kmscon/src/shl_gl_shader.c
David Herrmann 0a098393c2 shl: shader: add "len" parameter to shader sources
Shader sources may not be 0 terminated if we mmap() them. Hence, we need
to pass the length to the shader compiler. As glShaderSource() allows this
<0 as zero-terminated strings, we can simply add a parameter for the
shader length.

Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
2013-11-03 12:12:29 +01:00

291 lines
6.9 KiB
C

/*
* shl - OpenGL Helpers
*
* Copyright (c) 2011-2013 David Herrmann <dh.herrmann@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Shader API
* This provides basic shader objects that are used to draw sprites and
* textures.
*/
#define GL_GLEXT_PROTOTYPES
#include <errno.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include "shl_gl.h"
#include "shl_llog.h"
#define LLOG_SUBSYSTEM "gl_shader"
struct gl_shader {
unsigned long ref;
llog_submit_t llog;
void *llog_data;
GLuint program;
GLuint vshader;
GLuint fshader;
};
/* Clear the GL error stack. The standard says that the error value is just a
* single value and no list/stack. However, multiple error fields may be defined
* and glGetError() returns only one of them until all are cleared. Hence, we
* loop until no more errors are retrieved. */
void gl_clear_error()
{
GLenum err;
do {
err = glGetError();
} while (err != GL_NO_ERROR);
}
const char *gl_err_to_str(GLenum err)
{
switch (err) {
case GL_NO_ERROR:
return "<NO_ERROR>";
case GL_INVALID_ENUM:
return "<INVALID_ENUM>";
case GL_INVALID_VALUE:
return "<INVALID_VALUE>";
case GL_INVALID_OPERATION:
return "<INVALID_OPERATION>";
#ifdef GL_STACK_OVERFLOW
case GL_STACK_OVERFLOW:
return "<STACK_OVERFLOW>";
#endif
#ifdef GL_STACK_UNDERFLOW
case GL_STACK_UNDERFLOW:
return "<STACK_UNDERFLOW>";
#endif
case GL_OUT_OF_MEMORY:
return "<OUT_OF_MEMORY>";
default:
return "<unknown>";
}
}
/* return true if there is a pending GL error */
bool gl_has_error(struct gl_shader *shader)
{
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR) {
llog_error(shader, "GL error %d: %s", err, gl_err_to_str(err));
return true;
}
return false;
}
static int compile_shader(struct gl_shader *shader, GLenum type,
const char *source, int len)
{
char msg[512];
GLint status = 1, size;
GLuint s;
s = glCreateShader(type);
if (s == GL_NONE) {
llog_warning(shader, "cannot allocate GL shader");
return GL_NONE;
}
size = len;
glShaderSource(s, 1, &source, &size);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
msg[0] = 0;
glGetShaderInfoLog(s, sizeof(msg), NULL, msg);
llog_warning(shader, "cannot compile shader: %s", msg);
return GL_NONE;
}
return s;
}
int gl_shader_new(struct gl_shader **out, const char *vert, int vert_len,
const char *frag, int frag_len,
char **attr, size_t attr_count, llog_submit_t llog,
void *llog_data)
{
struct gl_shader *shader;
int ret, i;
char msg[512];
GLint status = 1;
if (!out || !vert || !frag)
return -EINVAL;
shader = malloc(sizeof(*shader));
if (!shader)
return -ENOMEM;
memset(shader, 0, sizeof(*shader));
shader->ref = 1;
shader->llog = llog;
shader->llog_data = llog_data;
llog_debug(shader, "new shader");
shader->vshader = compile_shader(shader, GL_VERTEX_SHADER, vert,
vert_len);
if (shader->vshader == GL_NONE) {
ret = -EFAULT;
goto err_free;
}
shader->fshader = compile_shader(shader, GL_FRAGMENT_SHADER, frag,
frag_len);
if (shader->fshader == GL_NONE) {
ret = -EFAULT;
goto err_vshader;
}
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vshader);
glAttachShader(shader->program, shader->fshader);
for (i = 0; i < attr_count; ++i)
glBindAttribLocation(shader->program, i, attr[i]);
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
msg[0] = 0;
glGetProgramInfoLog(shader->program, sizeof(msg), NULL, msg);
llog_warning(shader, "cannot link shader: %s", msg);
ret = -EFAULT;
goto err_link;
}
if (gl_has_error(shader)) {
llog_warning(shader, "shader creation failed");
ret = -EFAULT;
goto err_link;
}
*out = shader;
return 0;
err_link:
glDeleteProgram(shader->program);
glDeleteShader(shader->fshader);
err_vshader:
glDeleteShader(shader->vshader);
err_free:
free(shader);
return ret;
}
void gl_shader_ref(struct gl_shader *shader)
{
if (!shader || !shader->ref)
return;
++shader->ref;
}
void gl_shader_unref(struct gl_shader *shader)
{
if (!shader || !shader->ref || --shader->ref)
return;
llog_debug(shader, "free shader");
glDeleteProgram(shader->program);
glDeleteShader(shader->fshader);
glDeleteShader(shader->vshader);
free(shader);
}
GLuint gl_shader_get_uniform(struct gl_shader *shader, const char *name)
{
if (!shader)
return 0;
return glGetUniformLocation(shader->program, name);
}
void gl_shader_use(struct gl_shader *shader)
{
if (!shader)
return;
glUseProgram(shader->program);
}
void gl_tex_new(GLuint *tex, size_t num)
{
size_t i;
glGenTextures(num, tex);
for (i = 0; i < num; ++i) {
glBindTexture(GL_TEXTURE_2D, tex[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
}
void gl_tex_free(GLuint *tex, size_t num)
{
glDeleteTextures(num, tex);
}
void gl_tex_load(GLuint tex, unsigned int width, unsigned int stride,
unsigned int height, uint8_t *buf)
{
if (!buf || !width || !height || !stride)
return;
/* With OpenGL instead of OpenGLES2 we must use this on linux:
* glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
* GL_UNSIGNED_BYTE, buf);
*
* TODO: Check what kind of stride we need to support here.
* GL_UNPACK_ROW_LENGTH only supports specifying a single row but
* doesn't allow pixel strides. cairo currently works fine without
* touching it but we should probably fix this properly. */
glBindTexture(GL_TEXTURE_2D, tex);
/* glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); */
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, buf);
/* glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); */
}