chroma/src/render.c
NotAShelf dadba853e8
render: implement coordinate-based anchor positioning
Not to be confused with Minecraft coordinates.

Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: Ifdb90fc92a1565ba1d30b85c91d6e1ab6a6a6964
2026-04-15 12:44:46 +03:00

799 lines
25 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include "../include/chroma.h"
#include "../include/stb_image.h"
// Convert filter quality enum to OpenGL parameters
static void get_gl_filter_params(chroma_filter_quality_t quality,
GLint *min_filter, GLint *mag_filter,
bool *needs_mipmaps) {
switch (quality) {
case CHROMA_FILTER_NEAREST:
*min_filter = GL_NEAREST;
*mag_filter = GL_NEAREST;
*needs_mipmaps = false;
break;
case CHROMA_FILTER_LINEAR:
*min_filter = GL_LINEAR;
*mag_filter = GL_LINEAR;
*needs_mipmaps = false;
break;
case CHROMA_FILTER_BILINEAR:
*min_filter = GL_LINEAR;
*mag_filter = GL_LINEAR;
*needs_mipmaps = false;
break;
case CHROMA_FILTER_TRILINEAR:
*min_filter = GL_LINEAR_MIPMAP_LINEAR;
*mag_filter = GL_LINEAR;
*needs_mipmaps = true;
break;
default:
*min_filter = GL_LINEAR;
*mag_filter = GL_LINEAR;
*needs_mipmaps = false;
break;
}
}
// Calculate texture coordinates based on scaling mode and anchor position
static void calculate_texture_coords(chroma_scale_mode_t scale_mode,
float anchor_x, float anchor_y,
int image_width, int image_height,
int output_width, int output_height,
float tex_coords[8]) {
// Default texture coordinates (full texture)
float u1 = 0.0f, v1 = 0.0f; // top-left
float u2 = 1.0f, v2 = 1.0f; // bottom-right
switch (scale_mode) {
case CHROMA_SCALE_STRETCH:
// Use full texture, stretch to fit
u1 = 0.0f;
v1 = 0.0f;
u2 = 1.0f;
v2 = 1.0f;
break;
case CHROMA_SCALE_CENTER:
// Center image at original size
// Calculate how much of the texture to show
{
float image_aspect = (float)image_width / image_height;
float output_aspect = (float)output_width / output_height;
if (image_aspect > output_aspect) {
// Image is wider - fit width, show center portion vertically
float visible_height = (float)image_width / output_aspect;
float v_offset =
(image_height - visible_height) / (2.0f * image_height);
u1 = 0.0f;
v1 = v_offset;
u2 = 1.0f;
v2 = 1.0f - v_offset;
} else {
// Image is taller - fit height, show center portion horizontally
float visible_width = (float)image_height * output_aspect;
float u_offset = (image_width - visible_width) / (2.0f * image_width);
u1 = u_offset;
v1 = 0.0f;
u2 = 1.0f - u_offset;
v2 = 1.0f;
}
}
break;
case CHROMA_SCALE_FIT:
// Fit image within output, maintaining aspect ratio
{
float image_aspect = (float)image_width / image_height;
float output_aspect = (float)output_width / output_height;
if (image_aspect > output_aspect) {
// Image is wider - fit width, add borders top/bottom
float scaled_height = (float)output_width / image_aspect;
float v_border =
(output_height - scaled_height) / (2.0f * output_height);
u1 = 0.0f;
v1 = v_border;
u2 = 1.0f;
v2 = 1.0f - v_border;
} else {
// Image is taller - fit height, add borders left/right
float scaled_width = (float)output_height * image_aspect;
float u_border = (output_width - scaled_width) / (2.0f * output_width);
u1 = u_border;
v1 = 0.0f;
u2 = 1.0f - u_border;
v2 = 1.0f;
}
}
break;
case CHROMA_SCALE_FILL:
default:
// Fill entire output, crop if necessary
{
float image_aspect = (float)image_width / image_height;
float output_aspect = (float)output_width / output_height;
if (image_aspect > output_aspect) {
// Image is wider - crop left/right
float crop_width = image_height * output_aspect;
float u_crop = (image_width - crop_width) / (2.0f * image_width);
u1 = u_crop;
v1 = 0.0f;
u2 = 1.0f - u_crop;
v2 = 1.0f;
} else {
// Image is taller - crop top/bottom
float crop_height = image_width / output_aspect;
float v_crop = (image_height - crop_height) / (2.0f * image_height);
u1 = 0.0f;
v1 = v_crop;
u2 = 1.0f;
v2 = 1.0f - v_crop;
}
}
break;
}
// Apply anchor-based offset using anchor_x and anchor_y (0-100, 50=center)
// anchor_x: 0=left edge, 50=center, 100=right edge
// anchor_y: 0=top edge, 50=center, 100=bottom edge
// u_shift: negative moves view left (shows more right side of image)
// v_shift: negative moves view up (shows more top of image)
float u_shift = (anchor_x - 50.0f) / 50.0f; // -1 to 1
float v_shift = (50.0f - anchor_y) / 50.0f; // -1 to 1 (inverted for top-down)
// Calculate the shift amount based on crop/border space available
float u_crop = 1.0f - (u2 - u1);
float v_crop = 1.0f - (v2 - v1);
u1 += u_shift * u_crop;
u2 += u_shift * u_crop;
v1 += v_shift * v_crop;
v2 += v_shift * v_crop;
// Clamp to valid range [0, 1]
if (u1 < 0.0f)
u1 = 0.0f;
if (u2 > 1.0f)
u2 = 1.0f;
if (v1 < 0.0f)
v1 = 0.0f;
if (v2 > 1.0f)
v2 = 1.0f;
// Set texture coordinates for quad (bottom-left, bottom-right, top-right,
// top-left)
tex_coords[0] = u1;
tex_coords[1] = v2; // bottom-left
tex_coords[2] = u2;
tex_coords[3] = v2; // bottom-right
tex_coords[4] = u2;
tex_coords[5] = v1; // top-right
tex_coords[6] = u1;
tex_coords[7] = v1; // top-left
}
// Vertex shader for simple texture rendering
static const char *vertex_shader_source =
"#version 120\n"
"attribute vec2 position;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main() {\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
// Fragment shader for simple texture rendering
static const char *fragment_shader_source =
"#version 120\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D texture;\n"
"void main() {\n"
" gl_FragColor = texture2D(texture, v_texcoord);\n"
"}\n";
// Vertices for a fullscreen quad
static const float vertices[] = {
// Position Texcoord
-1.0f, -1.0f, 0.0f, 1.0f, // bottom left
1.0f, -1.0f, 1.0f, 1.0f, // bottom right
1.0f, 1.0f, 1.0f, 0.0f, // top right
-1.0f, 1.0f, 0.0f, 0.0f, // top left
};
static const unsigned int indices[] = {
0, 1, 2, // first triangle
2, 3, 0 // second triangle
};
static GLuint compile_shader(GLenum type, const char *source) {
GLuint shader = glCreateShader(type);
if (!shader) {
chroma_log("ERROR", "Failed to create shader");
return 0;
}
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char log[512];
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
chroma_log("ERROR", "Shader compilation failed: %s", log);
glDeleteShader(shader);
return 0;
}
return shader;
}
static GLuint create_shader_program(void) {
GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source);
if (!vertex_shader) {
return 0;
}
GLuint fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
if (!fragment_shader) {
glDeleteShader(vertex_shader);
return 0;
}
GLuint program = glCreateProgram();
if (!program) {
chroma_log("ERROR", "Failed to create shader program");
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
char log[512];
glGetProgramInfoLog(program, sizeof(log), NULL, log);
chroma_log("ERROR", "Shader program linking failed: %s", log);
glDeleteProgram(program);
program = 0;
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
// Initialize OpenGL resources for output
static int init_gl_resources(chroma_output_t *output) {
if (!output || output->gl_resources_initialized) {
return CHROMA_OK;
}
// Create shader prog
output->shader_program = create_shader_program();
if (!output->shader_program) {
chroma_log("ERROR", "Failed to create shader program for output %u",
output->id);
return CHROMA_ERROR_EGL;
}
// Create and setup VBO/EBO
glGenBuffers(1, &output->vbo);
glGenBuffers(1, &output->ebo);
glBindBuffer(GL_ARRAY_BUFFER, output->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, output->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
output->texture_id = 0; // will be created when image is assigned
output->vbo_dirty = true; // VBO needs initial update
output->gl_resources_initialized = true;
chroma_log("DEBUG", "Initialized GL resources for output %u", output->id);
return CHROMA_OK;
}
// Create or update texture from image data
static int update_texture_from_image(chroma_output_t *output,
chroma_image_t *image,
chroma_filter_quality_t filter_quality) {
if (!output || !image || !image->loaded) {
return CHROMA_ERROR_INIT;
}
// If image data was already freed after previous GPU upload, we can't upload
// again
if (!image->data) {
chroma_log("ERROR",
"Cannot create texture: image data already freed for %s",
image->path);
return CHROMA_ERROR_IMAGE;
}
// Delete existing texture if it exists
if (output->texture_id != 0) {
// Estimate texture size for logging
// FIXME: Unfortunately this only works if we have previous image info.
// Could this b made more accurate?
if (output->image && output->image->loaded) {
size_t texture_size = (size_t)output->image->width *
output->image->height * output->image->channels;
chroma_log_resource_deallocation("gpu_texture", texture_size,
"texture replacement");
}
glDeleteTextures(1, &output->texture_id);
output->texture_id = 0;
}
// Create new texture
glGenTextures(1, &output->texture_id);
glBindTexture(GL_TEXTURE_2D, output->texture_id);
// Log GPU texture allocation
size_t texture_size = (size_t)image->width * image->height * image->channels;
chroma_log_resource_allocation("gpu_texture", texture_size, image->path);
// Set texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Use configured filter quality
GLint min_filter, mag_filter;
bool needs_mipmaps;
get_gl_filter_params(filter_quality, &min_filter, &mag_filter,
&needs_mipmaps);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
// Upload texture data (always RGBA now)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image->data);
// Generate mipmaps for trilinear filtering if they're needed
if (needs_mipmaps) {
glGenerateMipmap(GL_TEXTURE_2D);
chroma_log("DEBUG", "Generated mipmaps for trilinear filtering");
}
glBindTexture(GL_TEXTURE_2D, 0);
// Mark this output as having uploaded its texture
output->texture_uploaded = true;
// Free system RAM copy only when ALL outputs using this image have uploaded
// to GPU
if (image->data) {
// Count total outputs using this image and how many have uploaded
int total_using = 0;
int uploaded_count = 0;
chroma_state_t *state = output->state;
for (int i = 0; i < state->output_count; i++) {
if (state->outputs[i].active && state->outputs[i].image == image) {
total_using++;
if (state->outputs[i].texture_uploaded) {
uploaded_count++;
}
}
}
// Only free image data when ALL outputs using it have uploaded
if (total_using > 0 && uploaded_count >= total_using) {
size_t freed_bytes =
(size_t)image->width * image->height * image->channels;
stbi_image_free(image->data);
image->data = NULL;
chroma_log("INFO",
"Freed %.2f MB of image data after all %d outputs uploaded to "
"GPU: %s",
(double)freed_bytes / (1024.0 * 1024.0), total_using,
image->path);
chroma_log_resource_deallocation("image_data", freed_bytes,
"post-gpu-upload");
chroma_log_memory_stats("post-gpu-upload");
}
}
chroma_log("DEBUG", "Updated texture for output %u (%dx%d)", output->id,
image->width, image->height);
return CHROMA_OK;
}
// Cleanup OpenGL resources for output
static void cleanup_gl_resources(chroma_output_t *output) {
if (!output || !output->gl_resources_initialized) {
return;
}
if (output->texture_id != 0) {
chroma_log_resource_deallocation("gpu_texture", 0, "cleanup");
glDeleteTextures(1, &output->texture_id);
output->texture_id = 0;
}
if (output->shader_program != 0) {
glDeleteProgram(output->shader_program);
output->shader_program = 0;
}
if (output->vbo != 0) {
glDeleteBuffers(1, &output->vbo);
output->vbo = 0;
}
if (output->ebo != 0) {
glDeleteBuffers(1, &output->ebo);
output->ebo = 0;
}
output->gl_resources_initialized = false;
chroma_log("DEBUG", "Cleaned up GL resources for output %u", output->id);
}
// EGL configuration selection
static int choose_egl_config(EGLDisplay display, EGLConfig *config) {
EGLint attributes[] = {EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_NONE};
EGLint num_configs;
if (!eglChooseConfig(display, attributes, config, 1, &num_configs)) {
chroma_log("ERROR", "Failed to choose EGL config: 0x%04x", eglGetError());
return -1;
}
if (num_configs == 0) {
chroma_log("ERROR", "No suitable EGL configs found");
return -1;
}
return 0;
}
// EGL initialization
int chroma_egl_init(chroma_state_t *state) {
if (!state || !state->display) {
return CHROMA_ERROR_INIT;
}
// Get EGL display
state->egl_display = eglGetDisplay((EGLNativeDisplayType)state->display);
if (state->egl_display == EGL_NO_DISPLAY) {
chroma_log("ERROR", "Failed to get EGL display: 0x%04x", eglGetError());
return CHROMA_ERROR_EGL;
}
// Initialize EGL
EGLint major, minor;
if (!eglInitialize(state->egl_display, &major, &minor)) {
chroma_log("ERROR", "Failed to initialize EGL: 0x%04x", eglGetError());
return CHROMA_ERROR_EGL;
}
chroma_log("INFO", "EGL initialized: version %d.%d", major, minor);
chroma_log_memory_stats("post-egl-init");
// Bind OpenGL API
if (!eglBindAPI(EGL_OPENGL_API)) {
chroma_log("ERROR", "Failed to bind OpenGL API: 0x%04x", eglGetError());
chroma_egl_cleanup(state);
return CHROMA_ERROR_EGL;
}
// Choose EGL config
if (choose_egl_config(state->egl_display, &state->egl_config) != 0) {
chroma_egl_cleanup(state);
return CHROMA_ERROR_EGL;
}
// Create EGL context
EGLint context_attributes[] = {EGL_CONTEXT_MAJOR_VERSION, 2,
EGL_CONTEXT_MINOR_VERSION, 1, EGL_NONE};
state->egl_context = eglCreateContext(state->egl_display, state->egl_config,
EGL_NO_CONTEXT, context_attributes);
if (state->egl_context == EGL_NO_CONTEXT) {
chroma_log("ERROR", "Failed to create EGL context: 0x%04x", eglGetError());
chroma_egl_cleanup(state);
return CHROMA_ERROR_EGL;
}
chroma_log("INFO", "EGL context created successfully");
return CHROMA_OK;
}
// EGL cleanup
void chroma_egl_cleanup(chroma_state_t *state) {
if (!state) {
return;
}
if (state->egl_display != EGL_NO_DISPLAY) {
eglMakeCurrent(state->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
if (state->egl_context != EGL_NO_CONTEXT) {
eglDestroyContext(state->egl_display, state->egl_context);
state->egl_context = EGL_NO_CONTEXT;
}
eglTerminate(state->egl_display);
state->egl_display = EGL_NO_DISPLAY;
}
chroma_log("INFO", "EGL cleaned up");
}
// Create surface for output
int chroma_surface_create(chroma_state_t *state, chroma_output_t *output) {
if (!state || !output || !state->compositor || !state->layer_shell) {
return CHROMA_ERROR_INIT;
}
// Create Wayland surface
output->surface = wl_compositor_create_surface(state->compositor);
if (!output->surface) {
chroma_log("ERROR", "Failed to create Wayland surface for output %u",
output->id);
return CHROMA_ERROR_WAYLAND;
}
// Create layer surface for wallpaper
output->layer_surface = zwlr_layer_shell_v1_get_layer_surface(
state->layer_shell, output->surface, output->wl_output,
ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND, "chroma-wallpaper");
if (!output->layer_surface) {
chroma_log("ERROR", "Failed to create layer surface for output %u",
output->id);
chroma_surface_destroy(output);
return CHROMA_ERROR_WAYLAND;
}
// Configure layer surface
zwlr_layer_surface_v1_set_size(output->layer_surface, output->width,
output->height);
zwlr_layer_surface_v1_set_anchor(output->layer_surface,
ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP |
ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT |
ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM |
ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT);
zwlr_layer_surface_v1_set_exclusive_zone(output->layer_surface, -1);
zwlr_layer_surface_v1_set_keyboard_interactivity(
output->layer_surface, ZWLR_LAYER_SURFACE_V1_KEYBOARD_INTERACTIVITY_NONE);
// Add layer surface listener
zwlr_layer_surface_v1_add_listener(
output->layer_surface, &chroma_layer_surface_listener_impl, output);
// Commit surface to trigger configure event
wl_surface_commit(output->surface);
// Wait for configure event
wl_display_roundtrip(state->display);
// Create EGL window
output->egl_window =
wl_egl_window_create(output->surface, output->width, output->height);
if (!output->egl_window) {
chroma_log("ERROR", "Failed to create EGL window for output %u",
output->id);
chroma_surface_destroy(output);
return CHROMA_ERROR_EGL;
}
// Create EGL surface
output->egl_surface =
eglCreateWindowSurface(state->egl_display, state->egl_config,
(EGLNativeWindowType)output->egl_window, NULL);
if (output->egl_surface == EGL_NO_SURFACE) {
chroma_log("ERROR", "Failed to create EGL surface for output %u: 0x%04x",
output->id, eglGetError());
chroma_surface_destroy(output);
return CHROMA_ERROR_EGL;
}
chroma_log("INFO", "Created surface for output %u (%dx%d)", output->id,
output->width, output->height);
// Log surface creation resource allocation
size_t surface_size =
(size_t)output->width * output->height * 4; // estimate RGBA surface
chroma_log_resource_allocation("egl_surface", surface_size, "output surface");
return CHROMA_OK;
}
// Destroy surface
void chroma_surface_destroy(chroma_output_t *output) {
if (!output) {
return;
}
// Clean up OpenGL resources first
cleanup_gl_resources(output);
if (output->egl_surface != EGL_NO_SURFACE) {
eglDestroySurface(eglGetCurrentDisplay(), output->egl_surface);
output->egl_surface = EGL_NO_SURFACE;
}
if (output->egl_window) {
wl_egl_window_destroy(output->egl_window);
output->egl_window = NULL;
}
if (output->layer_surface) {
zwlr_layer_surface_v1_destroy(output->layer_surface);
output->layer_surface = NULL;
}
if (output->surface) {
wl_surface_destroy(output->surface);
output->surface = NULL;
}
// Log surface destruction
size_t surface_size =
(size_t)output->width * output->height * 4; // estimate RGBA surface
chroma_log_resource_deallocation("egl_surface", surface_size,
"output surface cleanup");
chroma_log("DEBUG", "Destroyed surface for output %u", output->id);
}
// Render wallpaper to output using cached resources
int chroma_render_wallpaper(chroma_state_t *state, chroma_output_t *output) {
if (!state || !output || !output->image || !output->image->loaded) {
return CHROMA_ERROR_INIT;
}
// Make context current
if (!eglMakeCurrent(state->egl_display, output->egl_surface,
output->egl_surface, state->egl_context)) {
chroma_log("ERROR", "Failed to make EGL context current: 0x%04x",
eglGetError());
return CHROMA_ERROR_EGL;
}
if (init_gl_resources(output) != CHROMA_OK) {
return CHROMA_ERROR_EGL;
}
if (output->texture_id == 0) {
if (update_texture_from_image(output, output->image,
output->filter_quality) != CHROMA_OK) {
chroma_log("ERROR", "Failed to update texture for output %u", output->id);
return CHROMA_ERROR_EGL;
}
}
// Set viewport
glViewport(0, 0, output->width, output->height);
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Use cached shader program
glUseProgram(output->shader_program);
// Bind cached texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, output->texture_id);
glUniform1i(glGetUniformLocation(output->shader_program, "texture"), 0);
// Update VBO only if needed. E.g, image changed, scale mode changed, or first
// render
if (output->vbo_dirty) {
// Calculate texture coordinates based on scaling mode, anchor, and anchor
// coords
float tex_coords[8];
calculate_texture_coords(output->scale_mode, output->anchor_x,
output->anchor_y, output->image->width,
output->image->height, output->width,
output->height, tex_coords);
// Create dynamic vertex data with calculated texture coordinates
float dynamic_vertices[] = {
// Position Texcoord
-1.0f, -1.0f, tex_coords[0], tex_coords[1], // bottom-left
1.0f, -1.0f, tex_coords[2], tex_coords[3], // bottom-right
1.0f, 1.0f, tex_coords[4], tex_coords[5], // top-right
-1.0f, 1.0f, tex_coords[6], tex_coords[7] // top-left
};
// Update VBO with dynamic texture coordinates
glBindBuffer(GL_ARRAY_BUFFER, output->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(dynamic_vertices),
dynamic_vertices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, output->ebo);
output->vbo_dirty = false; // mark VBO as up to date
} else {
// Just bind the existing buffers
glBindBuffer(GL_ARRAY_BUFFER, output->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, output->ebo);
}
// Set vertex attributes
GLint position_attr = glGetAttribLocation(output->shader_program, "position");
GLint texcoord_attr = glGetAttribLocation(output->shader_program, "texcoord");
glEnableVertexAttribArray(position_attr);
glVertexAttribPointer(position_attr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)0);
glEnableVertexAttribArray(texcoord_attr);
glVertexAttribPointer(texcoord_attr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void *)(2 * sizeof(float)));
// Draw
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Unbind resources
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
// Swap buffers
if (!eglSwapBuffers(state->egl_display, output->egl_surface)) {
chroma_log("ERROR", "Failed to swap buffers for output %u: 0x%04x",
output->id, eglGetError());
return CHROMA_ERROR_EGL;
}
// Commit surface
wl_surface_commit(output->surface);
chroma_log("DEBUG", "Rendered wallpaper to output %u (cached resources)",
output->id);
return CHROMA_OK;
}
// Invalidate texture cache for output
void chroma_output_invalidate_texture(chroma_output_t *output) {
if (!output || !output->gl_resources_initialized) {
return;
}
if (output->texture_id != 0) {
glDeleteTextures(1, &output->texture_id);
output->texture_id = 0;
output->texture_uploaded = false; // reset upload flag
chroma_log("DEBUG", "Invalidated texture cache for output %u", output->id);
}
// Mark VBO as dirty since texture coordinates may need recalculation
output->vbo_dirty = true;
}