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614 lines
16 KiB
614 lines
16 KiB
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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* Copyright 2019 Harish Krupo
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* Copyright 2019 Intel Corporation
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* Copyright 2021 Advanced Micro Devices, Inc.
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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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#include "config.h"
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <libweston/libweston.h>
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#include <libweston/weston-log.h>
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#include <GLES2/gl2.h>
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#include <string.h>
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#include "gl-renderer.h"
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#include "gl-renderer-internal.h"
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#include "shared/helpers.h"
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#include "shared/timespec-util.h"
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/* static const char vertex_shader[]; vertex.glsl */
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#include "vertex-shader.h"
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/* static const char fragment_shader[]; fragment.glsl */
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#include "fragment-shader.h"
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struct gl_shader {
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struct gl_shader_requirements key;
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniforms[3];
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GLint alpha_uniform;
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GLint color_uniform;
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GLint color_pre_curve_lut_2d_uniform;
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GLint color_pre_curve_lut_scale_offset_uniform;
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union {
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struct {
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GLint tex_uniform;
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GLint scale_offset_uniform;
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} lut3d;
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} color_mapping;
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struct wl_list link; /* gl_renderer::shader_list */
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struct timespec last_used;
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};
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static const char *
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gl_shader_texture_variant_to_string(enum gl_shader_texture_variant v)
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{
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switch (v) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_VARIANT_NONE)
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CASERET(SHADER_VARIANT_RGBX)
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CASERET(SHADER_VARIANT_RGBA)
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CASERET(SHADER_VARIANT_Y_U_V)
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CASERET(SHADER_VARIANT_Y_UV)
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CASERET(SHADER_VARIANT_Y_XUXV)
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CASERET(SHADER_VARIANT_XYUV)
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CASERET(SHADER_VARIANT_SOLID)
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CASERET(SHADER_VARIANT_EXTERNAL)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static const char *
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gl_shader_color_curve_to_string(enum gl_shader_color_curve kind)
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{
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switch (kind) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_COLOR_CURVE_IDENTITY)
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CASERET(SHADER_COLOR_CURVE_LUT_3x1D)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static const char *
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gl_shader_color_mapping_to_string(enum gl_shader_color_mapping kind)
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{
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switch (kind) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_COLOR_MAPPING_IDENTITY)
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CASERET(SHADER_COLOR_MAPPING_3DLUT)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static void
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dump_program_with_line_numbers(int count, const char **sources)
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{
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FILE *fp;
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char *dumpstr;
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size_t dumpstrsz;
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const char *cur;
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const char *delim;
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int line = 1;
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int i;
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bool new_line = true;
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fp = open_memstream(&dumpstr, &dumpstrsz);
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if (!fp)
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return;
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for (i = 0; i < count; i++) {
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cur = sources[i];
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while ((delim = strchr(cur, '\n'))) {
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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fprintf(fp, "%.*s\n", (int)(delim - cur), cur);
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new_line = true;
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cur = delim + 1;
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}
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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new_line = false;
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fprintf(fp, "%s", cur);
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}
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if (fclose(fp) == 0)
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weston_log_continue("%s\n", dumpstr);
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free(dumpstr);
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}
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static GLuint
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compile_shader(GLenum type, int count, const char **sources)
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{
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GLuint s;
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char msg[512];
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GLint status;
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s = glCreateShader(type);
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glShaderSource(s, count, sources, 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(s, sizeof msg, NULL, msg);
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weston_log("shader info: %s\n", msg);
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weston_log("shader source:\n");
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dump_program_with_line_numbers(count, sources);
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return GL_NONE;
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}
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return s;
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}
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static char *
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create_shader_description_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str, "%s %s %s %cinput_is_premult %cgreen",
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gl_shader_texture_variant_to_string(req->variant),
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gl_shader_color_curve_to_string(req->color_pre_curve),
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gl_shader_color_mapping_to_string(req->color_mapping),
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req->input_is_premult ? '+' : '-',
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req->green_tint ? '+' : '-');
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if (size < 0)
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return NULL;
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return str;
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}
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static char *
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create_shader_config_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str,
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"#define DEF_GREEN_TINT %s\n"
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"#define DEF_INPUT_IS_PREMULT %s\n"
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"#define DEF_COLOR_PRE_CURVE %s\n"
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"#define DEF_COLOR_MAPPING %s\n"
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"#define DEF_VARIANT %s\n",
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req->green_tint ? "true" : "false",
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req->input_is_premult ? "true" : "false",
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gl_shader_color_curve_to_string(req->color_pre_curve),
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gl_shader_color_mapping_to_string(req->color_mapping),
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gl_shader_texture_variant_to_string(req->variant));
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if (size < 0)
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return NULL;
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return str;
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}
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static struct gl_shader *
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gl_shader_create(struct gl_renderer *gr,
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const struct gl_shader_requirements *requirements)
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{
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bool verbose = weston_log_scope_is_enabled(gr->shader_scope);
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struct gl_shader *shader = NULL;
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char msg[512];
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GLint status;
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const char *sources[3];
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char *conf = NULL;
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shader = zalloc(sizeof *shader);
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if (!shader) {
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weston_log("could not create shader\n");
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goto error_vertex;
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}
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wl_list_init(&shader->link);
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shader->key = *requirements;
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if (verbose) {
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char *desc;
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desc = create_shader_description_string(requirements);
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weston_log_scope_printf(gr->shader_scope,
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"Compiling shader program for: %s\n",
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desc);
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free(desc);
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}
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sources[0] = vertex_shader;
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shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 1, sources);
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if (shader->vertex_shader == GL_NONE)
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goto error_vertex;
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conf = create_shader_config_string(&shader->key);
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if (!conf)
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goto error_fragment;
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sources[0] = "#version 100\n";
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sources[1] = conf;
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sources[2] = fragment_shader;
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shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
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3, sources);
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if (shader->fragment_shader == GL_NONE)
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goto error_fragment;
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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(shader->program, sizeof msg, NULL, msg);
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weston_log("link info: %s\n", msg);
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goto error_link;
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}
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glDeleteShader(shader->vertex_shader);
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glDeleteShader(shader->fragment_shader);
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->color_uniform = glGetUniformLocation(shader->program,
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"unicolor");
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shader->color_pre_curve_lut_2d_uniform =
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glGetUniformLocation(shader->program, "color_pre_curve_lut_2d");
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shader->color_pre_curve_lut_scale_offset_uniform =
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glGetUniformLocation(shader->program, "color_pre_curve_lut_scale_offset");
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switch(requirements->color_mapping) {
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case SHADER_COLOR_MAPPING_3DLUT:
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shader->color_mapping.lut3d.tex_uniform =
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glGetUniformLocation(shader->program, "color_mapping_lut_3d");
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shader->color_mapping.lut3d.scale_offset_uniform =
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glGetUniformLocation(shader->program,"color_mapping_lut_scale_offset");
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break;
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case SHADER_COLOR_MAPPING_IDENTITY:
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break;
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}
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free(conf);
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wl_list_insert(&gr->shader_list, &shader->link);
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return shader;
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error_link:
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glDeleteProgram(shader->program);
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glDeleteShader(shader->fragment_shader);
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error_fragment:
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glDeleteShader(shader->vertex_shader);
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error_vertex:
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free(conf);
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free(shader);
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return NULL;
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}
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void
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gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader)
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{
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char *desc;
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if (weston_log_scope_is_enabled(gr->shader_scope)) {
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desc = create_shader_description_string(&shader->key);
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weston_log_scope_printf(gr->shader_scope,
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"Deleting shader program for: %s\n",
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desc);
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free(desc);
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}
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glDeleteProgram(shader->program);
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wl_list_remove(&shader->link);
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free(shader);
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}
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void
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gl_renderer_shader_list_destroy(struct gl_renderer *gr)
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{
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struct gl_shader *shader, *next_shader;
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wl_list_for_each_safe(shader, next_shader, &gr->shader_list, link)
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gl_shader_destroy(gr, shader);
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}
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static int
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gl_shader_requirements_cmp(const struct gl_shader_requirements *a,
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const struct gl_shader_requirements *b)
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{
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return memcmp(a, b, sizeof(*a));
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}
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static void
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gl_shader_scope_new_subscription(struct weston_log_subscription *subs,
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void *data)
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{
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static const char bar[] = "-----------------------------------------------------------------------------";
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struct gl_renderer *gr = data;
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struct gl_shader *shader;
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struct timespec now;
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int msecs;
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int count = 0;
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char *desc;
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weston_compositor_read_presentation_clock(gr->compositor, &now);
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weston_log_subscription_printf(subs,
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"Vertex shader body:\n"
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"%s\n%s\n"
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"Fragment shader body:\n"
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"%s\n%s\n%s\n",
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bar, vertex_shader,
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bar, fragment_shader, bar);
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weston_log_subscription_printf(subs,
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"Cached GLSL programs:\n id: (used secs ago) description +/-flags\n");
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wl_list_for_each(shader, &gr->shader_list, link) {
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count++;
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msecs = timespec_sub_to_msec(&now, &shader->last_used);
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desc = create_shader_description_string(&shader->key);
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weston_log_subscription_printf(subs,
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"%6u: (%.1f) %s\n",
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shader->program,
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msecs / 1000.0, desc);
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}
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weston_log_subscription_printf(subs, "Total: %d programs.\n", count);
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}
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struct weston_log_scope *
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gl_shader_scope_create(struct gl_renderer *gr)
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{
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return weston_compositor_add_log_scope(gr->compositor,
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"gl-shader-generator",
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"GL renderer shader compilation and cache.\n",
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gl_shader_scope_new_subscription,
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NULL,
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gr);
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}
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struct gl_shader *
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gl_renderer_create_fallback_shader(struct gl_renderer *gr)
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{
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static const struct gl_shader_requirements fallback_requirements = {
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.variant = SHADER_VARIANT_SOLID,
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.input_is_premult = true,
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.color_pre_curve = SHADER_COLOR_CURVE_IDENTITY,
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.color_mapping = SHADER_COLOR_MAPPING_IDENTITY,
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};
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struct gl_shader *shader;
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shader = gl_shader_create(gr, &fallback_requirements);
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if (!shader)
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return NULL;
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/*
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* This shader must be exempt from any automatic garbage collection.
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* It is destroyed explicitly.
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*/
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wl_list_remove(&shader->link);
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wl_list_init(&shader->link);
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return shader;
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}
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static struct gl_shader *
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gl_renderer_get_program(struct gl_renderer *gr,
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const struct gl_shader_requirements *requirements)
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{
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struct gl_shader_requirements reqs = *requirements;
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struct gl_shader *shader;
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assert(reqs.pad_bits_ == 0);
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if (gr->fragment_shader_debug)
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reqs.green_tint = true;
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if (gr->current_shader &&
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gl_shader_requirements_cmp(&reqs, &gr->current_shader->key) == 0)
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return gr->current_shader;
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wl_list_for_each(shader, &gr->shader_list, link) {
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if (gl_shader_requirements_cmp(&reqs, &shader->key) == 0)
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return shader;
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}
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shader = gl_shader_create(gr, &reqs);
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if (shader)
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return shader;
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return NULL;
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}
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void
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gl_renderer_garbage_collect_programs(struct gl_renderer *gr)
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{
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struct gl_shader *shader, *tmp;
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unsigned count = 0;
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wl_list_for_each_safe(shader, tmp, &gr->shader_list, link) {
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/* Keep the 10 most recently used always. */
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if (count++ < 10)
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continue;
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/* Keep everything used in the past 1 minute. */
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if (timespec_sub_to_msec(&gr->compositor->last_repaint_start,
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&shader->last_used) < 60000)
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continue;
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/* The rest throw away. */
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gl_shader_destroy(gr, shader);
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}
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}
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bool
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gl_shader_texture_variant_can_be_premult(enum gl_shader_texture_variant v)
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{
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switch (v) {
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case SHADER_VARIANT_SOLID:
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case SHADER_VARIANT_RGBA:
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case SHADER_VARIANT_EXTERNAL:
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return true;
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case SHADER_VARIANT_NONE:
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case SHADER_VARIANT_RGBX:
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case SHADER_VARIANT_Y_U_V:
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case SHADER_VARIANT_Y_UV:
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case SHADER_VARIANT_Y_XUXV:
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case SHADER_VARIANT_XYUV:
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return false;
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}
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return true;
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}
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GLenum
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gl_shader_texture_variant_get_target(enum gl_shader_texture_variant v)
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{
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if (v == SHADER_VARIANT_EXTERNAL)
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return GL_TEXTURE_EXTERNAL_OES;
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else
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return GL_TEXTURE_2D;
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}
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static void
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gl_shader_load_config(struct gl_shader *shader,
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const struct gl_shader_config *sconf)
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{
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GLint in_filter = sconf->input_tex_filter;
|
|
GLenum in_tgt;
|
|
int i;
|
|
|
|
glUniformMatrix4fv(shader->proj_uniform,
|
|
1, GL_FALSE, sconf->projection.d);
|
|
glUniform4fv(shader->color_uniform, 1, sconf->unicolor);
|
|
glUniform1f(shader->alpha_uniform, sconf->view_alpha);
|
|
|
|
in_tgt = gl_shader_texture_variant_get_target(sconf->req.variant);
|
|
for (i = 0; i < GL_SHADER_INPUT_TEX_MAX; i++) {
|
|
if (sconf->input_tex[i] == 0)
|
|
continue;
|
|
|
|
assert(shader->tex_uniforms[i] != -1);
|
|
glUniform1i(shader->tex_uniforms[i], i);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
|
|
glBindTexture(in_tgt, sconf->input_tex[i]);
|
|
glTexParameteri(in_tgt, GL_TEXTURE_MIN_FILTER, in_filter);
|
|
glTexParameteri(in_tgt, GL_TEXTURE_MAG_FILTER, in_filter);
|
|
}
|
|
|
|
/* Fixed texture unit for color_pre_curve LUT if it is available */
|
|
i = GL_SHADER_INPUT_TEX_MAX;
|
|
switch (sconf->req.color_pre_curve) {
|
|
case SHADER_COLOR_CURVE_IDENTITY:
|
|
assert(sconf->color_pre_curve_lut_tex == 0);
|
|
break;
|
|
case SHADER_COLOR_CURVE_LUT_3x1D:
|
|
assert(sconf->color_pre_curve_lut_tex != 0);
|
|
assert(shader->color_pre_curve_lut_2d_uniform != -1);
|
|
assert(shader->color_pre_curve_lut_scale_offset_uniform != -1);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_2D, sconf->color_pre_curve_lut_tex);
|
|
glUniform1i(shader->color_pre_curve_lut_2d_uniform, i);
|
|
i++;
|
|
glUniform2fv(shader->color_pre_curve_lut_scale_offset_uniform,
|
|
1, sconf->color_pre_curve_lut_scale_offset);
|
|
break;
|
|
}
|
|
|
|
switch (sconf->req.color_mapping) {
|
|
case SHADER_COLOR_MAPPING_IDENTITY:
|
|
break;
|
|
case SHADER_COLOR_MAPPING_3DLUT:
|
|
assert(shader->color_mapping.lut3d.tex_uniform != -1);
|
|
assert(sconf->color_mapping.lut3d.tex != 0);
|
|
assert(shader->color_mapping.lut3d.scale_offset_uniform != -1);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_3D, sconf->color_mapping.lut3d.tex);
|
|
glUniform1i(shader->color_mapping.lut3d.tex_uniform, i);
|
|
glUniform2fv(shader->color_mapping.lut3d.scale_offset_uniform,
|
|
1, sconf->color_mapping.lut3d.scale_offset);
|
|
break;
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool
|
|
gl_renderer_use_program(struct gl_renderer *gr,
|
|
const struct gl_shader_config *sconf)
|
|
{
|
|
static const GLfloat fallback_shader_color[4] = { 0.2, 0.1, 0.0, 1.0 };
|
|
struct gl_shader *shader;
|
|
|
|
shader = gl_renderer_get_program(gr, &sconf->req);
|
|
if (!shader) {
|
|
weston_log("Error: failed to generate shader program.\n");
|
|
gr->current_shader = NULL;
|
|
|
|
/*
|
|
* We only have one fallback shader, so it cannot do correct
|
|
* color on color managed outputs. Hence, what is painted
|
|
* with this one will have undefined look. Therefore the
|
|
* fallback is important to not be too bright as that might
|
|
* be shocking on a monitor in HDR mode.
|
|
*/
|
|
|
|
shader = gr->fallback_shader;
|
|
glUseProgram(shader->program);
|
|
glUniform4fv(shader->color_uniform, 1, fallback_shader_color);
|
|
glUniform1f(shader->alpha_uniform, 1.0f);
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
|
|
if (gr->current_shader != shader) {
|
|
glUseProgram(shader->program);
|
|
gr->current_shader = shader;
|
|
}
|
|
|
|
gl_shader_load_config(shader, sconf);
|
|
|
|
return true;
|
|
}
|
|
|