mirror of
https://gitlab.gnome.org/GNOME/gtk.git
synced 2024-12-28 22:41:43 +00:00
a4c6517d06
Add preconditions to many of the glshader uniform apis.
1429 lines
40 KiB
C
1429 lines
40 KiB
C
/* GSK - The GTK Scene Kit
|
|
*
|
|
* Copyright 2020, Red Hat Inc
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/**
|
|
* GskGLShader:
|
|
*
|
|
* A `GskGLShader` is a snippet of GLSL that is meant to run in the
|
|
* fragment shader of the rendering pipeline.
|
|
*
|
|
* A fragment shader gets the coordinates being rendered as input and
|
|
* produces the pixel values for that particular pixel. Additionally,
|
|
* the shader can declare a set of other input arguments, called
|
|
* uniforms (as they are uniform over all the calls to your shader in
|
|
* each instance of use). A shader can also receive up to 4
|
|
* textures that it can use as input when producing the pixel data.
|
|
*
|
|
* `GskGLShader` is usually used with gtk_snapshot_push_gl_shader()
|
|
* to produce a [class@Gsk.GLShaderNode] in the rendering hierarchy,
|
|
* and then its input textures are constructed by rendering the child
|
|
* nodes to textures before rendering the shader node itself. (You can
|
|
* pass texture nodes as children if you want to directly use a texture
|
|
* as input).
|
|
*
|
|
* The actual shader code is GLSL code that gets combined with
|
|
* some other code into the fragment shader. Since the exact
|
|
* capabilities of the GPU driver differs between different OpenGL
|
|
* drivers and hardware, GTK adds some defines that you can use
|
|
* to ensure your GLSL code runs on as many drivers as it can.
|
|
*
|
|
* If the OpenGL driver is GLES, then the shader language version
|
|
* is set to 100, and GSK_GLES will be defined in the shader.
|
|
*
|
|
* Otherwise, if the OpenGL driver does not support the 3.2 core profile,
|
|
* then the shader will run with language version 110 for GL2 and 130 for GL3,
|
|
* and GSK_LEGACY will be defined in the shader.
|
|
*
|
|
* If the OpenGL driver supports the 3.2 code profile, it will be used,
|
|
* the shader language version is set to 150, and GSK_GL3 will be defined
|
|
* in the shader.
|
|
*
|
|
* The main function the shader must implement is:
|
|
*
|
|
* ```glsl
|
|
* void mainImage(out vec4 fragColor,
|
|
* in vec2 fragCoord,
|
|
* in vec2 resolution,
|
|
* in vec2 uv)
|
|
* ```
|
|
*
|
|
* Where the input @fragCoord is the coordinate of the pixel we're
|
|
* currently rendering, relative to the boundary rectangle that was
|
|
* specified in the `GskGLShaderNode`, and @resolution is the width and
|
|
* height of that rectangle. This is in the typical GTK coordinate
|
|
* system with the origin in the top left. @uv contains the u and v
|
|
* coordinates that can be used to index a texture at the
|
|
* corresponding point. These coordinates are in the [0..1]x[0..1]
|
|
* region, with 0, 0 being in the lower left corder (which is typical
|
|
* for OpenGL).
|
|
*
|
|
* The output @fragColor should be a RGBA color (with
|
|
* premultiplied alpha) that will be used as the output for the
|
|
* specified pixel location. Note that this output will be
|
|
* automatically clipped to the clip region of the glshader node.
|
|
*
|
|
* In addition to the function arguments the shader can define
|
|
* up to 4 uniforms for textures which must be called u_textureN
|
|
* (i.e. u_texture1 to u_texture4) as well as any custom uniforms
|
|
* you want of types int, uint, bool, float, vec2, vec3 or vec4.
|
|
*
|
|
* All textures sources contain premultiplied alpha colors, but if some
|
|
* there are outer sources of colors there is a gsk_premultiply() helper
|
|
* to compute premultiplication when needed.
|
|
*
|
|
* Note that GTK parses the uniform declarations, so each uniform has to
|
|
* be on a line by itself with no other code, like so:
|
|
*
|
|
* ```glsl
|
|
* uniform float u_time;
|
|
* uniform vec3 u_color;
|
|
* uniform sampler2D u_texture1;
|
|
* uniform sampler2D u_texture2;
|
|
* ```
|
|
*
|
|
* GTK uses the "gsk" namespace in the symbols it uses in the
|
|
* shader, so your code should not use any symbols with the prefix gsk
|
|
* or GSK. There are some helper functions declared that you can use:
|
|
*
|
|
* ```glsl
|
|
* vec4 GskTexture(sampler2D sampler, vec2 texCoords);
|
|
* ```
|
|
*
|
|
* This samples a texture (e.g. u_texture1) at the specified
|
|
* coordinates, and containes some helper ifdefs to ensure that
|
|
* it works on all OpenGL versions.
|
|
*
|
|
* You can compile the shader yourself using [method@Gsk.GLShader.compile],
|
|
* otherwise the GSK renderer will do it when it handling the glshader
|
|
* node. If errors occurs, the returned @error will include the glsl
|
|
* sources, so you can see what GSK was passing to the compiler. You
|
|
* can also set GSK_DEBUG=shaders in the environment to see the sources
|
|
* and other relevant information about all shaders that GSK is handling.
|
|
*
|
|
* # An example shader
|
|
*
|
|
* ```glsl
|
|
* uniform float position;
|
|
* uniform sampler2D u_texture1;
|
|
* uniform sampler2D u_texture2;
|
|
*
|
|
* void mainImage(out vec4 fragColor,
|
|
* in vec2 fragCoord,
|
|
* in vec2 resolution,
|
|
* in vec2 uv) {
|
|
* vec4 source1 = GskTexture(u_texture1, uv);
|
|
* vec4 source2 = GskTexture(u_texture2, uv);
|
|
*
|
|
* fragColor = position * source1 + (1.0 - position) * source2;
|
|
* }
|
|
* ```
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "gskglshader.h"
|
|
#include "gskglshaderprivate.h"
|
|
#include "gskdebugprivate.h"
|
|
|
|
#include "gl/gskglrendererprivate.h"
|
|
|
|
static GskGLUniformType
|
|
uniform_type_from_glsl (const char *str)
|
|
{
|
|
if (strcmp (str, "int") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_INT;
|
|
if (strcmp (str, "uint") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_UINT;
|
|
if (strcmp (str, "bool") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_BOOL;
|
|
if (strcmp (str, "float") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_FLOAT;
|
|
if (strcmp (str, "vec2") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_VEC2;
|
|
if (strcmp (str, "vec3") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_VEC3;
|
|
if (strcmp (str, "vec4") == 0)
|
|
return GSK_GL_UNIFORM_TYPE_VEC4;
|
|
|
|
return GSK_GL_UNIFORM_TYPE_NONE;
|
|
}
|
|
|
|
#ifdef G_ENABLE_DEBUG
|
|
static const char *
|
|
uniform_type_name (GskGLUniformType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GSK_GL_UNIFORM_TYPE_FLOAT:
|
|
return "float";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_INT:
|
|
return "int";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_UINT:
|
|
return "uint";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_BOOL:
|
|
return "bool";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC2:
|
|
return "vec2";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC3:
|
|
return "vec3";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC4:
|
|
return "vec4";
|
|
|
|
case GSK_GL_UNIFORM_TYPE_NONE:
|
|
default:
|
|
g_assert_not_reached ();
|
|
return NULL;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static int
|
|
uniform_type_size (GskGLUniformType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GSK_GL_UNIFORM_TYPE_FLOAT:
|
|
return sizeof (float);
|
|
|
|
case GSK_GL_UNIFORM_TYPE_INT:
|
|
return sizeof (gint32);
|
|
|
|
case GSK_GL_UNIFORM_TYPE_UINT:
|
|
case GSK_GL_UNIFORM_TYPE_BOOL:
|
|
return sizeof (guint32);
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC2:
|
|
return sizeof (float) * 2;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC3:
|
|
return sizeof (float) * 3;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_VEC4:
|
|
return sizeof (float) * 4;
|
|
|
|
case GSK_GL_UNIFORM_TYPE_NONE:
|
|
default:
|
|
g_assert_not_reached ();
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
struct _GskGLShader
|
|
{
|
|
GObject parent_instance;
|
|
GBytes *source;
|
|
char *resource;
|
|
int n_textures;
|
|
int uniforms_size;
|
|
GArray *uniforms;
|
|
};
|
|
|
|
G_DEFINE_TYPE (GskGLShader, gsk_gl_shader, G_TYPE_OBJECT)
|
|
|
|
enum {
|
|
GLSHADER_PROP_0,
|
|
GLSHADER_PROP_SOURCE,
|
|
GLSHADER_PROP_RESOURCE,
|
|
GLSHADER_N_PROPS
|
|
};
|
|
static GParamSpec *gsk_gl_shader_properties[GLSHADER_N_PROPS];
|
|
|
|
static void
|
|
gsk_gl_shader_get_property (GObject *object,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
GskGLShader *shader = GSK_GL_SHADER (object);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case GLSHADER_PROP_SOURCE:
|
|
g_value_set_boxed (value, shader->source);
|
|
break;
|
|
|
|
case GLSHADER_PROP_RESOURCE:
|
|
g_value_set_string (value, shader->resource);
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
static void
|
|
gsk_gl_shader_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
GskGLShader *shader = GSK_GL_SHADER (object);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case GLSHADER_PROP_SOURCE:
|
|
g_clear_pointer (&shader->source, g_bytes_unref);
|
|
shader->source = g_value_dup_boxed (value);
|
|
break;
|
|
|
|
case GLSHADER_PROP_RESOURCE:
|
|
{
|
|
GError *error = NULL;
|
|
GBytes *source;
|
|
const char *resource;
|
|
|
|
resource = g_value_get_string (value);
|
|
if (resource == NULL)
|
|
break;
|
|
|
|
source = g_resources_lookup_data (resource, 0, &error);
|
|
if (source)
|
|
{
|
|
g_clear_pointer (&shader->source, g_bytes_unref);
|
|
shader->source = source;
|
|
shader->resource = g_strdup (resource);
|
|
}
|
|
else
|
|
{
|
|
g_critical ("Unable to load resource %s for glshader: %s", resource, error->message);
|
|
g_error_free (error);
|
|
if (shader->source == NULL)
|
|
shader->source = g_bytes_new_static ("", 1);
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
static void
|
|
gsk_gl_shader_finalize (GObject *object)
|
|
{
|
|
GskGLShader *shader = GSK_GL_SHADER (object);
|
|
|
|
g_bytes_unref (shader->source);
|
|
g_free (shader->resource);
|
|
for (int i = 0; i < shader->uniforms->len; i ++)
|
|
g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
|
|
g_array_free (shader->uniforms, TRUE);
|
|
|
|
G_OBJECT_CLASS (gsk_gl_shader_parent_class)->finalize (object);
|
|
}
|
|
|
|
static GRegex *uniform_regexp = NULL; /* Initialized in class_init */
|
|
|
|
|
|
static void
|
|
gsk_gl_shader_add_uniform (GskGLShader *shader,
|
|
const char *name,
|
|
GskGLUniformType type)
|
|
{
|
|
GskGLUniform uniform = {
|
|
g_strdup (name),
|
|
type,
|
|
shader->uniforms_size
|
|
};
|
|
|
|
shader->uniforms_size += uniform_type_size (type);
|
|
|
|
g_array_append_val (shader->uniforms, uniform);
|
|
}
|
|
|
|
static void
|
|
gsk_gl_shader_constructed (GObject *object)
|
|
{
|
|
GskGLShader *shader = GSK_GL_SHADER (object);
|
|
gsize string_len;
|
|
const char *string = g_bytes_get_data (shader->source, &string_len);
|
|
GMatchInfo *match_info;
|
|
int max_texture_seen = 0;
|
|
|
|
g_regex_match_full (uniform_regexp,
|
|
string, string_len, 0, 0,
|
|
&match_info, NULL);
|
|
while (g_match_info_matches (match_info))
|
|
{
|
|
char *type = g_match_info_fetch (match_info, 1);
|
|
char *name = g_match_info_fetch (match_info, 2);
|
|
|
|
if (strcmp (type, "sampler2D") == 0)
|
|
{
|
|
/* Textures are special cased */
|
|
|
|
if (g_str_has_prefix (name, "u_texture") &&
|
|
strlen (name) == strlen ("u_texture")+1)
|
|
{
|
|
char digit = name[strlen("u_texture")];
|
|
if (digit >= '1' && digit <= '9')
|
|
max_texture_seen = MAX(max_texture_seen, digit - '0');
|
|
}
|
|
else
|
|
g_debug ("Unhandled shader texture uniform '%s', use uniforms of name 'u_texture[1..9]'", name);
|
|
}
|
|
else
|
|
{
|
|
GskGLUniformType utype = uniform_type_from_glsl (type);
|
|
g_assert (utype != GSK_GL_UNIFORM_TYPE_NONE); // Shouldn't have matched the regexp
|
|
gsk_gl_shader_add_uniform (shader, name, utype);
|
|
}
|
|
|
|
g_free (type);
|
|
g_free (name);
|
|
|
|
g_match_info_next (match_info, NULL);
|
|
}
|
|
|
|
g_match_info_free (match_info);
|
|
|
|
shader->n_textures = max_texture_seen;
|
|
|
|
#ifdef G_ENABLE_DEBUG
|
|
if (GSK_DEBUG_CHECK(SHADERS))
|
|
{
|
|
GString *s;
|
|
|
|
s = g_string_new ("");
|
|
for (int i = 0; i < shader->uniforms->len; i++)
|
|
{
|
|
GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
|
|
if (i > 0)
|
|
g_string_append (s, ", ");
|
|
g_string_append_printf (s, "%s %s", uniform_type_name (u->type), u->name);
|
|
}
|
|
g_message ("Shader constructed: %d textures, %d uniforms (%s)",
|
|
shader->n_textures, shader->uniforms->len,
|
|
s->str);
|
|
g_string_free (s, TRUE);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
|
|
#define OPT_SPACE_RE "[ \\t]*"
|
|
#define UNIFORM_TYPE_RE "(int|uint|bool|float|vec2|vec3|vec4|sampler2D)"
|
|
#define UNIFORM_NAME_RE "([\\w]+)"
|
|
#define OPT_INIT_VALUE_RE "[-\\w(),. ]+" // This is a bit simple, but will match most initializers
|
|
#define OPT_COMMENT_RE "(//.*)?"
|
|
#define OPT_INITIALIZER_RE "(" OPT_SPACE_RE "=" OPT_SPACE_RE OPT_INIT_VALUE_RE ")?"
|
|
#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 "$"
|
|
|
|
static void
|
|
gsk_gl_shader_class_init (GskGLShaderClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
uniform_regexp = g_regex_new (UNIFORM_MATCHER_RE,
|
|
G_REGEX_MULTILINE | G_REGEX_RAW | G_REGEX_OPTIMIZE,
|
|
0, NULL);
|
|
|
|
object_class->get_property = gsk_gl_shader_get_property;
|
|
object_class->set_property = gsk_gl_shader_set_property;
|
|
object_class->finalize = gsk_gl_shader_finalize;
|
|
object_class->constructed = gsk_gl_shader_constructed;
|
|
|
|
/**
|
|
* GskGLShader:sourcecode: (attributes org.gtk.Property.get=gsk_gl_shader_get_source)
|
|
*
|
|
* The source code for the shader, as a `GBytes`.
|
|
*/
|
|
gsk_gl_shader_properties[GLSHADER_PROP_SOURCE] =
|
|
g_param_spec_boxed ("source", NULL, NULL,
|
|
G_TYPE_BYTES,
|
|
G_PARAM_READWRITE |
|
|
G_PARAM_CONSTRUCT_ONLY |
|
|
G_PARAM_STATIC_STRINGS);
|
|
|
|
/**
|
|
* GskGLShader:resource: (attributes org.gtk.Property.get=gsk_gl_shader_get_resource)
|
|
*
|
|
* Resource containing the source code for the shader.
|
|
*
|
|
* If the shader source is not coming from a resource, this
|
|
* will be %NULL.
|
|
*/
|
|
gsk_gl_shader_properties[GLSHADER_PROP_RESOURCE] =
|
|
g_param_spec_string ("resource", NULL, NULL,
|
|
NULL,
|
|
G_PARAM_READWRITE |
|
|
G_PARAM_CONSTRUCT_ONLY |
|
|
G_PARAM_STATIC_STRINGS);
|
|
|
|
g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_gl_shader_properties);
|
|
}
|
|
|
|
static void
|
|
gsk_gl_shader_init (GskGLShader *shader)
|
|
{
|
|
shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
|
|
}
|
|
|
|
/**
|
|
* gsk_gl_shader_new_from_bytes:
|
|
* @sourcecode: GLSL sourcecode for the shader, as a `GBytes`
|
|
*
|
|
* Creates a `GskGLShader` that will render pixels using the specified code.
|
|
*
|
|
* Returns: (transfer full): A new `GskGLShader`
|
|
*/
|
|
GskGLShader *
|
|
gsk_gl_shader_new_from_bytes (GBytes *sourcecode)
|
|
{
|
|
g_return_val_if_fail (sourcecode != NULL, NULL);
|
|
|
|
return g_object_new (GSK_TYPE_GL_SHADER,
|
|
"source", sourcecode,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* If there is a problem, this function returns %FALSE and reports
|
|
* an error. 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: (attributes org.gtk.Method.get_property=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: (attributes org.gtk.Method.get_property=resource)
|
|
* @shader: a `GskGLShader`
|
|
*
|
|
* Gets the resource path for the GLSL sourcecode being used
|
|
* to render this shader.
|
|
*
|
|
* Returns: (transfer none) (nullable): The resource path for the shader
|
|
*/
|
|
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);
|
|
g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 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);
|
|
g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 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);
|
|
g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 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 [ctor@Gsk.GLShaderNode.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 [ctor@Gsk.GLShaderNode.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 `GBytes` 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
|
|
* [method@Gsk.ShaderArgsBuilder.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
|
|
* [method@Gsk.ShaderArgsBuilder.free_to_args].
|
|
*
|
|
*
|
|
* Returns: (transfer full): the newly allocated buffer with
|
|
* all the args added to @builder
|
|
*/
|
|
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 allocated buffer 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);
|
|
}
|