[PATCH] gl-renderer: Add flexible shader generation.
Jasper St. Pierre
jstpierre at mecheye.net
Tue Apr 8 12:56:24 PDT 2014
The code looks good, but I have one question: why? What's the motivation
for adding a generic shader generator? Does this fix any bugs? Add new
hardware support? Do you have new features lined up that rely on this?
I always found that debugging generated shaders was fairly difficult and
annoying, and while the old code isn't great, I find it's a lot simple to
understand.
On Tue, Apr 8, 2014 at 3:26 PM, John Kåre Alsaker <
john.kare.alsaker at gmail.com> wrote:
> This add a more flexible way of generating shaders. It generates all valid
> combinations of different input, conversion and output pipelines, which
> can easily be extended with more if desired. It adds gl-internal.h for
> shared definitions between the gl-renderer.c and gl-shaders.c.
> ---
> Makefile.am | 2 +
> src/gl-internal.h | 238 ++++++++++++++++++++++
> src/gl-renderer.c | 512 +++++-----------------------------------------
> src/gl-shaders.c | 596
> ++++++++++++++++++++++++++++++++++++++++++++++++++++++
> 4 files changed, 881 insertions(+), 467 deletions(-)
> create mode 100644 src/gl-internal.h
> create mode 100644 src/gl-shaders.c
>
> diff --git a/Makefile.am b/Makefile.am
> index a247c3d..8952d1a 100644
> --- a/Makefile.am
> +++ b/Makefile.am
> @@ -158,6 +158,8 @@ gl_renderer_la_CFLAGS = \
> $(EGL_CFLAGS) \
> $(GCC_CFLAGS)
> gl_renderer_la_SOURCES = \
> + src/gl-shaders.c \
> + src/gl-internal.h \
> src/gl-renderer.h \
> src/gl-renderer.c \
> src/vertex-clipping.c \
> diff --git a/src/gl-internal.h b/src/gl-internal.h
> new file mode 100644
> index 0000000..15f8c8a
> --- /dev/null
> +++ b/src/gl-internal.h
> @@ -0,0 +1,238 @@
> +/*
> + * Copyright © 2012 Intel Corporation
> + * Copyright © 2012 John Kåre Alsaker
> + *
> + * Permission to use, copy, modify, distribute, and sell this software and
> + * its documentation for any purpose is hereby granted without fee,
> provided
> + * that the above copyright notice appear in all copies and that both that
> + * copyright notice and this permission notice appear in supporting
> + * documentation, and that the name of the copyright holders not be used
> in
> + * advertising or publicity pertaining to distribution of the software
> + * without specific, written prior permission. The copyright holders make
> + * no representations about the suitability of this software for any
> + * purpose. It is provided "as is" without express or implied warranty.
> + *
> + * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
> + * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
> + * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
> + * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
> + * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
> + * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
> + * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
> + */
> +
> +#ifndef _GL_INTERNAL_H_
> +#define _GL_INTERNAL_H_
> +
> +#include "config.h"
> +
> +#include <GLES2/gl2.h>
> +#include <GLES2/gl2ext.h>
> +
> +#include <stdlib.h>
> +#include <string.h>
> +#include <ctype.h>
> +#include <float.h>
> +#include <assert.h>
> +#include <linux/input.h>
> +
> +#include "gl-renderer.h"
> +#include "vertex-clipping.h"
> +
> +#include <EGL/eglext.h>
> +#include "weston-egl-ext.h"
> +
> +#define MAX_PLANES 3
> +
> +enum gl_shader_attribute {
> + ATTRIBUTE_INPUT,
> + ATTRIBUTE_OUTPUT,
> + ATTRIBUTE_CONVERSION,
> + ATTRIBUTE_COUNT
> +};
> +
> +enum gl_conversion_attribute {
> + CONVERSION_NONE,
> + CONVERSION_COUNT
> +};
> +
> +enum gl_output_attribute {
> + OUTPUT_BLEND,
> + OUTPUT_COUNT
> +};
> +
> +enum gl_input_attribute {
> + INPUT_RGBX,
> + INPUT_RGBA,
> + INPUT_EGL_EXTERNAL,
> + INPUT_Y_UV,
> + INPUT_Y_U_V,
> + INPUT_Y_XUXV,
> + INPUT_SOLID,
> + INPUT_COUNT
> +};
> +
> +struct gl_shader {
> + GLuint program;
> + GLint projection_uniform;
> + GLint color_uniform;
> + GLint alpha_uniform;
> +};
> +
> +#define BUFFER_DAMAGE_COUNT 2
> +
> +enum gl_border_status {
> + BORDER_STATUS_CLEAN = 0,
> + BORDER_TOP_DIRTY = 1 << GL_RENDERER_BORDER_TOP,
> + BORDER_LEFT_DIRTY = 1 << GL_RENDERER_BORDER_LEFT,
> + BORDER_RIGHT_DIRTY = 1 << GL_RENDERER_BORDER_RIGHT,
> + BORDER_BOTTOM_DIRTY = 1 << GL_RENDERER_BORDER_BOTTOM,
> + BORDER_ALL_DIRTY = 0xf,
> + BORDER_SIZE_CHANGED = 0x10
> +};
> +
> +struct gl_border_image {
> + GLuint tex;
> + int32_t width, height;
> + int32_t tex_width;
> + void *data;
> +};
> +
> +struct gl_output_state {
> + EGLSurface egl_surface;
> + pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT];
> + enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
> + struct gl_border_image borders[4];
> + enum gl_border_status border_status;
> +};
> +
> +enum buffer_type {
> + BUFFER_TYPE_NULL,
> + BUFFER_TYPE_SHM,
> + BUFFER_TYPE_EGL
> +};
> +
> +struct gl_surface_state {
> + GLfloat color[4];
> + enum gl_input_attribute input;
> +
> + GLuint textures[MAX_PLANES];
> + int num_textures;
> + int needs_full_upload;
> + pixman_region32_t texture_damage;
> +
> + /* These are only used by SHM surfaces to detect when we need
> + * to do a full upload to specify a new internal texture
> + * format */
> + GLenum gl_format;
> + GLenum gl_pixel_type;
> +
> + EGLImageKHR images[MAX_PLANES];
> + GLenum target;
> + int num_images;
> +
> + struct weston_buffer_reference buffer_ref;
> + enum buffer_type buffer_type;
> + int pitch; /* in pixels */
> + int height; /* in pixels */
> + int y_inverted;
> +
> + struct weston_surface *surface;
> +
> + struct wl_listener surface_destroy_listener;
> + struct wl_listener renderer_destroy_listener;
> +};
> +
> +struct gl_renderer {
> + struct weston_renderer base;
> + int fragment_shader_debug;
> + int fan_debug;
> + struct weston_binding *fragment_binding;
> + struct weston_binding *fan_binding;
> +
> + EGLDisplay egl_display;
> + EGLContext egl_context;
> + EGLConfig egl_config;
> +
> + struct wl_array vertices;
> + struct wl_array vtxcnt;
> +
> + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
> + PFNEGLCREATEIMAGEKHRPROC create_image;
> + PFNEGLDESTROYIMAGEKHRPROC destroy_image;
> +
> +#ifdef EGL_EXT_swap_buffers_with_damage
> + PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage;
> +#endif
> +
> + int has_unpack_subimage;
> +
> + PFNEGLBINDWAYLANDDISPLAYWL bind_display;
> + PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
> + PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
> + int has_bind_display;
> +
> + int has_egl_image_external;
> +
> + int has_egl_buffer_age;
> +
> + int has_configless_context;
> +
> + struct gl_shader *solid_shader;
> + struct gl_shader *current_shader;
> +
> + struct gl_shader **shaders;
> + size_t shader_count;
> +
> + struct wl_signal destroy_signal;
> +};
> +
> +static inline struct gl_output_state *
> +get_output_state(struct weston_output *output)
> +{
> + return (struct gl_output_state *)output->renderer_state;
> +}
> +
> +int
> +gl_renderer_create_surface(struct weston_surface *surface);
> +
> +static inline struct gl_surface_state *
> +get_surface_state(struct weston_surface *surface)
> +{
> + if (!surface->renderer_state)
> + gl_renderer_create_surface(surface);
> +
> + return (struct gl_surface_state *)surface->renderer_state;
> +}
> +
> +static inline struct gl_renderer *
> +get_renderer(struct weston_compositor *ec)
> +{
> + return (struct gl_renderer *)ec->renderer;
> +}
> +
> +int
> +gl_init_shaders(struct gl_renderer *gr);
> +
> +void
> +gl_destroy_shaders(struct gl_renderer *gr);
> +
> +void
> +gl_shader_set_matrix(struct gl_shader *shader,
> + struct weston_matrix *matrix);
> +
> +void
> +gl_use_shader(struct gl_renderer *gr,
> + struct gl_shader *shader);
> +
> +struct gl_shader *
> +gl_select_shader(struct gl_renderer *gr,
> + enum gl_input_attribute input,
> + enum gl_output_attribute output);
> +
> +void
> +gl_shader_setup(struct gl_shader *shader,
> + struct weston_view *view,
> + struct weston_output *output);
> +
> +#endif
> diff --git a/src/gl-renderer.c b/src/gl-renderer.c
> index 63af75d..8064ed6 100644
> --- a/src/gl-renderer.c
> +++ b/src/gl-renderer.c
> @@ -1,5 +1,6 @@
> /*
> * Copyright © 2012 Intel Corporation
> + * Copyright © 2012 John Kåre Alsaker
> *
> * Permission to use, copy, modify, distribute, and sell this software and
> * its documentation for any purpose is hereby granted without fee,
> provided
> @@ -20,169 +21,7 @@
> * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
> */
>
> -#include "config.h"
> -
> -#include <GLES2/gl2.h>
> -#include <GLES2/gl2ext.h>
> -
> -#include <stdlib.h>
> -#include <string.h>
> -#include <ctype.h>
> -#include <float.h>
> -#include <assert.h>
> -#include <linux/input.h>
> -
> -#include "gl-renderer.h"
> -#include "vertex-clipping.h"
> -
> -#include <EGL/eglext.h>
> -#include "weston-egl-ext.h"
> -
> -struct gl_shader {
> - GLuint program;
> - GLuint vertex_shader, fragment_shader;
> - GLint proj_uniform;
> - GLint tex_uniforms[3];
> - GLint alpha_uniform;
> - GLint color_uniform;
> - const char *vertex_source, *fragment_source;
> -};
> -
> -#define BUFFER_DAMAGE_COUNT 2
> -
> -enum gl_border_status {
> - BORDER_STATUS_CLEAN = 0,
> - BORDER_TOP_DIRTY = 1 << GL_RENDERER_BORDER_TOP,
> - BORDER_LEFT_DIRTY = 1 << GL_RENDERER_BORDER_LEFT,
> - BORDER_RIGHT_DIRTY = 1 << GL_RENDERER_BORDER_RIGHT,
> - BORDER_BOTTOM_DIRTY = 1 << GL_RENDERER_BORDER_BOTTOM,
> - BORDER_ALL_DIRTY = 0xf,
> - BORDER_SIZE_CHANGED = 0x10
> -};
> -
> -struct gl_border_image {
> - GLuint tex;
> - int32_t width, height;
> - int32_t tex_width;
> - void *data;
> -};
> -
> -struct gl_output_state {
> - EGLSurface egl_surface;
> - pixman_region32_t buffer_damage[BUFFER_DAMAGE_COUNT];
> - enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
> - struct gl_border_image borders[4];
> - enum gl_border_status border_status;
> -};
> -
> -enum buffer_type {
> - BUFFER_TYPE_NULL,
> - BUFFER_TYPE_SHM,
> - BUFFER_TYPE_EGL
> -};
> -
> -struct gl_surface_state {
> - GLfloat color[4];
> - struct gl_shader *shader;
> -
> - GLuint textures[3];
> - int num_textures;
> - int needs_full_upload;
> - pixman_region32_t texture_damage;
> -
> - /* These are only used by SHM surfaces to detect when we need
> - * to do a full upload to specify a new internal texture
> - * format */
> - GLenum gl_format;
> - GLenum gl_pixel_type;
> -
> - EGLImageKHR images[3];
> - GLenum target;
> - int num_images;
> -
> - struct weston_buffer_reference buffer_ref;
> - enum buffer_type buffer_type;
> - int pitch; /* in pixels */
> - int height; /* in pixels */
> - int y_inverted;
> -
> - struct weston_surface *surface;
> -
> - struct wl_listener surface_destroy_listener;
> - struct wl_listener renderer_destroy_listener;
> -};
> -
> -struct gl_renderer {
> - struct weston_renderer base;
> - int fragment_shader_debug;
> - int fan_debug;
> - struct weston_binding *fragment_binding;
> - struct weston_binding *fan_binding;
> -
> - EGLDisplay egl_display;
> - EGLContext egl_context;
> - EGLConfig egl_config;
> -
> - struct wl_array vertices;
> - struct wl_array vtxcnt;
> -
> - PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
> - PFNEGLCREATEIMAGEKHRPROC create_image;
> - PFNEGLDESTROYIMAGEKHRPROC destroy_image;
> -
> -#ifdef EGL_EXT_swap_buffers_with_damage
> - PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC swap_buffers_with_damage;
> -#endif
> -
> - int has_unpack_subimage;
> -
> - PFNEGLBINDWAYLANDDISPLAYWL bind_display;
> - PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
> - PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
> - int has_bind_display;
> -
> - int has_egl_image_external;
> -
> - int has_egl_buffer_age;
> -
> - int has_configless_context;
> -
> - struct gl_shader texture_shader_rgba;
> - struct gl_shader texture_shader_rgbx;
> - struct gl_shader texture_shader_egl_external;
> - struct gl_shader texture_shader_y_uv;
> - struct gl_shader texture_shader_y_u_v;
> - struct gl_shader texture_shader_y_xuxv;
> - struct gl_shader invert_color_shader;
> - struct gl_shader solid_shader;
> - struct gl_shader *current_shader;
> -
> - struct wl_signal destroy_signal;
> -};
> -
> -static inline struct gl_output_state *
> -get_output_state(struct weston_output *output)
> -{
> - return (struct gl_output_state *)output->renderer_state;
> -}
> -
> -static int
> -gl_renderer_create_surface(struct weston_surface *surface);
> -
> -static inline struct gl_surface_state *
> -get_surface_state(struct weston_surface *surface)
> -{
> - if (!surface->renderer_state)
> - gl_renderer_create_surface(surface);
> -
> - return (struct gl_surface_state *)surface->renderer_state;
> -}
> -
> -static inline struct gl_renderer *
> -get_renderer(struct weston_compositor *ec)
> -{
> - return (struct gl_renderer *)ec->renderer;
> -}
> +#include "gl-internal.h"
>
> static const char *
> egl_error_string(EGLint code)
> @@ -403,8 +242,8 @@ triangle_fan_debug(struct weston_view *view, int
> first, int count)
> *index++ = first + i;
> }
>
> - glUseProgram(gr->solid_shader.program);
> - glUniform4fv(gr->solid_shader.color_uniform, 1,
> + glUseProgram(gr->solid_shader->program);
> + glUniform4fv(gr->solid_shader->color_uniform, 1,
> color[color_idx++ % ARRAY_LENGTH(color)]);
> glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
> glUseProgram(gr->current_shader->program);
> @@ -479,47 +318,6 @@ use_output(struct weston_output *output)
> return 0;
> }
>
> -static int
> -shader_init(struct gl_shader *shader, struct gl_renderer *gr,
> - const char *vertex_source, const char *fragment_source);
> -
> -static void
> -use_shader(struct gl_renderer *gr, struct gl_shader *shader)
> -{
> - if (!shader->program) {
> - int ret;
> -
> - ret = shader_init(shader, gr,
> - shader->vertex_source,
> - shader->fragment_source);
> -
> - if (ret < 0)
> - weston_log("warning: failed to compile shader\n");
> - }
> -
> - if (gr->current_shader == shader)
> - return;
> - glUseProgram(shader->program);
> - gr->current_shader = shader;
> -}
> -
> -static void
> -shader_uniforms(struct gl_shader *shader,
> - struct weston_view *view,
> - struct weston_output *output)
> -{
> - int i;
> - struct gl_surface_state *gs = get_surface_state(view->surface);
> -
> - glUniformMatrix4fv(shader->proj_uniform,
> - 1, GL_FALSE, output->matrix.d);
> - glUniform4fv(shader->color_uniform, 1, gs->color);
> - glUniform1f(shader->alpha_uniform, view->alpha);
> -
> - for (i = 0; i < gs->num_textures; i++)
> - glUniform1i(shader->tex_uniforms[i], i);
> -}
> -
> static void
> draw_view(struct weston_view *ev, struct weston_output *output,
> pixman_region32_t *damage) /* in global coordinates */
> @@ -527,6 +325,7 @@ draw_view(struct weston_view *ev, struct weston_output
> *output,
> struct weston_compositor *ec = ev->surface->compositor;
> struct gl_renderer *gr = get_renderer(ec);
> struct gl_surface_state *gs = get_surface_state(ev->surface);
> + struct gl_shader *shader;
> /* repaint bounding region in global coordinates: */
> pixman_region32_t repaint;
> /* non-opaque region in surface coordinates: */
> @@ -537,7 +336,7 @@ draw_view(struct weston_view *ev, struct weston_output
> *output,
> /* In case of a runtime switch of renderers, we may not have
> received
> * an attach for this surface since the switch. In that case we
> don't
> * have a valid buffer or a proper shader set up so skip
> rendering. */
> - if (!gs->shader)
> + if (gs->buffer_type == BUFFER_TYPE_NULL)
> return;
>
> pixman_region32_init(&repaint);
> @@ -551,12 +350,14 @@ draw_view(struct weston_view *ev, struct
> weston_output *output,
> glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
>
> if (gr->fan_debug) {
> - use_shader(gr, &gr->solid_shader);
> - shader_uniforms(&gr->solid_shader, ev, output);
> + gl_use_shader(gr, gr->solid_shader);
> + gl_shader_setup(gr->solid_shader, ev, output);
> }
>
> - use_shader(gr, gs->shader);
> - shader_uniforms(gs->shader, ev, output);
> + shader = gl_select_shader(gr, gs->input, OUTPUT_BLEND);
> +
> + gl_use_shader(gr, shader);
> + gl_shader_setup(shader, ev, output);
>
> if (ev->transform.enabled || output->zoom.active ||
> output->current_scale !=
> ev->surface->buffer_viewport.buffer.scale)
> @@ -578,14 +379,15 @@ draw_view(struct weston_view *ev, struct
> weston_output *output,
>
> /* XXX: Should we be using ev->transform.opaque here? */
> if (pixman_region32_not_empty(&ev->surface->opaque)) {
> - if (gs->shader == &gr->texture_shader_rgba) {
> + if (gs->input == INPUT_RGBA) {
> /* Special case for RGBA textures with possibly
> * bad data in alpha channel: use the shader
> * that forces texture alpha = 1.0.
> * Xwayland surfaces need this.
> */
> - use_shader(gr, &gr->texture_shader_rgbx);
> - shader_uniforms(&gr->texture_shader_rgbx, ev,
> output);
> + struct gl_shader *rgbx_shader =
> gl_select_shader(gr, INPUT_RGBX, OUTPUT_BLEND);
> + gl_use_shader(gr, rgbx_shader);
> + gl_shader_setup(rgbx_shader, ev, output);
> }
>
> if (ev->alpha < 1.0)
> @@ -597,7 +399,7 @@ draw_view(struct weston_view *ev, struct weston_output
> *output,
> }
>
> if (pixman_region32_not_empty(&surface_blend)) {
> - use_shader(gr, gs->shader);
> + gl_use_shader(gr, shader);
> glEnable(GL_BLEND);
> repaint_region(ev, &repaint, &surface_blend);
> }
> @@ -706,7 +508,7 @@ draw_output_borders(struct weston_output *output,
> {
> struct gl_output_state *go = get_output_state(output);
> struct gl_renderer *gr = get_renderer(output->compositor);
> - struct gl_shader *shader = &gr->texture_shader_rgba;
> + struct gl_shader *shader;
> struct gl_border_image *top, *bottom, *left, *right;
> struct weston_matrix matrix;
> int full_width, full_height;
> @@ -714,6 +516,8 @@ draw_output_borders(struct weston_output *output,
> if (border_status == BORDER_STATUS_CLEAN)
> return; /* Clean. Nothing to do. */
>
> + shader = gl_select_shader(gr, INPUT_RGBA, OUTPUT_BLEND);
> +
> top = &go->borders[GL_RENDERER_BORDER_TOP];
> bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
> left = &go->borders[GL_RENDERER_BORDER_LEFT];
> @@ -722,17 +526,18 @@ draw_output_borders(struct weston_output *output,
> full_width = output->current_mode->width + left->width +
> right->width;
> full_height = output->current_mode->height + top->height +
> bottom->height;
>
> + shader = gl_select_shader(gr, INPUT_RGBA, OUTPUT_BLEND);
> +
> glDisable(GL_BLEND);
> - use_shader(gr, shader);
> + gl_use_shader(gr, shader);
>
> glViewport(0, 0, full_width, full_height);
>
> weston_matrix_init(&matrix);
> weston_matrix_translate(&matrix, -full_width/2.0,
> -full_height/2.0, 0);
> weston_matrix_scale(&matrix, 2.0/full_width, -2.0/full_height, 1);
> - glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, matrix.d);
> + gl_shader_set_matrix(shader, &matrix);
>
> - glUniform1i(shader->tex_uniforms[0], 0);
> glUniform1f(shader->alpha_uniform, 1);
> glActiveTexture(GL_TEXTURE0);
>
> @@ -1124,19 +929,19 @@ gl_renderer_attach_shm(struct weston_surface *es,
> struct weston_buffer *buffer,
>
> switch (wl_shm_buffer_get_format(shm_buffer)) {
> case WL_SHM_FORMAT_XRGB8888:
> - gs->shader = &gr->texture_shader_rgbx;
> + gs->input = INPUT_RGBX;
> pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
> gl_format = GL_BGRA_EXT;
> gl_pixel_type = GL_UNSIGNED_BYTE;
> break;
> case WL_SHM_FORMAT_ARGB8888:
> - gs->shader = &gr->texture_shader_rgba;
> + gs->input = INPUT_RGBA;
> pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
> gl_format = GL_BGRA_EXT;
> gl_pixel_type = GL_UNSIGNED_BYTE;
> break;
> case WL_SHM_FORMAT_RGB565:
> - gs->shader = &gr->texture_shader_rgbx;
> + gs->input = INPUT_RGBX;
> pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
> gl_format = GL_RGB;
> gl_pixel_type = GL_UNSIGNED_SHORT_5_6_5;
> @@ -1194,30 +999,35 @@ gl_renderer_attach_egl(struct weston_surface *es,
> struct weston_buffer *buffer,
> gs->target = GL_TEXTURE_2D;
> switch (format) {
> case EGL_TEXTURE_RGB:
> + num_planes = 1;
> + gs->input = INPUT_RGBX;
> + break;
> case EGL_TEXTURE_RGBA:
> default:
> num_planes = 1;
> - gs->shader = &gr->texture_shader_rgba;
> + gs->input = INPUT_RGBA;
> break;
> case EGL_TEXTURE_EXTERNAL_WL:
> num_planes = 1;
> gs->target = GL_TEXTURE_EXTERNAL_OES;
> - gs->shader = &gr->texture_shader_egl_external;
> + gs->input = INPUT_EGL_EXTERNAL;
> break;
> case EGL_TEXTURE_Y_UV_WL:
> num_planes = 2;
> - gs->shader = &gr->texture_shader_y_uv;
> + gs->input = INPUT_Y_UV;
> break;
> case EGL_TEXTURE_Y_U_V_WL:
> num_planes = 3;
> - gs->shader = &gr->texture_shader_y_u_v;
> + gs->input = INPUT_Y_U_V;
> break;
> case EGL_TEXTURE_Y_XUXV_WL:
> num_planes = 2;
> - gs->shader = &gr->texture_shader_y_xuxv;
> + gs->input = INPUT_Y_XUXV;
> break;
> }
>
> + assert(num_planes <= MAX_PLANES);
> +
> ensure_textures(gs, num_planes);
> for (i = 0; i < num_planes; i++) {
> attribs[0] = EGL_WAYLAND_PLANE_WL;
> @@ -1291,14 +1101,13 @@ gl_renderer_surface_set_color(struct
> weston_surface *surface,
> float red, float green, float blue, float alpha)
> {
> struct gl_surface_state *gs = get_surface_state(surface);
> - struct gl_renderer *gr = get_renderer(surface->compositor);
>
> gs->color[0] = red;
> gs->color[1] = green;
> gs->color[2] = blue;
> gs->color[3] = alpha;
>
> - gs->shader = &gr->solid_shader;
> + gs->input = INPUT_SOLID;
> }
>
> static void
> @@ -1349,7 +1158,7 @@ surface_state_handle_renderer_destroy(struct
> wl_listener *listener, void *data)
> surface_state_destroy(gs, gr);
> }
>
> -static int
> +int
> gl_renderer_create_surface(struct weston_surface *surface)
> {
> struct gl_surface_state *gs;
> @@ -1389,196 +1198,6 @@ gl_renderer_create_surface(struct weston_surface
> *surface)
> return 0;
> }
>
> -static const char vertex_shader[] =
> - "uniform mat4 proj;\n"
> - "attribute vec2 position;\n"
> - "attribute vec2 texcoord;\n"
> - "varying vec2 v_texcoord;\n"
> - "void main()\n"
> - "{\n"
> - " gl_Position = proj * vec4(position, 0.0, 1.0);\n"
> - " v_texcoord = texcoord;\n"
> - "}\n";
> -
> -/* Declare common fragment shader uniforms */
> -#define FRAGMENT_CONVERT_YUV \
> - " y *= alpha;\n" \
> - " u *= alpha;\n" \
> - " v *= alpha;\n" \
> - " gl_FragColor.r = y + 1.59602678 * v;\n" \
> - " gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
> - " gl_FragColor.b = y + 2.01723214 * u;\n" \
> - " gl_FragColor.a = alpha;\n"
> -
> -static const char fragment_debug[] =
> - " gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor *
> 0.8;\n";
> -
> -static const char fragment_brace[] =
> - "}\n";
> -
> -static const char texture_fragment_shader_rgba[] =
> - "precision mediump float;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform sampler2D tex;\n"
> - "uniform float alpha;\n"
> - "void main()\n"
> - "{\n"
> - " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
> - ;
> -
> -static const char texture_fragment_shader_rgbx[] =
> - "precision mediump float;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform sampler2D tex;\n"
> - "uniform float alpha;\n"
> - "void main()\n"
> - "{\n"
> - " gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
> - " gl_FragColor.a = alpha;\n"
> - ;
> -
> -static const char texture_fragment_shader_egl_external[] =
> - "#extension GL_OES_EGL_image_external : require\n"
> - "precision mediump float;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform samplerExternalOES tex;\n"
> - "uniform float alpha;\n"
> - "void main()\n"
> - "{\n"
> - " gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
> - ;
> -
> -static const char texture_fragment_shader_y_uv[] =
> - "precision mediump float;\n"
> - "uniform sampler2D tex;\n"
> - "uniform sampler2D tex1;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform float alpha;\n"
> - "void main() {\n"
> - " float y = 1.16438356 * (texture2D(tex, v_texcoord).x -
> 0.0625);\n"
> - " float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
> - " float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
> - FRAGMENT_CONVERT_YUV
> - ;
> -
> -static const char texture_fragment_shader_y_u_v[] =
> - "precision mediump float;\n"
> - "uniform sampler2D tex;\n"
> - "uniform sampler2D tex1;\n"
> - "uniform sampler2D tex2;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform float alpha;\n"
> - "void main() {\n"
> - " float y = 1.16438356 * (texture2D(tex, v_texcoord).x -
> 0.0625);\n"
> - " float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
> - " float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
> - FRAGMENT_CONVERT_YUV
> - ;
> -
> -static const char texture_fragment_shader_y_xuxv[] =
> - "precision mediump float;\n"
> - "uniform sampler2D tex;\n"
> - "uniform sampler2D tex1;\n"
> - "varying vec2 v_texcoord;\n"
> - "uniform float alpha;\n"
> - "void main() {\n"
> - " float y = 1.16438356 * (texture2D(tex, v_texcoord).x -
> 0.0625);\n"
> - " float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
> - " float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
> - FRAGMENT_CONVERT_YUV
> - ;
> -
> -static const char solid_fragment_shader[] =
> - "precision mediump float;\n"
> - "uniform vec4 color;\n"
> - "uniform float alpha;\n"
> - "void main()\n"
> - "{\n"
> - " gl_FragColor = alpha * color\n;"
> - ;
> -
> -static int
> -compile_shader(GLenum type, int count, const char **sources)
> -{
> - GLuint s;
> - char msg[512];
> - GLint status;
> -
> - s = glCreateShader(type);
> - glShaderSource(s, count, sources, NULL);
> - glCompileShader(s);
> - glGetShaderiv(s, GL_COMPILE_STATUS, &status);
> - if (!status) {
> - glGetShaderInfoLog(s, sizeof msg, NULL, msg);
> - weston_log("shader info: %s\n", msg);
> - return GL_NONE;
> - }
> -
> - return s;
> -}
> -
> -static int
> -shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
> - const char *vertex_source, const char *fragment_source)
> -{
> - char msg[512];
> - GLint status;
> - int count;
> - const char *sources[3];
> -
> - shader->vertex_shader =
> - compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
> -
> - if (renderer->fragment_shader_debug) {
> - sources[0] = fragment_source;
> - sources[1] = fragment_debug;
> - sources[2] = fragment_brace;
> - count = 3;
> - } else {
> - sources[0] = fragment_source;
> - sources[1] = fragment_brace;
> - count = 2;
> - }
> -
> - shader->fragment_shader =
> - compile_shader(GL_FRAGMENT_SHADER, count, sources);
> -
> - shader->program = glCreateProgram();
> - glAttachShader(shader->program, shader->vertex_shader);
> - glAttachShader(shader->program, shader->fragment_shader);
> - glBindAttribLocation(shader->program, 0, "position");
> - glBindAttribLocation(shader->program, 1, "texcoord");
> -
> - glLinkProgram(shader->program);
> - glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
> - if (!status) {
> - glGetProgramInfoLog(shader->program, sizeof msg, NULL,
> msg);
> - weston_log("link info: %s\n", msg);
> - return -1;
> - }
> -
> - shader->proj_uniform = glGetUniformLocation(shader->program,
> "proj");
> - shader->tex_uniforms[0] = glGetUniformLocation(shader->program,
> "tex");
> - shader->tex_uniforms[1] = glGetUniformLocation(shader->program,
> "tex1");
> - shader->tex_uniforms[2] = glGetUniformLocation(shader->program,
> "tex2");
> - shader->alpha_uniform = glGetUniformLocation(shader->program,
> "alpha");
> - shader->color_uniform = glGetUniformLocation(shader->program,
> "color");
> -
> - return 0;
> -}
> -
> -static void
> -shader_release(struct gl_shader *shader)
> -{
> - glDeleteShader(shader->vertex_shader);
> - glDeleteShader(shader->fragment_shader);
> - glDeleteProgram(shader->program);
> -
> - shader->vertex_shader = 0;
> - shader->fragment_shader = 0;
> - shader->program = 0;
> -}
> -
> static void
> log_extensions(const char *name, const char *extensions)
> {
> @@ -1821,6 +1440,8 @@ gl_renderer_destroy(struct weston_compositor *ec)
> if (gr->has_bind_display)
> gr->unbind_display(gr->egl_display, ec->wl_display);
>
> + gl_destroy_shaders(gr);
> +
> /* Work around crash in egl_dri2.c's dri2_make_current() - when
> does this apply? */
> eglMakeCurrent(gr->egl_display,
> EGL_NO_SURFACE, EGL_NO_SURFACE,
> @@ -1838,6 +1459,7 @@ gl_renderer_destroy(struct weston_compositor *ec)
> weston_binding_destroy(gr->fan_binding);
>
> free(gr);
> + ec->renderer = NULL;
> }
>
> static int
> @@ -1974,62 +1596,18 @@ gl_renderer_display(struct weston_compositor *ec)
> return get_renderer(ec)->egl_display;
> }
>
> -static int
> -compile_shaders(struct weston_compositor *ec)
> -{
> - struct gl_renderer *gr = get_renderer(ec);
> -
> - gr->texture_shader_rgba.vertex_source = vertex_shader;
> - gr->texture_shader_rgba.fragment_source =
> texture_fragment_shader_rgba;
> -
> - gr->texture_shader_rgbx.vertex_source = vertex_shader;
> - gr->texture_shader_rgbx.fragment_source =
> texture_fragment_shader_rgbx;
> -
> - gr->texture_shader_egl_external.vertex_source = vertex_shader;
> - gr->texture_shader_egl_external.fragment_source =
> - texture_fragment_shader_egl_external;
> -
> - gr->texture_shader_y_uv.vertex_source = vertex_shader;
> - gr->texture_shader_y_uv.fragment_source =
> texture_fragment_shader_y_uv;
> -
> - gr->texture_shader_y_u_v.vertex_source = vertex_shader;
> - gr->texture_shader_y_u_v.fragment_source =
> - texture_fragment_shader_y_u_v;
> -
> - gr->texture_shader_y_xuxv.vertex_source = vertex_shader;
> - gr->texture_shader_y_xuxv.fragment_source =
> - texture_fragment_shader_y_xuxv;
> -
> - gr->solid_shader.vertex_source = vertex_shader;
> - gr->solid_shader.fragment_source = solid_fragment_shader;
> -
> - return 0;
> -}
> -
> static void
> fragment_debug_binding(struct weston_seat *seat, uint32_t time, uint32_t
> key,
> void *data)
> {
> struct weston_compositor *ec = data;
> struct gl_renderer *gr = get_renderer(ec);
> - struct weston_output *output;
>
> gr->fragment_shader_debug ^= 1;
>
> - shader_release(&gr->texture_shader_rgba);
> - shader_release(&gr->texture_shader_rgbx);
> - shader_release(&gr->texture_shader_egl_external);
> - shader_release(&gr->texture_shader_y_uv);
> - shader_release(&gr->texture_shader_y_u_v);
> - shader_release(&gr->texture_shader_y_xuxv);
> - shader_release(&gr->solid_shader);
> -
> - /* Force use_shader() to call glUseProgram(), since we need to use
> - * the recompiled version of the shader. */
> - gr->current_shader = NULL;
> + gl_init_shaders(gr);
>
> - wl_list_for_each(output, &ec->output_list, link)
> - weston_output_damage(output);
> + weston_compositor_damage_all(ec);
> }
>
> static void
> @@ -2116,7 +1694,7 @@ gl_renderer_setup(struct weston_compositor *ec,
> EGLSurface egl_surface)
>
> glActiveTexture(GL_TEXTURE0);
>
> - if (compile_shaders(ec))
> + if (gl_init_shaders(gr) < 0)
> return -1;
>
> gr->fragment_binding =
> diff --git a/src/gl-shaders.c b/src/gl-shaders.c
> new file mode 100644
> index 0000000..be356dc
> --- /dev/null
> +++ b/src/gl-shaders.c
> @@ -0,0 +1,596 @@
> +/*
> + * Copyright © 2012 John Kåre Alsaker
> + * Copyright © 2012 Intel Corporation
> + *
> + * Permission to use, copy, modify, distribute, and sell this software and
> + * its documentation for any purpose is hereby granted without fee,
> provided
> + * that the above copyright notice appear in all copies and that both that
> + * copyright notice and this permission notice appear in supporting
> + * documentation, and that the name of the copyright holders not be used
> in
> + * advertising or publicity pertaining to distribution of the software
> + * without specific, written prior permission. The copyright holders make
> + * no representations about the suitability of this software for any
> + * purpose. It is provided "as is" without express or implied warranty.
> + *
> + * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
> + * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
> + * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
> + * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
> + * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
> + * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
> + * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
> + */
> +
> +#include "gl-internal.h"
> +
> +#define STRINGIFY(expr) #expr
> +#define STRINGIFY_VALUE(expr) STRINGIFY(expr)
> +
> +static const size_t attribute_counts[ATTRIBUTE_COUNT] = {
> + INPUT_COUNT,
> + OUTPUT_COUNT,
> + CONVERSION_COUNT
> +};
> +
> +struct shader_builder;
> +
> +typedef int (*gl_shader_constructor_t)
> + (struct shader_builder *builder);
> +typedef void (*gl_shader_setup_uniforms_t)(struct shader_builder *builder,
> + struct gl_shader *shader);
> +
> +struct gl_input_type_desc {
> + int transparent;
> + gl_shader_constructor_t constructor;
> + gl_shader_setup_uniforms_t setup_uniforms;
> +};
> +
> +struct shader_string {
> + size_t length;
> + const char *str;
> +};
> +
> +struct shader_string_list {
> + struct shader_builder *builder;
> + struct wl_array array;
> +};
> +
> +struct shader_builder {
> + struct gl_renderer *renderer;
> + struct gl_input_type_desc *desc;
> + int error;
> + size_t attributes[ATTRIBUTE_COUNT];
> + struct shader_string_list directives, global, body;
> + size_t result_size;
> + struct wl_array result;
> +};
> +
> +static void
> +shader_string_list_init(struct shader_string_list *strings,
> + struct shader_builder *builder)
> +{
> + strings->builder = builder;
> + wl_array_init(&strings->array);
> +}
> +
> +static void
> +shader_builder_init(struct shader_builder *builder)
> +{
> + builder->error = 0;
> + builder->result_size = 1;
> + wl_array_init(&builder->result);
> + shader_string_list_init(&builder->directives, builder);
> + shader_string_list_init(&builder->global, builder);
> + shader_string_list_init(&builder->body, builder);
> +}
> +
> +static void
> +shader_builder_release(struct shader_builder *builder)
> +{
> + wl_array_release(&builder->directives.array);
> + wl_array_release(&builder->global.array);
> + wl_array_release(&builder->body.array);
> +}
> +
> +static void
> +append_shader_string_list(char **result, struct shader_string_list
> *string)
> +{
> + struct shader_string *str;
> +
> + wl_array_for_each(str, &string->array) {
> + memcpy(*result, str->str, str->length);
> + *result += str->length;
> + }
> +}
> +
> +static const char *
> +shader_builder_get_string(struct shader_builder *builder)
> +{
> + char *data;
> +
> + if (builder->error)
> + return NULL;
> +
> + data = wl_array_add(&builder->result, builder->result_size);
> +
> + if (!data)
> + return NULL;
> +
> + append_shader_string_list(&data, &builder->directives);
> + append_shader_string_list(&data, &builder->global);
> + append_shader_string_list(&data, &builder->body);
> +
> + *data = 0;
> +
> + return builder->result.data;
> +}
> +
> +static void
> +append(struct shader_string_list *list, const char *string)
> +{
> + struct shader_string str;
> + struct shader_string *data;
> +
> + if (!string) {
> + list->builder->error = 1;
> + return;
> + }
> +
> + str.str = string;
> + str.length = strlen(string);
> + list->builder->result_size += str.length;
> +
> + if (str.length > list->builder->result_size)
> + list->builder->error = 3;
> +
> + data = wl_array_add(&list->array, sizeof(str));
> + if (!data)
> + list->builder->error = 2;
> + else
> + *data = str;
> +}
> +
> +static int
> +shader_rgbx_constructor(struct shader_builder *sb)
> +{
> + append(&sb->global, "uniform sampler2D texture;\n");
> + append(&sb->body,
> + "gl_FragColor.rgb = texture2D(texture,
> texture_coord).rgb;\n" \
> + "gl_FragColor.a = 1.0;\n");
> +
> + return 1;
> +}
> +
> +static int
> +shader_rgba_constructor(struct shader_builder *sb)
> +{
> + append(&sb->global, "uniform sampler2D texture;\n");
> + append(&sb->body,
> + "gl_FragColor = texture2D(texture, texture_coord);\n");
> +
> +
> + return 1;
> +}
> +
> +static int
> +shader_egl_external_constructor(struct shader_builder *sb)
> +{
> + if (!sb->renderer->has_egl_image_external)
> + return 0;
> +
> + append(&sb->directives,
> + "#extension GL_OES_EGL_image_external : require;\n");
> + append(&sb->global,
> + "uniform samplerExternalOES texture;\n");
> + append(&sb->body,
> + "gl_FragColor = texture2D(texture, texture_coord);\n");
> +
> + return 1;
> +}
> +
> +static void
> +shader_texture_uniforms(struct shader_builder *sb,
> + struct gl_shader *shader)
> +{
> + glUniform1i(glGetUniformLocation(shader->program, "texture"), 0);
> +}
> +
> +static int
> +shader_yuv_constructor(struct shader_builder *sb)
> +{
> + const char *sample;
> +
> + append(&sb->global,
> + "uniform sampler2D planes[" STRINGIFY_VALUE(MAX_PLANES)
> "];\n");
> +
> + switch (sb->attributes[ATTRIBUTE_INPUT]) {
> + case INPUT_Y_UV:
> + sample = "vec3 yuv = vec3(" \
> + "texture2D(planes[0], texture_coord).x," \
> + "texture2D(planes[1], texture_coord).xy);\n";
> + break;
> + case INPUT_Y_U_V:
> + sample = "vec3 yuv = vec3(" \
> + "texture2D(planes[0], texture_coord).x," \
> + "texture2D(planes[1], texture_coord).x," \
> + "texture2D(planes[2], texture_coord).x);\n";
> + break;
> + case INPUT_Y_XUXV:
> + sample = "vec3 yuv = vec3(" \
> + "texture2D(planes[0], texture_coord).x," \
> + "texture2D(planes[1], texture_coord).yw);\n";
> + break;
> + default:
> + sample = NULL;
> + }
> +
> + append(&sb->body, sample);
> + append(&sb->body,
> + "yuv = vec3(1.16438356 * (yuv.x - 0.0625), yuv.yz -
> 0.5);\n" \
> + "gl_FragColor.r = yuv.x + 1.59602678 * yuv.z;\n" \
> + "gl_FragColor.g = yuv.x - 0.39176229 * yuv.y - " \
> + "0.81296764 * yuv.z;\n" \
> + "gl_FragColor.b = yuv.x + 2.01723214 * yuv.y;\n" \
> + "gl_FragColor.a = 1.0;\n");
> +
> + return 1;
> +}
> +
> +static void
> +shader_yuv_uniforms(struct shader_builder *sb, struct gl_shader *shader)
> +{
> + int i;
> + GLint values[MAX_PLANES];
> +
> + for (i = 0; i < MAX_PLANES; i++)
> + values[i] = i;
> +
> + glUniform1iv(glGetUniformLocation(shader->program, "planes"),
> + MAX_PLANES, values);
> +}
> +
> +static int
> +shader_solid_constructor(struct shader_builder *sb)
> +{
> + append(&sb->global, "uniform vec4 color;\n");
> + append(&sb->body, "gl_FragColor = color;\n");
> +
> + return 1;
> +}
> +
> +static void
> +shader_solid_uniforms(struct shader_builder *sb, struct gl_shader *shader)
> +{
> + shader->color_uniform = glGetUniformLocation(shader->program,
> "color");
> +}
> +
> +static struct gl_input_type_desc input_type_descs[INPUT_COUNT] = {
> + /* INPUT_RGBX */
> + {0, shader_rgbx_constructor, shader_texture_uniforms},
> +
> + /* INPUT_RGBA */
> + {1, shader_rgba_constructor, shader_texture_uniforms},
> +
> + /* INPUT_EGL_EXTERNAL */
> + {1, shader_egl_external_constructor, shader_texture_uniforms},
> +
> + /* INPUT_Y_UV */
> + {0, shader_yuv_constructor, shader_yuv_uniforms},
> +
> + /* INPUT_Y_U_V */
> + {0, shader_yuv_constructor, shader_yuv_uniforms},
> +
> + /* INPUT_Y_XUXV */
> + {0, shader_yuv_constructor, shader_yuv_uniforms},
> +
> + /* INPUT_SOLID */
> + {1, shader_solid_constructor, shader_solid_uniforms},
> +};
> +
> +static void
> +attributes_from_permutation(size_t permutation, size_t *attributes)
> +{
> + int i;
> + for (i = 0; i < ATTRIBUTE_COUNT; i++) {
> + size_t attribute_count = attribute_counts[i];
> + size_t attribute = permutation % attribute_count;
> + permutation /= attribute_count;
> + attributes[i] = attribute;
> + }
> +}
> +
> +static size_t
> +permutation_from_attributes(size_t *attributes)
> +{
> + size_t i;
> + size_t result = 0, factor = 1;
> +
> + for (i = 0; i < ATTRIBUTE_COUNT; i++) {
> + result += attributes[i] * factor;
> + factor *= attribute_counts[i];
> + }
> +
> + return result;
> +}
> +
> +static const char vertex_shader_source[] =
> + "uniform mat4 projection;\n"
> + "attribute vec2 position;\n"
> + "attribute vec2 attr_texture_coord;\n"
> + "varying vec2 texture_coord;\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = projection * vec4(position, 0.0, 1.0);\n"
> + " texture_coord = attr_texture_coord;\n"
> + "}\n";
> +
> +static GLuint
> +compile_shader(GLenum type, const char *source)
> +{
> + GLuint s;
> + char msg[512];
> + GLint status;
> +
> + s = glCreateShader(type);
> + glShaderSource(s, 1, &source, NULL);
> + glCompileShader(s);
> + glGetShaderiv(s, GL_COMPILE_STATUS, &status);
> + if (!status) {
> + glGetShaderInfoLog(s, sizeof msg, NULL, msg);
> + weston_log("shader source: %s\n", source);
> + weston_log("shader info: %s\n", msg);
> + return GL_NONE;
> + }
> +
> + return s;
> +}
> +
> +static struct gl_shader *
> +shader_create(GLuint vertex_shader,
> + const char *fragment_source)
> +{
> + char msg[512];
> + GLint status;
> + GLuint program, fragment_shader;
> +
> + struct gl_shader *shader;
> +
> + fragment_shader =
> + compile_shader(GL_FRAGMENT_SHADER, fragment_source);
> +
> + if (!fragment_shader)
> + return NULL;
> +
> + shader = calloc(1, sizeof(struct gl_shader));
> +
> + if (!shader)
> + return NULL;
> +
> + program = glCreateProgram();
> +
> + glAttachShader(program, vertex_shader);
> + glAttachShader(program, fragment_shader);
> +
> + glDeleteShader(fragment_shader);
> +
> + glBindAttribLocation(program, 0, "position");
> + glBindAttribLocation(program, 1, "attr_texture_coord");
> +
> + glLinkProgram(program);
> + glGetProgramiv(program, GL_LINK_STATUS, &status);
> +
> + if (!status) {
> + glGetProgramInfoLog(program, sizeof msg, NULL, msg);
> + weston_log("link info: %s\n", msg);
> + free(shader);
> + return NULL;
> + }
> +
> + shader->program = program;
> + shader->projection_uniform = glGetUniformLocation(program,
> + "projection");
> + shader->alpha_uniform = glGetUniformLocation(program, "alpha");
> +
> + return shader;
> +}
> +
> +
> +static void
> +destroy_shaders(struct gl_shader **shaders, size_t count)
> +{
> + size_t i;
> +
> + for (i = 0; i < count; i++)
> + if (shaders[i]) {
> + glDeleteProgram(shaders[i]->program);
> + free(shaders[i]);
> + }
> +
> + free(shaders);
> +}
> +
> +static int
> +create_shader_permutation(struct gl_renderer *renderer,
> + struct gl_shader **shader, size_t permutation, GLuint
> vertex_shader)
> +{
> + struct shader_builder sb;
> + const char *fragment_shader;
> +
> + attributes_from_permutation(permutation, sb.attributes);
> +
> + sb.renderer = renderer;
> + sb.desc = &input_type_descs[sb.attributes[ATTRIBUTE_INPUT]];
> +
> + shader_builder_init(&sb);
> +
> + append(&sb.global, "precision mediump float;\n" \
> + "varying vec2 texture_coord;\n" \
> + "uniform float alpha;\n");
> +
> + append(&sb.body, "void main()\n{\n");
> +
> + if (!sb.desc->constructor(&sb)) {
> + shader_builder_release(&sb);
> + return 0;
> + }
> +
> + append(&sb.body, "gl_FragColor *= alpha;\n");
> +
> + if (renderer->fragment_shader_debug)
> + append(&sb.body, "gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2)
> + " \
> + "gl_FragColor * 0.8;\n");
> +
> + append(&sb.body, "}\n");
> +
> + fragment_shader = shader_builder_get_string(&sb);
> +
> + if (!fragment_shader)
> + goto error;
> +
> + *shader = shader_create(vertex_shader, fragment_shader);
> +
> + if (!*shader)
> + goto error;
> +
> + glUseProgram((*shader)->program);
> +
> + sb.desc->setup_uniforms(&sb, *shader);
> +
> + shader_builder_release(&sb);
> +
> + return 0;
> +
> +error:
> + shader_builder_release(&sb);
> + return -1;
> +}
> +
> +static struct gl_shader **
> +create_shader_permutations(struct gl_renderer *gr)
> +{
> + struct gl_shader **shaders;
> + size_t i, permutations = 1;
> + unsigned int created = 0;
> + GLuint vertex_shader;
> +
> + vertex_shader = compile_shader(GL_VERTEX_SHADER,
> vertex_shader_source);
> +
> + if (!vertex_shader)
> + return NULL;
> +
> + for (i = 0; i < ATTRIBUTE_COUNT; i++)
> + permutations *= attribute_counts[i];
> +
> + shaders = calloc(permutations, sizeof(shaders));
> +
> + if (!shaders)
> + return NULL;
> +
> + for (i = 0; i < permutations; i++) {
> + if (create_shader_permutation(gr, &shaders[i],
> + i, vertex_shader) < 0)
> + goto error;
> +
> + if (shaders[i])
> + created++;
> + }
> +
> + gr->shader_count = permutations;
> +
> + weston_log("Created %u shader permutations\n", created);
> +
> + glDeleteShader(vertex_shader);
> +
> + return shaders;
> +
> +error:
> + destroy_shaders(shaders, permutations);
> + glDeleteShader(vertex_shader);
> + return NULL;
> +}
> +
> +struct gl_shader *
> +gl_select_shader(struct gl_renderer *gr,
> + enum gl_input_attribute input,
> + enum gl_output_attribute output)
> +{
> + struct gl_shader *shader;
> + size_t attributes[ATTRIBUTE_COUNT] = {
> + input,
> + output,
> + CONVERSION_NONE
> + };
> +
> + shader = gr->shaders[permutation_from_attributes(attributes)];
> +
> + assert(shader);
> +
> + return shader;
> +}
> +
> +void
> +gl_use_shader(struct gl_renderer *gr,
> + struct gl_shader *shader)
> +{
> + if (gr->current_shader == shader)
> + return;
> +
> + glUseProgram(shader->program);
> + gr->current_shader = shader;
> +}
> +
> +void
> +gl_shader_set_matrix(struct gl_shader *shader,
> + struct weston_matrix *matrix)
> +{
> + GLfloat m[16];
> + size_t i;
> +
> + for (i = 0; i < ARRAY_LENGTH(m); i++)
> + m[i] = matrix->d[i];
> +
> + glUniformMatrix4fv(shader->projection_uniform,
> + 1, GL_FALSE, m);
> +}
> +
> +void
> +gl_shader_setup(struct gl_shader *shader,
> + struct weston_view *view,
> + struct weston_output *output)
> +{
> + struct gl_surface_state *gs = get_surface_state(view->surface);
> +
> + gl_shader_set_matrix(shader, &output->matrix);
> +
> + if (gs->input == INPUT_SOLID)
> + glUniform4fv(shader->color_uniform, 1, gs->color);
> +
> + glUniform1f(shader->alpha_uniform, view->alpha);
> +}
> +
> +int
> +gl_init_shaders(struct gl_renderer *gr)
> +{
> + struct gl_shader **shaders = create_shader_permutations(gr);
> +
> + if (!shaders)
> + return -1;
> +
> + if (gr->shaders)
> + gl_destroy_shaders(gr);
> +
> + gr->shaders = shaders;
> + gr->solid_shader = gl_select_shader(gr, INPUT_SOLID, OUTPUT_BLEND);
> +
> + /* Force use_shader() to call glUseProgram(), since we need to use
> + * the recompiled version of the shader. */
> + gr->current_shader = NULL;
> +
> + return 0;
> +}
> +
> +void
> +gl_destroy_shaders(struct gl_renderer *gr)
> +{
> + destroy_shaders(gr->shaders, gr->shader_count);
> +}
> --
> 1.9.1
>
> _______________________________________________
> wayland-devel mailing list
> wayland-devel at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/wayland-devel
>
--
Jasper
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