mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-11-22 04:45:58 +01:00
render/gles2: move shaders to individual files
Instead of having a C file with strings for each shader, move each shader into its own file. Use a small POSIX shell script to convert the files into C strings (can't wait for C23 #embed...). The benefits from this are: - Improved readability and syntax highlighting. - Line numbers in shader compiler errors are easier to make sense of. - Consistency with the Vulkan renderer. - Shaders will become more complicated as we add color management features.
This commit is contained in:
parent
bc416ed752
commit
a75f9be2e8
12 changed files with 102 additions and 82 deletions
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@ -3,7 +3,7 @@ project(
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'c',
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version: '0.16.0-dev',
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license: 'MIT',
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meson_version: '>=0.58.1',
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meson_version: '>=0.59.0',
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default_options: [
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'c_std=c11',
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'warning_level=2',
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@ -10,6 +10,7 @@ wlr_deps += glesv2
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wlr_files += files(
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'pixel_format.c',
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'renderer.c',
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'shaders.c',
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'texture.c',
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)
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subdir('shaders')
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@ -19,6 +19,13 @@
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#include "render/pixel_format.h"
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#include "types/wlr_matrix.h"
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#include "quad_vert_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_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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@ -667,13 +674,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
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*(void **)proc_ptr = proc;
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}
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extern const GLchar quad_vertex_src[];
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extern const GLchar quad_fragment_src[];
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extern const GLchar tex_vertex_src[];
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extern const GLchar tex_fragment_src_rgba[];
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extern const GLchar tex_fragment_src_rgbx[];
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extern const GLchar tex_fragment_src_external[];
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struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) {
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struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
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if (egl == NULL) {
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@ -786,7 +786,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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renderer->shaders.quad.program = prog =
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link_program(renderer, quad_vertex_src, quad_fragment_src);
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link_program(renderer, quad_vert_src, quad_frag_src);
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if (!renderer->shaders.quad.program) {
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goto error;
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}
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@ -795,7 +795,7 @@ 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.tex_rgba.program = prog =
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link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
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link_program(renderer, tex_vert_src, tex_rgba_frag_src);
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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}
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@ -806,7 +806,7 @@ 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_rgbx.program = prog =
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link_program(renderer, tex_vertex_src, tex_fragment_src_rgbx);
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link_program(renderer, tex_vert_src, tex_rgbx_frag_src);
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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}
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@ -818,7 +818,7 @@ 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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renderer->shaders.tex_ext.program = prog =
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link_program(renderer, tex_vertex_src, tex_fragment_src_external);
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link_program(renderer, tex_vert_src, tex_external_frag_src);
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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@ -1,69 +0,0 @@
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#include <GLES2/gl2.h>
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#include "render/gles2.h"
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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"}\n";
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11
render/gles2/shaders/embed.sh
Executable file
11
render/gles2/shaders/embed.sh
Executable file
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@ -0,0 +1,11 @@
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#!/bin/sh -eu
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var=${1:-data}
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hex="$(od -A n -t x1 -v)"
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echo "static const char $var[] = {"
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for byte in $hex; do
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echo " 0x$byte,"
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done
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echo " 0x00,"
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echo "};"
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23
render/gles2/shaders/meson.build
Normal file
23
render/gles2/shaders/meson.build
Normal file
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@ -0,0 +1,23 @@
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embed = find_program('./embed.sh', native: true)
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shaders = [
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'quad.vert',
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'quad.frag',
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'tex.vert',
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'tex_rgba.frag',
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'tex_rgbx.frag',
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'tex_external.frag',
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]
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foreach name : shaders
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output = name.underscorify() + '_src.h'
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var = name.underscorify() + '_src'
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wlr_files += custom_target(
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output,
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command: [embed, var],
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input: name,
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output: output,
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feed: true,
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capture: true,
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)
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endforeach
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7
render/gles2/shaders/quad.frag
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7
render/gles2/shaders/quad.frag
Normal file
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@ -0,0 +1,7 @@
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_FragColor = v_color;
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}
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12
render/gles2/shaders/quad.vert
Normal file
12
render/gles2/shaders/quad.vert
Normal file
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@ -0,0 +1,12 @@
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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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_color = color;
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v_texcoord = texcoord;
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}
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9
render/gles2/shaders/tex.vert
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9
render/gles2/shaders/tex.vert
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@ -0,0 +1,9 @@
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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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10
render/gles2/shaders/tex_external.frag
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10
render/gles2/shaders/tex_external.frag
Normal file
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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void main() {
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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}
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8
render/gles2/shaders/tex_rgba.frag
Normal file
8
render/gles2/shaders/tex_rgba.frag
Normal file
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@ -0,0 +1,8 @@
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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void main() {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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}
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8
render/gles2/shaders/tex_rgbx.frag
Normal file
8
render/gles2/shaders/tex_rgbx.frag
Normal file
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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}
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