+	GLuint s;
+	char msg[512];
+	GLint status;
+
+	s = glCreateShader(type);
+	glShaderSource(s, count, sources, NULL);
+	glCompileShader(s);
+	glGetShaderiv(s, GL_COMPILE_STATUS, &status);
+	if (!status) {
+		glGetShaderInfoLog(s, sizeof msg, NULL, msg);
+		weston_log("shader info: %s\n", msg);
+		return GL_NONE;
+	}
+
+	return s;
+}
+
+static int
+shader_init(struct gl_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 gl_renderer *renderer = get_renderer(ec);
+
+	shader->vertex_shader =
+		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, count, sources);
+
+	shader->program = glCreateProgram();
+	glAttachShader(shader->program, shader->vertex_shader);
+	glAttachShader(shader->program, shader->fragment_shader);
+	glBindAttribLocation(shader->program, 0, "position");
+	glBindAttribLocation(shader->program, 1, "texcoord");
+
+	glLinkProgram(shader->program);
+	glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
+	if (!status) {
+		glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
+		weston_log("link info: %s\n", msg);
+		return -1;
+	}
+
+	shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
+	shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
+	shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
+	shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
+	shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
+	shader->color_uniform = glGetUniformLocation(shader->program, "color");
+
+	return 0;
+}
+
+static void
+shader_release(struct gl_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;
+	int l;
+	int len;
+
+	l = weston_log("%s:", name);
+	p = extensions;
+	while (*p) {
+		end = strchrnul(p, ' ');
+		len = end - p;
+		if (l + len > 78)
+			l = weston_log_continue("\n" STAMP_SPACE "%.*s",
+						len, p);
+		else
+			l += weston_log_continue(" %.*s", len, p);
+		for (p = end; isspace(*p); p++)
+			;
+	}
+	weston_log_continue("\n");
+}
+
+static void
+log_egl_gl_info(EGLDisplay egldpy)
+{
+	const char *str;
+
+	str = eglQueryString(egldpy, EGL_VERSION);
+	weston_log("EGL version: %s\n", str ? str : "(null)");
+
+	str = eglQueryString(egldpy, EGL_VENDOR);
+	weston_log("EGL vendor: %s\n", str ? str : "(null)");
+
+	str = eglQueryString(egldpy, EGL_CLIENT_APIS);
+	weston_log("EGL client APIs: %s\n", str ? str : "(null)");
+
+	str = eglQueryString(egldpy, EGL_EXTENSIONS);
+	log_extensions("EGL extensions", str ? str : "(null)");
+
+	str = (char *)glGetString(GL_VERSION);
+	weston_log("GL version: %s\n", str ? str : "(null)");
+
+	str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+	weston_log("GLSL version: %s\n", str ? str : "(null)");
+
+	str = (char *)glGetString(GL_VENDOR);
+	weston_log("GL vendor: %s\n", str ? str : "(null)");
+
+	str = (char *)glGetString(GL_RENDERER);
+	weston_log("GL renderer: %s\n", str ? str : "(null)");
+
+	str = (char *)glGetString(GL_EXTENSIONS);
+	log_extensions("GL extensions", str ? str : "(null)");
+}
+
+static void
+log_egl_config_info(EGLDisplay egldpy, EGLConfig eglconfig)
+{
+	EGLint r, g, b, a;
+
+	weston_log("Chosen EGL config details:\n");
+
+	weston_log_continue(STAMP_SPACE "RGBA bits");
+	if (eglGetConfigAttrib(egldpy, eglconfig, EGL_RED_SIZE, &r) &&
+	    eglGetConfigAttrib(egldpy, eglconfig, EGL_GREEN_SIZE, &g) &&
+	    eglGetConfigAttrib(egldpy, eglconfig, EGL_BLUE_SIZE, &b) &&
+	    eglGetConfigAttrib(egldpy, eglconfig, EGL_ALPHA_SIZE, &a))
+		weston_log_continue(": %d %d %d %d\n", r, g, b, a);
+	else
+		weston_log_continue(" unknown\n");
+
+	weston_log_continue(STAMP_SPACE "swap interval range");
+	if (eglGetConfigAttrib(egldpy, eglconfig, EGL_MIN_SWAP_INTERVAL, &a) &&
+	    eglGetConfigAttrib(egldpy, eglconfig, EGL_MAX_SWAP_INTERVAL, &b))
+		weston_log_continue(": %d - %d\n", a, b);
+	else
+		weston_log_continue(" unknown\n");
+}
+
+static void
+output_apply_border(struct weston_output *output, struct gl_renderer *gr)
+{
+	output->border.top = gr->border.top;
+	output->border.bottom = gr->border.bottom;
+	output->border.left = gr->border.left;
+	output->border.right = gr->border.right;
+}
+
+WL_EXPORT void
+gl_renderer_set_border(struct weston_compositor *ec, int32_t width, int32_t height, void *data,
+			  int32_t *edges)
+{
+	struct gl_renderer *gr = get_renderer(ec);
+	struct weston_output *output;
+
+	gr->border.left = edges[0];
+	gr->border.right = edges[1];
+	gr->border.top = edges[2];
+	gr->border.bottom = edges[3];
+
+	gr->border.width = width;
+	gr->border.height = height;
+
+	glGenTextures(1, &gr->border.texture);
+	glBindTexture(GL_TEXTURE_2D, gr->border.texture);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
+		     width,
+		     height,
+		     0, GL_BGRA_EXT, GL_UNSIGNED_BYTE,
+		     data);
+
+	wl_list_for_each(output, &ec->output_list, link)
+		output_apply_border(output, gr);
+}
+
+static int
+gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface);
+
+WL_EXPORT int
+gl_renderer_output_create(struct weston_output *output,
+				    EGLNativeWindowType window)
+{
+	struct weston_compositor *ec = output->compositor;
+	struct gl_renderer *gr = get_renderer(ec);
+	struct gl_output_state *go = calloc(1, sizeof *go);
+
+	if (!go)
+		return -1;
+
+	go->egl_surface =
+		eglCreateWindowSurface(gr->egl_display,
+				       gr->egl_config,
+				       window, NULL);
+
+	if (go->egl_surface == EGL_NO_SURFACE) {
+		weston_log("failed to create egl surface\n");
+		free(go);
+		return -1;
+	}
+
+	if (gr->egl_context == NULL)
+		if (gl_renderer_setup(ec, go->egl_surface) < 0) {
+			free(go);
+			return -1;
+		}
+
+	output->renderer_state = go;
+
+	output_apply_border(output, gr);
+
+	return 0;
+}
+
+WL_EXPORT void
+gl_renderer_output_destroy(struct weston_output *output)
+{
+	struct gl_renderer *gr = get_renderer(output->compositor);
+	struct gl_output_state *go = get_output_state(output);
+
+	eglDestroySurface(gr->egl_display, go->egl_surface);
+
+	free(go);
+}
+
+WL_EXPORT EGLSurface
+gl_renderer_output_surface(struct weston_output *output)
+{
+	return get_output_state(output)->egl_surface;
+}
+
+WL_EXPORT void
+gl_renderer_destroy(struct weston_compositor *ec)
+{
+	struct gl_renderer *gr = get_renderer(ec);
+
+	if (gr->has_bind_display)
+		gr->unbind_display(gr->egl_display, ec->wl_display);
+
+	/* Work around crash in egl_dri2.c's dri2_make_current() - when does this apply? */
+	eglMakeCurrent(gr->egl_display,
+		       EGL_NO_SURFACE, EGL_NO_SURFACE,
+		       EGL_NO_CONTEXT);
+
+	eglTerminate(gr->egl_display);
+	eglReleaseThread();
+}
+
+static int
+egl_choose_config(struct gl_renderer *gr, const EGLint *attribs,
+	const EGLint *visual_id)
+{
+	EGLint count = 0;
+	EGLint matched = 0;
+	EGLConfig *configs;
+	int i;
+
+	if (!eglGetConfigs(gr->egl_display, NULL, 0, &count) || count < 1)
+		return -1;
+
+	configs = calloc(count, sizeof *configs);
+	if (!configs)
+		return -1;
+
+	if (!eglChooseConfig(gr->egl_display, attribs, configs,
+			      count, &matched))
+		goto out;
+
+	for (i = 0; i < matched; ++i) {
+		EGLint id;
+
+		if (visual_id) {
+			if (!eglGetConfigAttrib(gr->egl_display,
+					configs[i], EGL_NATIVE_VISUAL_ID,
+					&id))
+				continue;
+
+			if (id != *visual_id)
+				continue;
+		}
+
+		gr->egl_config = configs[i];
+
+		free(configs);
+		return 0;
+	}
+
+out:
+	free(configs);
+	return -1;
+}
+
+WL_EXPORT const EGLint gl_renderer_opaque_attribs[] = {
+	EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+	EGL_RED_SIZE, 1,
+	EGL_GREEN_SIZE, 1,
+	EGL_BLUE_SIZE, 1,
+	EGL_ALPHA_SIZE, 0,
+	EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+	EGL_NONE
+};
+
+WL_EXPORT const EGLint gl_renderer_alpha_attribs[] = {
+	EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+	EGL_RED_SIZE, 1,
+	EGL_GREEN_SIZE, 1,
+	EGL_BLUE_SIZE, 1,
+	EGL_ALPHA_SIZE, 1,
+	EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
+	EGL_NONE
+};
+
+WL_EXPORT int
+gl_renderer_create(struct weston_compositor *ec, EGLNativeDisplayType display,
+	const EGLint *attribs, const EGLint *visual_id)
+{
+	struct gl_renderer *gr;
+	EGLint major, minor;
+
+	gr = calloc(1, sizeof *gr);
+
+	if (gr == NULL)
+		return -1;
+
+	gr->base.read_pixels = gl_renderer_read_pixels;
+	gr->base.repaint_output = gl_renderer_repaint_output;
+	gr->base.flush_damage = gl_renderer_flush_damage;
+	gr->base.attach = gl_renderer_attach;
+	gr->base.create_surface = gl_renderer_create_surface;
+	gr->base.surface_set_color = gl_renderer_surface_set_color;
+	gr->base.destroy_surface = gl_renderer_destroy_surface;
+
+	gr->egl_display = eglGetDisplay(display);
+	if (gr->egl_display == EGL_NO_DISPLAY) {
+		weston_log("failed to create display\n");
+		goto err_egl;
+	}
+
+	if (!eglInitialize(gr->egl_display, &major, &minor)) {
+		weston_log("failed to initialize display\n");
+		goto err_egl;
+	}
+
+	if (egl_choose_config(gr, attribs, visual_id) < 0) {
+		weston_log("failed to choose EGL config\n");
+		goto err_egl;
+	}
+
+	ec->renderer = &gr->base;
+
+	return 0;
+
+err_egl:
+	print_egl_error_state();
+	free(gr);
+	return -1;
+}
+
+WL_EXPORT EGLDisplay
+gl_renderer_display(struct weston_compositor *ec)
+{
+	return get_renderer(ec)->egl_display;
+}
+
+static int
+compile_shaders(struct weston_compositor *ec)
+{
+	struct gl_renderer *gr = get_renderer(ec);
+
+	if (shader_init(&gr->texture_shader_rgba, ec,
+			     vertex_shader, texture_fragment_shader_rgba) < 0)
+		return -1;
+	if (shader_init(&gr->texture_shader_rgbx, ec,
+			     vertex_shader, texture_fragment_shader_rgbx) < 0)
+		return -1;
+	if (gr->has_egl_image_external &&
+			shader_init(&gr->texture_shader_egl_external, ec,
+				vertex_shader, texture_fragment_shader_egl_external) < 0)
+		return -1;
+	if (shader_init(&gr->texture_shader_y_uv, ec,
+			       vertex_shader, texture_fragment_shader_y_uv) < 0)
+		return -1;
+	if (shader_init(&gr->texture_shader_y_u_v, ec,
+			       vertex_shader, texture_fragment_shader_y_u_v) < 0)
+		return -1;
+	if (shader_init(&gr->texture_shader_y_xuxv, ec,
+			       vertex_shader, texture_fragment_shader_y_xuxv) < 0)
+		return -1;
+	if (shader_init(&gr->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 gl_renderer *gr = get_renderer(ec);
+	struct weston_output *output;
+
+	gr->fragment_shader_debug ^= 1;
+
+	shader_release(&gr->texture_shader_rgba);
+	shader_release(&gr->texture_shader_rgbx);
+	shader_release(&gr->texture_shader_egl_external);
+	shader_release(&gr->texture_shader_y_uv);
+	shader_release(&gr->texture_shader_y_u_v);
+	shader_release(&gr->texture_shader_y_xuxv);
+	shader_release(&gr->solid_shader);
+
+	compile_shaders(ec);
+
+	wl_list_for_each(output, &ec->output_list, link)
+		weston_output_damage(output);
+}
+
+static int
+gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
+{
+	struct gl_renderer *gr = get_renderer(ec);
+	const char *extensions;
+	EGLBoolean ret;
+
+	static const EGLint context_attribs[] = {
+		EGL_CONTEXT_CLIENT_VERSION, 2,
+		EGL_NONE
+	};
+
+	if (!eglBindAPI(EGL_OPENGL_ES_API)) {
+		weston_log("failed to bind EGL_OPENGL_ES_API\n");
+		print_egl_error_state();
+		return -1;
+	}
+
+	log_egl_config_info(gr->egl_display, gr->egl_config);
+
+	gr->egl_context = eglCreateContext(gr->egl_display, gr->egl_config,
+					   EGL_NO_CONTEXT, context_attribs);
+	if (gr->egl_context == NULL) {
+		weston_log("failed to create context\n");
+		print_egl_error_state();
+		return -1;
+	}
+
+	ret = eglMakeCurrent(gr->egl_display, egl_surface,
+			     egl_surface, gr->egl_context);
+	if (ret == EGL_FALSE) {
+		weston_log("Failed to make EGL context current.\n");
+		print_egl_error_state();
+		return -1;
+	}
+
+	log_egl_gl_info(gr->egl_display);
+
+	gr->image_target_texture_2d =
+		(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
+	gr->create_image = (void *) eglGetProcAddress("eglCreateImageKHR");
+	gr->destroy_image = (void *) eglGetProcAddress("eglDestroyImageKHR");
+	gr->bind_display =
+		(void *) eglGetProcAddress("eglBindWaylandDisplayWL");
+	gr->unbind_display =
+		(void *) eglGetProcAddress("eglUnbindWaylandDisplayWL");
+	gr->query_buffer =
+		(void *) eglGetProcAddress("eglQueryWaylandBufferWL");
+
+	extensions = (const char *) glGetString(GL_EXTENSIONS);
+	if (!extensions) {
+		weston_log("Retrieving GL extension string failed.\n");
+		return -1;
+	}
+
+	if (!strstr(extensions, "GL_EXT_texture_format_BGRA8888")) {
+		weston_log("GL_EXT_texture_format_BGRA8888 not available\n");
+		return -1;
+	}
+
+	if (strstr(extensions, "GL_EXT_read_format_bgra"))
+		ec->read_format = PIXMAN_a8r8g8b8;
+	else
+		ec->read_format = PIXMAN_a8b8g8r8;
+
+	if (strstr(extensions, "GL_EXT_unpack_subimage"))
+		gr->has_unpack_subimage = 1;
+
+	if (strstr(extensions, "GL_OES_EGL_image_external"))
+		gr->has_egl_image_external = 1;
+
+	extensions =
+		(const char *) eglQueryString(gr->egl_display, EGL_EXTENSIONS);
+	if (!extensions) {
+		weston_log("Retrieving EGL extension string failed.\n");
+		return -1;
+	}
+
+	if (strstr(extensions, "EGL_WL_bind_wayland_display"))
+		gr->has_bind_display = 1;
+	if (gr->has_bind_display) {
+		ret = gr->bind_display(gr->egl_display, ec->wl_display);
+		if (!ret)
+			gr->has_bind_display = 0;
+	}
+
+	glActiveTexture(GL_TEXTURE0);
+
+	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");
+	weston_log_continue(STAMP_SPACE "wl_shm sub-image to texture: %s\n",
+			    gr->has_unpack_subimage ? "yes" : "no");
+	weston_log_continue(STAMP_SPACE "EGL Wayland extension: %s\n",
+			    gr->has_bind_display ? "yes" : "no");
+
+
+	return 0;
+}