gl-renderer: move functions into gl-shaders.c

These functions are related to shaders, so they are more at home in
gl-shaders.c. gl-renderer.c is too long already.

This allows making a couple functions static while the moved functions
become non-static. Future changes turn some of these functions into
static again, with the ultimate goal of making struct gl_shader opaque.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
dev
Pekka Paalanen 4 years ago committed by Pekka Paalanen
parent 73aaf14ebe
commit 9f428a633c
  1. 15
      libweston/renderer-gl/gl-renderer-internal.h
  2. 104
      libweston/renderer-gl/gl-renderer.c
  3. 108
      libweston/renderer-gl/gl-shaders.c

@ -202,12 +202,17 @@ void
gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader); gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader);
struct gl_shader * struct gl_shader *
gl_shader_create(struct gl_renderer *gr, gl_renderer_create_fallback_shader(struct gl_renderer *gr);
const struct gl_shader_requirements *requirements);
int void
gl_shader_requirements_cmp(const struct gl_shader_requirements *a, gl_renderer_garbage_collect_programs(struct gl_renderer *gr);
const struct gl_shader_requirements *b);
bool
gl_renderer_use_program(struct gl_renderer *gr, struct gl_shader **shaderp);
struct gl_shader *
gl_renderer_get_program(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements);
struct weston_log_scope * struct weston_log_scope *
gl_shader_scope_create(struct gl_renderer *gr); gl_shader_scope_create(struct gl_renderer *gr);

@ -703,110 +703,6 @@ gl_fbo_texture_fini(struct gl_fbo_texture *fbotex)
fbotex->tex = 0; fbotex->tex = 0;
} }
static struct gl_shader *
gl_renderer_get_program(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements)
{
struct gl_shader_requirements reqs = *requirements;
struct gl_shader *shader;
assert(reqs.pad_bits_ == 0);
if (gr->fragment_shader_debug)
reqs.green_tint = true;
if (gr->current_shader &&
gl_shader_requirements_cmp(&reqs, &gr->current_shader->key) == 0)
return gr->current_shader;
wl_list_for_each(shader, &gr->shader_list, link) {
if (gl_shader_requirements_cmp(&reqs, &shader->key) == 0)
return shader;
}
shader = gl_shader_create(gr, &reqs);
if (shader)
return shader;
weston_log("warning: failed to generate gl program\n");
return NULL;
}
static struct gl_shader *
gl_renderer_create_fallback_shader(struct gl_renderer *gr)
{
static const struct gl_shader_requirements fallback_requirements = {
.variant = SHADER_VARIANT_SOLID,
};
struct gl_shader *shader;
shader = gl_shader_create(gr, &fallback_requirements);
if (!shader)
return NULL;
/*
* This shader must be exempt from any automatic garbage collection.
* It is destroyed explicitly.
*/
wl_list_remove(&shader->link);
wl_list_init(&shader->link);
return shader;
}
static bool
gl_renderer_use_program(struct gl_renderer *gr, struct gl_shader **shaderp)
{
static const GLfloat fallback_shader_color[4] = { 0.2, 0.1, 0.0, 1.0 };
struct gl_shader *shader = *shaderp;
if (!shader) {
weston_log("Error: trying to use NULL GL shader.\n");
gr->current_shader = NULL;
shader = gr->fallback_shader;
glUseProgram(shader->program);
glUniform4fv(shader->color_uniform, 1, fallback_shader_color);
glUniform1f(shader->alpha_uniform, 1.0f);
*shaderp = shader;
return false;
}
if (gr->current_shader == shader)
return true;
if (shader != gr->fallback_shader) {
/* Update list order for most recently used. */
wl_list_remove(&shader->link);
wl_list_insert(&gr->shader_list, &shader->link);
}
shader->last_used = gr->compositor->last_repaint_start;
glUseProgram(shader->program);
gr->current_shader = shader;
return true;
}
static void
gl_renderer_garbage_collect_programs(struct gl_renderer *gr)
{
struct gl_shader *shader, *tmp;
unsigned count = 0;
wl_list_for_each_safe(shader, tmp, &gr->shader_list, link) {
/* Keep the 10 most recently used always. */
if (count++ < 10)
continue;
/* Keep everything used in the past 1 minute. */
if (timespec_sub_to_msec(&gr->compositor->last_repaint_start,
&shader->last_used) < 60000)
continue;
/* The rest throw away. */
gl_shader_destroy(gr, shader);
}
}
static const struct gl_shader_requirements requirements_triangle_fan = { static const struct gl_shader_requirements requirements_triangle_fan = {
.variant = SHADER_VARIANT_SOLID, .variant = SHADER_VARIANT_SOLID,
}; };

@ -159,7 +159,7 @@ create_shader_config_string(const struct gl_shader_requirements *req)
return str; return str;
} }
struct gl_shader * static struct gl_shader *
gl_shader_create(struct gl_renderer *gr, gl_shader_create(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements) const struct gl_shader_requirements *requirements)
{ {
@ -268,7 +268,7 @@ gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader)
free(shader); free(shader);
} }
int static int
gl_shader_requirements_cmp(const struct gl_shader_requirements *a, gl_shader_requirements_cmp(const struct gl_shader_requirements *a,
const struct gl_shader_requirements *b) const struct gl_shader_requirements *b)
{ {
@ -322,3 +322,107 @@ gl_shader_scope_create(struct gl_renderer *gr)
NULL, NULL,
gr); gr);
} }
struct gl_shader *
gl_renderer_create_fallback_shader(struct gl_renderer *gr)
{
static const struct gl_shader_requirements fallback_requirements = {
.variant = SHADER_VARIANT_SOLID,
};
struct gl_shader *shader;
shader = gl_shader_create(gr, &fallback_requirements);
if (!shader)
return NULL;
/*
* This shader must be exempt from any automatic garbage collection.
* It is destroyed explicitly.
*/
wl_list_remove(&shader->link);
wl_list_init(&shader->link);
return shader;
}
struct gl_shader *
gl_renderer_get_program(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements)
{
struct gl_shader_requirements reqs = *requirements;
struct gl_shader *shader;
assert(reqs.pad_bits_ == 0);
if (gr->fragment_shader_debug)
reqs.green_tint = true;
if (gr->current_shader &&
gl_shader_requirements_cmp(&reqs, &gr->current_shader->key) == 0)
return gr->current_shader;
wl_list_for_each(shader, &gr->shader_list, link) {
if (gl_shader_requirements_cmp(&reqs, &shader->key) == 0)
return shader;
}
shader = gl_shader_create(gr, &reqs);
if (shader)
return shader;
weston_log("warning: failed to generate gl program\n");
return NULL;
}
void
gl_renderer_garbage_collect_programs(struct gl_renderer *gr)
{
struct gl_shader *shader, *tmp;
unsigned count = 0;
wl_list_for_each_safe(shader, tmp, &gr->shader_list, link) {
/* Keep the 10 most recently used always. */
if (count++ < 10)
continue;
/* Keep everything used in the past 1 minute. */
if (timespec_sub_to_msec(&gr->compositor->last_repaint_start,
&shader->last_used) < 60000)
continue;
/* The rest throw away. */
gl_shader_destroy(gr, shader);
}
}
bool
gl_renderer_use_program(struct gl_renderer *gr, struct gl_shader **shaderp)
{
static const GLfloat fallback_shader_color[4] = { 0.2, 0.1, 0.0, 1.0 };
struct gl_shader *shader = *shaderp;
if (!shader) {
weston_log("Error: trying to use NULL GL shader.\n");
gr->current_shader = NULL;
shader = gr->fallback_shader;
glUseProgram(shader->program);
glUniform4fv(shader->color_uniform, 1, fallback_shader_color);
glUniform1f(shader->alpha_uniform, 1.0f);
*shaderp = shader;
return false;
}
if (gr->current_shader == shader)
return true;
if (shader != gr->fallback_shader) {
/* Update list order for most recently used. */
wl_list_remove(&shader->link);
wl_list_insert(&gr->shader_list, &shader->link);
}
shader->last_used = gr->compositor->last_repaint_start;
glUseProgram(shader->program);
gr->current_shader = shader;
return true;
}

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