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b0a8b7da63
All our programs use the same vertex shader, so don't compile it over and over again. This improves startup times by at least 0.001%, I swear.
323 lines
8.4 KiB
C
323 lines
8.4 KiB
C
#include "config.h"
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#include "gskshaderbuilderprivate.h"
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#include "gskdebugprivate.h"
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#include <gdk/gdk.h>
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#include <epoxy/gl.h>
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struct _GskShaderBuilder
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{
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GObject parent_instance;
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char *resource_base_path;
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char *vertex_preamble;
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char *fragment_preamble;
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int common_vertex_shader_id;
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int version;
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GPtrArray *defines;
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/* We reuse this one for all the shaders */
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GString *shader_code;
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};
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G_DEFINE_TYPE (GskShaderBuilder, gsk_shader_builder, G_TYPE_OBJECT)
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static void
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gsk_shader_builder_finalize (GObject *gobject)
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{
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GskShaderBuilder *self = GSK_SHADER_BUILDER (gobject);
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g_free (self->resource_base_path);
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g_free (self->vertex_preamble);
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g_free (self->fragment_preamble);
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g_string_free (self->shader_code, TRUE);
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g_clear_pointer (&self->defines, g_ptr_array_unref);
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if (self->common_vertex_shader_id > 0)
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glDeleteShader (self->common_vertex_shader_id);
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G_OBJECT_CLASS (gsk_shader_builder_parent_class)->finalize (gobject);
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}
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static void
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gsk_shader_builder_class_init (GskShaderBuilderClass *klass)
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{
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G_OBJECT_CLASS (klass)->finalize = gsk_shader_builder_finalize;
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}
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static void
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gsk_shader_builder_init (GskShaderBuilder *self)
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{
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self->defines = g_ptr_array_new_with_free_func (g_free);
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self->shader_code = g_string_new (NULL);
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}
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GskShaderBuilder *
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gsk_shader_builder_new (void)
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{
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return g_object_new (GSK_TYPE_SHADER_BUILDER, NULL);
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}
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void
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gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
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const char *base_path)
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{
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g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
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g_free (builder->resource_base_path);
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builder->resource_base_path = g_strdup (base_path);
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}
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void
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gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder,
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const char *vertex_preamble)
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{
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g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
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g_free (builder->vertex_preamble);
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builder->vertex_preamble = g_strdup (vertex_preamble);
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}
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void
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gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder,
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const char *fragment_preamble)
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{
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g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
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g_free (builder->fragment_preamble);
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builder->fragment_preamble = g_strdup (fragment_preamble);
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}
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void
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gsk_shader_builder_set_version (GskShaderBuilder *builder,
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int version)
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{
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g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
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builder->version = version;
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}
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void
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gsk_shader_builder_add_define (GskShaderBuilder *builder,
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const char *define_name,
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const char *define_value)
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{
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g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
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g_return_if_fail (define_name != NULL && *define_name != '\0');
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g_return_if_fail (define_value != NULL && *define_value != '\0');
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g_ptr_array_add (builder->defines, g_strdup (define_name));
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g_ptr_array_add (builder->defines, g_strdup (define_value));
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}
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static gboolean
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lookup_shader_code (GString *code,
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const char *base_path,
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const char *shader_file,
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GError **error)
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{
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GBytes *source;
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char *path;
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if (base_path != NULL)
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path = g_build_filename (base_path, shader_file, NULL);
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else
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path = g_strdup (shader_file);
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source = g_resources_lookup_data (path, 0, error);
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g_free (path);
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if (source == NULL)
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return FALSE;
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g_string_append (code, g_bytes_get_data (source, NULL));
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g_bytes_unref (source);
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return TRUE;
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}
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static int
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gsk_shader_builder_compile_shader (GskShaderBuilder *builder,
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int shader_type,
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const char *shader_preamble,
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const char *shader_source,
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GError **error)
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{
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GString *code;
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const char *source;
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int shader_id;
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int status;
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int i;
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/* Clear possibly previously set shader code */
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g_string_erase (builder->shader_code, 0, -1);
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code = builder->shader_code;
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if (builder->version > 0)
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{
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g_string_append_printf (code, "#version %d\n", builder->version);
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g_string_append_c (code, '\n');
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}
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for (i = 0; i < builder->defines->len; i += 2)
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{
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const char *name = g_ptr_array_index (builder->defines, i);
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const char *value = g_ptr_array_index (builder->defines, i + 1);
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g_string_append (code, "#define");
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g_string_append_c (code, ' ');
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g_string_append (code, name);
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g_string_append_c (code, ' ');
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g_string_append (code, value);
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g_string_append_c (code, '\n');
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}
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g_string_append_c (code, '\n');
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if (!lookup_shader_code (code, builder->resource_base_path, shader_preamble, error))
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{
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return -1;
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}
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g_string_append_c (code, '\n');
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if (!lookup_shader_code (code, builder->resource_base_path, shader_source, error))
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{
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return -1;
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}
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source = code->str;
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shader_id = glCreateShader (shader_type);
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glShaderSource (shader_id, 1, (const GLchar **) &source, NULL);
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glCompileShader (shader_id);
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#ifdef G_ENABLE_DEBUG
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if (GSK_DEBUG_CHECK (SHADERS))
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{
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g_print ("*** Compiling %s shader from '%s' + '%s' ***\n"
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"%s\n",
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shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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shader_preamble, shader_source,
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source);
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}
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#endif
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glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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int log_len;
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char *buffer;
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glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
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buffer = g_malloc0 (log_len + 1);
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glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
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g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
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"Compilation failure in %s shader:\n%s",
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shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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buffer);
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g_free (buffer);
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glDeleteShader (shader_id);
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return -1;
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}
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return shader_id;
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}
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void
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gsk_shader_builder_set_common_vertex_shader (GskShaderBuilder *self,
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const char *vertex_shader,
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GError **error)
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{
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int shader_id;
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shader_id = gsk_shader_builder_compile_shader (self,
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GL_VERTEX_SHADER,
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self->vertex_preamble,
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vertex_shader,
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error);
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g_assert (shader_id > 0);
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self->common_vertex_shader_id = shader_id;
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}
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int
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gsk_shader_builder_create_program (GskShaderBuilder *builder,
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const char *fragment_shader,
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GError **error)
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{
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int vertex_id;
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int fragment_id;
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int program_id;
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int status;
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g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
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g_return_val_if_fail (fragment_shader != NULL, -1);
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g_return_val_if_fail (builder->common_vertex_shader_id != 0, -1);
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vertex_id = builder->common_vertex_shader_id;
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fragment_id = gsk_shader_builder_compile_shader (builder, GL_FRAGMENT_SHADER,
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builder->fragment_preamble,
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fragment_shader,
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error);
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if (fragment_id < 0)
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{
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glDeleteShader (vertex_id);
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return -1;
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}
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program_id = glCreateProgram ();
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glAttachShader (program_id, vertex_id);
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glAttachShader (program_id, fragment_id);
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glLinkProgram (program_id);
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glGetProgramiv (program_id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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char *buffer = NULL;
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int log_len = 0;
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glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len);
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buffer = g_malloc0 (log_len + 1);
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glGetProgramInfoLog (program_id, log_len, NULL, buffer);
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g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED,
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"Linking failure in shader:\n%s", buffer);
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g_free (buffer);
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glDeleteProgram (program_id);
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program_id = -1;
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goto out;
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}
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out:
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if (vertex_id > 0)
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{
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/* We delete the common vertex shader when destroying the shader builder */
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glDetachShader (program_id, vertex_id);
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}
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if (fragment_id > 0)
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{
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glDetachShader (program_id, fragment_id);
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glDeleteShader (fragment_id);
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}
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return program_id;
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}
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