Merge branch 'gles2-uber-shader' into 'master'

Draft: render/gles2: unify fragment shader

See merge request wlroots/wlroots!3805
This commit is contained in:
Simon Ser 2022-10-27 16:04:22 +00:00
commit b637706e35
9 changed files with 134 additions and 113 deletions

View file

@ -112,6 +112,12 @@ struct wlr_gles2_texture {
struct wlr_addon buffer_addon; struct wlr_addon buffer_addon;
}; };
enum wlr_gles2_shader_source {
WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR = 1,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA = 2,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX = 3,
WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 4,
};
bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer, bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
const struct wlr_gles2_pixel_format *format); const struct wlr_gles2_pixel_format *format);

View file

@ -3,7 +3,7 @@ project(
'c', 'c',
version: '0.16.0-dev', version: '0.16.0-dev',
license: 'MIT', license: 'MIT',
meson_version: '>=0.58.1', meson_version: '>=0.59.0',
default_options: [ default_options: [
'c_std=c11', 'c_std=c11',
'warning_level=2', 'warning_level=2',

View file

@ -10,6 +10,7 @@ wlr_deps += glesv2
wlr_files += files( wlr_files += files(
'pixel_format.c', 'pixel_format.c',
'renderer.c', 'renderer.c',
'shaders.c',
'texture.c', 'texture.c',
) )
subdir('shaders')

View file

@ -19,6 +19,9 @@
#include "render/pixel_format.h" #include "render/pixel_format.h"
#include "types/wlr_matrix.h" #include "types/wlr_matrix.h"
#include "common_vert_src.h"
#include "common_frag_src.h"
static const GLfloat verts[] = { static const GLfloat verts[] = {
1, 0, // top right 1, 0, // top right
0, 0, // top left 0, 0, // top left
@ -580,11 +583,11 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
} }
static GLuint compile_shader(struct wlr_gles2_renderer *renderer, static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
GLuint type, const GLchar *src) { GLuint type, const GLchar **srcs, size_t srcs_len) {
push_gles2_debug(renderer); push_gles2_debug(renderer);
GLuint shader = glCreateShader(type); GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL); glShaderSource(shader, srcs_len, srcs, NULL);
glCompileShader(shader); glCompileShader(shader);
GLint ok; GLint ok;
@ -600,15 +603,22 @@ static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
} }
static GLuint link_program(struct wlr_gles2_renderer *renderer, static GLuint link_program(struct wlr_gles2_renderer *renderer,
const GLchar *vert_src, const GLchar *frag_src) { enum wlr_gles2_shader_source source) {
static char frag_preamble[1024];
snprintf(frag_preamble, sizeof(frag_preamble),
"#define SOURCE %d\n", source);
push_gles2_debug(renderer); push_gles2_debug(renderer);
GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, vert_src); const GLchar *vert_src = common_vert_src;
GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, &vert_src, 1);
if (!vert) { if (!vert) {
goto error; goto error;
} }
GLuint frag = compile_shader(renderer, GL_FRAGMENT_SHADER, frag_src); const GLchar *frag_srcs[2] = { frag_preamble, common_frag_src };
GLuint frag =
compile_shader(renderer, GL_FRAGMENT_SHADER, frag_srcs, 2);
if (!frag) { if (!frag) {
glDeleteShader(vert); glDeleteShader(vert);
goto error; goto error;
@ -640,6 +650,23 @@ error:
return 0; return 0;
} }
static bool link_tex_program(struct wlr_gles2_renderer *renderer,
struct wlr_gles2_tex_shader *shader,
enum wlr_gles2_shader_source source) {
shader->program = link_program(renderer, source);
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(shader->program, "proj");
shader->tex = glGetUniformLocation(shader->program, "tex");
shader->alpha = glGetUniformLocation(shader->program, "alpha");
shader->pos_attrib = glGetAttribLocation(shader->program, "pos");
shader->tex_attrib = glGetAttribLocation(shader->program, "texcoord");
return true;
}
static bool check_gl_ext(const char *exts, const char *ext) { static bool check_gl_ext(const char *exts, const char *ext) {
size_t extlen = strlen(ext); size_t extlen = strlen(ext);
const char *end = exts + strlen(exts); const char *end = exts + strlen(exts);
@ -667,13 +694,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
*(void **)proc_ptr = proc; *(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_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) {
struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd); struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
if (egl == NULL) { if (egl == NULL) {
@ -786,7 +806,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
GLuint prog; GLuint prog;
renderer->shaders.quad.program = prog = renderer->shaders.quad.program = prog =
link_program(renderer, quad_vertex_src, quad_fragment_src); link_program(renderer, WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR);
if (!renderer->shaders.quad.program) { if (!renderer->shaders.quad.program) {
goto error; goto error;
} }
@ -794,39 +814,18 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog = if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
link_program(renderer, tex_vertex_src, tex_fragment_src_rgba); WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) {
if (!renderer->shaders.tex_rgba.program) {
goto error; goto error;
} }
renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj"); if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) {
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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);
if (!renderer->shaders.tex_rgbx.program) {
goto error; goto error;
} }
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj"); if (renderer->exts.OES_egl_image_external &&
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); !link_tex_program(renderer, &renderer->shaders.tex_ext,
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) {
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); goto error;
renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog =
link_program(renderer, tex_vertex_src, tex_fragment_src_external);
if (!renderer->shaders.tex_ext.program) {
goto error;
}
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
} }
pop_gles2_debug(renderer); pop_gles2_debug(renderer);

View file

@ -1,69 +0,0 @@
#include <GLES2/gl2.h>
#include "render/gles2.h"
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
"uniform vec4 color;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_color = color;\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar quad_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
"}\n";

View file

@ -0,0 +1,45 @@
/* enum wlr_gles2_shader_source */
#define SOURCE_SINGLE_COLOR 1
#define SOURCE_TEXTURE_RGBA 2
#define SOURCE_TEXTURE_RGBX 3
#define SOURCE_TEXTURE_EXTERNAL 4
#if !defined(SOURCE)
#error "Missing shader preamble"
#endif
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
varying vec2 v_texcoord;
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
uniform samplerExternalOES tex;
#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
uniform sampler2D tex;
#elif SOURCE == SOURCE_SINGLE_COLOR
uniform vec4 color;
#endif
#if SOURCE != SOURCE_SINGLE_COLOR
uniform float alpha;
#else
const float alpha = 1.0;
#endif
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
return texture2D(tex, v_texcoord);
#elif SOURCE == SOURCE_TEXTURE_RGBX
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
#elif SOURCE == SOURCE_SINGLE_COLOR
return color;
#endif
}
void main() {
gl_FragColor = sample_texture() * alpha;
}

View file

@ -0,0 +1,9 @@
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
}

11
render/gles2/shaders/embed.sh Executable file
View file

@ -0,0 +1,11 @@
#!/bin/sh -eu
var=${1:-data}
hex="$(od -A n -t x1 -v)"
echo "static const char $var[] = {"
for byte in $hex; do
echo " 0x$byte,"
done
echo " 0x00,"
echo "};"

View file

@ -0,0 +1,19 @@
embed = find_program('./embed.sh', native: true)
shaders = [
'common.vert',
'common.frag',
]
foreach name : shaders
output = name.underscorify() + '_src.h'
var = name.underscorify() + '_src'
wlr_files += custom_target(
output,
command: [embed, var],
input: name,
output: output,
feed: true,
capture: true,
)
endforeach