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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.
This commit is contained in:
parent
bc416ed752
commit
a75f9be2e8
12 changed files with 102 additions and 82 deletions
11
render/gles2/shaders/embed.sh
Executable file
11
render/gles2/shaders/embed.sh
Executable file
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#!/bin/sh -eu
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var=${1:-data}
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hex="$(od -A n -t x1 -v)"
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echo "static const char $var[] = {"
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for byte in $hex; do
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echo " 0x$byte,"
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done
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echo " 0x00,"
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echo "};"
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23
render/gles2/shaders/meson.build
Normal file
23
render/gles2/shaders/meson.build
Normal file
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embed = find_program('./embed.sh', native: true)
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shaders = [
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'quad.vert',
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'quad.frag',
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'tex.vert',
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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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foreach name : shaders
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output = name.underscorify() + '_src.h'
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var = name.underscorify() + '_src'
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wlr_files += custom_target(
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output,
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command: [embed, var],
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input: name,
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output: output,
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feed: true,
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capture: true,
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)
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endforeach
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7
render/gles2/shaders/quad.frag
Normal file
7
render/gles2/shaders/quad.frag
Normal file
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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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void main() {
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gl_FragColor = v_color;
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}
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12
render/gles2/shaders/quad.vert
Normal file
12
render/gles2/shaders/quad.vert
Normal file
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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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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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9
render/gles2/shaders/tex.vert
Normal file
9
render/gles2/shaders/tex.vert
Normal file
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uniform mat3 proj;
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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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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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}
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10
render/gles2/shaders/tex_external.frag
Normal file
10
render/gles2/shaders/tex_external.frag
Normal file
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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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8
render/gles2/shaders/tex_rgba.frag
Normal file
8
render/gles2/shaders/tex_rgba.frag
Normal file
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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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8
render/gles2/shaders/tex_rgbx.frag
Normal file
8
render/gles2/shaders/tex_rgbx.frag
Normal file
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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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