gsk/gl: add more control over shader generation

This allows the gskglprograms.defs a bit more control over how a shader
will get generated and if it needs to combine sources. Currently, none of
the built-in shaders do that, but upcoming shaders which come from external
libraries will need the ability to inject additional sources in-between
layers.
This commit is contained in:
Christian Hergert 2022-03-17 16:50:51 -07:00
parent 9d56f44cdf
commit 9defc7fc64
2 changed files with 78 additions and 24 deletions

View File

@ -229,6 +229,29 @@ gsk_gl_driver_shader_weak_cb (gpointer data,
g_hash_table_remove (self->shader_cache, where_object_was);
}
G_GNUC_NULL_TERMINATED static inline GBytes *
join_sources (GBytes *first_bytes,
...)
{
GByteArray *byte_array = g_byte_array_new ();
GBytes *bytes = first_bytes;
va_list args;
va_start (args, first_bytes);
while (bytes != NULL)
{
gsize len;
const guint8 *data = g_bytes_get_data (bytes, &len);
if (len > 0)
g_byte_array_append (byte_array, data, len);
g_bytes_unref (bytes);
bytes = va_arg (args, GBytes *);
}
va_end (args);
return g_byte_array_free_to_bytes (byte_array);
}
static void
gsk_gl_driver_dispose (GObject *object)
{
@ -238,6 +261,10 @@ gsk_gl_driver_dispose (GObject *object)
g_assert (self->in_frame == FALSE);
#define GSK_GL_NO_UNIFORMS
#define GSK_GL_SHADER_RESOURCE(name)
#define GSK_GL_SHADER_STRING(str)
#define GSK_GL_SHADER_SINGLE(name)
#define GSK_GL_SHADER_JOINED(kind, ...)
#define GSK_GL_ADD_UNIFORM(pos, KEY, name)
#define GSK_GL_DEFINE_PROGRAM(name, resource, uniforms) \
GSK_GL_DELETE_PROGRAM(name); \
@ -251,6 +278,10 @@ gsk_gl_driver_dispose (GObject *object)
} G_STMT_END;
# include "gskglprograms.defs"
#undef GSK_GL_NO_UNIFORMS
#undef GSK_GL_SHADER_RESOURCE
#undef GSK_GL_SHADER_STRING
#undef GSK_GL_SHADER_SINGLE
#undef GSK_GL_SHADER_JOINED
#undef GSK_GL_ADD_UNIFORM
#undef GSK_GL_DEFINE_PROGRAM
@ -368,10 +399,28 @@ gsk_gl_driver_load_programs (GskGLDriver *self,
/* Use XMacros to register all of our programs and their uniforms */
#define GSK_GL_NO_UNIFORMS
#define GSK_GL_SHADER_RESOURCE(name) \
g_bytes_ref(g_resources_lookup_data("/org/gtk/libgsk/gl/" name, 0, NULL))
#define GSK_GL_SHADER_STRING(str) \
g_bytes_new_static(str, strlen(str))
#define GSK_GL_SHADER_SINGLE(bytes) \
G_STMT_START { \
GBytes *b = bytes; \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_ALL, b); \
g_bytes_unref (b); \
} G_STMT_END;
#define GSK_GL_SHADER_JOINED(kind, ...) \
G_STMT_START { \
GBytes *bytes = join_sources(__VA_ARGS__); \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_##kind, bytes); \
g_bytes_unref (bytes); \
} G_STMT_END;
#define GSK_GL_ADD_UNIFORM(pos, KEY, name) \
gsk_gl_program_add_uniform (program, #name, UNIFORM_##KEY);
#define GSK_GL_DEFINE_PROGRAM(name, resource, uniforms) \
gsk_gl_compiler_set_source_from_resource (compiler, GSK_GL_COMPILER_ALL, resource); \
#define GSK_GL_DEFINE_PROGRAM(name, sources, uniforms) \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_VERTEX, NULL); \
gsk_gl_compiler_set_source (compiler, GSK_GL_COMPILER_FRAGMENT, NULL); \
sources \
GSK_GL_COMPILE_PROGRAM(name ## _no_clip, uniforms, "#define NO_CLIP 1\n"); \
GSK_GL_COMPILE_PROGRAM(name ## _rect_clip, uniforms, "#define RECT_CLIP 1\n"); \
GSK_GL_COMPILE_PROGRAM(name, uniforms, "");
@ -404,6 +453,11 @@ gsk_gl_driver_load_programs (GskGLDriver *self,
#undef GSK_GL_DEFINE_PROGRAM_CLIP
#undef GSK_GL_DEFINE_PROGRAM
#undef GSK_GL_ADD_UNIFORM
#undef GSK_GL_SHADER_SINGLE
#undef GSK_GL_SHADER_JOINED
#undef GSK_GL_SHADER_RESOURCE
#undef GSK_GL_SHADER_STRING
#undef GSK_GL_NO_UNIFORMS
ret = TRUE;

View File

@ -1,71 +1,71 @@
GSK_GL_DEFINE_PROGRAM (blend,
"/org/gtk/libgsk/gl/blend.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blend.glsl")),
GSK_GL_ADD_UNIFORM (1, BLEND_SOURCE2, u_source2)
GSK_GL_ADD_UNIFORM (2, BLEND_MODE, u_mode))
GSK_GL_DEFINE_PROGRAM (blit,
"/org/gtk/libgsk/gl/blit.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blit.glsl")),
GSK_GL_NO_UNIFORMS)
GSK_GL_DEFINE_PROGRAM (blur,
"/org/gtk/libgsk/gl/blur.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blur.glsl")),
GSK_GL_ADD_UNIFORM (1, BLUR_RADIUS, u_blur_radius)
GSK_GL_ADD_UNIFORM (2, BLUR_SIZE, u_blur_size)
GSK_GL_ADD_UNIFORM (3, BLUR_DIR, u_blur_dir))
GSK_GL_DEFINE_PROGRAM (border,
"/org/gtk/libgsk/gl/border.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("border.glsl")),
GSK_GL_ADD_UNIFORM (1, BORDER_WIDTHS, u_widths)
GSK_GL_ADD_UNIFORM (2, BORDER_OUTLINE_RECT, u_outline_rect))
GSK_GL_DEFINE_PROGRAM (color,
"/org/gtk/libgsk/gl/color.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("color.glsl")),
GSK_GL_NO_UNIFORMS)
GSK_GL_DEFINE_PROGRAM (coloring,
"/org/gtk/libgsk/gl/coloring.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("coloring.glsl")),
GSK_GL_NO_UNIFORMS)
GSK_GL_DEFINE_PROGRAM (color_matrix,
"/org/gtk/libgsk/gl/color_matrix.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("color_matrix.glsl")),
GSK_GL_ADD_UNIFORM (1, COLOR_MATRIX_COLOR_MATRIX, u_color_matrix)
GSK_GL_ADD_UNIFORM (2, COLOR_MATRIX_COLOR_OFFSET, u_color_offset))
GSK_GL_DEFINE_PROGRAM (conic_gradient,
"/org/gtk/libgsk/gl/conic_gradient.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("conic_gradient.glsl")),
GSK_GL_ADD_UNIFORM (1, CONIC_GRADIENT_COLOR_STOPS, u_color_stops)
GSK_GL_ADD_UNIFORM (2, CONIC_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops)
GSK_GL_ADD_UNIFORM (3, CONIC_GRADIENT_GEOMETRY, u_geometry))
GSK_GL_DEFINE_PROGRAM (cross_fade,
"/org/gtk/libgsk/gl/cross_fade.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("cross_fade.glsl")),
GSK_GL_ADD_UNIFORM (1, CROSS_FADE_PROGRESS, u_progress)
GSK_GL_ADD_UNIFORM (2, CROSS_FADE_SOURCE2, u_source2))
GSK_GL_DEFINE_PROGRAM (filled_border,
"/org/gtk/libgsk/gl/filled_border.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("filled_border.glsl")),
GSK_GL_ADD_UNIFORM (1, FILLED_BORDER_WIDTHS, u_widths)
GSK_GL_ADD_UNIFORM (2, FILLED_BORDER_OUTLINE_RECT, u_outline_rect))
GSK_GL_DEFINE_PROGRAM (inset_shadow,
"/org/gtk/libgsk/gl/inset_shadow.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("inset_shadow.glsl")),
GSK_GL_ADD_UNIFORM (1, INSET_SHADOW_SPREAD, u_spread)
GSK_GL_ADD_UNIFORM (2, INSET_SHADOW_OFFSET, u_offset)
GSK_GL_ADD_UNIFORM (3, INSET_SHADOW_OUTLINE_RECT, u_outline_rect))
GSK_GL_DEFINE_PROGRAM (linear_gradient,
"/org/gtk/libgsk/gl/linear_gradient.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("linear_gradient.glsl")),
GSK_GL_ADD_UNIFORM (1, LINEAR_GRADIENT_COLOR_STOPS, u_color_stops)
GSK_GL_ADD_UNIFORM (2, LINEAR_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops)
GSK_GL_ADD_UNIFORM (3, LINEAR_GRADIENT_POINTS, u_points)
GSK_GL_ADD_UNIFORM (4, LINEAR_GRADIENT_REPEAT, u_repeat))
GSK_GL_DEFINE_PROGRAM (outset_shadow,
"/org/gtk/libgsk/gl/outset_shadow.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("outset_shadow.glsl")),
GSK_GL_ADD_UNIFORM (1, OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect))
GSK_GL_DEFINE_PROGRAM (radial_gradient,
"/org/gtk/libgsk/gl/radial_gradient.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("radial_gradient.glsl")),
GSK_GL_ADD_UNIFORM (1, RADIAL_GRADIENT_COLOR_STOPS, u_color_stops)
GSK_GL_ADD_UNIFORM (2, RADIAL_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops)
GSK_GL_ADD_UNIFORM (3, RADIAL_GRADIENT_REPEAT, u_repeat)
@ -73,12 +73,12 @@ GSK_GL_DEFINE_PROGRAM (radial_gradient,
GSK_GL_ADD_UNIFORM (5, RADIAL_GRADIENT_GEOMETRY, u_geometry))
GSK_GL_DEFINE_PROGRAM (repeat,
"/org/gtk/libgsk/gl/repeat.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("repeat.glsl")),
GSK_GL_ADD_UNIFORM (1, REPEAT_CHILD_BOUNDS, u_child_bounds)
GSK_GL_ADD_UNIFORM (2, REPEAT_TEXTURE_RECT, u_texture_rect))
GSK_GL_DEFINE_PROGRAM (unblurred_outset_shadow,
"/org/gtk/libgsk/gl/unblurred_outset_shadow.glsl",
GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("unblurred_outset_shadow.glsl")),
GSK_GL_ADD_UNIFORM (1, UNBLURRED_OUTSET_SHADOW_SPREAD, u_spread)
GSK_GL_ADD_UNIFORM (2, UNBLURRED_OUTSET_SHADOW_OFFSET, u_offset)
GSK_GL_ADD_UNIFORM (3, UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect))