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"