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synced 2026-04-20 06:47:19 -04:00
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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32d00984e1
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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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struct wlr_addon buffer_addon;
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};
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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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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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const struct wlr_gles2_pixel_format *format);
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@ -20,10 +20,7 @@
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#include "types/wlr_matrix.h"
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#include "types/wlr_matrix.h"
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#include "common_vert_src.h"
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#include "common_vert_src.h"
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#include "quad_frag_src.h"
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#include "common_frag_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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static const GLfloat verts[] = {
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static const GLfloat verts[] = {
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1, 0, // top right
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1, 0, // top right
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@ -610,11 +607,11 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
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}
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}
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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GLuint type, const GLchar *src) {
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GLuint type, const GLchar **srcs, size_t srcs_len) {
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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GLuint shader = glCreateShader(type);
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glShaderSource(shader, srcs_len, srcs, NULL);
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glCompileShader(shader);
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glCompileShader(shader);
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GLint ok;
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GLint ok;
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@ -630,15 +627,22 @@ static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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}
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}
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static GLuint link_program(struct wlr_gles2_renderer *renderer,
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static GLuint link_program(struct wlr_gles2_renderer *renderer,
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const GLchar *vert_src, const GLchar *frag_src) {
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enum wlr_gles2_shader_source source) {
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static char frag_preamble[1024];
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snprintf(frag_preamble, sizeof(frag_preamble),
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"#define SOURCE %d\n", source);
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, vert_src);
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const GLchar *vert_src = common_vert_src;
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GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, &vert_src, 1);
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if (!vert) {
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if (!vert) {
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goto error;
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goto error;
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}
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}
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GLuint frag = compile_shader(renderer, GL_FRAGMENT_SHADER, frag_src);
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const GLchar *frag_srcs[2] = { frag_preamble, common_frag_src };
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GLuint frag =
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compile_shader(renderer, GL_FRAGMENT_SHADER, frag_srcs, 2);
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if (!frag) {
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if (!frag) {
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glDeleteShader(vert);
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glDeleteShader(vert);
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goto error;
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goto error;
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@ -670,6 +674,23 @@ error:
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return 0;
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return 0;
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}
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}
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static bool link_tex_program(struct wlr_gles2_renderer *renderer,
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struct wlr_gles2_tex_shader *shader,
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enum wlr_gles2_shader_source source) {
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shader->program = link_program(renderer, source);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(shader->program, "proj");
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shader->tex = glGetUniformLocation(shader->program, "tex");
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shader->alpha = glGetUniformLocation(shader->program, "alpha");
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shader->pos_attrib = glGetAttribLocation(shader->program, "pos");
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shader->tex_attrib = glGetAttribLocation(shader->program, "texcoord");
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return true;
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}
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static bool check_gl_ext(const char *exts, const char *ext) {
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static bool check_gl_ext(const char *exts, const char *ext) {
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size_t extlen = strlen(ext);
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size_t extlen = strlen(ext);
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const char *end = exts + strlen(exts);
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const char *end = exts + strlen(exts);
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@ -824,7 +845,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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GLuint prog;
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renderer->shaders.quad.program = prog =
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renderer->shaders.quad.program = prog =
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link_program(renderer, common_vert_src, quad_frag_src);
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link_program(renderer, WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR);
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if (!renderer->shaders.quad.program) {
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if (!renderer->shaders.quad.program) {
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goto error;
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goto error;
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}
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}
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@ -832,39 +853,18 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.program = prog =
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if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
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link_program(renderer, common_vert_src, tex_rgba_frag_src);
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) {
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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goto error;
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}
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) {
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.program = prog =
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link_program(renderer, common_vert_src, tex_rgbx_frag_src);
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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goto error;
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}
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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if (renderer->exts.OES_egl_image_external &&
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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!link_tex_program(renderer, &renderer->shaders.tex_ext,
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) {
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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goto error;
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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if (renderer->exts.OES_egl_image_external) {
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renderer->shaders.tex_ext.program = prog =
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link_program(renderer, common_vert_src, tex_external_frag_src);
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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}
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}
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pop_gles2_debug(renderer);
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pop_gles2_debug(renderer);
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45
render/gles2/shaders/common.frag
Normal file
45
render/gles2/shaders/common.frag
Normal file
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@ -0,0 +1,45 @@
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/* enum wlr_gles2_shader_source */
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#define SOURCE_SINGLE_COLOR 1
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#define SOURCE_TEXTURE_RGBA 2
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#define SOURCE_TEXTURE_RGBX 3
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#define SOURCE_TEXTURE_EXTERNAL 4
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#if !defined(SOURCE)
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#error "Missing shader preamble"
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#endif
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#if SOURCE == SOURCE_TEXTURE_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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precision mediump float;
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varying vec2 v_texcoord;
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#if SOURCE == SOURCE_TEXTURE_EXTERNAL
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uniform samplerExternalOES tex;
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#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
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uniform sampler2D tex;
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#elif SOURCE == SOURCE_SINGLE_COLOR
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uniform vec4 color;
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#endif
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#if SOURCE != SOURCE_SINGLE_COLOR
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uniform float alpha;
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#else
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const float alpha = 1.0;
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#endif
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vec4 sample_texture() {
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#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
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return texture2D(tex, v_texcoord);
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#elif SOURCE == SOURCE_TEXTURE_RGBX
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return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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#elif SOURCE == SOURCE_SINGLE_COLOR
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return color;
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#endif
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}
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void main() {
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gl_FragColor = sample_texture() * alpha;
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}
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@ -2,10 +2,7 @@ embed = find_program('./embed.sh', native: true)
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shaders = [
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shaders = [
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'common.vert',
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'common.vert',
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'quad.frag',
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'common.frag',
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'tex_rgba.frag',
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'tex_rgbx.frag',
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'tex_external.frag',
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]
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]
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foreach name : shaders
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foreach name : shaders
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@ -1,8 +0,0 @@
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec4 color;
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void main() {
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gl_FragColor = color;
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}
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@ -1,10 +0,0 @@
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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void main() {
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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}
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@ -1,8 +0,0 @@
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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void main() {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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}
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@ -1,8 +0,0 @@
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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}
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