render/gles2: move shaders to individual files

Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).

The benefits from this are:

- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
  features.
This commit is contained in:
Simon Ser 2022-10-26 12:03:50 +02:00
parent bc416ed752
commit a75f9be2e8
12 changed files with 102 additions and 82 deletions

View file

@ -19,6 +19,13 @@
#include "render/pixel_format.h"
#include "types/wlr_matrix.h"
#include "quad_vert_src.h"
#include "quad_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
static const GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
@ -667,13 +674,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
*(void **)proc_ptr = proc;
}
extern const GLchar quad_vertex_src[];
extern const GLchar quad_fragment_src[];
extern const GLchar tex_vertex_src[];
extern const GLchar tex_fragment_src_rgba[];
extern const GLchar tex_fragment_src_rgbx[];
extern const GLchar tex_fragment_src_external[];
struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) {
struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
if (egl == NULL) {
@ -786,7 +786,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
GLuint prog;
renderer->shaders.quad.program = prog =
link_program(renderer, quad_vertex_src, quad_fragment_src);
link_program(renderer, quad_vert_src, quad_frag_src);
if (!renderer->shaders.quad.program) {
goto error;
}
@ -795,7 +795,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog =
link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
link_program(renderer, tex_vert_src, tex_rgba_frag_src);
if (!renderer->shaders.tex_rgba.program) {
goto error;
}
@ -806,7 +806,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(renderer, tex_vertex_src, tex_fragment_src_rgbx);
link_program(renderer, tex_vert_src, tex_rgbx_frag_src);
if (!renderer->shaders.tex_rgbx.program) {
goto error;
}
@ -818,7 +818,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog =
link_program(renderer, tex_vertex_src, tex_fragment_src_external);
link_program(renderer, tex_vert_src, tex_external_frag_src);
if (!renderer->shaders.tex_ext.program) {
goto error;
}