gdk: Remove unused gdk_gl_texture_quads() function

That function carried a lot of baggage.
This commit is contained in:
Benjamin Otte 2021-10-06 01:26:36 +02:00
parent 111c2769a5
commit 64f10eff20
13 changed files with 0 additions and 382 deletions

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@ -26,265 +26,6 @@
#include <math.h> #include <math.h>
#include <string.h> #include <string.h>
static const char *
get_shader_type_name (int type)
{
switch (type)
{
case GL_VERTEX_SHADER:
return "vertex";
case GL_GEOMETRY_SHADER:
return "geometry";
case GL_FRAGMENT_SHADER:
return "fragment";
default:
return "unknown";
}
}
static guint
create_shader (int type,
const char *code)
{
guint shader;
int status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &code, NULL);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetShaderInfoLog (shader, log_len, NULL, buffer);
g_warning ("Compile failure in %s shader:\n%s", get_shader_type_name (type), buffer);
g_free (buffer);
glDeleteShader (shader);
return 0;
}
return shader;
}
static void
make_program (GdkGLContextProgram *program,
const char *vertex_shader_path,
const char *fragment_shader_path)
{
guint vertex_shader, fragment_shader;
GBytes *source;
int status;
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;
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);
return;
}
program->program = glCreateProgram ();
glAttachShader (program->program, vertex_shader);
glAttachShader (program->program, fragment_shader);
glLinkProgram (program->program);
glDetachShader (program->program, vertex_shader);
glDetachShader (program->program, fragment_shader);
glDeleteShader (vertex_shader);
glDeleteShader (fragment_shader);
glGetProgramiv (program->program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetProgramiv (program->program, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetProgramInfoLog (program->program, log_len, NULL, buffer);
g_warning ("Linker failure: %s\n", buffer);
g_free (buffer);
glDeleteProgram (program->program);
}
program->position_location = glGetAttribLocation (program->program, "position");
program->uv_location = glGetAttribLocation (program->program, "uv");
program->map_location = glGetUniformLocation (program->program, "map");
program->flip_location = glGetUniformLocation (program->program, "flipColors");
}
static void
bind_vao (GdkGLContextPaintData *paint_data)
{
if (paint_data->vertex_array_object == 0)
{
glGenVertexArrays (1, &paint_data->vertex_array_object);
/* ATM we only use one VAO, so always bind it */
glBindVertexArray (paint_data->vertex_array_object);
}
}
static void
use_texture_gles_program (GdkGLContextPaintData *paint_data)
{
if (paint_data->texture_2d_quad_program.program == 0)
make_program (&paint_data->texture_2d_quad_program,
"/org/gtk/libgdk/glsl/gles2-texture.vs.glsl",
"/org/gtk/libgdk/glsl/gles2-texture.fs.glsl");
if (paint_data->current_program != &paint_data->texture_2d_quad_program)
{
paint_data->current_program = &paint_data->texture_2d_quad_program;
glUseProgram (paint_data->current_program->program);
}
}
static void
use_texture_2d_program (GdkGLContextPaintData *paint_data)
{
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 *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_path, fragment_shader_path);
if (paint_data->current_program != &paint_data->texture_2d_quad_program)
{
paint_data->current_program = &paint_data->texture_2d_quad_program;
glUseProgram (paint_data->current_program->program);
}
}
static void
use_texture_rect_program (GdkGLContextPaintData *paint_data)
{
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 *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_path, fragment_shader_path);
if (paint_data->current_program != &paint_data->texture_rect_quad_program)
{
paint_data->current_program = &paint_data->texture_rect_quad_program;
glUseProgram (paint_data->current_program->program);
}
}
void
gdk_gl_texture_quads (GdkGLContext *paint_context,
guint texture_target,
int n_quads,
GdkTexturedQuad *quads,
gboolean flip_colors)
{
GdkGLContextPaintData *paint_data = gdk_gl_context_get_paint_data (paint_context);
GdkGLContextProgram *program;
GdkSurface *surface = gdk_gl_context_get_surface (paint_context);
int surface_scale = gdk_surface_get_scale_factor (surface);
float w = gdk_surface_get_width (surface) * surface_scale;
float h = gdk_surface_get_height (surface) * surface_scale;
int i;
float *vertex_buffer_data;
bind_vao (paint_data);
if (paint_data->tmp_vertex_buffer == 0)
glGenBuffers(1, &paint_data->tmp_vertex_buffer);
if (paint_data->use_es)
use_texture_gles_program (paint_data);
else
{
if (texture_target == GL_TEXTURE_RECTANGLE_ARB)
use_texture_rect_program (paint_data);
else
use_texture_2d_program (paint_data);
}
program = paint_data->current_program;
/* Use texture unit 0 */
glActiveTexture (GL_TEXTURE0);
glUniform1i(program->map_location, 0);
/* Flip 'R' and 'B' colors on GLES, if necessary */
if (gdk_gl_context_get_use_es (paint_context))
glUniform1i (program->flip_location, flip_colors ? 1 : 0);
glEnableVertexAttribArray (program->position_location);
glEnableVertexAttribArray (program->uv_location);
glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_vertex_buffer);
glVertexAttribPointer (program->position_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL);
glVertexAttribPointer (program->uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void *) (sizeof(float) * 2));
#define VERTEX_SIZE 4
#define QUAD_N_VERTICES 6
#define QUAD_SIZE (VERTEX_SIZE * QUAD_N_VERTICES)
vertex_buffer_data = g_new (float, n_quads * QUAD_SIZE);
for (i = 0; i < n_quads; i++)
{
GdkTexturedQuad *quad = &quads[i];
float vertex_data[] = {
(quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u1, quad->v1,
(quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2,
(quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1,
(quad->x2 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u2, quad->v2,
(quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2,
(quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1,
};
float *vertex = &vertex_buffer_data[i * QUAD_SIZE];
memcpy (vertex, vertex_data, sizeof(vertex_data));
}
glBufferData (GL_ARRAY_BUFFER, sizeof(float) * n_quads * QUAD_SIZE, vertex_buffer_data, GL_STREAM_DRAW);
glDrawArrays (GL_TRIANGLES, 0, n_quads * QUAD_N_VERTICES);
g_free (vertex_buffer_data);
glDisableVertexAttribArray (program->position_location);
glDisableVertexAttribArray (program->uv_location);
}
/* x,y,width,height describes a rectangle in the gl render buffer /* x,y,width,height describes a rectangle in the gl render buffer
coordinate space, and its top left corner is drawn at the current coordinate space, and its top left corner is drawn at the current
position according to the cairo translation. */ position according to the cairo translation. */
@ -341,7 +82,6 @@ gdk_cairo_draw_from_gl (cairo_t *cr,
cairo_surface_t *image; cairo_surface_t *image;
guint framebuffer; guint framebuffer;
int alpha_size = 0; int alpha_size = 0;
GdkGLContextPaintData *paint_data;
int major, minor, version; int major, minor, version;
gboolean es_use_bgra = FALSE; gboolean es_use_bgra = FALSE;

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@ -135,17 +135,6 @@ gboolean gdk_gl_context_has_debug (GdkGLContext
gboolean gdk_gl_context_use_es_bgra (GdkGLContext *context); gboolean gdk_gl_context_use_es_bgra (GdkGLContext *context);
typedef struct {
float x1, y1, x2, y2;
float u1, v1, u2, v2;
} GdkTexturedQuad;
void gdk_gl_texture_quads (GdkGLContext *context,
guint texture_target,
int n_quads,
GdkTexturedQuad *quads,
gboolean flip_colors);
G_END_DECLS G_END_DECLS

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@ -31,9 +31,6 @@ xml = '''<?xml version='1.0' encoding='UTF-8'?>
def get_files(subdir,extension): def get_files(subdir,extension):
return sorted(filter(lambda x: x.endswith((extension)), os.listdir(os.path.join(srcdir,subdir)))) return sorted(filter(lambda x: x.endswith((extension)), os.listdir(os.path.join(srcdir,subdir))))
for f in get_files('resources/glsl', '.glsl'):
xml += ' <file alias=\'glsl/{0}\'>resources/glsl/{0}</file>\n'.format(f)
xml += ''' xml += '''
</gresource> </gresource>
</gresources>''' </gresources>'''

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@ -1,9 +0,0 @@
#version 110
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D (map, vUv);
}

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@ -1,11 +0,0 @@
#version 110
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -1,9 +0,0 @@
#version 110
varying vec2 vUv;
uniform sampler2DRect map;
void main() {
gl_FragColor = texture2DRect (map, vUv);
}

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@ -1,11 +0,0 @@
#version 110
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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

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@ -1,11 +0,0 @@
#version 150
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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

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@ -1,11 +0,0 @@
#version 150
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -1,16 +0,0 @@
precision mediump float;
uniform sampler2D map;
uniform int flipColors;
varying highp vec2 vUv;
void main() {
vec4 color = texture2D(map, vUv);
/* Flip R and B around to match the Cairo convention, if required */
if (flipColors == 1)
gl_FragColor = vec4(color.z, color.y, color.x, color.w);
else
gl_FragColor = color;
}

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@ -1,10 +0,0 @@
attribute vec2 position;
attribute vec2 uv;
varying highp vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}