gtk2/gsk/gskglshader.c
Matthias Clasen 57c95937b1 gsk: Fix some docs oversights
These apis have been renamed a few times, and the docs
haven't kept up.
2020-11-16 07:44:41 -05:00

1406 lines
40 KiB
C

/* GSK - The GTK Scene Kit
*
* Copyright 2020, Red Hat Inc
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:GskGLShader
* @Title: GskGLShader
* @Short_description: Fragment shaders for GSK
*
* A #GskGLShader is a snippet of GLSL that is meant to run in the
* fragment shader of the rendering pipeline. A fragment shader
* gets the coordinates being rendered as input and produces the
* pixel values for that particular pixel. Additionally, the
* shader can declare a set of other input arguments, called
* uniforms (as they are uniform over all the calls to your shader in
* each instance of use). A shader can also receive up to 4
* textures that it can use as input when producing the pixel data.
*
#GskGLShader is usually used with gtk_snapshot_push_gl_shader()
* to produce a #GskGLShaderNode in the rendering hierarchy, and then
* its input textures are constructed by rendering the child nodes to
* textures before rendering the shader node itself. (You can pass
* texture nodes as children if you want to directly use a texture
* as input).
*
* The actual shader code is GLSL code that gets combined with
* some other code into the fragment shader. Since the exact
* capabilities of the GPU driver differs between different OpenGL
* drivers and hardware, GTK adds some defines that you can use
* to ensure your GLSL code runs on as many drivers as it can.
*
* If the OpenGL driver is GLES, then the shader language version
* is set to 100, and GSK_GLES will be defined in the shader.
*
* Otherwise, if the OpenGL driver does not support the 3.2 core profile,
* then the shader will run with language version 110 for GL2 and 130 for GL3,
* and GSK_LEGACY will be defined in the shader.
*
* If the OpenGL driver supports the 3.2 code profile, it will be used,
* the shader language version is set to 150, and GSK_GL3 will be defined
* in the shader.
*
* The main function the shader must implement is:
*
* |[<!-- language="plain" -->
* void mainImage(out vec4 fragColor,
* in vec2 fragCoord,
* in vec2 resolution,
* in vec2 uv)
* ]|
*
* Where the input @fragCoord is the coordinate of the pixel we're
* currently rendering, relative to the boundary rectangle that was
* specified in the #GskGLShaderNode, and @resolution is the width and
* height of that rectangle. This is in the typical GTK coordinate
* system with the origin in the top left. @uv contains the u and v
* coordinates that can be used to index a texture at the
* corresponding point. These coordinates are in the [0..1]x[0..1]
* region, with 0, 0 being in the lower left corder (which is typical
* for OpenGL).
*
* The output @fragColor should be a RGBA color (with
* premultiplied alpha) that will be used as the output for the
* specified pixel location. Note that this output will be
* automatically clipped to the clip region of the glshader node.
*
* In addition to the function arguments the shader can define
* up to 4 uniforms for textures which must be called u_textureN
* (i.e. u_texture1 to u_texture4) as well as any custom uniforms
* you want of types int, uint, bool, float, vec2, vec3 or vec4.
*
* All textures sources contain premultiplied alpha colors, but if some
* there are outer sources of colors there is a gsk_premultiply() helper
* to compute premultiplication when needed.
*
* Note that GTK parses the uniform declarations, so each uniform has to
* be on a line by itself with no other code, like so:
*
* |[<!-- language="plain" -->
* uniform float u_time;
* uniform vec3 u_color;
* uniform sampler2D u_texture1;
* uniform sampler2D u_texture2;
* ]|
*
* GTK uses the the "gsk" namespace in the symbols it uses in the
* shader, so your code should not use any symbols with the prefix gsk
* or GSK. There are some helper functions declared that you can use:
*
* |[<!-- language="plain" -->
* vec4 GskTexture(sampler2D sampler, vec2 texCoords);
* ]|
*
* This samples a texture (e.g. u_texture1) at the specified
* coordinates, and containes some helper ifdefs to ensure that
* it works on all OpenGL versions.
*
* You can compile the shader yourself using gsk_gl_shader_compile(),
* otherwise the GSK renderer will do it when it handling the glshader
* node. If errors occurs, the returned @error will include the glsl
* sources, so you can see what GSK was passing to the compiler. You
* can also set GSK_DEBUG=shaders in the environment to see the sources
* and other relevant information about all shaders that GSK is handling.
*
* # An example shader
*
* |[<!-- language="plain" -->
* uniform float position;
* uniform sampler2D u_texture1;
* uniform sampler2D u_texture2;
*
* void mainImage(out vec4 fragColor,
* in vec2 fragCoord,
* in vec2 resolution,
* in vec2 uv) {
* vec4 source1 = GskTexture(u_texture1, uv);
* vec4 source2 = GskTexture(u_texture2, uv);
*
* fragColor = position * source1 + (1.0 - position) * source2;
* }
* ]|
*/
#include "config.h"
#include "gskglshader.h"
#include "gskglshaderprivate.h"
#include "gskdebugprivate.h"
#include "gl/gskglrendererprivate.h"
static GskGLUniformType
uniform_type_from_glsl (const char *str)
{
if (strcmp (str, "int") == 0)
return GSK_GL_UNIFORM_TYPE_INT;
if (strcmp (str, "uint") == 0)
return GSK_GL_UNIFORM_TYPE_UINT;
if (strcmp (str, "bool") == 0)
return GSK_GL_UNIFORM_TYPE_BOOL;
if (strcmp (str, "float") == 0)
return GSK_GL_UNIFORM_TYPE_FLOAT;
if (strcmp (str, "vec2") == 0)
return GSK_GL_UNIFORM_TYPE_VEC2;
if (strcmp (str, "vec3") == 0)
return GSK_GL_UNIFORM_TYPE_VEC3;
if (strcmp (str, "vec4") == 0)
return GSK_GL_UNIFORM_TYPE_VEC4;
return GSK_GL_UNIFORM_TYPE_NONE;
}
static const char *
uniform_type_name (GskGLUniformType type)
{
switch (type)
{
case GSK_GL_UNIFORM_TYPE_FLOAT:
return "float";
case GSK_GL_UNIFORM_TYPE_INT:
return "int";
case GSK_GL_UNIFORM_TYPE_UINT:
return "uint";
case GSK_GL_UNIFORM_TYPE_BOOL:
return "bool";
case GSK_GL_UNIFORM_TYPE_VEC2:
return "vec2";
case GSK_GL_UNIFORM_TYPE_VEC3:
return "vec3";
case GSK_GL_UNIFORM_TYPE_VEC4:
return "vec4";
case GSK_GL_UNIFORM_TYPE_NONE:
default:
g_assert_not_reached ();
return NULL;
}
}
static int
uniform_type_size (GskGLUniformType type)
{
switch (type)
{
case GSK_GL_UNIFORM_TYPE_FLOAT:
return sizeof (float);
case GSK_GL_UNIFORM_TYPE_INT:
return sizeof (gint32);
case GSK_GL_UNIFORM_TYPE_UINT:
case GSK_GL_UNIFORM_TYPE_BOOL:
return sizeof (guint32);
case GSK_GL_UNIFORM_TYPE_VEC2:
return sizeof (float) * 2;
case GSK_GL_UNIFORM_TYPE_VEC3:
return sizeof (float) * 3;
case GSK_GL_UNIFORM_TYPE_VEC4:
return sizeof (float) * 4;
case GSK_GL_UNIFORM_TYPE_NONE:
default:
g_assert_not_reached ();
return 0;
}
}
struct _GskGLShader
{
GObject parent_instance;
GBytes *source;
char *resource;
int n_textures;
int uniforms_size;
GArray *uniforms;
};
G_DEFINE_TYPE (GskGLShader, gsk_gl_shader, G_TYPE_OBJECT)
enum {
GLSHADER_PROP_0,
GLSHADER_PROP_SOURCE,
GLSHADER_PROP_RESOURCE,
GLSHADER_N_PROPS
};
static GParamSpec *gsk_gl_shader_properties[GLSHADER_N_PROPS];
static void
gsk_gl_shader_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
GskGLShader *shader = GSK_GL_SHADER (object);
switch (prop_id)
{
case GLSHADER_PROP_SOURCE:
g_value_set_boxed (value, shader->source);
break;
case GLSHADER_PROP_RESOURCE:
g_value_set_string (value, shader->resource);
break;
default:
g_assert_not_reached ();
}
}
static void
gsk_gl_shader_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
GskGLShader *shader = GSK_GL_SHADER (object);
switch (prop_id)
{
case GLSHADER_PROP_SOURCE:
g_clear_pointer (&shader->source, g_bytes_unref);
shader->source = g_value_dup_boxed (value);
break;
case GLSHADER_PROP_RESOURCE:
{
GError *error = NULL;
GBytes *source;
const char *resource;
resource = g_value_get_string (value);
if (resource == NULL)
break;
source = g_resources_lookup_data (resource, 0, &error);
if (source)
{
g_clear_pointer (&shader->source, g_bytes_unref);
shader->source = source;
shader->resource = g_strdup (resource);
}
else
{
g_critical ("Unable to load resource %s for glshader: %s", resource, error->message);
g_error_free (error);
if (shader->source == NULL)
shader->source = g_bytes_new_static ("", 1);
}
}
break;
default:
g_assert_not_reached ();
}
}
static void
gsk_gl_shader_finalize (GObject *object)
{
GskGLShader *shader = GSK_GL_SHADER (object);
g_bytes_unref (shader->source);
g_free (shader->resource);
for (int i = 0; i < shader->uniforms->len; i ++)
g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
g_array_free (shader->uniforms, TRUE);
G_OBJECT_CLASS (gsk_gl_shader_parent_class)->finalize (object);
}
static GRegex *uniform_regexp = NULL; /* Initialized in class_init */
static void
gsk_gl_shader_add_uniform (GskGLShader *shader,
const char *name,
GskGLUniformType type)
{
GskGLUniform uniform = {
g_strdup (name),
type,
shader->uniforms_size
};
shader->uniforms_size += uniform_type_size (type);
g_array_append_val (shader->uniforms, uniform);
}
static void
gsk_gl_shader_constructed (GObject *object)
{
GskGLShader *shader = GSK_GL_SHADER (object);
gsize string_len;
const char *string = g_bytes_get_data (shader->source, &string_len);
GMatchInfo *match_info;
int max_texture_seen = 0;
g_regex_match_full (uniform_regexp,
string, string_len, 0, 0,
&match_info, NULL);
while (g_match_info_matches (match_info))
{
char *type = g_match_info_fetch (match_info, 1);
char *name = g_match_info_fetch (match_info, 2);
if (strcmp (type, "sampler2D") == 0)
{
/* Textures are special cased */
if (g_str_has_prefix (name, "u_texture") &&
strlen (name) == strlen ("u_texture")+1)
{
char digit = name[strlen("u_texture")];
if (digit >= '1' && digit <= '9')
max_texture_seen = MAX(max_texture_seen, digit - '0');
}
else
g_debug ("Unhandled shader texture uniform '%s', use uniforms of name 'u_texture[1..9]'", name);
}
else
{
GskGLUniformType utype = uniform_type_from_glsl (type);
g_assert (utype != GSK_GL_UNIFORM_TYPE_NONE); // Shouldn't have matched the regexp
gsk_gl_shader_add_uniform (shader, name, utype);
}
g_free (type);
g_free (name);
g_match_info_next (match_info, NULL);
}
g_match_info_free (match_info);
shader->n_textures = max_texture_seen;
if (GSK_DEBUG_CHECK(SHADERS))
{
GString *s;
s = g_string_new ("");
for (int i = 0; i < shader->uniforms->len; i++)
{
GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
if (i > 0)
g_string_append (s, ", ");
g_string_append_printf (s, "%s %s", uniform_type_name (u->type), u->name);
}
g_message ("Shader constructed: %d textures, %d uniforms (%s)",
shader->n_textures, shader->uniforms->len,
s->str);
g_string_free (s, TRUE);
}
}
#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
#define OPT_SPACE_RE "[ \\t]*"
#define UNIFORM_TYPE_RE "(int|uint|bool|float|vec2|vec3|vec4|sampler2D)"
#define UNIFORM_NAME_RE "([\\w]+)"
#define OPT_INIT_VALUE_RE "[-\\w(),. ]+" // This is a bit simple, but will match most initializers
#define OPT_COMMENT_RE "(//.*)?"
#define OPT_INITIALIZER_RE "(" OPT_SPACE_RE "=" OPT_SPACE_RE OPT_INIT_VALUE_RE ")?"
#define UNIFORM_MATCHER_RE "^uniform" SPACE_RE UNIFORM_TYPE_RE SPACE_RE UNIFORM_NAME_RE OPT_INITIALIZER_RE OPT_SPACE_RE ";" OPT_SPACE_RE OPT_COMMENT_RE "$"
static void
gsk_gl_shader_class_init (GskGLShaderClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
uniform_regexp = g_regex_new (UNIFORM_MATCHER_RE,
G_REGEX_MULTILINE | G_REGEX_RAW | G_REGEX_OPTIMIZE,
0, NULL);
object_class->get_property = gsk_gl_shader_get_property;
object_class->set_property = gsk_gl_shader_set_property;
object_class->finalize = gsk_gl_shader_finalize;
object_class->constructed = gsk_gl_shader_constructed;
/**
* GskGLShader:sourcecode:
*
* The source code for the shader, as a #GBytes.
*/
gsk_gl_shader_properties[GLSHADER_PROP_SOURCE] =
g_param_spec_boxed ("source",
"Source",
"The sourcecode for the shader",
G_TYPE_BYTES,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS);
/**
* GskGLShader:resource:
*
* Resource containing the source code for the shader.
*
* If the shader source is not coming from a resource, this
* will be %NULL.
*/
gsk_gl_shader_properties[GLSHADER_PROP_RESOURCE] =
g_param_spec_string ("resource",
"Resources",
"Resource path to the source code",
NULL,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT_ONLY |
G_PARAM_STATIC_STRINGS);
g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_gl_shader_properties);
}
static void
gsk_gl_shader_init (GskGLShader *shader)
{
shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
}
/**
* gsk_gl_shader_new_from_bytes:
* @sourcecode: GLSL sourcecode for the shader, as a #GBytes
*
* Creates a #GskGLShader that will render pixels using the specified code.
*
* Returns: (transfer full): A new #GskGLShader
*/
GskGLShader *
gsk_gl_shader_new_from_bytes (GBytes *sourcecode)
{
g_return_val_if_fail (sourcecode != NULL, NULL);
return g_object_new (GSK_TYPE_GL_SHADER,
"source", sourcecode,
NULL);
}
/**
* gsk_gl_shader_new_from_resource:
* @resource_path: path to a resource that contains the GLSL sourcecode for
* the shader
*
* Creates a #GskGLShader that will render pixels using the specified code.
*
* Returns: (transfer full): A new #GskGLShader
*/
GskGLShader *
gsk_gl_shader_new_from_resource (const char *resource_path)
{
g_return_val_if_fail (resource_path != NULL, NULL);
return g_object_new (GSK_TYPE_GL_SHADER,
"resource", resource_path,
NULL);
}
/**
* gsk_gl_shader_compile:
* @shader: a #GskGLShader
* @renderer: a #GskRenderer
* @error: location to store error in
*
* Tries to compile the @shader for the given @renderer, and reports
* %FALSE with an error if there is a problem. You should use this
* function before relying on the shader for rendering and use a
* fallback with a simpler shader or without shaders if it fails.
*
* Note that this will modify the rendering state (for example
* change the current GL context) and requires the renderer to be
* set up. This means that the widget has to be realized. Commonly you
* want to call this from the realize signal of a widget, or during
* widget snapshot.
*
* Returns: %TRUE on success, %FALSE if an error occurred
*/
gboolean
gsk_gl_shader_compile (GskGLShader *shader,
GskRenderer *renderer,
GError **error)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), FALSE);
if (GSK_IS_GL_RENDERER (renderer))
return gsk_gl_renderer_try_compile_gl_shader (GSK_GL_RENDERER (renderer),
shader, error);
g_set_error (error, G_IO_ERROR, G_IO_ERROR_NOT_SUPPORTED,
"The renderer does not support gl shaders");
return FALSE;
}
/**
* gsk_gl_shader_get_source:
* @shader: a #GskGLShader
*
* Gets the GLSL sourcecode being used to render this shader.
*
* Returns: (transfer none): The source code for the shader
*/
GBytes *
gsk_gl_shader_get_source (GskGLShader *shader)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
return shader->source;
}
/**
* gsk_gl_shader_get_resource:
* @shader: a #GskGLShader
*
* Gets the resource path for the GLSL sourcecode being used
* to render this shader.
*
* Returns: (transfer none): The resource path for the shader,
* or %NULL if none.
*/
const char *
gsk_gl_shader_get_resource (GskGLShader *shader)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
return shader->resource;
}
/**
* gsk_gl_shader_get_n_textures:
* @shader: a #GskGLShader
*
* Returns the number of textures that the shader requires.
*
* This can be used to check that the a passed shader works
* in your usecase. It is determined by looking at the highest
* u_textureN value that the shader defines.
*
* Returns: The number of texture inputs required by @shader
*/
int
gsk_gl_shader_get_n_textures (GskGLShader *shader)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
return shader->n_textures;
}
/**
* gsk_gl_shader_get_n_uniforms:
* @shader: a #GskGLShader
*
* Get the number of declared uniforms for this shader.
*
* Returns: The number of declared uniforms
*/
int
gsk_gl_shader_get_n_uniforms (GskGLShader *shader)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
return shader->uniforms->len;
}
/**
* gsk_gl_shader_get_uniform_name:
* @shader: a #GskGLShader
* @idx: index of the uniform
*
* Get the name of the declared uniform for this shader at index @idx.
*
* Returns: (transfer none): The name of the declared uniform
*/
const char *
gsk_gl_shader_get_uniform_name (GskGLShader *shader,
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
return g_array_index (shader->uniforms, GskGLUniform, idx).name;
}
/**
* gsk_gl_shader_find_uniform_by_name:
* @shader: a #GskGLShader
* @name: uniform name
*
* Looks for a uniform by the name @name, and returns the index
* of the uniform, or -1 if it was not found.
*
* Returns: The index of the uniform, or -1
*/
int
gsk_gl_shader_find_uniform_by_name (GskGLShader *shader,
const char *name)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), -1);
for (int i = 0; i < shader->uniforms->len; i++)
{
const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
if (strcmp (u->name, name) == 0)
return i;
}
return -1;
}
/**
* gsk_gl_shader_get_uniform_type:
* @shader: a #GskGLShader
* @idx: index of the uniform
*
* Get the type of the declared uniform for this shader at index @idx.
*
* Returns: The type of the declared uniform
*/
GskGLUniformType
gsk_gl_shader_get_uniform_type (GskGLShader *shader,
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
return g_array_index (shader->uniforms, GskGLUniform, idx).type;
}
/**
* gsk_gl_shader_get_uniform_offset:
* @shader: a #GskGLShader
* @idx: index of the uniform
*
* Get the offset into the data block where data for this uniforms is stored.
*
* Returns: The data offset
*/
int
gsk_gl_shader_get_uniform_offset (GskGLShader *shader,
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
}
const GskGLUniform *
gsk_gl_shader_get_uniforms (GskGLShader *shader,
int *n_uniforms)
{
*n_uniforms = shader->uniforms->len;
return &g_array_index (shader->uniforms, GskGLUniform, 0);
}
/**
* gsk_gl_shader_get_args_size:
* @shader: a #GskGLShader
*
* Get the size of the data block used to specify arguments for this shader.
*
* Returns: The size of the data block
*/
gsize
gsk_gl_shader_get_args_size (GskGLShader *shader)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
return shader->uniforms_size;
}
static const GskGLUniform *
gsk_gl_shader_find_uniform (GskGLShader *shader,
const char *name)
{
for (int i = 0; i < shader->uniforms->len; i++)
{
const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
if (strcmp (u->name, name) == 0)
return u;
}
return NULL;
}
/**
* gsk_gl_shader_get_arg_float:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of float type.
*
* Returns: The value
*/
float
gsk_gl_shader_get_arg_float (GskGLShader *shader,
GBytes *args,
int idx)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
args_src = data + u->offset;
return *(float *)args_src;
}
/**
* gsk_gl_shader_get_arg_int:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of int type.
*
* Returns: The value
*/
gint32
gsk_gl_shader_get_arg_int (GskGLShader *shader,
GBytes *args,
int idx)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
args_src = data + u->offset;
return *(gint32 *)args_src;
}
/**
* gsk_gl_shader_get_arg_uint:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of uint type.
*
* Returns: The value
*/
guint32
gsk_gl_shader_get_arg_uint (GskGLShader *shader,
GBytes *args,
int idx)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
args_src = data + u->offset;
return *(guint32 *)args_src;
}
/**
* gsk_gl_shader_get_arg_bool:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of bool type.
*
* Returns: The value
*/
gboolean
gsk_gl_shader_get_arg_bool (GskGLShader *shader,
GBytes *args,
int idx)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
args_src = data + u->offset;
return *(guint32 *)args_src;
}
/**
* gsk_gl_shader_get_arg_vec2:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
* @out_value: location to store the uniform value in
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of vec2 type.
*/
void
gsk_gl_shader_get_arg_vec2 (GskGLShader *shader,
GBytes *args,
int idx,
graphene_vec2_t *out_value)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_if_fail (GSK_IS_GL_SHADER (shader));
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
args_src = data + u->offset;
graphene_vec2_init_from_float (out_value, (float *)args_src);
}
/**
* gsk_gl_shader_get_arg_vec3:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
* @out_value: location to store the uniform value in
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of vec3 type.
*/
void
gsk_gl_shader_get_arg_vec3 (GskGLShader *shader,
GBytes *args,
int idx,
graphene_vec3_t *out_value)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_if_fail (GSK_IS_GL_SHADER (shader));
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
args_src = data + u->offset;
graphene_vec3_init_from_float (out_value, (float *)args_src);
}
/**
* gsk_gl_shader_get_arg_vec4:
* @shader: a #GskGLShader
* @args: uniform arguments
* @idx: index of the uniform
* @out_value: location to store set the uniform value in
*
* Gets the value of the uniform @idx in the @args block.
* The uniform must be of vec4 type.
*/
void
gsk_gl_shader_get_arg_vec4 (GskGLShader *shader,
GBytes *args,
int idx,
graphene_vec4_t *out_value)
{
const GskGLUniform *u;
const guchar *args_src;
gsize size;
const guchar *data = g_bytes_get_data (args, &size);
g_return_if_fail (GSK_IS_GL_SHADER (shader));
g_assert (size == shader->uniforms_size);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
args_src = data + u->offset;
graphene_vec4_init_from_float (out_value, (float *)args_src);
}
/**
* gsk_gl_shader_format_args_va:
* @shader: a #GskGLShader
* @uniforms: name-Value pairs for the uniforms of @shader, ending
* with a %NULL name
*
* Formats the uniform data as needed for feeding the named uniforms
* values into the shader. The argument list is a list of pairs of
* names, and values for the types that match the declared uniforms
* (i.e. double/int/guint/gboolean for primitive values and
* `graphene_vecN_t *` for vecN uniforms).
*
* It is an error to pass a uniform name that is not declared by the shader.
*
* Any uniforms of the shader that are not included in the argument list
* are zero-initialized.
*
* Returns: (transfer full): A newly allocated block of data which can be
* passed to gsk_gl_shader_node_new().
*/
GBytes *
gsk_gl_shader_format_args_va (GskGLShader *shader,
va_list uniforms)
{
guchar *args = g_malloc0 (shader->uniforms_size);
const char *name;
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
while ((name = va_arg (uniforms, const char *)) != NULL)
{
const GskGLUniform *u;
guchar *args_dest;
u = gsk_gl_shader_find_uniform (shader, name);
if (u == NULL)
{
g_warning ("No uniform named `%s` in shader", name);
break;
}
args_dest = args + u->offset;
switch (u->type)
{
case GSK_GL_UNIFORM_TYPE_FLOAT:
*(float *)args_dest = (float)va_arg (uniforms, double); /* floats are promoted to double in varargs */
break;
case GSK_GL_UNIFORM_TYPE_INT:
*(gint32 *)args_dest = (gint32)va_arg (uniforms, int);
break;
case GSK_GL_UNIFORM_TYPE_UINT:
*(guint32 *)args_dest = (guint32)va_arg (uniforms, guint);
break;
case GSK_GL_UNIFORM_TYPE_BOOL:
*(guint32 *)args_dest = (gboolean)va_arg (uniforms, gboolean);
break;
case GSK_GL_UNIFORM_TYPE_VEC2:
graphene_vec2_to_float (va_arg (uniforms, const graphene_vec2_t *),
(float *)args_dest);
break;
case GSK_GL_UNIFORM_TYPE_VEC3:
graphene_vec3_to_float (va_arg (uniforms, const graphene_vec3_t *),
(float *)args_dest);
break;
case GSK_GL_UNIFORM_TYPE_VEC4:
graphene_vec4_to_float (va_arg (uniforms, const graphene_vec4_t *),
(float *)args_dest);
break;
case GSK_GL_UNIFORM_TYPE_NONE:
default:
g_assert_not_reached ();
}
}
return g_bytes_new_take (args, shader->uniforms_size);
}
/**
* gsk_gl_shader_format_args:
* @shader: a #GskGLShader
* @...: name-Value pairs for the uniforms of @shader, ending with
* a %NULL name
*
* Formats the uniform data as needed for feeding the named uniforms
* values into the shader. The argument list is a list of pairs of
* names, and values for the types that match the declared uniforms
* (i.e. double/int/guint/gboolean for primitive values and
* `graphene_vecN_t *` for vecN uniforms).
*
* Any uniforms of the shader that are not included in the argument list
* are zero-initialized.
*
* Returns: (transfer full): A newly allocated block of data which can be
* passed to gsk_gl_shader_node_new().
*/
GBytes *
gsk_gl_shader_format_args (GskGLShader *shader,
...)
{
GBytes *bytes;
va_list args;
va_start (args, shader);
bytes = gsk_gl_shader_format_args_va (shader, args);
va_end (args);
return bytes;
}
struct _GskShaderArgsBuilder {
guint ref_count;
GskGLShader *shader;
guchar *data;
};
G_DEFINE_BOXED_TYPE (GskShaderArgsBuilder, gsk_shader_args_builder,
gsk_shader_args_builder_ref,
gsk_shader_args_builder_unref);
/**
* gsk_shader_args_builder_new:
* @shader: a #GskGLShader
* @initial_values: (nullable): optional #Bytes with initial values
*
* Allocates a builder that can be used to construct a new uniform data
* chunk.
*
* Returns: (transfer full): The newly allocated builder, free with
* gsk_shader_args_builder_unref()
*/
GskShaderArgsBuilder *
gsk_shader_args_builder_new (GskGLShader *shader,
GBytes *initial_values)
{
GskShaderArgsBuilder *builder = g_new0 (GskShaderArgsBuilder, 1);
builder->ref_count = 1;
builder->shader = g_object_ref (shader);
builder->data = g_malloc0 (shader->uniforms_size);
if (initial_values)
{
gsize size;
const guchar *data = g_bytes_get_data (initial_values, &size);
g_assert (size == shader->uniforms_size);
memcpy (builder->data, data, size);
}
return builder;
}
/**
* gsk_shader_args_builder_to_args:
* @builder: a #GskShaderArgsBuilder
*
* Creates a new #GBytes args from the current state of the
* given @builder. Any uniforms of the shader that have not
* been explicitly set on the @builder are zero-initialized.
*
* The given #GskShaderArgsBuilder is reset once this function returns;
* you cannot call this function multiple times on the same @builder instance.
*
* This function is intended primarily for bindings. C code should use
* gsk_shader_args_builder_free_to_args().
*
*
* Returns: (transfer full): the newly allocated builder, free with
* gsk_shader_args_builder_free()
*/
GBytes *
gsk_shader_args_builder_to_args (GskShaderArgsBuilder *builder)
{
return g_bytes_new_take (g_steal_pointer (&builder->data),
builder->shader->uniforms_size);
}
/**
* gdk_shader_args_builder_free_to_args: (skip)
* @builder: a #GdkContentFormatsBuilder
*
* Creates a new #GBytes args from the current state of the
* given @builder, and frees the @builder instance. Any uniforms
* of the shader that have not been explicitly set on the @builder
* are zero-initialized.
*
* Returns: (transfer full): the newly created #GBytes
* with all the args added to @builder
*/
GBytes *
gsk_shader_args_builder_free_to_args (GskShaderArgsBuilder *builder)
{
GBytes *res;
g_return_val_if_fail (builder != NULL, NULL);
res = gsk_shader_args_builder_to_args (builder);
gsk_shader_args_builder_unref (builder);
return res;
}
/**
* gsk_shader_args_builder_unref:
* @builder: a #GskShaderArgsBuilder
*
* Decreases the reference count of a #GskShaderArgBuilder by one.
* If the resulting reference count is zero, frees the builder.
*/
void
gsk_shader_args_builder_unref (GskShaderArgsBuilder *builder)
{
g_return_if_fail (builder != NULL);
g_return_if_fail (builder->ref_count > 0);
builder->ref_count--;
if (builder->ref_count > 0)
return;
g_object_unref (builder->shader);
g_free (builder->data);
g_free (builder);
}
/**
* gsk_shader_args_builder_ref:
* @builder: a #GskShaderArgsBuilder
*
* Increases the reference count of a #GskShaderArgsBuilder by one.
*
* Returns: the passed in #GskShaderArgsBuilder
*/
GskShaderArgsBuilder *
gsk_shader_args_builder_ref (GskShaderArgsBuilder *builder)
{
g_return_val_if_fail (builder != NULL, NULL);
builder->ref_count++;
return builder;
}
/**
* gsk_shader_args_builder_set_float:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform to
*
* Sets the value of the uniform @idx.
* The uniform must be of float type.
*/
void
gsk_shader_args_builder_set_float (GskShaderArgsBuilder *builder,
int idx,
float value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
args_dest = builder->data + u->offset;
*(float *)args_dest = value;
}
/**
* gsk_shader_args_builder_set_int:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform to
*
* Sets the value of the uniform @idx.
* The uniform must be of int type.
*/
void
gsk_shader_args_builder_set_int (GskShaderArgsBuilder *builder,
int idx,
gint32 value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
args_dest = builder->data + u->offset;
*(gint32 *)args_dest = value;
}
/**
* gsk_shader_args_builder_set_uint:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform to
*
* Sets the value of the uniform @idx.
* The uniform must be of uint type.
*/
void
gsk_shader_args_builder_set_uint (GskShaderArgsBuilder *builder,
int idx,
guint32 value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
args_dest = builder->data + u->offset;
*(guint32 *)args_dest = value;
}
/**
* gsk_shader_args_builder_set_bool:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform to
*
* Sets the value of the uniform @idx.
* The uniform must be of bool type.
*/
void
gsk_shader_args_builder_set_bool (GskShaderArgsBuilder *builder,
int idx,
gboolean value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
args_dest = builder->data + u->offset;
*(guint32 *)args_dest = !!value;
}
/**
* gsk_shader_args_builder_set_vec2:
* @builder: A #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform too
*
* Sets the value of the uniform @idx.
* The uniform must be of vec2 type.
*/
void
gsk_shader_args_builder_set_vec2 (GskShaderArgsBuilder *builder,
int idx,
const graphene_vec2_t *value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
args_dest = builder->data + u->offset;
graphene_vec2_to_float (value, (float *)args_dest);
}
/**
* gsk_shader_args_builder_set_vec3:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform too
*
* Sets the value of the uniform @idx.
* The uniform must be of vec3 type.
*/
void
gsk_shader_args_builder_set_vec3 (GskShaderArgsBuilder *builder,
int idx,
const graphene_vec3_t *value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
args_dest = builder->data + u->offset;
graphene_vec3_to_float (value, (float *)args_dest);
}
/**
* gsk_shader_args_builder_set_vec4:
* @builder: a #GskShaderArgsBuilder
* @idx: index of the uniform
* @value: value to set the uniform too
*
* Sets the value of the uniform @idx.
* The uniform must be of vec4 type.
*/
void
gsk_shader_args_builder_set_vec4 (GskShaderArgsBuilder *builder,
int idx,
const graphene_vec4_t *value)
{
GskGLShader *shader = builder->shader;
const GskGLUniform *u;
guchar *args_dest;
g_assert (builder->data != NULL);
g_assert (idx < shader->uniforms->len);
u = &g_array_index (shader->uniforms, GskGLUniform, idx);
g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
args_dest = builder->data + u->offset;
graphene_vec4_to_float (value, (float *)args_dest);
}