gtk2/gsk/gskglshader.c

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/* 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/>.
*/
/**
* SECTION:gskglshader
* @Title: GskGLShader
* @Short_description: Fragment shaders for GSK
*
* 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 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"
gsk: add OpenGL based GskNglRenderer The primary goal here was to cleanup the current GL renderer to make maintenance easier going forward. Furthermore, it tracks state to allow us to implement more advanced renderer features going forward. Reordering This renderer will reorder batches by render target to reduce the number of times render targets are changed. In the future, we could also reorder by program within the render target if we can determine that vertices do not overlap. Uniform Snapshots To allow for reordering of batches all uniforms need to be tracked for the programs. This allows us to create the full uniform state when the batch has been moved into a new position. Some care was taken as it can be performance sensitive. Attachment Snapshots Similar to uniform snapshots, we need to know all of the texture attachments so that we can rebind them when necessary. Render Jobs To help isolate the process of creating GL commands from the renderer abstraction a render job abstraction was added. This could be extended in the future if we decided to do tiling. Command Queue Render jobs create batches using the command queue. The command queue will snapshot uniform and attachment state so that it can reorder batches right before executing them. Currently, the only reordering done is to ensure that we only visit each render target once. We could extend this by tracking vertices, attachments, and others. This code currently uses an inline array helper to reduce overhead from GArray which was showing up on profiles. It could be changed to use GdkArray without too much work, but had roughly double the instructions. Cycle counts have not yet been determined. GLSL Programs This was simplified to use XMACROS so that we can just extend one file (gskglprograms.defs) instead of multiple places. The programs are added as fields in the driver for easy access. Driver The driver manages textures, render targets, access to atlases, programs, and more. There is one driver per display, by using the shared GL context. Some work could be done here to batch uploads so that we make fewer calls to upload when sending icon theme data to the GPU. We'd need to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
#include "gl/gskglrendererprivate.h"
gsk: add OpenGL based GskNglRenderer The primary goal here was to cleanup the current GL renderer to make maintenance easier going forward. Furthermore, it tracks state to allow us to implement more advanced renderer features going forward. Reordering This renderer will reorder batches by render target to reduce the number of times render targets are changed. In the future, we could also reorder by program within the render target if we can determine that vertices do not overlap. Uniform Snapshots To allow for reordering of batches all uniforms need to be tracked for the programs. This allows us to create the full uniform state when the batch has been moved into a new position. Some care was taken as it can be performance sensitive. Attachment Snapshots Similar to uniform snapshots, we need to know all of the texture attachments so that we can rebind them when necessary. Render Jobs To help isolate the process of creating GL commands from the renderer abstraction a render job abstraction was added. This could be extended in the future if we decided to do tiling. Command Queue Render jobs create batches using the command queue. The command queue will snapshot uniform and attachment state so that it can reorder batches right before executing them. Currently, the only reordering done is to ensure that we only visit each render target once. We could extend this by tracking vertices, attachments, and others. This code currently uses an inline array helper to reduce overhead from GArray which was showing up on profiles. It could be changed to use GdkArray without too much work, but had roughly double the instructions. Cycle counts have not yet been determined. GLSL Programs This was simplified to use XMACROS so that we can just extend one file (gskglprograms.defs) instead of multiple places. The programs are added as fields in the driver for easy access. Driver The driver manages textures, render targets, access to atlases, programs, and more. There is one driver per display, by using the shared GL context. Some work could be done here to batch uploads so that we make fewer calls to upload when sending icon theme data to the GPU. We'd need to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
#include "ngl/gsknglrendererprivate.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;
}
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;
}
}
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;
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);
}
}
#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:
*
* The source code for the shader, as a `GBytes`.
*/
gsk_gl_shader_properties[GLSHADER_PROP_SOURCE] =
g_param_spec_boxed ("source",
"Source",
"The sourcecode for the shader",
G_TYPE_BYTES,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS);
/**
* GskGLShader: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",
"Resources",
"Resource path to the source code",
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))
gsk: add OpenGL based GskNglRenderer The primary goal here was to cleanup the current GL renderer to make maintenance easier going forward. Furthermore, it tracks state to allow us to implement more advanced renderer features going forward. Reordering This renderer will reorder batches by render target to reduce the number of times render targets are changed. In the future, we could also reorder by program within the render target if we can determine that vertices do not overlap. Uniform Snapshots To allow for reordering of batches all uniforms need to be tracked for the programs. This allows us to create the full uniform state when the batch has been moved into a new position. Some care was taken as it can be performance sensitive. Attachment Snapshots Similar to uniform snapshots, we need to know all of the texture attachments so that we can rebind them when necessary. Render Jobs To help isolate the process of creating GL commands from the renderer abstraction a render job abstraction was added. This could be extended in the future if we decided to do tiling. Command Queue Render jobs create batches using the command queue. The command queue will snapshot uniform and attachment state so that it can reorder batches right before executing them. Currently, the only reordering done is to ensure that we only visit each render target once. We could extend this by tracking vertices, attachments, and others. This code currently uses an inline array helper to reduce overhead from GArray which was showing up on profiles. It could be changed to use GdkArray without too much work, but had roughly double the instructions. Cycle counts have not yet been determined. GLSL Programs This was simplified to use XMACROS so that we can just extend one file (gskglprograms.defs) instead of multiple places. The programs are added as fields in the driver for easy access. Driver The driver manages textures, render targets, access to atlases, programs, and more. There is one driver per display, by using the shared GL context. Some work could be done here to batch uploads so that we make fewer calls to upload when sending icon theme data to the GPU. We'd need to keep a copy of the atlas data for such purposes.
2020-12-19 01:36:59 +00:00
return gsk_gl_renderer_try_compile_gl_shader (GSK_GL_RENDERER (renderer), shader, error);
else if (GSK_IS_NGL_RENDERER (renderer))
return gsk_ngl_renderer_try_compile_gl_shader (GSK_NGL_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 [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);
}
/**
2020-11-25 19:32:23 +00:00
* 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);
}