renderer: Move shader setup into render()
parent
4da96d0dc1
commit
49c584f80d
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@ -73,4 +73,4 @@ void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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GLuint renderer_next_tex(struct renderer* self);
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GLuint renderer_last_tex(const struct renderer* self);
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void render(void);
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void render(struct renderer* self);
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@ -518,7 +518,7 @@ void wayvnc_process_frame(struct wayvnc* self)
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GLuint tex = renderer_next_tex(&self->renderer);
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renderer_import_dmabuf_frame(&self->renderer, tex, frame);
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render();
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render(&self->renderer);
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render_copy_pixels(&self->renderer, addr, 0, fb_height);
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wayvnc_update_vnc(self, fb);
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@ -545,7 +545,7 @@ void wayvnc_process_screen(struct wayvnc* self)
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GLuint tex = renderer_next_tex(&self->renderer);
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renderer_import_framebuffer(&self->renderer, tex, pixels, frame_format,
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width, height, stride);
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render();
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render(&self->renderer);
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render_copy_pixels(&self->renderer, addr, 0, fb_height);
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wayvnc_update_vnc(self, fb);
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23
src/render.c
23
src/render.c
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@ -342,8 +342,15 @@ void gl_clear(void)
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void render(void)
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void render(struct renderer* self)
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{
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glUseProgram(self->shader.program);
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glUniform1i(self->shader.u_tex, 0);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
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static const GLfloat s_vertices[4][2] = {
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{ -1.0, 1.0 },
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{ 1.0, 1.0 },
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@ -576,13 +583,6 @@ int renderer_import_dmabuf_frame(struct renderer* self, GLuint tex,
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
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eglDestroyImageKHR(self->display, image);
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glUseProgram(self->shader.program);
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glUniform1i(self->shader.u_tex, 0);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
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return 0;
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}
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@ -604,13 +604,6 @@ int renderer_import_framebuffer(struct renderer* self, GLuint tex,
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glGenerateMipmap(GL_TEXTURE_2D);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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glUseProgram(self->shader.program);
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glUniform1i(self->shader.u_tex, 0);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
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return 0;
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}
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