#include "config.h" #include "gskshaderbuilderprivate.h" #include "gskdebugprivate.h" #include #include struct _GskShaderBuilder { GObject parent_instance; char *resource_base_path; char *vertex_preamble; char *fragment_preamble; int common_vertex_shader_id; int version; GPtrArray *defines; /* We reuse this one for all the shaders */ GString *shader_code; }; G_DEFINE_TYPE (GskShaderBuilder, gsk_shader_builder, G_TYPE_OBJECT) static void gsk_shader_builder_finalize (GObject *gobject) { GskShaderBuilder *self = GSK_SHADER_BUILDER (gobject); g_free (self->resource_base_path); g_free (self->vertex_preamble); g_free (self->fragment_preamble); g_string_free (self->shader_code, TRUE); g_clear_pointer (&self->defines, g_ptr_array_unref); if (self->common_vertex_shader_id > 0) glDeleteShader (self->common_vertex_shader_id); G_OBJECT_CLASS (gsk_shader_builder_parent_class)->finalize (gobject); } static void gsk_shader_builder_class_init (GskShaderBuilderClass *klass) { G_OBJECT_CLASS (klass)->finalize = gsk_shader_builder_finalize; } static void gsk_shader_builder_init (GskShaderBuilder *self) { self->defines = g_ptr_array_new_with_free_func (g_free); self->shader_code = g_string_new (NULL); } GskShaderBuilder * gsk_shader_builder_new (void) { return g_object_new (GSK_TYPE_SHADER_BUILDER, NULL); } void gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder, const char *base_path) { g_return_if_fail (GSK_IS_SHADER_BUILDER (builder)); g_free (builder->resource_base_path); builder->resource_base_path = g_strdup (base_path); } void gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder, const char *vertex_preamble) { g_return_if_fail (GSK_IS_SHADER_BUILDER (builder)); g_free (builder->vertex_preamble); builder->vertex_preamble = g_strdup (vertex_preamble); } void gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder, const char *fragment_preamble) { g_return_if_fail (GSK_IS_SHADER_BUILDER (builder)); g_free (builder->fragment_preamble); builder->fragment_preamble = g_strdup (fragment_preamble); } void gsk_shader_builder_set_version (GskShaderBuilder *builder, int version) { g_return_if_fail (GSK_IS_SHADER_BUILDER (builder)); builder->version = version; } void gsk_shader_builder_add_define (GskShaderBuilder *builder, const char *define_name, const char *define_value) { g_return_if_fail (GSK_IS_SHADER_BUILDER (builder)); g_return_if_fail (define_name != NULL && *define_name != '\0'); g_return_if_fail (define_value != NULL && *define_value != '\0'); g_ptr_array_add (builder->defines, g_strdup (define_name)); g_ptr_array_add (builder->defines, g_strdup (define_value)); } static gboolean lookup_shader_code (GString *code, const char *base_path, const char *shader_file, GError **error) { GBytes *source; char *path; if (base_path != NULL) path = g_build_filename (base_path, shader_file, NULL); else path = g_strdup (shader_file); source = g_resources_lookup_data (path, 0, error); g_free (path); if (source == NULL) return FALSE; g_string_append (code, g_bytes_get_data (source, NULL)); g_bytes_unref (source); return TRUE; } static int gsk_shader_builder_compile_shader (GskShaderBuilder *builder, int shader_type, const char *shader_preamble, const char *shader_source, GError **error) { GString *code; const char *source; int shader_id; int status; int i; /* Clear possibly previously set shader code */ g_string_erase (builder->shader_code, 0, -1); code = builder->shader_code; if (builder->version > 0) { g_string_append_printf (code, "#version %d\n", builder->version); g_string_append_c (code, '\n'); } for (i = 0; i < builder->defines->len; i += 2) { const char *name = g_ptr_array_index (builder->defines, i); const char *value = g_ptr_array_index (builder->defines, i + 1); g_string_append (code, "#define"); g_string_append_c (code, ' '); g_string_append (code, name); g_string_append_c (code, ' '); g_string_append (code, value); g_string_append_c (code, '\n'); } g_string_append_c (code, '\n'); if (!lookup_shader_code (code, builder->resource_base_path, shader_preamble, error)) { return -1; } g_string_append_c (code, '\n'); if (!lookup_shader_code (code, builder->resource_base_path, shader_source, error)) { return -1; } source = code->str; shader_id = glCreateShader (shader_type); glShaderSource (shader_id, 1, (const GLchar **) &source, NULL); glCompileShader (shader_id); #ifdef G_ENABLE_DEBUG if (GSK_DEBUG_CHECK (SHADERS)) { g_print ("*** Compiling %s shader from '%s' + '%s' ***\n" "%s\n", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment", shader_preamble, shader_source, source); } #endif glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { int log_len; char *buffer; glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len); buffer = g_malloc0 (log_len + 1); glGetShaderInfoLog (shader_id, log_len, NULL, buffer); g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED, "Compilation failure in %s shader:\n%s", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment", buffer); g_free (buffer); glDeleteShader (shader_id); return -1; } return shader_id; } void gsk_shader_builder_set_common_vertex_shader (GskShaderBuilder *self, const char *vertex_shader, GError **error) { int shader_id; shader_id = gsk_shader_builder_compile_shader (self, GL_VERTEX_SHADER, self->vertex_preamble, vertex_shader, error); g_assert (shader_id > 0); self->common_vertex_shader_id = shader_id; } int gsk_shader_builder_create_program (GskShaderBuilder *builder, const char *fragment_shader, GError **error) { int vertex_id; int fragment_id; int program_id; int status; g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1); g_return_val_if_fail (fragment_shader != NULL, -1); g_return_val_if_fail (builder->common_vertex_shader_id != 0, -1); vertex_id = builder->common_vertex_shader_id; fragment_id = gsk_shader_builder_compile_shader (builder, GL_FRAGMENT_SHADER, builder->fragment_preamble, fragment_shader, error); if (fragment_id < 0) { glDeleteShader (vertex_id); return -1; } program_id = glCreateProgram (); glAttachShader (program_id, vertex_id); glAttachShader (program_id, fragment_id); glLinkProgram (program_id); glGetProgramiv (program_id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { char *buffer = NULL; int log_len = 0; glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len); buffer = g_malloc0 (log_len + 1); glGetProgramInfoLog (program_id, log_len, NULL, buffer); g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED, "Linking failure in shader:\n%s", buffer); g_free (buffer); glDeleteProgram (program_id); program_id = -1; goto out; } out: if (vertex_id > 0) { /* We delete the common vertex shader when destroying the shader builder */ glDetachShader (program_id, vertex_id); } if (fragment_id > 0) { glDetachShader (program_id, fragment_id); glDeleteShader (fragment_id); } return program_id; }