gl-renderer: move vertex shader into new file
This patch adds the tooling for incorporating files as C data, so that files can be built into the binaries. The tool is in Python to avoid adding extra dependencies like xxd. xxd.py is copied from Mesa as-is, from commit b729cd58d76f97f3fc04a67569535ee5ef2f5278 (master branch on 2021-01-26), a.k.a 21.0-branchpoint-635-gb729cd58d76. Moving the GLSL vertex shader into a separate file is not that interesting, the purpose of this commit is to provide a simple demonstration of the tooling. The real benefits come in a following patch where the fragment shaders are re-written and externalized. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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@@ -32,16 +32,8 @@
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#include "gl-renderer.h"
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#include "gl-renderer-internal.h"
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static const char vertex_shader[] =
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"uniform mat4 proj;\n"
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = proj * vec4(position, 0.0, 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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/* static const char vertex_shader[]; vertex.glsl */
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#include "vertex-shader.h"
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/* Declare common fragment shader uniforms */
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#define FRAGMENT_CONVERT_YUV \
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@@ -4,12 +4,20 @@ endif
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config_h.set('ENABLE_EGL', '1')
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vertex_glsl = custom_target(
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'vertex-shader.h',
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command: cmd_xxd + [ '-n', 'vertex_shader' ],
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input: 'vertex.glsl',
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output: 'vertex-shader.h',
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)
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srcs_renderer_gl = [
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'egl-glue.c',
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'gl-renderer.c',
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'gl-shaders.c',
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linux_dmabuf_unstable_v1_protocol_c,
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linux_dmabuf_unstable_v1_server_protocol_h,
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vertex_glsl,
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]
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deps_renderer_gl = [
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@@ -0,0 +1,37 @@
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/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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uniform mat4 proj;
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attribute vec2 position;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main()
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{
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gl_Position = proj * vec4(position, 0.0, 1.0);
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v_texcoord = texcoord;
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}
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