compositor: Move EGL/GLES2 parts of weston_surface_attach to gles2-renderer.c
diff --git a/src/gles2-renderer.c b/src/gles2-renderer.c
index f2a0461..883c5ca 100644
--- a/src/gles2-renderer.c
+++ b/src/gles2-renderer.c
@@ -711,6 +711,116 @@
#endif
}
+static void
+ensure_textures(struct weston_surface *es, int num_textures)
+{
+ int i;
+
+ if (num_textures <= es->num_textures)
+ return;
+
+ for (i = es->num_textures; i < num_textures; i++) {
+ glGenTextures(1, &es->textures[i]);
+ glBindTexture(es->target, es->textures[i]);
+ glTexParameteri(es->target,
+ GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(es->target,
+ GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ es->num_textures = num_textures;
+ glBindTexture(es->target, 0);
+}
+
+WL_EXPORT void
+gles2_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
+{
+ struct weston_compositor *ec = es->compositor;
+ EGLint attribs[3], format;
+ int i, num_planes;
+
+ if (!buffer) {
+ for (i = 0; i < es->num_images; i++) {
+ ec->destroy_image(ec->egl_display, es->images[i]);
+ es->images[i] = NULL;
+ }
+ es->num_images = 0;
+ glDeleteTextures(es->num_textures, es->textures);
+ es->num_textures = 0;
+ return;
+ }
+
+ if (wl_buffer_is_shm(buffer)) {
+ es->pitch = wl_shm_buffer_get_stride(buffer) / 4;
+ es->target = GL_TEXTURE_2D;
+
+ ensure_textures(es, 1);
+ glBindTexture(GL_TEXTURE_2D, es->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)
+ es->shader = &ec->texture_shader_rgbx;
+ else
+ es->shader = &ec->texture_shader_rgba;
+ } else if (ec->query_buffer(ec->egl_display, buffer,
+ EGL_TEXTURE_FORMAT, &format)) {
+ for (i = 0; i < es->num_images; i++)
+ ec->destroy_image(ec->egl_display, es->images[i]);
+ es->num_images = 0;
+ es->target = GL_TEXTURE_2D;
+ switch (format) {
+ case EGL_TEXTURE_RGB:
+ case EGL_TEXTURE_RGBA:
+ default:
+ num_planes = 1;
+ es->shader = &ec->texture_shader_rgba;
+ break;
+ case EGL_TEXTURE_EXTERNAL_WL:
+ num_planes = 1;
+ es->target = GL_TEXTURE_EXTERNAL_OES;
+ es->shader = &ec->texture_shader_egl_external;
+ break;
+ case EGL_TEXTURE_Y_UV_WL:
+ num_planes = 2;
+ es->shader = &ec->texture_shader_y_uv;
+ break;
+ case EGL_TEXTURE_Y_U_V_WL:
+ num_planes = 3;
+ es->shader = &ec->texture_shader_y_u_v;
+ break;
+ case EGL_TEXTURE_Y_XUXV_WL:
+ num_planes = 2;
+ es->shader = &ec->texture_shader_y_xuxv;
+ break;
+ }
+
+ ensure_textures(es, num_planes);
+ for (i = 0; i < num_planes; i++) {
+ attribs[0] = EGL_WAYLAND_PLANE_WL;
+ attribs[1] = i;
+ attribs[2] = EGL_NONE;
+ es->images[i] = ec->create_image(ec->egl_display,
+ NULL,
+ EGL_WAYLAND_BUFFER_WL,
+ buffer, attribs);
+ if (!es->images[i]) {
+ weston_log("failed to create img for plane %d\n", i);
+ continue;
+ }
+ es->num_images++;
+
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(es->target, es->textures[i]);
+ ec->image_target_texture_2d(es->target,
+ es->images[i]);
+ }
+
+ es->pitch = buffer->width;
+ } else {
+ weston_log("unhandled buffer type!\n");
+ }
+}
+
static const char vertex_shader[] =
"uniform mat4 proj;\n"
"attribute vec2 position;\n"