compositor: Refactor shader setup a bit
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+41
-36
@@ -608,8 +608,10 @@ wlsc_output_repaint(struct wlsc_output *output)
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glViewport(0, 0, output->width, output->height);
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glUniformMatrix4fv(ec->proj_uniform, 1, GL_FALSE, output->matrix.d);
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glUniform1i(ec->tex_uniform, 0);
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glUseProgram(ec->texture_shader.program);
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glUniformMatrix4fv(ec->texture_shader.proj_uniform,
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1, GL_FALSE, output->matrix.d);
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glUniform1i(ec->texture_shader.tex_uniform, 0);
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pixman_region32_init(&new_damage);
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pixman_region32_init(&total_damage);
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@@ -1508,7 +1510,7 @@ static const char vertex_shader[] =
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" v_texcoord = texcoord;\n"
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"}\n";
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static const char fragment_shader[] =
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static const char texture_fragment_shader[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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@@ -1518,52 +1520,53 @@ static const char fragment_shader[] =
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"}\n";
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static int
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init_shaders(struct wlsc_compositor *ec)
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compile_shader(GLenum type, const char *source)
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{
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GLuint v, f, program;
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const char *p;
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GLuint s;
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char msg[512];
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GLint status;
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p = vertex_shader;
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v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &p, NULL);
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glCompileShader(v);
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glGetShaderiv(v, GL_COMPILE_STATUS, &status);
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s = glCreateShader(type);
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glShaderSource(s, 1, &source, NULL);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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fprintf(stderr, "vertex shader info: %s\n", msg);
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return -1;
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glGetShaderInfoLog(s, sizeof msg, NULL, msg);
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fprintf(stderr, "shader info: %s\n", msg);
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return GL_NONE;
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}
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p = fragment_shader;
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f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &p, NULL);
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glCompileShader(f);
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glGetShaderiv(f, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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fprintf(stderr, "fragment shader info: %s\n", msg);
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return -1;
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}
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return s;
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}
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program = glCreateProgram();
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glAttachShader(program, v);
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glAttachShader(program, f);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "texcoord");
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static int
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wlsc_shader_init(struct wlsc_shader *shader,
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const char *vertex_source, const char *fragment_source)
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{
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char msg[512];
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GLint status;
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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shader->vertex_shader =
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compile_shader(GL_VERTEX_SHADER, vertex_source);
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shader->fragment_shader =
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compile_shader(GL_FRAGMENT_SHADER, fragment_source);
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vertex_shader);
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glAttachShader(shader->program, shader->fragment_shader);
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glBindAttribLocation(shader->program, 0, "position");
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glBindAttribLocation(shader->program, 1, "texcoord");
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glLinkProgram(shader->program);
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
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fprintf(stderr, "link info: %s\n", msg);
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return -1;
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}
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glUseProgram(program);
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ec->proj_uniform = glGetUniformLocation(program, "proj");
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ec->tex_uniform = glGetUniformLocation(program, "tex");
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
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return 0;
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}
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@@ -1720,7 +1723,9 @@ wlsc_compositor_init(struct wlsc_compositor *ec, struct wl_display *display)
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}
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glActiveTexture(GL_TEXTURE0);
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if (init_shaders(ec) < 0)
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if (wlsc_shader_init(&ec->texture_shader,
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vertex_shader, texture_fragment_shader) < 0)
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return -1;
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loop = wl_display_get_event_loop(ec->wl_display);
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@@ -90,6 +90,14 @@ struct wlsc_sprite {
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int height;
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};
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struct wlsc_shader {
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLuint proj_uniform;
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GLuint tex_uniform;
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GLuint color_uniform;
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};
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enum {
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WLSC_COMPOSITOR_ACTIVE,
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WLSC_COMPOSITOR_SLEEPING
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@@ -106,6 +114,8 @@ struct wlsc_compositor {
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GLuint fbo;
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GLuint proj_uniform, tex_uniform;
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struct wlsc_sprite **pointer_sprites;
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struct wlsc_shader texture_shader;
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struct wlsc_shader solid_shader;
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struct wl_display *wl_display;
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/* We implement the shell interface. */
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