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render/gles2: de-duplicate vertex shaders
The vertex shaders for quads and textures are identical.
This commit is contained in:
parent
d69018c195
commit
4d04144b92
4 changed files with 6 additions and 17 deletions
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@ -19,9 +19,8 @@
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#include "render/pixel_format.h"
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#include "render/pixel_format.h"
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#include "types/wlr_matrix.h"
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#include "types/wlr_matrix.h"
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#include "quad_vert_src.h"
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#include "common_vert_src.h"
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#include "quad_frag_src.h"
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#include "quad_frag_src.h"
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#include "tex_vert_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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#include "tex_external_frag_src.h"
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@ -786,7 +785,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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GLuint prog;
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renderer->shaders.quad.program = prog =
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renderer->shaders.quad.program = prog =
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link_program(renderer, quad_vert_src, quad_frag_src);
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link_program(renderer, common_vert_src, quad_frag_src);
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if (!renderer->shaders.quad.program) {
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if (!renderer->shaders.quad.program) {
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goto error;
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goto error;
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}
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}
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@ -795,7 +794,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.program = prog =
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renderer->shaders.tex_rgba.program = prog =
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link_program(renderer, tex_vert_src, tex_rgba_frag_src);
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link_program(renderer, common_vert_src, tex_rgba_frag_src);
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if (!renderer->shaders.tex_rgba.program) {
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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goto error;
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}
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}
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@ -806,7 +805,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.program = prog =
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renderer->shaders.tex_rgbx.program = prog =
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link_program(renderer, tex_vert_src, tex_rgbx_frag_src);
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link_program(renderer, common_vert_src, tex_rgbx_frag_src);
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if (!renderer->shaders.tex_rgbx.program) {
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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goto error;
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}
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}
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@ -818,7 +817,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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if (renderer->exts.OES_egl_image_external) {
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if (renderer->exts.OES_egl_image_external) {
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renderer->shaders.tex_ext.program = prog =
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renderer->shaders.tex_ext.program = prog =
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link_program(renderer, tex_vert_src, tex_external_frag_src);
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link_program(renderer, common_vert_src, tex_external_frag_src);
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if (!renderer->shaders.tex_ext.program) {
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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goto error;
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}
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}
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@ -1,9 +1,8 @@
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embed = find_program('./embed.sh', native: true)
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embed = find_program('./embed.sh', native: true)
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shaders = [
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shaders = [
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'quad.vert',
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'common.vert',
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'quad.frag',
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'quad.frag',
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'tex.vert',
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'tex_rgba.frag',
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'tex_rgba.frag',
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'tex_rgbx.frag',
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'tex_rgbx.frag',
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'tex_external.frag',
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'tex_external.frag',
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@ -1,9 +0,0 @@
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uniform mat3 proj;
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attribute vec2 pos;
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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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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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}
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