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1406 lines
40 KiB
C
1406 lines
40 KiB
C
/* GSK - The GTK Scene Kit
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*
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* Copyright 2020, Red Hat Inc
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* SECTION:GskGLShader
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* @Title: GskGLShader
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* @Short_description: Fragment shaders for GSK
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*
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* A #GskGLShader is a snippet of GLSL that is meant to run in the
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* fragment shader of the rendering pipeline. A fragment shader
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* gets the coordinates being rendered as input and produces the
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* pixel values for that particular pixel. Additionally, the
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* shader can declare a set of other input arguments, called
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* uniforms (as they are uniform over all the calls to your shader in
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* each instance of use). A shader can also receive up to 4
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* textures that it can use as input when producing the pixel data.
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*
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#GskGLShader is usually used with gtk_snapshot_push_gl_shader()
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* to produce a #GskGLShaderNode in the rendering hierarchy, and then
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* its input textures are constructed by rendering the child nodes to
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* textures before rendering the shader node itself. (You can pass
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* texture nodes as children if you want to directly use a texture
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* as input).
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*
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* The actual shader code is GLSL code that gets combined with
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* some other code into the fragment shader. Since the exact
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* capabilities of the GPU driver differs between different OpenGL
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* drivers and hardware, GTK adds some defines that you can use
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* to ensure your GLSL code runs on as many drivers as it can.
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*
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* If the OpenGL driver is GLES, then the shader language version
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* is set to 100, and GSK_GLES will be defined in the shader.
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*
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* Otherwise, if the OpenGL driver does not support the 3.2 core profile,
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* then the shader will run with language version 110 for GL2 and 130 for GL3,
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* and GSK_LEGACY will be defined in the shader.
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*
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* If the OpenGL driver supports the 3.2 code profile, it will be used,
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* the shader language version is set to 150, and GSK_GL3 will be defined
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* in the shader.
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*
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* The main function the shader must implement is:
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*
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* |[<!-- language="plain" -->
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* void mainImage(out vec4 fragColor,
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* in vec2 fragCoord,
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* in vec2 resolution,
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* in vec2 uv)
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* ]|
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*
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* Where the input @fragCoord is the coordinate of the pixel we're
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* currently rendering, relative to the boundary rectangle that was
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* specified in the #GskGLShaderNode, and @resolution is the width and
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* height of that rectangle. This is in the typical GTK coordinate
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* system with the origin in the top left. @uv contains the u and v
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* coordinates that can be used to index a texture at the
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* corresponding point. These coordinates are in the [0..1]x[0..1]
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* region, with 0, 0 being in the lower left corder (which is typical
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* for OpenGL).
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*
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* The output @fragColor should be a RGBA color (with
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* premultiplied alpha) that will be used as the output for the
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* specified pixel location. Note that this output will be
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* automatically clipped to the clip region of the glshader node.
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*
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* In addition to the function arguments the shader can define
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* up to 4 uniforms for textures which must be called u_textureN
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* (i.e. u_texture1 to u_texture4) as well as any custom uniforms
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* you want of types int, uint, bool, float, vec2, vec3 or vec4.
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*
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* All textures sources contain premultiplied alpha colors, but if some
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* there are outer sources of colors there is a gsk_premultiply() helper
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* to compute premultiplication when needed.
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*
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* Note that GTK parses the uniform declarations, so each uniform has to
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* be on a line by itself with no other code, like so:
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*
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* |[<!-- language="plain" -->
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* uniform float u_time;
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* uniform vec3 u_color;
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* uniform sampler2D u_texture1;
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* uniform sampler2D u_texture2;
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* ]|
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*
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* GTK uses the the "gsk" namespace in the symbols it uses in the
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* shader, so your code should not use any symbols with the prefix gsk
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* or GSK. There are some helper functions declared that you can use:
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*
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* |[<!-- language="plain" -->
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* vec4 GskTexture(sampler2D sampler, vec2 texCoords);
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* ]|
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*
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* This samples a texture (e.g. u_texture1) at the specified
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* coordinates, and containes some helper ifdefs to ensure that
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* it works on all OpenGL versions.
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*
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* You can compile the shader yourself using gsk_gl_shader_compile(),
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* otherwise the GSK renderer will do it when it handling the glshader
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* node. If errors occurs, the returned @error will include the glsl
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* sources, so you can see what GSK was passing to the compiler. You
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* can also set GSK_DEBUG=shaders in the environment to see the sources
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* and other relevant information about all shaders that GSK is handling.
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*
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* # An example shader
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*
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* |[<!-- language="plain" -->
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* uniform float position;
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* uniform sampler2D u_texture1;
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* uniform sampler2D u_texture2;
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*
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* void mainImage(out vec4 fragColor,
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* in vec2 fragCoord,
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* in vec2 resolution,
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* in vec2 uv) {
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* vec4 source1 = GskTexture(u_texture1, uv);
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* vec4 source2 = GskTexture(u_texture2, uv);
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*
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* fragColor = position * source1 + (1.0 - position) * source2;
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* }
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* ]|
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*/
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#include "config.h"
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#include "gskglshader.h"
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#include "gskglshaderprivate.h"
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#include "gskdebugprivate.h"
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#include "gl/gskglrendererprivate.h"
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static GskGLUniformType
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uniform_type_from_glsl (const char *str)
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{
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if (strcmp (str, "int") == 0)
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return GSK_GL_UNIFORM_TYPE_INT;
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if (strcmp (str, "uint") == 0)
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return GSK_GL_UNIFORM_TYPE_UINT;
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if (strcmp (str, "bool") == 0)
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return GSK_GL_UNIFORM_TYPE_BOOL;
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if (strcmp (str, "float") == 0)
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return GSK_GL_UNIFORM_TYPE_FLOAT;
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if (strcmp (str, "vec2") == 0)
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return GSK_GL_UNIFORM_TYPE_VEC2;
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if (strcmp (str, "vec3") == 0)
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return GSK_GL_UNIFORM_TYPE_VEC3;
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if (strcmp (str, "vec4") == 0)
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return GSK_GL_UNIFORM_TYPE_VEC4;
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return GSK_GL_UNIFORM_TYPE_NONE;
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}
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static const char *
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uniform_type_name (GskGLUniformType type)
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{
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switch (type)
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{
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case GSK_GL_UNIFORM_TYPE_FLOAT:
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return "float";
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case GSK_GL_UNIFORM_TYPE_INT:
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return "int";
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case GSK_GL_UNIFORM_TYPE_UINT:
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return "uint";
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case GSK_GL_UNIFORM_TYPE_BOOL:
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return "bool";
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case GSK_GL_UNIFORM_TYPE_VEC2:
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return "vec2";
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case GSK_GL_UNIFORM_TYPE_VEC3:
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return "vec3";
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case GSK_GL_UNIFORM_TYPE_VEC4:
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return "vec4";
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case GSK_GL_UNIFORM_TYPE_NONE:
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default:
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g_assert_not_reached ();
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return NULL;
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}
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}
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static int
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uniform_type_size (GskGLUniformType type)
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{
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switch (type)
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{
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case GSK_GL_UNIFORM_TYPE_FLOAT:
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return sizeof (float);
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case GSK_GL_UNIFORM_TYPE_INT:
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return sizeof (gint32);
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case GSK_GL_UNIFORM_TYPE_UINT:
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case GSK_GL_UNIFORM_TYPE_BOOL:
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return sizeof (guint32);
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case GSK_GL_UNIFORM_TYPE_VEC2:
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return sizeof (float) * 2;
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case GSK_GL_UNIFORM_TYPE_VEC3:
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return sizeof (float) * 3;
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case GSK_GL_UNIFORM_TYPE_VEC4:
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return sizeof (float) * 4;
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case GSK_GL_UNIFORM_TYPE_NONE:
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default:
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g_assert_not_reached ();
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return 0;
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}
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}
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struct _GskGLShader
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{
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GObject parent_instance;
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GBytes *source;
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char *resource;
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int n_textures;
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int uniforms_size;
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GArray *uniforms;
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};
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G_DEFINE_TYPE (GskGLShader, gsk_gl_shader, G_TYPE_OBJECT)
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enum {
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GLSHADER_PROP_0,
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GLSHADER_PROP_SOURCE,
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GLSHADER_PROP_RESOURCE,
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GLSHADER_N_PROPS
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};
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static GParamSpec *gsk_gl_shader_properties[GLSHADER_N_PROPS];
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static void
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gsk_gl_shader_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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GskGLShader *shader = GSK_GL_SHADER (object);
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switch (prop_id)
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{
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case GLSHADER_PROP_SOURCE:
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g_value_set_boxed (value, shader->source);
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break;
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case GLSHADER_PROP_RESOURCE:
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g_value_set_string (value, shader->resource);
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break;
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default:
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g_assert_not_reached ();
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}
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}
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static void
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gsk_gl_shader_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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GskGLShader *shader = GSK_GL_SHADER (object);
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switch (prop_id)
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{
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case GLSHADER_PROP_SOURCE:
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g_clear_pointer (&shader->source, g_bytes_unref);
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shader->source = g_value_dup_boxed (value);
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break;
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case GLSHADER_PROP_RESOURCE:
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{
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GError *error = NULL;
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GBytes *source;
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const char *resource;
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resource = g_value_get_string (value);
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if (resource == NULL)
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break;
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source = g_resources_lookup_data (resource, 0, &error);
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if (source)
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{
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g_clear_pointer (&shader->source, g_bytes_unref);
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shader->source = source;
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shader->resource = g_strdup (resource);
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}
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else
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{
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g_critical ("Unable to load resource %s for glshader: %s", resource, error->message);
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g_error_free (error);
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if (shader->source == NULL)
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shader->source = g_bytes_new_static ("", 1);
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}
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}
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break;
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default:
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g_assert_not_reached ();
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}
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}
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static void
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gsk_gl_shader_finalize (GObject *object)
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{
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GskGLShader *shader = GSK_GL_SHADER (object);
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g_bytes_unref (shader->source);
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g_free (shader->resource);
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for (int i = 0; i < shader->uniforms->len; i ++)
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g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
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g_array_free (shader->uniforms, TRUE);
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G_OBJECT_CLASS (gsk_gl_shader_parent_class)->finalize (object);
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}
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static GRegex *uniform_regexp = NULL; /* Initialized in class_init */
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static void
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gsk_gl_shader_add_uniform (GskGLShader *shader,
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const char *name,
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GskGLUniformType type)
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{
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GskGLUniform uniform = {
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g_strdup (name),
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type,
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shader->uniforms_size
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};
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shader->uniforms_size += uniform_type_size (type);
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g_array_append_val (shader->uniforms, uniform);
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}
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static void
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gsk_gl_shader_constructed (GObject *object)
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{
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GskGLShader *shader = GSK_GL_SHADER (object);
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gsize string_len;
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const char *string = g_bytes_get_data (shader->source, &string_len);
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GMatchInfo *match_info;
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int max_texture_seen = 0;
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g_regex_match_full (uniform_regexp,
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string, string_len, 0, 0,
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&match_info, NULL);
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while (g_match_info_matches (match_info))
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{
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char *type = g_match_info_fetch (match_info, 1);
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char *name = g_match_info_fetch (match_info, 2);
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if (strcmp (type, "sampler2D") == 0)
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{
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/* Textures are special cased */
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if (g_str_has_prefix (name, "u_texture") &&
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strlen (name) == strlen ("u_texture")+1)
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{
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char digit = name[strlen("u_texture")];
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if (digit >= '1' && digit <= '9')
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max_texture_seen = MAX(max_texture_seen, digit - '0');
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}
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else
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g_debug ("Unhandled shader texture uniform '%s', use uniforms of name 'u_texture[1..9]'", name);
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}
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else
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{
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GskGLUniformType utype = uniform_type_from_glsl (type);
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g_assert (utype != GSK_GL_UNIFORM_TYPE_NONE); // Shouldn't have matched the regexp
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gsk_gl_shader_add_uniform (shader, name, utype);
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}
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g_free (type);
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g_free (name);
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g_match_info_next (match_info, NULL);
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}
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g_match_info_free (match_info);
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shader->n_textures = max_texture_seen;
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if (GSK_DEBUG_CHECK(SHADERS))
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{
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GString *s;
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s = g_string_new ("");
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for (int i = 0; i < shader->uniforms->len; i++)
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{
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GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
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if (i > 0)
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g_string_append (s, ", ");
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g_string_append_printf (s, "%s %s", uniform_type_name (u->type), u->name);
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}
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g_message ("Shader constructed: %d textures, %d uniforms (%s)",
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shader->n_textures, shader->uniforms->len,
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s->str);
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g_string_free (s, TRUE);
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}
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}
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#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
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#define OPT_SPACE_RE "[ \\t]*"
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#define UNIFORM_TYPE_RE "(int|uint|bool|float|vec2|vec3|vec4|sampler2D)"
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#define UNIFORM_NAME_RE "([\\w]+)"
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#define OPT_INIT_VALUE_RE "[-\\w(),. ]+" // This is a bit simple, but will match most initializers
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#define OPT_COMMENT_RE "(//.*)?"
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#define OPT_INITIALIZER_RE "(" OPT_SPACE_RE "=" OPT_SPACE_RE OPT_INIT_VALUE_RE ")?"
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#define UNIFORM_MATCHER_RE "^uniform" SPACE_RE UNIFORM_TYPE_RE SPACE_RE UNIFORM_NAME_RE OPT_INITIALIZER_RE OPT_SPACE_RE ";" OPT_SPACE_RE OPT_COMMENT_RE "$"
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static void
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gsk_gl_shader_class_init (GskGLShaderClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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uniform_regexp = g_regex_new (UNIFORM_MATCHER_RE,
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G_REGEX_MULTILINE | G_REGEX_RAW | G_REGEX_OPTIMIZE,
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0, NULL);
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object_class->get_property = gsk_gl_shader_get_property;
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object_class->set_property = gsk_gl_shader_set_property;
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object_class->finalize = gsk_gl_shader_finalize;
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object_class->constructed = gsk_gl_shader_constructed;
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/**
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* GskGLShader:sourcecode:
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*
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* The source code for the shader, as a #GBytes.
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*/
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gsk_gl_shader_properties[GLSHADER_PROP_SOURCE] =
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g_param_spec_boxed ("source",
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"Source",
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"The sourcecode for the shader",
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G_TYPE_BYTES,
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G_PARAM_READWRITE |
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G_PARAM_CONSTRUCT_ONLY |
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G_PARAM_STATIC_STRINGS);
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/**
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* GskGLShader:resource:
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*
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* Resource containing the source code for the shader.
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*
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* If the shader source is not coming from a resource, this
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* will be %NULL.
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*/
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gsk_gl_shader_properties[GLSHADER_PROP_RESOURCE] =
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g_param_spec_string ("resource",
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"Resources",
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"Resource path to the source code",
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NULL,
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G_PARAM_READWRITE |
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G_PARAM_CONSTRUCT_ONLY |
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G_PARAM_STATIC_STRINGS);
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g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_gl_shader_properties);
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}
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static void
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gsk_gl_shader_init (GskGLShader *shader)
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{
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shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
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}
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/**
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* gsk_gl_shader_new_from_bytes:
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* @sourcecode: GLSL sourcecode for the shader, as a #GBytes
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*
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* Creates a #GskGLShader that will render pixels using the specified code.
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*
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* Returns: (transfer full): A new #GskGLShader
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*/
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GskGLShader *
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gsk_gl_shader_new_from_bytes (GBytes *sourcecode)
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{
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g_return_val_if_fail (sourcecode != NULL, NULL);
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return g_object_new (GSK_TYPE_GL_SHADER,
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"source", sourcecode,
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NULL);
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}
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/**
|
|
* gsk_gl_shader_new_from_resource:
|
|
* @resource_path: path to a resource that contains the GLSL sourcecode for
|
|
* the shader
|
|
*
|
|
* Creates a #GskGLShader that will render pixels using the specified code.
|
|
*
|
|
* Returns: (transfer full): A new #GskGLShader
|
|
*/
|
|
GskGLShader *
|
|
gsk_gl_shader_new_from_resource (const char *resource_path)
|
|
{
|
|
g_return_val_if_fail (resource_path != NULL, NULL);
|
|
|
|
return g_object_new (GSK_TYPE_GL_SHADER,
|
|
"resource", resource_path,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_compile:
|
|
* @shader: a #GskGLShader
|
|
* @renderer: a #GskRenderer
|
|
* @error: location to store error in
|
|
*
|
|
* Tries to compile the @shader for the given @renderer, and reports
|
|
* %FALSE with an error if there is a problem. You should use this
|
|
* function before relying on the shader for rendering and use a
|
|
* fallback with a simpler shader or without shaders if it fails.
|
|
*
|
|
* Note that this will modify the rendering state (for example
|
|
* change the current GL context) and requires the renderer to be
|
|
* set up. This means that the widget has to be realized. Commonly you
|
|
* want to call this from the realize signal of a widget, or during
|
|
* widget snapshot.
|
|
*
|
|
* Returns: %TRUE on success, %FALSE if an error occurred
|
|
*/
|
|
gboolean
|
|
gsk_gl_shader_compile (GskGLShader *shader,
|
|
GskRenderer *renderer,
|
|
GError **error)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), FALSE);
|
|
|
|
if (GSK_IS_GL_RENDERER (renderer))
|
|
return gsk_gl_renderer_try_compile_gl_shader (GSK_GL_RENDERER (renderer),
|
|
shader, error);
|
|
|
|
g_set_error (error, G_IO_ERROR, G_IO_ERROR_NOT_SUPPORTED,
|
|
"The renderer does not support gl shaders");
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* gsk_gl_shader_get_source:
|
|
* @shader: a #GskGLShader
|
|
*
|
|
* Gets the GLSL sourcecode being used to render this shader.
|
|
*
|
|
* Returns: (transfer none): The source code for the shader
|
|
*/
|
|
GBytes *
|
|
gsk_gl_shader_get_source (GskGLShader *shader)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
|
|
|
|
return shader->source;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_resource:
|
|
* @shader: a #GskGLShader
|
|
*
|
|
* Gets the resource path for the GLSL sourcecode being used
|
|
* to render this shader.
|
|
*
|
|
* Returns: (transfer none): The resource path for the shader,
|
|
* or %NULL if none.
|
|
*/
|
|
const char *
|
|
gsk_gl_shader_get_resource (GskGLShader *shader)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
|
|
|
|
return shader->resource;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_n_textures:
|
|
* @shader: a #GskGLShader
|
|
*
|
|
* Returns the number of textures that the shader requires.
|
|
*
|
|
* This can be used to check that the a passed shader works
|
|
* in your usecase. It is determined by looking at the highest
|
|
* u_textureN value that the shader defines.
|
|
*
|
|
* Returns: The number of texture inputs required by @shader
|
|
*/
|
|
int
|
|
gsk_gl_shader_get_n_textures (GskGLShader *shader)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
return shader->n_textures;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_n_uniforms:
|
|
* @shader: a #GskGLShader
|
|
*
|
|
* Get the number of declared uniforms for this shader.
|
|
*
|
|
* Returns: The number of declared uniforms
|
|
*/
|
|
int
|
|
gsk_gl_shader_get_n_uniforms (GskGLShader *shader)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
return shader->uniforms->len;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_uniform_name:
|
|
* @shader: a #GskGLShader
|
|
* @idx: index of the uniform
|
|
*
|
|
* Get the name of the declared uniform for this shader at index @idx.
|
|
*
|
|
* Returns: (transfer none): The name of the declared uniform
|
|
*/
|
|
const char *
|
|
gsk_gl_shader_get_uniform_name (GskGLShader *shader,
|
|
int idx)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
|
|
|
|
return g_array_index (shader->uniforms, GskGLUniform, idx).name;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_find_uniform_by_name:
|
|
* @shader: a #GskGLShader
|
|
* @name: uniform name
|
|
*
|
|
* Looks for a uniform by the name @name, and returns the index
|
|
* of the uniform, or -1 if it was not found.
|
|
*
|
|
* Returns: The index of the uniform, or -1
|
|
*/
|
|
int
|
|
gsk_gl_shader_find_uniform_by_name (GskGLShader *shader,
|
|
const char *name)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), -1);
|
|
|
|
for (int i = 0; i < shader->uniforms->len; i++)
|
|
{
|
|
const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
|
|
if (strcmp (u->name, name) == 0)
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_uniform_type:
|
|
* @shader: a #GskGLShader
|
|
* @idx: index of the uniform
|
|
*
|
|
* Get the type of the declared uniform for this shader at index @idx.
|
|
*
|
|
* Returns: The type of the declared uniform
|
|
*/
|
|
GskGLUniformType
|
|
gsk_gl_shader_get_uniform_type (GskGLShader *shader,
|
|
int idx)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
return g_array_index (shader->uniforms, GskGLUniform, idx).type;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_uniform_offset:
|
|
* @shader: a #GskGLShader
|
|
* @idx: index of the uniform
|
|
*
|
|
* Get the offset into the data block where data for this uniforms is stored.
|
|
*
|
|
* Returns: The data offset
|
|
*/
|
|
int
|
|
gsk_gl_shader_get_uniform_offset (GskGLShader *shader,
|
|
int idx)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
|
|
}
|
|
|
|
const GskGLUniform *
|
|
gsk_gl_shader_get_uniforms (GskGLShader *shader,
|
|
int *n_uniforms)
|
|
{
|
|
*n_uniforms = shader->uniforms->len;
|
|
return &g_array_index (shader->uniforms, GskGLUniform, 0);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_args_size:
|
|
* @shader: a #GskGLShader
|
|
*
|
|
* Get the size of the data block used to specify arguments for this shader.
|
|
*
|
|
* Returns: The size of the data block
|
|
*/
|
|
gsize
|
|
gsk_gl_shader_get_args_size (GskGLShader *shader)
|
|
{
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
return shader->uniforms_size;
|
|
}
|
|
|
|
static const GskGLUniform *
|
|
gsk_gl_shader_find_uniform (GskGLShader *shader,
|
|
const char *name)
|
|
{
|
|
for (int i = 0; i < shader->uniforms->len; i++)
|
|
{
|
|
const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
|
|
if (strcmp (u->name, name) == 0)
|
|
return u;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_float:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of float type.
|
|
*
|
|
* Returns: The value
|
|
*/
|
|
float
|
|
gsk_gl_shader_get_arg_float (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
|
|
|
|
args_src = data + u->offset;
|
|
return *(float *)args_src;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_int:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of int type.
|
|
*
|
|
* Returns: The value
|
|
*/
|
|
gint32
|
|
gsk_gl_shader_get_arg_int (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
|
|
|
|
args_src = data + u->offset;
|
|
return *(gint32 *)args_src;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_uint:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of uint type.
|
|
*
|
|
* Returns: The value
|
|
*/
|
|
guint32
|
|
gsk_gl_shader_get_arg_uint (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
|
|
|
|
args_src = data + u->offset;
|
|
return *(guint32 *)args_src;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_bool:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of bool type.
|
|
*
|
|
* Returns: The value
|
|
*/
|
|
gboolean
|
|
gsk_gl_shader_get_arg_bool (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
|
|
|
|
args_src = data + u->offset;
|
|
return *(guint32 *)args_src;
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_vec2:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
* @out_value: location to store the uniform value in
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of vec2 type.
|
|
*/
|
|
void
|
|
gsk_gl_shader_get_arg_vec2 (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx,
|
|
graphene_vec2_t *out_value)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_if_fail (GSK_IS_GL_SHADER (shader));
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
|
|
|
|
args_src = data + u->offset;
|
|
graphene_vec2_init_from_float (out_value, (float *)args_src);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_vec3:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
* @out_value: location to store the uniform value in
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of vec3 type.
|
|
*/
|
|
void
|
|
gsk_gl_shader_get_arg_vec3 (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx,
|
|
graphene_vec3_t *out_value)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_if_fail (GSK_IS_GL_SHADER (shader));
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
|
|
|
|
args_src = data + u->offset;
|
|
graphene_vec3_init_from_float (out_value, (float *)args_src);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_get_arg_vec4:
|
|
* @shader: a #GskGLShader
|
|
* @args: uniform arguments
|
|
* @idx: index of the uniform
|
|
* @out_value: location to store set the uniform value in
|
|
*
|
|
* Gets the value of the uniform @idx in the @args block.
|
|
* The uniform must be of vec4 type.
|
|
*/
|
|
void
|
|
gsk_gl_shader_get_arg_vec4 (GskGLShader *shader,
|
|
GBytes *args,
|
|
int idx,
|
|
graphene_vec4_t *out_value)
|
|
{
|
|
const GskGLUniform *u;
|
|
const guchar *args_src;
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (args, &size);
|
|
|
|
g_return_if_fail (GSK_IS_GL_SHADER (shader));
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
|
|
|
|
args_src = data + u->offset;
|
|
graphene_vec4_init_from_float (out_value, (float *)args_src);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_format_args_va:
|
|
* @shader: a #GskGLShader
|
|
* @uniforms: name-Value pairs for the uniforms of @shader, ending
|
|
* with a %NULL name
|
|
*
|
|
* Formats the uniform data as needed for feeding the named uniforms
|
|
* values into the shader. The argument list is a list of pairs of
|
|
* names, and values for the types that match the declared uniforms
|
|
* (i.e. double/int/guint/gboolean for primitive values and
|
|
* `graphene_vecN_t *` for vecN uniforms).
|
|
*
|
|
* It is an error to pass a uniform name that is not declared by the shader.
|
|
*
|
|
* Any uniforms of the shader that are not included in the argument list
|
|
* are zero-initialized.
|
|
*
|
|
* Returns: (transfer full): A newly allocated block of data which can be
|
|
* passed to gsk_gl_shader_node_new().
|
|
*/
|
|
GBytes *
|
|
gsk_gl_shader_format_args_va (GskGLShader *shader,
|
|
va_list uniforms)
|
|
{
|
|
guchar *args = g_malloc0 (shader->uniforms_size);
|
|
const char *name;
|
|
|
|
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
|
|
|
|
while ((name = va_arg (uniforms, const char *)) != NULL)
|
|
{
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
u = gsk_gl_shader_find_uniform (shader, name);
|
|
if (u == NULL)
|
|
{
|
|
g_warning ("No uniform named `%s` in shader", name);
|
|
break;
|
|
}
|
|
|
|
args_dest = args + u->offset;
|
|
|
|
switch (u->type)
|
|
{
|
|
case GSK_GL_UNIFORM_TYPE_FLOAT:
|
|
*(float *)args_dest = (float)va_arg (uniforms, double); /* floats are promoted to double in varargs */
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_INT:
|
|
*(gint32 *)args_dest = (gint32)va_arg (uniforms, int);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_UINT:
|
|
*(guint32 *)args_dest = (guint32)va_arg (uniforms, guint);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_BOOL:
|
|
*(guint32 *)args_dest = (gboolean)va_arg (uniforms, gboolean);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC2:
|
|
graphene_vec2_to_float (va_arg (uniforms, const graphene_vec2_t *),
|
|
(float *)args_dest);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC3:
|
|
graphene_vec3_to_float (va_arg (uniforms, const graphene_vec3_t *),
|
|
(float *)args_dest);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC4:
|
|
graphene_vec4_to_float (va_arg (uniforms, const graphene_vec4_t *),
|
|
(float *)args_dest);
|
|
break;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_NONE:
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
return g_bytes_new_take (args, shader->uniforms_size);
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_format_args:
|
|
* @shader: a #GskGLShader
|
|
* @...: name-Value pairs for the uniforms of @shader, ending with
|
|
* a %NULL name
|
|
*
|
|
* Formats the uniform data as needed for feeding the named uniforms
|
|
* values into the shader. The argument list is a list of pairs of
|
|
* names, and values for the types that match the declared uniforms
|
|
* (i.e. double/int/guint/gboolean for primitive values and
|
|
* `graphene_vecN_t *` for vecN uniforms).
|
|
*
|
|
* Any uniforms of the shader that are not included in the argument list
|
|
* are zero-initialized.
|
|
*
|
|
* Returns: (transfer full): A newly allocated block of data which can be
|
|
* passed to gsk_gl_shader_node_new().
|
|
*/
|
|
GBytes *
|
|
gsk_gl_shader_format_args (GskGLShader *shader,
|
|
...)
|
|
{
|
|
GBytes *bytes;
|
|
va_list args;
|
|
|
|
va_start (args, shader);
|
|
bytes = gsk_gl_shader_format_args_va (shader, args);
|
|
va_end (args);
|
|
|
|
return bytes;
|
|
}
|
|
|
|
struct _GskShaderArgsBuilder {
|
|
guint ref_count;
|
|
GskGLShader *shader;
|
|
guchar *data;
|
|
};
|
|
|
|
G_DEFINE_BOXED_TYPE (GskShaderArgsBuilder, gsk_shader_args_builder,
|
|
gsk_shader_args_builder_ref,
|
|
gsk_shader_args_builder_unref);
|
|
|
|
|
|
/**
|
|
* gsk_shader_args_builder_new:
|
|
* @shader: a #GskGLShader
|
|
* @initial_values: (nullable): optional #Bytes with initial values
|
|
*
|
|
* Allocates a builder that can be used to construct a new uniform data
|
|
* chunk.
|
|
*
|
|
* Returns: (transfer full): The newly allocated builder, free with
|
|
* gsk_shader_args_builder_unref()
|
|
*/
|
|
GskShaderArgsBuilder *
|
|
gsk_shader_args_builder_new (GskGLShader *shader,
|
|
GBytes *initial_values)
|
|
{
|
|
GskShaderArgsBuilder *builder = g_new0 (GskShaderArgsBuilder, 1);
|
|
builder->ref_count = 1;
|
|
builder->shader = g_object_ref (shader);
|
|
builder->data = g_malloc0 (shader->uniforms_size);
|
|
|
|
if (initial_values)
|
|
{
|
|
gsize size;
|
|
const guchar *data = g_bytes_get_data (initial_values, &size);
|
|
|
|
g_assert (size == shader->uniforms_size);
|
|
memcpy (builder->data, data, size);
|
|
}
|
|
|
|
return builder;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_to_args:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
*
|
|
* Creates a new #GBytes args from the current state of the
|
|
* given @builder. Any uniforms of the shader that have not
|
|
* been explicitly set on the @builder are zero-initialized.
|
|
*
|
|
* The given #GskShaderArgsBuilder is reset once this function returns;
|
|
* you cannot call this function multiple times on the same @builder instance.
|
|
*
|
|
* This function is intended primarily for bindings. C code should use
|
|
* gsk_shader_args_builder_free_to_args().
|
|
*
|
|
*
|
|
* Returns: (transfer full): the newly allocated builder, free with
|
|
* gsk_shader_args_builder_free()
|
|
*/
|
|
GBytes *
|
|
gsk_shader_args_builder_to_args (GskShaderArgsBuilder *builder)
|
|
{
|
|
return g_bytes_new_take (g_steal_pointer (&builder->data),
|
|
builder->shader->uniforms_size);
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_free_to_args: (skip)
|
|
* @builder: a #GskShaderArgsBuilder
|
|
*
|
|
* Creates a new #GBytes args from the current state of the
|
|
* given @builder, and frees the @builder instance. Any uniforms
|
|
* of the shader that have not been explicitly set on the @builder
|
|
* are zero-initialized.
|
|
*
|
|
* Returns: (transfer full): the newly created #GBytes
|
|
* with all the args added to @builder
|
|
*/
|
|
GBytes *
|
|
gsk_shader_args_builder_free_to_args (GskShaderArgsBuilder *builder)
|
|
{
|
|
GBytes *res;
|
|
|
|
g_return_val_if_fail (builder != NULL, NULL);
|
|
|
|
res = gsk_shader_args_builder_to_args (builder);
|
|
|
|
gsk_shader_args_builder_unref (builder);
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
/**
|
|
* gsk_shader_args_builder_unref:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
*
|
|
* Decreases the reference count of a #GskShaderArgBuilder by one.
|
|
* If the resulting reference count is zero, frees the builder.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_unref (GskShaderArgsBuilder *builder)
|
|
|
|
{
|
|
g_return_if_fail (builder != NULL);
|
|
g_return_if_fail (builder->ref_count > 0);
|
|
|
|
builder->ref_count--;
|
|
if (builder->ref_count > 0)
|
|
return;
|
|
|
|
g_object_unref (builder->shader);
|
|
g_free (builder->data);
|
|
g_free (builder);
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_ref:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
*
|
|
* Increases the reference count of a #GskShaderArgsBuilder by one.
|
|
*
|
|
* Returns: the passed in #GskShaderArgsBuilder
|
|
*/
|
|
GskShaderArgsBuilder *
|
|
gsk_shader_args_builder_ref (GskShaderArgsBuilder *builder)
|
|
{
|
|
g_return_val_if_fail (builder != NULL, NULL);
|
|
|
|
builder->ref_count++;
|
|
return builder;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_float:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform to
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of float type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_float (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
float value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
*(float *)args_dest = value;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_int:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform to
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of int type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_int (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
gint32 value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
*(gint32 *)args_dest = value;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_uint:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform to
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of uint type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_uint (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
guint32 value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
*(guint32 *)args_dest = value;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_bool:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform to
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of bool type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_bool (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
gboolean value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
*(guint32 *)args_dest = !!value;
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_vec2:
|
|
* @builder: A #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform too
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of vec2 type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_vec2 (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
const graphene_vec2_t *value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
graphene_vec2_to_float (value, (float *)args_dest);
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_vec3:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform too
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of vec3 type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_vec3 (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
const graphene_vec3_t *value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
graphene_vec3_to_float (value, (float *)args_dest);
|
|
}
|
|
|
|
/**
|
|
* gsk_shader_args_builder_set_vec4:
|
|
* @builder: a #GskShaderArgsBuilder
|
|
* @idx: index of the uniform
|
|
* @value: value to set the uniform too
|
|
*
|
|
* Sets the value of the uniform @idx.
|
|
* The uniform must be of vec4 type.
|
|
*/
|
|
void
|
|
gsk_shader_args_builder_set_vec4 (GskShaderArgsBuilder *builder,
|
|
int idx,
|
|
const graphene_vec4_t *value)
|
|
{
|
|
GskGLShader *shader = builder->shader;
|
|
const GskGLUniform *u;
|
|
guchar *args_dest;
|
|
|
|
g_assert (builder->data != NULL);
|
|
g_assert (idx < shader->uniforms->len);
|
|
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
|
|
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
|
|
|
|
args_dest = builder->data + u->offset;
|
|
graphene_vec4_to_float (value, (float *)args_dest);
|
|
}
|