[PATCH] gl-renderer: Add flexible shader generation.

John Kåre Alsaker john.kare.alsaker at gmail.com
Tue Apr 8 13:18:19 PDT 2014


I need to add lots of shader variants to do color conversions.

On Tue, Apr 8, 2014 at 9:56 PM, Jasper St. Pierre <jstpierre at mecheye.net> wrote:
> 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


More information about the wayland-devel mailing list