render: Load shaders from files
parent
3d8bb78920
commit
527d0caea7
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@ -0,0 +1,12 @@
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#extension GL_OES_EGL_image_external: require
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precision mediump float;
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uniform samplerExternalOES u_tex;
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varying vec2 v_texture;
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void main()
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{
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gl_FragColor = texture2D(u_tex, v_texture);
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}
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@ -0,0 +1,10 @@
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attribute vec2 pos;
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attribute vec2 texture;
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varying vec2 v_texture;
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void main()
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{
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v_texture = vec2(texture.s, 1.0 - texture.t);
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gl_Position = vec4(pos, 0, 1);
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}
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@ -0,0 +1,10 @@
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precision mediump float;
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uniform sampler2D u_tex;
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varying vec2 v_texture;
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void main()
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{
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gl_FragColor = texture2D(u_tex, v_texture);
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}
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@ -0,0 +1,10 @@
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attribute vec2 pos;
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attribute vec2 texture;
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varying vec2 v_texture;
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void main()
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{
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v_texture = texture;
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gl_Position = vec4(pos, 0, 1);
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}
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52
src/render.c
52
src/render.c
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@ -158,41 +158,6 @@ static int gl_load_shader(GLuint* dst, const char* source, GLenum type)
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return 0;
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return 0;
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}
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}
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static const char dmabuf_vertex_src[] =
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"attribute vec2 pos;\n"
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"attribute vec2 texture;\n"
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"varying vec2 v_texture;\n"
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"void main() {\n"
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" v_texture = vec2(texture.s, 1.0 - texture.t);\n"
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" gl_Position = vec4(pos, 0, 1);\n"
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"}\n";
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static const char dmabuf_fragment_src[] =
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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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"uniform samplerExternalOES u_tex;\n"
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"varying vec2 v_texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(u_tex, v_texture);\n"
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"}\n";
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static const char texture_vertex_src[] =
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"attribute vec2 pos;\n"
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"attribute vec2 texture;\n"
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"varying vec2 v_texture;\n"
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"void main() {\n"
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" v_texture = texture;\n"
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" gl_Position = vec4(pos, 0, 1);\n"
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"}\n";
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static const char texture_fragment_src[] =
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"precision mediump float;\n"
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"uniform sampler2D u_tex;\n"
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"varying vec2 v_texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(u_tex, v_texture);\n"
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"}\n";
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static char* read_file(const char* path)
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static char* read_file(const char* path)
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{
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{
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FILE* stream = fopen(path, "r");
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FILE* stream = fopen(path, "r");
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@ -242,16 +207,17 @@ static int gl_load_shader_from_file(GLuint* dst, const char* path, GLenum type)
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return rc;
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return rc;
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}
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}
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static int gl_compile_shader_program(GLuint* dst, const char* vertex_src,
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static int gl_compile_shader_program(GLuint* dst, const char* vertex_path,
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const char* fragment_src)
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const char* fragment_path)
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{
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{
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int rc = -1;
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int rc = -1;
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GLuint vertex, fragment;
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GLuint vertex, fragment;
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if (gl_load_shader(&vertex, vertex_src, GL_VERTEX_SHADER) < 0)
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if (gl_load_shader_from_file(&vertex, vertex_path, GL_VERTEX_SHADER) < 0)
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return -1;
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return -1;
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if (gl_load_shader(&fragment, fragment_src, GL_FRAGMENT_SHADER) < 0)
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if (gl_load_shader_from_file(&fragment, fragment_path,
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GL_FRAGMENT_SHADER) < 0)
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goto fragment_failure;
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goto fragment_failure;
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GLuint program = glCreateProgram();
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GLuint program = glCreateProgram();
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@ -399,13 +365,13 @@ int renderer_init(struct renderer* self, uint32_t width, uint32_t height)
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goto late_extension_failure;
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goto late_extension_failure;
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if (gl_compile_shader_program(&self->dmabuf_shader_program,
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if (gl_compile_shader_program(&self->dmabuf_shader_program,
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dmabuf_vertex_src,
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"shaders/dmabuf-vertex.glsl",
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dmabuf_fragment_src) < 0)
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"shaders/dmabuf-fragment.glsl") < 0)
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goto shader_failure;
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goto shader_failure;
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if (gl_compile_shader_program(&self->texture_shader_program,
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if (gl_compile_shader_program(&self->texture_shader_program,
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texture_vertex_src,
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"shaders/texture-vertex.glsl",
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texture_fragment_src) < 0)
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"shaders/texture-fragment.glsl") < 0)
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goto shader_failure;
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goto shader_failure;
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self->width = width;
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self->width = width;
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