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.
Simon Ser 2 years ago
parent bc416ed752
commit a75f9be2e8

@ -3,7 +3,7 @@ project(
'c', 'c',
version: '0.16.0-dev', version: '0.16.0-dev',
license: 'MIT', license: 'MIT',
meson_version: '>=0.58.1', meson_version: '>=0.59.0',
default_options: [ default_options: [
'c_std=c11', 'c_std=c11',
'warning_level=2', 'warning_level=2',

@ -10,6 +10,7 @@ wlr_deps += glesv2
wlr_files += files( wlr_files += files(
'pixel_format.c', 'pixel_format.c',
'renderer.c', 'renderer.c',
'shaders.c',
'texture.c', 'texture.c',
) )
subdir('shaders')

@ -19,6 +19,13 @@
#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 "quad_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
static const GLfloat verts[] = { static const GLfloat verts[] = {
1, 0, // top right 1, 0, // top right
0, 0, // top left 0, 0, // top left
@ -667,13 +674,6 @@ static void load_gl_proc(void *proc_ptr, const char *name) {
*(void **)proc_ptr = proc; *(void **)proc_ptr = proc;
} }
extern const GLchar quad_vertex_src[];
extern const GLchar quad_fragment_src[];
extern const GLchar tex_vertex_src[];
extern const GLchar tex_fragment_src_rgba[];
extern const GLchar tex_fragment_src_rgbx[];
extern const GLchar tex_fragment_src_external[];
struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) { struct wlr_renderer *wlr_gles2_renderer_create_with_drm_fd(int drm_fd) {
struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd); struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
if (egl == NULL) { if (egl == NULL) {
@ -786,7 +786,7 @@ 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_vertex_src, quad_fragment_src); link_program(renderer, quad_vert_src, quad_frag_src);
if (!renderer->shaders.quad.program) { if (!renderer->shaders.quad.program) {
goto error; goto error;
} }
@ -795,7 +795,7 @@ 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_vertex_src, tex_fragment_src_rgba); link_program(renderer, tex_vert_src, tex_rgba_frag_src);
if (!renderer->shaders.tex_rgba.program) { if (!renderer->shaders.tex_rgba.program) {
goto error; goto error;
} }
@ -806,7 +806,7 @@ 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_vertex_src, tex_fragment_src_rgbx); link_program(renderer, tex_vert_src, tex_rgbx_frag_src);
if (!renderer->shaders.tex_rgbx.program) { if (!renderer->shaders.tex_rgbx.program) {
goto error; goto error;
} }
@ -818,7 +818,7 @@ 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_vertex_src, tex_fragment_src_external); link_program(renderer, tex_vert_src, tex_external_frag_src);
if (!renderer->shaders.tex_ext.program) { if (!renderer->shaders.tex_ext.program) {
goto error; goto error;
} }

@ -1,69 +0,0 @@
#include <GLES2/gl2.h>
#include "render/gles2.h"
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
"uniform vec4 color;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_color = color;\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar quad_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
"}\n";

@ -0,0 +1,11 @@
#!/bin/sh -eu
var=${1:-data}
hex="$(od -A n -t x1 -v)"
echo "static const char $var[] = {"
for byte in $hex; do
echo " 0x$byte,"
done
echo " 0x00,"
echo "};"

@ -0,0 +1,23 @@
embed = find_program('./embed.sh', native: true)
shaders = [
'quad.vert',
'quad.frag',
'tex.vert',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
]
foreach name : shaders
output = name.underscorify() + '_src.h'
var = name.underscorify() + '_src'
wlr_files += custom_target(
output,
command: [embed, var],
input: name,
output: output,
feed: true,
capture: true,
)
endforeach

@ -0,0 +1,7 @@
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_FragColor = v_color;
}

@ -0,0 +1,12 @@
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
}

@ -0,0 +1,9 @@
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;
}

@ -0,0 +1,10 @@
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
}

@ -0,0 +1,8 @@
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
}

@ -0,0 +1,8 @@
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
}
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