render/gles2: unify fragment shader

Instead of having 3 different fragment shaders for textures and 1
more for quads, unify them all and compile different variants via
a SOURCE constant.

In the future, we will have more variant dimensions: pre-multiplied
alpha on/off, color transformation, etc. It will become inpractical
to have one file per combination.

Weston has a similar approach:
https://gitlab.freedesktop.org/wayland/weston/-/blob/main/libweston/renderer-gl/fragment.glsl
This commit is contained in:
Simon Ser 2022-10-26 21:22:47 +02:00
parent 32d00984e1
commit 25d8151870
8 changed files with 91 additions and 77 deletions

View file

@ -112,6 +112,12 @@ struct wlr_gles2_texture {
struct wlr_addon buffer_addon;
};
enum wlr_gles2_shader_source {
WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR = 1,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA = 2,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX = 3,
WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 4,
};
bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
const struct wlr_gles2_pixel_format *format);

View file

@ -20,10 +20,7 @@
#include "types/wlr_matrix.h"
#include "common_vert_src.h"
#include "quad_frag_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
#include "common_frag_src.h"
static const GLfloat verts[] = {
1, 0, // top right
@ -610,11 +607,11 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
}
static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
GLuint type, const GLchar *src) {
GLuint type, const GLchar **srcs, size_t srcs_len) {
push_gles2_debug(renderer);
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glShaderSource(shader, srcs_len, srcs, NULL);
glCompileShader(shader);
GLint ok;
@ -630,15 +627,22 @@ static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
}
static GLuint link_program(struct wlr_gles2_renderer *renderer,
const GLchar *vert_src, const GLchar *frag_src) {
enum wlr_gles2_shader_source source) {
static char frag_preamble[1024];
snprintf(frag_preamble, sizeof(frag_preamble),
"#define SOURCE %d\n", source);
push_gles2_debug(renderer);
GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, vert_src);
const GLchar *vert_src = common_vert_src;
GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, &vert_src, 1);
if (!vert) {
goto error;
}
GLuint frag = compile_shader(renderer, GL_FRAGMENT_SHADER, frag_src);
const GLchar *frag_srcs[2] = { frag_preamble, common_frag_src };
GLuint frag =
compile_shader(renderer, GL_FRAGMENT_SHADER, frag_srcs, 2);
if (!frag) {
glDeleteShader(vert);
goto error;
@ -670,6 +674,23 @@ error:
return 0;
}
static bool link_tex_program(struct wlr_gles2_renderer *renderer,
struct wlr_gles2_tex_shader *shader,
enum wlr_gles2_shader_source source) {
shader->program = link_program(renderer, source);
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(shader->program, "proj");
shader->tex = glGetUniformLocation(shader->program, "tex");
shader->alpha = glGetUniformLocation(shader->program, "alpha");
shader->pos_attrib = glGetAttribLocation(shader->program, "pos");
shader->tex_attrib = glGetAttribLocation(shader->program, "texcoord");
return true;
}
static bool check_gl_ext(const char *exts, const char *ext) {
size_t extlen = strlen(ext);
const char *end = exts + strlen(exts);
@ -824,7 +845,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
GLuint prog;
renderer->shaders.quad.program = prog =
link_program(renderer, common_vert_src, quad_frag_src);
link_program(renderer, WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR);
if (!renderer->shaders.quad.program) {
goto error;
}
@ -832,39 +853,18 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog =
link_program(renderer, common_vert_src, tex_rgba_frag_src);
if (!renderer->shaders.tex_rgba.program) {
if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) {
goto error;
}
renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(renderer, common_vert_src, tex_rgbx_frag_src);
if (!renderer->shaders.tex_rgbx.program) {
if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) {
goto error;
}
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog =
link_program(renderer, common_vert_src, tex_external_frag_src);
if (!renderer->shaders.tex_ext.program) {
goto error;
}
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.OES_egl_image_external &&
!link_tex_program(renderer, &renderer->shaders.tex_ext,
WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) {
goto error;
}
pop_gles2_debug(renderer);

View file

@ -0,0 +1,45 @@
/* enum wlr_gles2_shader_source */
#define SOURCE_SINGLE_COLOR 1
#define SOURCE_TEXTURE_RGBA 2
#define SOURCE_TEXTURE_RGBX 3
#define SOURCE_TEXTURE_EXTERNAL 4
#if !defined(SOURCE)
#error "Missing shader preamble"
#endif
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
varying vec2 v_texcoord;
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
uniform samplerExternalOES tex;
#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
uniform sampler2D tex;
#elif SOURCE == SOURCE_SINGLE_COLOR
uniform vec4 color;
#endif
#if SOURCE != SOURCE_SINGLE_COLOR
uniform float alpha;
#else
const float alpha = 1.0;
#endif
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
return texture2D(tex, v_texcoord);
#elif SOURCE == SOURCE_TEXTURE_RGBX
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
#elif SOURCE == SOURCE_SINGLE_COLOR
return color;
#endif
}
void main() {
gl_FragColor = sample_texture() * alpha;
}

View file

@ -2,10 +2,7 @@ embed = find_program('./embed.sh', native: true)
shaders = [
'common.vert',
'quad.frag',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
'common.frag',
]
foreach name : shaders

View file

@ -1,8 +0,0 @@
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 color;
void main() {
gl_FragColor = color;
}

View file

@ -1,10 +0,0 @@
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
}

View file

@ -1,8 +0,0 @@
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
}

View file

@ -1,8 +0,0 @@
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
}