render: Move shader_program into shader struct
parent
1e6c89d9a9
commit
6b3b448405
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@ -30,11 +30,16 @@ struct renderer {
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EGLDisplay display;
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EGLDisplay display;
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EGLSurface surface;
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EGLSurface surface;
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EGLContext context;
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EGLContext context;
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GLuint shader_program;
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uint32_t width;
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uint32_t width;
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uint32_t height;
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uint32_t height;
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GLint read_format;
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GLint read_format;
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GLint read_type;
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GLint read_type;
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struct {
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GLuint program;
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} shader;
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};
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};
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int renderer_init(struct renderer* self, uint32_t width, uint32_t height,
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int renderer_init(struct renderer* self, uint32_t width, uint32_t height,
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14
src/render.c
14
src/render.c
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@ -324,7 +324,7 @@ void gl_render(void)
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void renderer_destroy(struct renderer* self)
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void renderer_destroy(struct renderer* self)
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{
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{
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glDeleteProgram(self->shader_program);
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glDeleteProgram(self->shader.program);
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eglMakeCurrent(self->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
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eglMakeCurrent(self->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
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EGL_NO_CONTEXT);
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EGL_NO_CONTEXT);
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eglDestroySurface(self->display, self->surface);
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eglDestroySurface(self->display, self->surface);
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@ -398,13 +398,13 @@ int renderer_init(struct renderer* self, uint32_t width, uint32_t height,
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switch (input_type) {
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switch (input_type) {
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case RENDERER_INPUT_DMABUF:
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case RENDERER_INPUT_DMABUF:
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if (gl_compile_shader_program(&self->shader_program,
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if (gl_compile_shader_program(&self->shader.program,
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"dmabuf-vertex.glsl",
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"dmabuf-vertex.glsl",
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"dmabuf-fragment.glsl") < 0)
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"dmabuf-fragment.glsl") < 0)
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goto shader_failure;
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goto shader_failure;
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break;
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break;
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case RENDERER_INPUT_FB:
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case RENDERER_INPUT_FB:
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if (gl_compile_shader_program(&self->shader_program,
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if (gl_compile_shader_program(&self->shader.program,
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"texture-vertex.glsl",
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"texture-vertex.glsl",
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"texture-fragment.glsl") < 0)
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"texture-fragment.glsl") < 0)
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goto shader_failure;
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goto shader_failure;
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@ -484,8 +484,8 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, image);
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glUseProgram(self->shader_program);
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glUseProgram(self->shader.program);
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glUniform1i(glGetUniformLocation(self->shader_program, "u_tex"), 0);
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glUniform1i(glGetUniformLocation(self->shader.program, "u_tex"), 0);
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gl_render();
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gl_render();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -513,8 +513,8 @@ int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
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glUseProgram(self->shader_program);
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glUseProgram(self->shader.program);
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glUniform1i(glGetUniformLocation(self->shader_program, "u_tex"), 0);
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glUniform1i(glGetUniformLocation(self->shader.program, "u_tex"), 0);
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gl_render();
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gl_render();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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