gdk: Move GLSL shaders into GResource

Having the shaders inlined as C strings makes them harder to edit and
maintain.
This commit is contained in:
Emmanuele Bassi 2016-04-22 12:34:33 +01:00
parent d7b5ea89eb
commit 55537cccbd
11 changed files with 162 additions and 90 deletions

View File

@ -172,6 +172,8 @@ gdk_built_sources = \
gdkenumtypes.c \
gdkmarshalers.h \
gdkmarshalers.c \
gdkresources.h \
gdkresources.c \
gdkversionmacros.h
#
@ -179,8 +181,8 @@ gdk_built_sources = \
#
gdkincludedir = $(includedir)/gtk-3.0/gdk
gdkinclude_HEADERS = $(gdk_public_h_sources) gdkenumtypes.h gdkversionmacros.h
nodist_gdkinclude_HEADERS = gdkconfig.h
gdkinclude_HEADERS = $(gdk_public_h_sources)
nodist_gdkinclude_HEADERS = gdkconfig.h gdkenumtypes.h gdkversionmacros.h
deprecatedincludedir = $(includedir)/gtk-3.0/gdk/deprecated
deprecatedinclude_HEADERS = $(deprecated_h_sources)
@ -190,7 +192,9 @@ common_sources = \
$(gdk_c_sources) \
gdkenumtypes.c \
gdkmarshalers.c \
gdkmarshalers.h
gdkmarshalers.h \
gdkresources.h \
gdkresources.c
libgdk_3_la_SOURCES = $(common_sources)
libgdk_3_la_CFLAGS = $(AM_CFLAGS) $(GDK_HIDDEN_VISIBILITY_CFLAGS)
@ -442,6 +446,42 @@ stamp-gc-h: $(top_builddir)/config.status
$(AM_V_at) cd $(top_builddir) && $(SHELL) ./config.status gdk/gdkconfig.h \
&& echo timestamp > gdk/$(@F)
#
# Resources
#
gdk.gresource.xml: Makefile.am
$(AM_V_GEN) echo "<?xml version='1.0' encoding='UTF-8'?>" > $@; \
echo "<gresources>" >> $@; \
echo " <gresource prefix='/org/gtk/libgdk'>" >> $@; \
for f in $(srcdir)/resources/glsl/*.glsl; do \
n=`basename $$f`; \
echo " <file alias='glsl/$$n'>resources/glsl/$$n</file>" >> $@; \
done; \
echo " </gresource>" >> $@; \
echo "</gresources>" >> $@;
glsl_sources = \
resources/glsl/gl3-texture-2d.fs.glsl \
resources/glsl/gl3-texture-2d.vs.glsl \
resources/glsl/gl3-texture-rect.fs.glsl \
resources/glsl/gl3-texture-rect.vs.glsl \
resources/glsl/gl2-texture-2d.fs.glsl \
resources/glsl/gl2-texture-2d.fs.glsl \
resources/glsl/gl2-texture-rect.vs.glsl \
resources/glsl/gl2-texture-rect.vs.glsl
EXTRA_DIST += $(glsl_sources)
CLEANFILES += gdk.gresource.xml
resource_files = $(shell $(GLIB_COMPILE_RESOURCES) --sourcedir=$(srcdir) --generate-dependencies $(builddir)/gdk.gresource.xml)
gdkresources.h: gdk.gresource.xml
$(AM_V_GEN) $(GLIB_COMPILE_RESOURCES) $< --target=$@ \
--sourcedir=$(srcdir) --c-name _gdk --generate-header --manual-register
gdkresources.c: gdk.gresource.xml $(resource_files)
$(AM_V_GEN) $(GLIB_COMPILE_RESOURCES) $< --target=$@ \
--sourcedir=$(srcdir) --c-name _gdk --generate-source --manual-register
# ------------------- MSVC Build Items ----------------
MSVCPROJS = gdk-3

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@ -30,6 +30,8 @@
#include "gdkinternals.h"
#include "gdkintl.h"
#include "gdkresources.h"
#include "gdk-private.h"
#ifndef HAVE_XCONVERTCASE
@ -274,6 +276,8 @@ gdk_pre_parse (void)
gdk_initialized = TRUE;
_gdk_register_resource ();
/* We set the fallback program class here, rather than lazily in
* gdk_get_program_class, since we don't want -name to override it.
*/

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@ -86,17 +86,24 @@ create_shader (int type,
static void
make_program (GdkGLContextProgram *program,
const char *vertex_shader_code,
const char *fragment_shader_code)
const char *vertex_shader_path,
const char *fragment_shader_path)
{
guint vertex_shader, fragment_shader;
GBytes *source;
int status;
vertex_shader = create_shader (GL_VERTEX_SHADER, vertex_shader_code);
source = g_resources_lookup_data (vertex_shader_path, 0, NULL);
g_assert (source != NULL);
vertex_shader = create_shader (GL_VERTEX_SHADER, g_bytes_get_data (source, NULL));
g_bytes_unref (source);
if (vertex_shader == 0)
return;
fragment_shader = create_shader (GL_FRAGMENT_SHADER, fragment_shader_code);
source = g_resources_lookup_data (fragment_shader_path, 0, NULL);
g_assert (source != NULL);
fragment_shader = create_shader (GL_FRAGMENT_SHADER, g_bytes_get_data (source, NULL));
g_bytes_unref (source);
if (fragment_shader == 0)
{
glDeleteShader (vertex_shader);
@ -147,51 +154,16 @@ bind_vao (GdkGLContextPaintData *paint_data)
static void
use_texture_2d_program (GdkGLContextPaintData *paint_data)
{
static const char *vertex_shader_code_150 =
"#version 150\n"
"uniform sampler2D map;"
"in vec2 position;\n"
"in vec2 uv;\n"
"out vec2 vUv;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vUv = uv;\n"
"}\n";
static const char *fragment_shader_code_150 =
"#version 150\n"
"in vec2 vUv;\n"
"out vec4 vertexColor;\n"
"uniform sampler2D map;\n"
"void main() {\n"
" vertexColor = texture2D (map, vUv);\n"
"}\n";
static const char *vertex_shader_code_130 =
"#version 130\n"
"uniform sampler2D map;"
"attribute vec2 position;\n"
"attribute vec2 uv;\n"
"varying vec2 vUv;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vUv = uv;\n"
"}\n";
static const char *fragment_shader_code_130 =
"#version 130\n"
"varying vec2 vUv;\n"
"uniform sampler2D map;\n"
"void main() {\n"
" gl_FragColor = texture2D (map, vUv);\n"
"}\n";
const char *vertex_shader_path = paint_data->is_legacy
? "/org/gtk/libgdk/glsl/gl2-texture-2d.vs.glsl"
: "/org/gtk/libgdk/glsl/gl3-texture-2d.vs.glsl";
const char *vertex_shader_code = paint_data->is_legacy
? vertex_shader_code_130
: vertex_shader_code_150;
const char *fragment_shader_code = paint_data->is_legacy
? fragment_shader_code_130
: fragment_shader_code_150;
const char *fragment_shader_path = paint_data->is_legacy
? "/org/gtk/libgdk/glsl/gl2-texture-2d.fs.glsl"
: "/org/gtk/libgdk/glsl/gl3-texture-2d.fs.glsl";
if (paint_data->texture_2d_quad_program.program == 0)
make_program (&paint_data->texture_2d_quad_program, vertex_shader_code, fragment_shader_code);
make_program (&paint_data->texture_2d_quad_program, vertex_shader_path, fragment_shader_path);
if (paint_data->current_program != &paint_data->texture_2d_quad_program)
{
@ -203,50 +175,16 @@ use_texture_2d_program (GdkGLContextPaintData *paint_data)
static void
use_texture_rect_program (GdkGLContextPaintData *paint_data)
{
static const char *vertex_shader_code_150 =
"#version 150\n"
"uniform sampler2DRect map;\n"
"attribute vec2 position;\n"
"attribute vec2 uv;\n"
"varying vec2 vUv;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vUv = uv;\n"
"}\n";
static const char *fragment_shader_code_150 =
"#version 150\n"
"varying vec2 vUv;\n"
"uniform sampler2DRect map;\n"
"void main() {\n"
" gl_FragColor = texture2DRect (map, vUv);\n"
"}\n";
static const char *vertex_shader_code_130 =
"#version 130\n"
"uniform sampler2DRect map;\n"
"attribute vec2 position;\n"
"attribute vec2 uv;\n"
"varying vec2 vUv;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vUv = uv;\n"
"}\n";
static const char *fragment_shader_code_130 =
"#version 130\n"
"varying vec2 vUv;\n"
"uniform sampler2DRect map;\n"
"void main() {\n"
" gl_FragColor = texture2DRect (map, vUv);\n"
"}\n";
const char *vertex_shader_path = paint_data->is_legacy
? "/org/gtk/libgdk/glsl/gl2-texture-rect.vs.glsl"
: "/org/gtk/libgdk/glsl/gl3-texture-rect.vs.glsl";
const char *vertex_shader_code = paint_data->is_legacy
? vertex_shader_code_130
: vertex_shader_code_150;
const char *fragment_shader_code = paint_data->is_legacy
? fragment_shader_code_130
: fragment_shader_code_150;
const char *fragment_shader_path = paint_data->is_legacy
? "/org/gtk/libgdk/glsl/gl2-texture-rect.fs.glsl"
: "/org/gtk/libgdk/glsl/gl3-texture-rect.vs.glsl";
if (paint_data->texture_rect_quad_program.program == 0)
make_program (&paint_data->texture_rect_quad_program, vertex_shader_code, fragment_shader_code);
make_program (&paint_data->texture_rect_quad_program, vertex_shader_path, fragment_shader_path);
if (paint_data->current_program != &paint_data->texture_rect_quad_program)
{

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@ -0,0 +1,9 @@
#version 130
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D (map, vUv);
}

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@ -0,0 +1,13 @@
#version 130
uniform sampler2D map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -0,0 +1,9 @@
#version 130
varying vec2 vUv;
uniform sampler2DRect map;
void main() {
gl_FragColor = texture2DRect (map, vUv);
}

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@ -0,0 +1,13 @@
#version 130
uniform sampler2DRect map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -0,0 +1,11 @@
#version 150
in vec2 vUv;
out vec4 vertexColor;
uniform sampler2D map;
void main() {
vertexColor = texture2D (map, vUv);
}

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@ -0,0 +1,13 @@
#version 150
uniform sampler2D map;
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -0,0 +1,9 @@
#version 150
varying vec2 vUv;
uniform sampler2DRect map;
void main() {
gl_FragColor = texture2DRect (map, vUv);
}

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@ -0,0 +1,13 @@
#version 150
uniform sampler2DRect map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}