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#include <assert.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#include <GLES3/gl3.h>
#include <wlr/render.h>
#include <wlr/render/matrix.h>
#include "render.h"
static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &src, &len);
glCompileShader(*shader);
GLint success;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
GLint loglen;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
GLchar msg[loglen];
glGetShaderInfoLog(*shader, loglen, &loglen, msg);
return false;
}
return true;
}
struct wlr_shader *wlr_shader_init(const char *vertex) {
struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
wlr_shader_destroy(shader);
return NULL;
}
return shader;
}
bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
const char *frag) {
assert(shader);
struct wlr_shader *_shader = shader;
if (_shader->valid) {
shader = calloc(sizeof(struct wlr_shader), 1);
shader->vert = _shader->vert;
} else {
while (shader->next) {
_shader = shader;
shader = shader->next;
}
}
shader->format = format;
GLuint _frag;
if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
goto error;
}
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vert);
glAttachShader(shader->program, _frag);
glLinkProgram(shader->program);
glDeleteProgram(_frag);
if (_shader->valid) {
_shader->next = shader;
}
shader->valid = true;
return true;
error:
if (_shader->valid) {
wlr_shader_destroy(shader);
}
return false;
}
bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
if (shader->format == format) {
glUseProgram(shader->program);
return true;
}
while (shader->next) {
shader = shader->next;
if (shader->format == format) {
glUseProgram(shader->program);
return true;
}
}
return false;
}
void wlr_shader_destroy(struct wlr_shader *shader) {
while (shader) {
struct wlr_shader *_shader = shader;
glDeleteProgram(shader->vert);
glDeleteProgram(shader->program);
shader = shader->next;
free(_shader);
}
}