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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.
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12 changed files with 102 additions and 82 deletions
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@ -19,6 +19,13 @@
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#include "render/pixel_format.h"
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#include "types/wlr_matrix.h"
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#include "quad_vert_src.h"
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#include "quad_frag_src.h"
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#include "tex_vert_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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1, 0, // top right
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0, 0, // top left
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@ -667,13 +674,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
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*(void **)proc_ptr = proc;
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}
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extern const GLchar quad_vertex_src[];
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extern const GLchar quad_fragment_src[];
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extern const GLchar tex_vertex_src[];
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extern const GLchar tex_fragment_src_rgba[];
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extern const GLchar tex_fragment_src_rgbx[];
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extern const GLchar tex_fragment_src_external[];
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struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) {
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struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
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if (egl == NULL) {
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@ -786,7 +786,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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renderer->shaders.quad.program = prog =
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link_program(renderer, quad_vertex_src, quad_fragment_src);
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link_program(renderer, quad_vert_src, quad_frag_src);
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if (!renderer->shaders.quad.program) {
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goto error;
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}
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@ -795,7 +795,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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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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link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
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link_program(renderer, tex_vert_src, tex_rgba_frag_src);
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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}
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@ -806,7 +806,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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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, tex_vertex_src, tex_fragment_src_rgbx);
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link_program(renderer, tex_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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}
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@ -818,7 +818,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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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, tex_vertex_src, tex_fragment_src_external);
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link_program(renderer, tex_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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