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/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "config.h"
#include <GLES2/gl2.h>
#include "gl-renderer.h"
#include "gl-renderer-internal.h"
/* static const char vertex_shader[]; vertex.glsl */
#include "vertex-shader.h"
/* static const char fragment_shader[]; fragment.glsl */
#include "fragment-shader.h"
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;
}
int
shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
const char *vertex_source, const char *fragment_variant)
{
static const char fragment_shader_attrs_fmt[] =
"#define DEF_DEBUG %s\n"
"#define DEF_VARIANT %s\n"
;
char msg[512];
GLint status;
int ret;
const char *sources[3];
char *attrs;
const char *def_debug;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
if (shader->vertex_shader == GL_NONE)
return -1;
if (renderer->fragment_shader_debug)
def_debug = "true";
else
def_debug = "false";
ret = asprintf(&attrs, fragment_shader_attrs_fmt,
def_debug, fragment_variant);
if (ret < 0)
return -1;
sources[0] = "#version 100\n";
sources[1] = attrs;
sources[2] = fragment_shader;
shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
3, sources);
free(attrs);
if (shader->fragment_shader == GL_NONE)
return -1;
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;
}
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;
}
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 = "SHADER_VARIANT_RGBA";
gr->texture_shader_rgbx.vertex_source = vertex_shader;
gr->texture_shader_rgbx.fragment_source = "SHADER_VARIANT_RGBX";
gr->texture_shader_egl_external.vertex_source = vertex_shader;
gr->texture_shader_egl_external.fragment_source = "SHADER_VARIANT_EXTERNAL";
gr->texture_shader_y_uv.vertex_source = vertex_shader;
gr->texture_shader_y_uv.fragment_source = "SHADER_VARIANT_Y_UV";
gr->texture_shader_y_u_v.vertex_source = vertex_shader;
gr->texture_shader_y_u_v.fragment_source = "SHADER_VARIANT_Y_U_V";
gr->texture_shader_y_xuxv.vertex_source = vertex_shader;
gr->texture_shader_y_xuxv.fragment_source = "SHADER_VARIANT_Y_XUXV";
gr->texture_shader_xyuv.vertex_source = vertex_shader;
gr->texture_shader_xyuv.fragment_source = "SHADER_VARIANT_XYUV";
gr->solid_shader.vertex_source = vertex_shader;
gr->solid_shader.fragment_source = "SHADER_VARIANT_SOLID";
return 0;
}