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synced 2024-12-26 13:41:07 +00:00
gsk: Don't store the uniform and attribute location twice
We should keep the ShaderBuilder around and use it to query the various uniform and attribute locations when needed, instead of storing those offsets into the Renderer instance, and copying them. This allows a bit more flexibility, once we have more than one program built into the renderer.
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12db9ee164
commit
9e3b0f5aa0
@ -13,6 +13,10 @@
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#include <epoxy/gl.h>
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#define SHADER_VERSION_GLES 110
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#define SHADER_VERSION_GL_LEGACY 120
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#define SHADER_VERSION_GL3 150
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typedef struct {
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guint vao_id;
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guint buffer_id;
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@ -51,6 +55,21 @@ typedef struct {
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RenderData *parent_data;
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} RenderItem;
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enum {
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MVP,
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MAP,
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PARENT_MAP,
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ALPHA,
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BLEND_MODE,
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N_UNIFORMS
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};
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enum {
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POSITION,
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UV,
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N_ATTRIBUTES
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};
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struct _GskGLRenderer
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{
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GskRenderer parent_instance;
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@ -65,14 +84,10 @@ struct _GskGLRenderer
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guint depth_stencil_buffer;
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guint texture_id;
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guint program_id;
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guint mvp_location;
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guint map_location;
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guint parentMap_location;
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guint uv_location;
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guint position_location;
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guint alpha_location;
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guint blendMode_location;
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GQuark uniforms[N_UNIFORMS];
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GQuark attributes[N_ATTRIBUTES];
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GskShaderBuilder *blend_program;
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guint vao_id;
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@ -283,41 +298,21 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self)
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const char *vertex_preamble;
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const char *fragment_preamble;
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int vertex_id = -1, fragment_id = -1;
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int program_id = -1;
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GError *error = NULL;
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gboolean res = FALSE;
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enum {
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MVP,
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MAP,
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PARENT_MAP,
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ALPHA,
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BLEND_MODE,
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N_UNIFORMS
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};
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enum {
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POSITION,
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UV,
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N_ATTRIBUTES
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};
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GQuark uniforms[N_UNIFORMS];
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GQuark attributes[N_ATTRIBUTES];
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builder = gsk_shader_builder_new ();
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gsk_shader_builder_set_resource_base_path (builder, "/org/gtk/libgsk/glsl");
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uniforms[MVP] = gsk_shader_builder_add_uniform (builder, "mvp");
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uniforms[MAP] = gsk_shader_builder_add_uniform (builder, "map");
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uniforms[PARENT_MAP] = gsk_shader_builder_add_uniform (builder, "parentMap");
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uniforms[ALPHA] = gsk_shader_builder_add_uniform (builder, "alpha");
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uniforms[BLEND_MODE] = gsk_shader_builder_add_uniform (builder, "blendMode");
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self->uniforms[MVP] = gsk_shader_builder_add_uniform (builder, "mvp");
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self->uniforms[MAP] = gsk_shader_builder_add_uniform (builder, "map");
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self->uniforms[PARENT_MAP] = gsk_shader_builder_add_uniform (builder, "parentMap");
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self->uniforms[ALPHA] = gsk_shader_builder_add_uniform (builder, "alpha");
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self->uniforms[BLEND_MODE] = gsk_shader_builder_add_uniform (builder, "blendMode");
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attributes[POSITION] = gsk_shader_builder_add_attribute (builder, "position");
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attributes[UV] = gsk_shader_builder_add_attribute (builder, "uv");
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#define SHADER_VERSION_GLES 110
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#define SHADER_VERSION_GL_LEGACY 120
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#define SHADER_VERSION_GL3 150
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self->attributes[POSITION] = gsk_shader_builder_add_attribute (builder, "position");
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self->attributes[UV] = gsk_shader_builder_add_attribute (builder, "uv");
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if (gdk_gl_context_get_use_es (self->context))
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{
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@ -371,9 +366,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self)
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goto out;
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}
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program_id = gsk_shader_builder_create_program (builder,
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vertex_id, fragment_id,
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&error);
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gsk_shader_builder_create_program (builder, vertex_id, fragment_id, &error);
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if (error != NULL)
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{
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g_critical ("Unable to create program: %s", error->message);
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@ -381,35 +374,31 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self)
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goto out;
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}
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self->program_id = program_id;
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self->mvp_location = gsk_shader_builder_get_uniform_location (builder, uniforms[MVP]);
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self->map_location = gsk_shader_builder_get_uniform_location (builder, uniforms[MAP]);
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self->parentMap_location = gsk_shader_builder_get_uniform_location (builder, uniforms[PARENT_MAP]);
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self->alpha_location = gsk_shader_builder_get_uniform_location (builder, uniforms[ALPHA]);
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self->blendMode_location = gsk_shader_builder_get_uniform_location (builder, uniforms[BLEND_MODE]);
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self->position_location = gsk_shader_builder_get_attribute_location (builder, attributes[POSITION]);
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self->uv_location = gsk_shader_builder_get_attribute_location (builder, attributes[UV]);
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self->blend_program = g_object_ref (builder);
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res = TRUE;
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out:
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g_object_unref (builder);
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if (vertex_id > 0)
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glDeleteShader (vertex_id);
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if (fragment_id > 0)
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glDeleteShader (fragment_id);
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g_object_unref (builder);
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return res;
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}
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static void
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gsk_gl_renderer_destroy_programs (GskGLRenderer *self)
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{
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if (self->program_id != 0)
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if (self->blend_program != NULL)
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{
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glDeleteProgram (self->program_id);
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self->program_id = 0;
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int program_id = gsk_shader_builder_get_program (self->blend_program);
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glDeleteProgram (program_id);
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g_clear_object (&self->blend_program);
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}
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}
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@ -777,14 +766,24 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self,
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/* GL objects */
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item.render_data.vao_id = self->vao_id;
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item.render_data.buffer_id = 0;
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item.render_data.program_id = self->program_id;
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item.render_data.map_location = self->map_location;
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item.render_data.parentMap_location = self->parentMap_location;
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item.render_data.mvp_location = self->mvp_location;
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item.render_data.uv_location = self->uv_location;
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item.render_data.position_location = self->position_location;
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item.render_data.alpha_location = self->alpha_location;
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item.render_data.blendMode_location = self->blendMode_location;
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item.render_data.program_id = gsk_shader_builder_get_program (self->blend_program);
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item.render_data.map_location =
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gsk_shader_builder_get_uniform_location (self->blend_program, self->uniforms[MAP]);
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item.render_data.parentMap_location =
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gsk_shader_builder_get_uniform_location (self->blend_program, self->uniforms[PARENT_MAP]);
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item.render_data.mvp_location =
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gsk_shader_builder_get_uniform_location (self->blend_program, self->uniforms[MVP]);
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item.render_data.alpha_location =
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gsk_shader_builder_get_uniform_location (self->blend_program, self->uniforms[ALPHA]);
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item.render_data.blendMode_location =
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gsk_shader_builder_get_uniform_location (self->blend_program, self->uniforms[BLEND_MODE]);
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item.render_data.position_location =
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gsk_shader_builder_get_attribute_location (self->blend_program, self->attributes[POSITION]);
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item.render_data.uv_location =
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gsk_shader_builder_get_attribute_location (self->blend_program, self->attributes[UV]);
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if (parent != NULL)
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item.parent_data = &(parent->render_data);
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