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144f727d5a
We have only one gl renderer now, and it is a bit odd for it not be called gl.
174 lines
4.9 KiB
C
174 lines
4.9 KiB
C
/* gskglprogram.c
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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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 2.1 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 program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "config.h"
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#include "gskglcommandqueueprivate.h"
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#include "gskglprogramprivate.h"
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#include "gskgluniformstateprivate.h"
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G_DEFINE_TYPE (GskGLProgram, gsk_gl_program, G_TYPE_OBJECT)
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GskGLProgram *
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gsk_gl_program_new (GskGLDriver *driver,
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const char *name,
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int program_id)
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{
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GskGLProgram *self;
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g_return_val_if_fail (GSK_IS_GL_DRIVER (driver), NULL);
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g_return_val_if_fail (program_id >= -1, NULL);
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self = g_object_new (GSK_TYPE_GL_PROGRAM, NULL);
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self->id = program_id;
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self->name = g_strdup (name);
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self->driver = g_object_ref (driver);
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self->n_mappings = 0;
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return self;
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}
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static void
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gsk_gl_program_finalize (GObject *object)
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{
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GskGLProgram *self = (GskGLProgram *)object;
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if (self->id >= 0)
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g_warning ("Leaking GLSL program %d (%s)",
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self->id,
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self->name ? self->name : "");
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g_clear_pointer (&self->name, g_free);
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g_clear_object (&self->driver);
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G_OBJECT_CLASS (gsk_gl_program_parent_class)->finalize (object);
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}
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static void
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gsk_gl_program_class_init (GskGLProgramClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = gsk_gl_program_finalize;
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}
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static void
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gsk_gl_program_init (GskGLProgram *self)
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{
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self->id = -1;
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for (guint i = 0; i < G_N_ELEMENTS (self->mappings); i++)
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self->mappings[i].location = -1;
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}
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/**
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* gsk_gl_program_add_uniform:
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* @self: a `GskGLProgram`
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* @name: the name of the uniform such as "u_source"
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* @key: the identifier to use for the uniform
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*
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* This method will create a mapping between @key and the location
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* of the uniform on the GPU. This simplifies calling code to not
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* need to know where the uniform location is and only register it
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* when creating the program.
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*
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* You might use this with an enum of all your uniforms for the
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* program and then register each of them like:
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*
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* ```
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* gsk_gl_program_add_uniform (program, "u_source", UNIFORM_SOURCE);
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* ```
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*
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* That allows you to set values for the program with something
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* like the following:
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*
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* ```
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* gsk_gl_program_set_uniform1i (program, UNIFORM_SOURCE, 1);
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* ```
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*
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* Returns: %TRUE if the uniform was found; otherwise %FALSE
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*/
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gboolean
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gsk_gl_program_add_uniform (GskGLProgram *self,
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const char *name,
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guint key)
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{
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GLint location;
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g_return_val_if_fail (GSK_IS_GL_PROGRAM (self), FALSE);
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g_return_val_if_fail (name != NULL, FALSE);
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g_return_val_if_fail (key < G_N_ELEMENTS (self->mappings), FALSE);
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location = glGetUniformLocation (self->id, name);
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/* Register the information even if unused */
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self->mappings[key].name = g_intern_string (name);
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self->mappings[key].location = location;
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if (key >= self->n_mappings)
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self->n_mappings = key + 1;
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#if 0
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g_print ("program [%d] %s uniform %s [%u of %u] at location %d.\n",
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self->id, self->name, name, key, self->n_mappings, location);
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#endif
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return location > -1;
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}
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/**
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* gsk_gl_program_delete:
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* @self: a `GskGLProgram`
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*
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* Deletes the GLSL program.
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*/
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void
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gsk_gl_program_delete (GskGLProgram *self)
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{
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g_return_if_fail (GSK_IS_GL_PROGRAM (self));
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g_return_if_fail (self->driver->command_queue != NULL);
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gsk_gl_command_queue_delete_program (self->driver->command_queue, self->id);
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self->id = -1;
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}
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/**
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* gsk_gl_program_uniforms_added:
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* @self: a `GskGLProgram`
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* @has_attachments: if any uniform is for a bind/texture attachment
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*
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* This function should be called after all of the uniforms ahve
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* been added with gsk_gl_program_add_uniform().
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*
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* This function will setup the uniform state so that the program
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* has fast access to the data buffers without as many lookups at
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* runtime for comparison data.
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*/
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void
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gsk_gl_program_uniforms_added (GskGLProgram *self,
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gboolean has_attachments)
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{
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g_return_if_fail (GSK_IS_GL_PROGRAM (self));
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g_return_if_fail (self->uniforms == NULL);
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self->uniforms = self->driver->command_queue->uniforms;
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self->program_info = gsk_gl_uniform_state_get_program (self->uniforms, self->id, self->mappings, self->n_mappings);
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self->program_info->has_attachments = has_attachments;
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}
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