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-rw-r--r--render/fx_renderer/shaders.c204
1 files changed, 204 insertions, 0 deletions
diff --git a/render/fx_renderer/shaders.c b/render/fx_renderer/shaders.c
new file mode 100644
index 0000000..6196d19
--- /dev/null
+++ b/render/fx_renderer/shaders.c
@@ -0,0 +1,204 @@
+#include <EGL/egl.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <wlr/util/log.h>
+
+#include "render/fx_renderer/fx_renderer.h"
+#include "render/fx_renderer/shaders.h"
+
+// shaders
+#include "common_vert_src.h"
+#include "quad_frag_src.h"
+#include "tex_frag_src.h"
+#include "stencil_mask_frag_src.h"
+#include "box_shadow_frag_src.h"
+
+GLuint compile_shader(GLuint type, const GLchar *src) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &src, NULL);
+ glCompileShader(shader);
+
+ GLint ok;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
+ if (ok == GL_FALSE) {
+ wlr_log(WLR_ERROR, "Failed to compile shader");
+ glDeleteShader(shader);
+ shader = 0;
+ }
+
+ return shader;
+}
+
+GLuint link_program(const GLchar *frag_src) {
+ const GLchar *vert_src = common_vert_src;
+ GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
+ if (!vert) {
+ goto error;
+ }
+
+ GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
+ if (!frag) {
+ glDeleteShader(vert);
+ goto error;
+ }
+
+ GLuint prog = glCreateProgram();
+ glAttachShader(prog, vert);
+ glAttachShader(prog, frag);
+ glLinkProgram(prog);
+
+ glDetachShader(prog, vert);
+ glDetachShader(prog, frag);
+ glDeleteShader(vert);
+ glDeleteShader(frag);
+
+ GLint ok;
+ glGetProgramiv(prog, GL_LINK_STATUS, &ok);
+ if (ok == GL_FALSE) {
+ wlr_log(WLR_ERROR, "Failed to link shader");
+ glDeleteProgram(prog);
+ goto error;
+ }
+
+ return prog;
+
+error:
+ return 0;
+}
+
+
+bool check_gl_ext(const char *exts, const char *ext) {
+ size_t extlen = strlen(ext);
+ const char *end = exts + strlen(exts);
+
+ while (exts < end) {
+ if (exts[0] == ' ') {
+ exts++;
+ continue;
+ }
+ size_t n = strcspn(exts, " ");
+ if (n == extlen && strncmp(ext, exts, n) == 0) {
+ return true;
+ }
+ exts += n;
+ }
+ return false;
+}
+
+void load_gl_proc(void *proc_ptr, const char *name) {
+ void *proc = (void *)eglGetProcAddress(name);
+ if (proc == NULL) {
+ wlr_log(WLR_ERROR, "FX RENDERER: eglGetProcAddress(%s) failed", name);
+ abort();
+ }
+ *(void **)proc_ptr = proc;
+}
+
+// Shaders
+
+static bool link_quad_program(struct quad_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(quad_frag_src);
+ if (!shader->program) {
+ return false;
+ }
+
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->color = glGetUniformLocation(prog, "color");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+
+ return true;
+}
+
+static bool link_tex_program(struct tex_shader *shader,
+ enum fx_tex_shader_source source) {
+ GLchar frag_src[2048];
+ snprintf(frag_src, sizeof(frag_src),
+ "#define SOURCE %d\n%s", source, tex_frag_src);
+
+ GLuint prog;
+ shader->program = prog = link_program(frag_src);
+ if (!shader->program) {
+ return false;
+ }
+
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->tex = glGetUniformLocation(prog, "tex");
+ shader->alpha = glGetUniformLocation(prog, "alpha");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->size = glGetUniformLocation(prog, "size");
+ shader->position = glGetUniformLocation(prog, "position");
+ shader->radius = glGetUniformLocation(prog, "radius");
+
+ return true;
+}
+
+static bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(stencil_mask_frag_src);
+ if (!shader->program) {
+ return false;
+ }
+
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->color = glGetUniformLocation(prog, "color");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->position = glGetUniformLocation(prog, "position");
+ shader->half_size = glGetUniformLocation(prog, "half_size");
+ shader->radius = glGetUniformLocation(prog, "radius");
+
+ return true;
+}
+
+static bool link_box_shadow_program(struct box_shadow_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(box_shadow_frag_src);
+ if (!shader->program) {
+ return false;
+ }
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->color = glGetUniformLocation(prog, "color");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->position = glGetUniformLocation(prog, "position");
+ shader->size = glGetUniformLocation(prog, "size");
+ shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma");
+ shader->corner_radius = glGetUniformLocation(prog, "corner_radius");
+
+ return true;
+}
+
+bool link_shaders(struct fx_renderer *renderer) {
+ // quad fragment shader
+ if (!link_quad_program(&renderer->shaders.quad)) {
+ wlr_log(WLR_ERROR, "Could not link quad shader");
+ return false;
+ }
+ // fragment shaders
+ if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) {
+ wlr_log(WLR_ERROR, "Could not link tex_RGBA shader");
+ return false;
+ }
+ if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) {
+ wlr_log(WLR_ERROR, "Could not link tex_RGBX shader");
+ return false;
+ }
+ if (!link_tex_program(&renderer->shaders.tex_ext, SHADER_SOURCE_TEXTURE_EXTERNAL)) {
+ wlr_log(WLR_ERROR, "Could not link tex_EXTERNAL shader");
+ return false;
+ }
+
+ // TODO: Fix the shader compilation errors
+ // // stencil mask shader
+ // if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) {
+ // return false;
+ // }
+ // // box shadow shader
+ // if (!link_box_shadow_program(&renderer->shaders.box_shadow)) {
+ // return false;
+ // }
+
+ return true;
+}