gtk/gsk/gl/gskshaderbuilder.c
Timm Bäder b0a8b7da63 gl renderer: Only compile the vertex shader once
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.
2019-01-10 16:49:19 +01:00

323 lines
8.4 KiB
C

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