gtk2/gsk/gl/gskglshaderbuilder.c
Christian Hergert 6883c2214b gl: specify attribute locations for vUv and aPosition
These positions are not guaranteed to be in a specific order when linked
into the final GPU program. They need to be specified so that our code
in gskglrenderer.c can use known positions for them to match up with
our GskQuadVertex.

This fixes the GL renderer on macOS's OpenGL shader compiler.

Fixes #3420
2020-12-04 13:33:34 -08:00

271 lines
7.5 KiB
C

#include "config.h"
#include "gskglshaderbuilderprivate.h"
#include "gskdebugprivate.h"
#include <gdk/gdk.h>
#include <epoxy/gl.h>
void
gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
const char *common_preamble_resource_path,
const char *vs_preamble_resource_path,
const char *fs_preamble_resource_path)
{
memset (self, 0, sizeof (*self));
self->preamble = g_resources_lookup_data (common_preamble_resource_path, 0, NULL);
self->vs_preamble = g_resources_lookup_data (vs_preamble_resource_path, 0, NULL);
self->fs_preamble = g_resources_lookup_data (fs_preamble_resource_path, 0, NULL);
g_assert (self->preamble);
g_assert (self->vs_preamble);
g_assert (self->fs_preamble);
}
void
gsk_gl_shader_builder_finish (GskGLShaderBuilder *self)
{
g_bytes_unref (self->preamble);
g_bytes_unref (self->vs_preamble);
g_bytes_unref (self->fs_preamble);
}
void
gsk_gl_shader_builder_set_glsl_version (GskGLShaderBuilder *self,
int version)
{
self->version = version;
}
static void
prepend_line_numbers (char *code,
GString *s)
{
char *p;
int line;
p = code;
line = 1;
while (*p)
{
char *end = strchr (p, '\n');
if (end)
end = end + 1; /* Include newline */
else
end = p + strlen (p);
g_string_append_printf (s, "%3d| ", line++);
g_string_append_len (s, p, end - p);
p = end;
}
}
static gboolean
check_shader_error (int shader_id,
GError **error)
{
int status;
int log_len;
char *buffer;
int code_len;
char *code;
GString *s;
glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
if (G_LIKELY (status == GL_TRUE))
return TRUE;
glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
code = g_malloc0 (code_len + 1);
glGetShaderSource (shader_id, code_len, NULL, code);
s = g_string_new ("");
prepend_line_numbers (code, s);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
"Compilation failure in shader.\nSource Code: %s\n\nError Message:\n%s\n\n",
s->str,
buffer);
g_string_free (s, TRUE);
g_free (buffer);
g_free (code);
return FALSE;
}
static void
print_shader_info (const char *prefix,
int shader_id,
const char *resource_path)
{
if (GSK_DEBUG_CHECK(SHADERS))
{
int code_len;
char *code;
GString *s;
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
code = g_malloc0 (code_len + 1);
glGetShaderSource (shader_id, code_len, NULL, code);
s = g_string_new ("");
prepend_line_numbers (code, s);
g_message ("%s %d, %s:\n%s", prefix, shader_id, resource_path, s->str);
g_string_free (s, TRUE);
g_free (code);
}
}
int
gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
const char *resource_path,
const char *extra_fragment_snippet,
gsize extra_fragment_length,
GError **error)
{
GBytes *source_bytes = g_resources_lookup_data (resource_path, 0, NULL);
char version_buffer[64];
const char *source;
const char *vertex_shader_start;
const char *fragment_shader_start;
int vertex_id;
int fragment_id;
int program_id = -1;
int status;
g_assert (source_bytes);
source = g_bytes_get_data (source_bytes, NULL);
vertex_shader_start = strstr (source, "VERTEX_SHADER");
fragment_shader_start = strstr (source, "FRAGMENT_SHADER");
g_assert (vertex_shader_start);
g_assert (fragment_shader_start);
/* They both start at the next newline */
vertex_shader_start = strstr (vertex_shader_start, "\n");
fragment_shader_start = strstr (fragment_shader_start, "\n");
g_snprintf (version_buffer, sizeof (version_buffer),
"#version %d\n", self->version);
vertex_id = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vertex_id, 8,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->vs_preamble, NULL),
vertex_shader_start
},
(int[]) {
-1,
-1,
-1,
-1,
-1,
-1,
-1,
fragment_shader_start - vertex_shader_start
});
glCompileShader (vertex_id);
if (!check_shader_error (vertex_id, error))
{
glDeleteShader (vertex_id);
goto out;
}
print_shader_info ("Vertex shader", vertex_id, resource_path);
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fragment_id, 9,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->fs_preamble, NULL),
fragment_shader_start,
extra_fragment_snippet ? extra_fragment_snippet : ""
},
(int[]) {
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
extra_fragment_length,
});
glCompileShader (fragment_id);
if (!check_shader_error (fragment_id, error))
{
glDeleteShader (fragment_id);
goto out;
}
print_shader_info ("Fragment shader", vertex_id, resource_path);
program_id = glCreateProgram ();
glAttachShader (program_id, vertex_id);
glAttachShader (program_id, fragment_id);
glBindAttribLocation (program_id, 0, "aPosition");
glBindAttribLocation (program_id, 1, "vUv");
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_warning ("Linking failure in shader:\n%s", buffer);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED,
"Linking failure in shader: %s", buffer);
g_free (buffer);
glDeleteProgram (program_id);
program_id = -1;
goto out;
}
glDetachShader (program_id, vertex_id);
glDeleteShader (vertex_id);
glDetachShader (program_id, fragment_id);
glDeleteShader (fragment_id);
out:
g_bytes_unref (source_bytes);
return program_id;
}