gtk2/gsk/gl/gskglshaderbuilder.c
Timm Bäder 685288216f gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
2020-01-24 06:08:39 +01:00

207 lines
5.9 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 gboolean
check_shader_error (int shader_id,
GError **error)
{
int status;
int log_len;
char *buffer;
int code_len;
char *code;
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);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
"Compilation failure in shader.\nError message: %s\n\nSource code:\n%s\n\n",
buffer,
code);
g_free (buffer);
g_free (code);
return FALSE;
}
int
gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
const char *resource_path,
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;
}
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fragment_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->fs_preamble, NULL),
fragment_shader_start
},
(int[]) {
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
});
glCompileShader (fragment_id);
if (!check_shader_error (fragment_id, error))
{
glDeleteShader (fragment_id);
goto out;
}
program_id = glCreateProgram ();
glAttachShader (program_id, vertex_id);
glAttachShader (program_id, fragment_id);
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);
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;
}