render/gles2: de-duplicate vertex shaders

The vertex shaders for quads and textures are identical.
This commit is contained in:
Simon Ser 2022-10-27 16:05:50 +02:00
parent d69018c195
commit 4d04144b92
4 changed files with 6 additions and 17 deletions

View file

@ -19,9 +19,8 @@
#include "render/pixel_format.h" #include "render/pixel_format.h"
#include "types/wlr_matrix.h" #include "types/wlr_matrix.h"
#include "quad_vert_src.h" #include "common_vert_src.h"
#include "quad_frag_src.h" #include "quad_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h" #include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h" #include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h" #include "tex_external_frag_src.h"
@ -786,7 +785,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
GLuint prog; GLuint prog;
renderer->shaders.quad.program = prog = renderer->shaders.quad.program = prog =
link_program(renderer, quad_vert_src, quad_frag_src); link_program(renderer, common_vert_src, quad_frag_src);
if (!renderer->shaders.quad.program) { if (!renderer->shaders.quad.program) {
goto error; goto error;
} }
@ -795,7 +794,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog = renderer->shaders.tex_rgba.program = prog =
link_program(renderer, tex_vert_src, tex_rgba_frag_src); link_program(renderer, common_vert_src, tex_rgba_frag_src);
if (!renderer->shaders.tex_rgba.program) { if (!renderer->shaders.tex_rgba.program) {
goto error; goto error;
} }
@ -806,7 +805,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog = renderer->shaders.tex_rgbx.program = prog =
link_program(renderer, tex_vert_src, tex_rgbx_frag_src); link_program(renderer, common_vert_src, tex_rgbx_frag_src);
if (!renderer->shaders.tex_rgbx.program) { if (!renderer->shaders.tex_rgbx.program) {
goto error; goto error;
} }
@ -818,7 +817,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
if (renderer->exts.OES_egl_image_external) { if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog = renderer->shaders.tex_ext.program = prog =
link_program(renderer, tex_vert_src, tex_external_frag_src); link_program(renderer, common_vert_src, tex_external_frag_src);
if (!renderer->shaders.tex_ext.program) { if (!renderer->shaders.tex_ext.program) {
goto error; goto error;
} }

View file

@ -1,9 +1,8 @@
embed = find_program('./embed.sh', native: true) embed = find_program('./embed.sh', native: true)
shaders = [ shaders = [
'quad.vert', 'common.vert',
'quad.frag', 'quad.frag',
'tex.vert',
'tex_rgba.frag', 'tex_rgba.frag',
'tex_rgbx.frag', 'tex_rgbx.frag',
'tex_external.frag', 'tex_external.frag',

View file

@ -1,9 +0,0 @@
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
}