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gdk: Add GLES shaders
We cannot use GL shaders with GLES.
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parent
3da73371b9
commit
8bb4eb5544
@ -468,7 +468,9 @@ glsl_sources = \
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resources/glsl/gl2-texture-2d.fs.glsl \
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resources/glsl/gl2-texture-2d.fs.glsl \
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resources/glsl/gl2-texture-rect.vs.glsl \
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resources/glsl/gl2-texture-rect.vs.glsl
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resources/glsl/gl2-texture-rect.vs.glsl \
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resources/glsl/gles2-texture.fs.glsl \
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resources/glsl/gles2-texture.vs.glsl
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EXTRA_DIST += $(glsl_sources)
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CLEANFILES += gdk.gresource.xml
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26
gdk/gdkgl.c
26
gdk/gdkgl.c
@ -151,6 +151,21 @@ bind_vao (GdkGLContextPaintData *paint_data)
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}
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}
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static void
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use_texture_gles_program (GdkGLContextPaintData *paint_data)
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{
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if (paint_data->texture_2d_quad_program.program == 0)
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make_program (&paint_data->texture_2d_quad_program,
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"/org/gtk/libgdk/glsl/gles2-texture.vs.glsl",
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"/org/gtk/libgdk/glsl/gles2-texture.fs.glsl");
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if (paint_data->current_program != &paint_data->texture_2d_quad_program)
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{
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paint_data->current_program = &paint_data->texture_2d_quad_program;
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glUseProgram (paint_data->current_program->program);
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}
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}
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static void
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use_texture_2d_program (GdkGLContextPaintData *paint_data)
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{
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@ -213,10 +228,15 @@ gdk_gl_texture_quads (GdkGLContext *paint_context,
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if (paint_data->tmp_vertex_buffer == 0)
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glGenBuffers(1, &paint_data->tmp_vertex_buffer);
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if (texture_target == GL_TEXTURE_RECTANGLE_ARB)
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use_texture_rect_program (paint_data);
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if (paint_data->use_es)
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use_texture_gles_program (paint_data);
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else
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use_texture_2d_program (paint_data);
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{
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if (texture_target == GL_TEXTURE_RECTANGLE_ARB)
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use_texture_rect_program (paint_data);
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else
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use_texture_2d_program (paint_data);
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}
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program = paint_data->current_program;
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9
gdk/resources/glsl/gles2-texture.fs.glsl
Normal file
9
gdk/resources/glsl/gles2-texture.fs.glsl
Normal file
@ -0,0 +1,9 @@
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precision mediump float;
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uniform sampler2D map;
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varying highp vec2 vUv;
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void main() {
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gl_FragColor = texture2D(map, vUv);
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}
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10
gdk/resources/glsl/gles2-texture.vs.glsl
Normal file
10
gdk/resources/glsl/gles2-texture.vs.glsl
Normal file
@ -0,0 +1,10 @@
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attribute vec2 position;
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attribute vec2 uv;
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varying highp vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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