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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
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8 changed files with 91 additions and 77 deletions
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@ -112,6 +112,12 @@ struct wlr_gles2_texture {
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struct wlr_addon buffer_addon;
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};
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enum wlr_gles2_shader_source {
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WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR = 1,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA = 2,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX = 3,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 4,
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};
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bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
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const struct wlr_gles2_pixel_format *format);
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