mirror of
https://gitlab.freedesktop.org/wlroots/wlroots.git
synced 2026-04-21 06:46:46 -04:00
Merge branch 'gles2-uber-shader' into 'master'
Draft: render/gles2: unify fragment shader See merge request wlroots/wlroots!3805
This commit is contained in:
commit
b637706e35
9 changed files with 134 additions and 113 deletions
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@ -112,6 +112,12 @@ struct wlr_gles2_texture {
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struct wlr_addon buffer_addon;
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struct wlr_addon buffer_addon;
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};
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};
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enum wlr_gles2_shader_source {
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WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR = 1,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA = 2,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX = 3,
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WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 4,
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};
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bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
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bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
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const struct wlr_gles2_pixel_format *format);
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const struct wlr_gles2_pixel_format *format);
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@ -3,7 +3,7 @@ project(
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'c',
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'c',
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version: '0.16.0-dev',
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version: '0.16.0-dev',
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license: 'MIT',
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license: 'MIT',
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meson_version: '>=0.58.1',
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meson_version: '>=0.59.0',
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default_options: [
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default_options: [
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'c_std=c11',
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'c_std=c11',
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'warning_level=2',
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'warning_level=2',
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@ -10,6 +10,7 @@ wlr_deps += glesv2
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wlr_files += files(
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wlr_files += files(
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'pixel_format.c',
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'pixel_format.c',
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'renderer.c',
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'renderer.c',
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'shaders.c',
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'texture.c',
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'texture.c',
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)
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)
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subdir('shaders')
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@ -19,6 +19,9 @@
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#include "render/pixel_format.h"
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#include "render/pixel_format.h"
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#include "types/wlr_matrix.h"
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#include "types/wlr_matrix.h"
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#include "common_vert_src.h"
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#include "common_frag_src.h"
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static const GLfloat verts[] = {
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static const GLfloat verts[] = {
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1, 0, // top right
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1, 0, // top right
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0, 0, // top left
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0, 0, // top left
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@ -580,11 +583,11 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
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}
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}
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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GLuint type, const GLchar *src) {
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GLuint type, const GLchar **srcs, size_t srcs_len) {
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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GLuint shader = glCreateShader(type);
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glShaderSource(shader, srcs_len, srcs, NULL);
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glCompileShader(shader);
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glCompileShader(shader);
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GLint ok;
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GLint ok;
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@ -600,15 +603,22 @@ static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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}
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}
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static GLuint link_program(struct wlr_gles2_renderer *renderer,
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static GLuint link_program(struct wlr_gles2_renderer *renderer,
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const GLchar *vert_src, const GLchar *frag_src) {
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enum wlr_gles2_shader_source source) {
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static char frag_preamble[1024];
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snprintf(frag_preamble, sizeof(frag_preamble),
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"#define SOURCE %d\n", source);
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, vert_src);
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const GLchar *vert_src = common_vert_src;
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GLuint vert = compile_shader(renderer, GL_VERTEX_SHADER, &vert_src, 1);
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if (!vert) {
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if (!vert) {
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goto error;
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goto error;
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}
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}
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GLuint frag = compile_shader(renderer, GL_FRAGMENT_SHADER, frag_src);
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const GLchar *frag_srcs[2] = { frag_preamble, common_frag_src };
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GLuint frag =
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compile_shader(renderer, GL_FRAGMENT_SHADER, frag_srcs, 2);
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if (!frag) {
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if (!frag) {
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glDeleteShader(vert);
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glDeleteShader(vert);
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goto error;
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goto error;
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@ -640,6 +650,23 @@ error:
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return 0;
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return 0;
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}
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}
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static bool link_tex_program(struct wlr_gles2_renderer *renderer,
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struct wlr_gles2_tex_shader *shader,
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enum wlr_gles2_shader_source source) {
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shader->program = link_program(renderer, source);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(shader->program, "proj");
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shader->tex = glGetUniformLocation(shader->program, "tex");
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shader->alpha = glGetUniformLocation(shader->program, "alpha");
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shader->pos_attrib = glGetAttribLocation(shader->program, "pos");
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shader->tex_attrib = glGetAttribLocation(shader->program, "texcoord");
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return true;
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}
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static bool check_gl_ext(const char *exts, const char *ext) {
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static bool check_gl_ext(const char *exts, const char *ext) {
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size_t extlen = strlen(ext);
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size_t extlen = strlen(ext);
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const char *end = exts + strlen(exts);
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const char *end = exts + strlen(exts);
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@ -667,13 +694,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
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*(void **)proc_ptr = proc;
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*(void **)proc_ptr = proc;
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}
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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_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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struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
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if (egl == NULL) {
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if (egl == NULL) {
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@ -786,7 +806,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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GLuint prog;
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renderer->shaders.quad.program = 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, WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR);
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if (!renderer->shaders.quad.program) {
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if (!renderer->shaders.quad.program) {
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goto error;
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goto error;
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}
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}
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@ -794,39 +814,18 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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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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if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
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link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) {
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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goto error;
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}
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) {
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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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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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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goto error;
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}
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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if (renderer->exts.OES_egl_image_external &&
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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!link_tex_program(renderer, &renderer->shaders.tex_ext,
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) {
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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goto error;
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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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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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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}
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}
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pop_gles2_debug(renderer);
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pop_gles2_debug(renderer);
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@ -1,69 +0,0 @@
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#include <GLES2/gl2.h>
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#include "render/gles2.h"
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// Colored quads
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|
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const GLchar quad_vertex_src[] =
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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[] =
|
|
||||||
"precision mediump float;\n"
|
|
||||||
"varying vec4 v_color;\n"
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|
||||||
"varying vec2 v_texcoord;\n"
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|
||||||
"\n"
|
|
||||||
"void main() {\n"
|
|
||||||
" gl_FragColor = v_color;\n"
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|
||||||
"}\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";
|
|
||||||
45
render/gles2/shaders/common.frag
Normal file
45
render/gles2/shaders/common.frag
Normal 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;
|
||||||
|
}
|
||||||
9
render/gles2/shaders/common.vert
Normal file
9
render/gles2/shaders/common.vert
Normal 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
11
render/gles2/shaders/embed.sh
Executable 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 "};"
|
||||||
19
render/gles2/shaders/meson.build
Normal file
19
render/gles2/shaders/meson.build
Normal 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
|
||||||
Loading…
Add table
Add a link
Reference in a new issue