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render/gles2: remove global state, use OpenGL debug extension
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parent
ff2e08aa74
commit
95e86e675a
10 changed files with 526 additions and 372 deletions
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@ -3,86 +3,88 @@
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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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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""
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"void main() {"
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" gl_FragColor = v_color;"
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"}";
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Colored ellipses
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const GLchar ellipse_fragment_src[] =
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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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""
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"void main() {"
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" float l = length(v_texcoord - vec2(0.5, 0.5));"
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" if (l > 0.5) discard;"
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" gl_FragColor = v_color;"
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"}";
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" float l = length(v_texcoord - vec2(0.5, 0.5));\n"
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" if (l > 0.5) {\n"
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" discard;\n"
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" }\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat3 proj;"
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"uniform bool invert_y;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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" if (invert_y) {"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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" } else {"
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" v_texcoord = texcoord;"
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" }"
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"}";
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform bool invert_y;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" if (invert_y) {\n"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);\n"
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" } else {\n"
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" v_texcoord = texcoord;\n"
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" }\n"
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"}\n";
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const GLchar fragment_src_rgba[] =
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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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""
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"void main() {"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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"}";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);\n"
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"}\n";
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const GLchar fragment_src_rgbx[] =
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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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""
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"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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"}";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;\n"
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" gl_FragColor.a = alpha;\n"
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"}\n";
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const GLchar fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n"
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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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""
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"void main() {"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a * alpha);"
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"}";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" vec4 col = texture2D(texture0, v_texcoord);\n"
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" gl_FragColor = vec4(col.rgb, col.a * alpha);\n"
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"}\n";
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