This helps us moving opengl dependencies into a single source file so we can easily disable it. Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
392 lines
9.5 KiB
C
392 lines
9.5 KiB
C
/*
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* GL - Graphics Layer
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*
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* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
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* Copyright (c) 2011 University of Tuebingen
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files
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* (the "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Shader API
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* This provides basic shader objects that are used to draw sprites and
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* textures.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <errno.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include "gl.h"
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#include "log.h"
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#include "uterm.h"
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#define LOG_SUBSYSTEM "gl"
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/* Clear the GL error stack. The standard says that the error value is just a
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* single value and no list/stack. However, multiple error fields may be defined
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* and glGetError() returns only one of them until all are cleared. Hence, we
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* loop until no more error is retrieved.
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*/
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void gl_clear_error()
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{
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GLenum err;
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do {
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err = glGetError();
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} while (err != GL_NO_ERROR);
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}
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/* return true if there is a pending GL error */
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bool gl_has_error()
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{
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GLenum err;
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err = glGetError();
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if (err != GL_NO_ERROR) {
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log_err("GL error %d", err);
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return true;
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}
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return false;
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}
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void gl_viewport(struct uterm_screen *screen)
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{
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glViewport(0, 0,
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uterm_screen_width(screen),
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uterm_screen_height(screen));
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}
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void gl_clear_color(float r, float g, float b, float a)
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{
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glClearColor(r, g, b, a);
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}
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void gl_clear(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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unsigned int gl_tex_new()
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{
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GLuint tex = 0;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return tex;
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}
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void gl_tex_free(unsigned int tex)
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{
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glDeleteTextures(1, &tex);
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}
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void gl_tex_load(unsigned int tex, unsigned int width, unsigned int stride,
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unsigned int height, void *buf)
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{
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if (!buf || !width || !height)
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return;
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/* With OpenGL instead of OpenGLES2 we must use this on linux:
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* glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
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* GL_UNSIGNED_BYTE, buf);
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*
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* TODO: Check what kind of stride we need to support here.
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* GL_UNPACK_ROW_LENGTH only supports specifying a single row but
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* doesn't allow pixel strides. cairo currently works fine without
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* touching it but we should probably fix this properly.
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*/
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glBindTexture(GL_TEXTURE_2D, tex);
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/* glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, buf);
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/* glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); */
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}
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struct gl_shader {
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unsigned long ref;
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GLuint def_program;
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GLuint def_vshader;
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GLuint def_fshader;
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GLuint def_uni_projection;
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GLuint tex_program;
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GLuint tex_vshader;
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GLuint tex_fshader;
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GLuint tex_uni_projection;
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GLuint tex_uni_texture;
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};
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/* external shader sources; generated during build */
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extern const char *kmscon_vert_def;
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extern const char *kmscon_frag_def;
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extern const char *kmscon_vert_tex;
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extern const char *kmscon_frag_tex;
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static int compile_shader(GLenum type, const char *source)
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{
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char msg[512];
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GLint status = 1;
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GLuint s;
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s = glCreateShader(type);
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if (s == GL_NONE) {
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log_warn("cannot allocate GL shader");
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return GL_NONE;
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}
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glShaderSource(s, 1, &source, NULL);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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msg[0] = 0;
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glGetShaderInfoLog(s, sizeof(msg), NULL, msg);
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log_warn("cannot compile shader: %s", msg);
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return GL_NONE;
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}
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return s;
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}
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static int init_def_shader(struct gl_shader *shader)
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{
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char msg[512];
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GLint status = 1;
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int ret;
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shader->def_vshader = compile_shader(GL_VERTEX_SHADER,
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kmscon_vert_def);
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if (shader->def_vshader == GL_NONE)
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return -EFAULT;
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shader->def_fshader = compile_shader(GL_FRAGMENT_SHADER,
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kmscon_frag_def);
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if (shader->def_fshader == GL_NONE) {
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ret = -EFAULT;
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goto err_vshader;
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}
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shader->def_program = glCreateProgram();
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glAttachShader(shader->def_program, shader->def_vshader);
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glAttachShader(shader->def_program, shader->def_fshader);
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glBindAttribLocation(shader->def_program, 0, "position");
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glBindAttribLocation(shader->def_program, 1, "color");
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glLinkProgram(shader->def_program);
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glGetProgramiv(shader->def_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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msg[0] = 0;
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glGetProgramInfoLog(shader->def_program, sizeof(msg),
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NULL, msg);
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log_warn("cannot link shader: %s", msg);
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ret = -EFAULT;
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goto err_link;
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}
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shader->def_uni_projection =
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glGetUniformLocation(shader->def_program, "projection");
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return 0;
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err_link:
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glDeleteProgram(shader->def_program);
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glDeleteShader(shader->def_fshader);
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err_vshader:
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glDeleteShader(shader->def_vshader);
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return ret;
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}
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static void free_def_shader(struct gl_shader *shader)
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{
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glDeleteProgram(shader->def_program);
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glDeleteShader(shader->def_fshader);
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glDeleteShader(shader->def_vshader);
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}
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static int init_tex_shader(struct gl_shader *shader)
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{
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char msg[512];
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GLint status = 1;
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int ret;
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shader->tex_vshader = compile_shader(GL_VERTEX_SHADER,
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kmscon_vert_tex);
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if (shader->tex_vshader == GL_NONE)
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return -EFAULT;
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shader->tex_fshader = compile_shader(GL_FRAGMENT_SHADER,
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kmscon_frag_tex);
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if (shader->tex_fshader == GL_NONE) {
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ret = -EFAULT;
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goto err_vshader;
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}
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shader->tex_program = glCreateProgram();
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glAttachShader(shader->tex_program, shader->tex_vshader);
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glAttachShader(shader->tex_program, shader->tex_fshader);
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glBindAttribLocation(shader->tex_program, 0, "position");
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glBindAttribLocation(shader->tex_program, 1, "texture_position");
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glLinkProgram(shader->tex_program);
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glGetProgramiv(shader->tex_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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msg[0] = 0;
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glGetProgramInfoLog(shader->tex_program, sizeof(msg),
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NULL, msg);
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log_warn("cannot link shader: %s", msg);
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ret = -EFAULT;
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goto err_link;
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}
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shader->tex_uni_projection =
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glGetUniformLocation(shader->tex_program, "projection");
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shader->tex_uni_texture =
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glGetUniformLocation(shader->tex_program, "texture");
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return 0;
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err_link:
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glDeleteProgram(shader->tex_program);
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glDeleteShader(shader->tex_fshader);
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err_vshader:
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glDeleteShader(shader->tex_vshader);
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return ret;
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}
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static void free_tex_shader(struct gl_shader *shader)
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{
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glDeleteProgram(shader->tex_program);
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glDeleteShader(shader->tex_fshader);
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glDeleteShader(shader->tex_vshader);
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}
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int gl_shader_new(struct gl_shader **out)
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{
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struct gl_shader *shader;
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int ret;
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if (!out)
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return -EINVAL;
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shader = malloc(sizeof(*shader));
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if (!shader)
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return -ENOMEM;
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memset(shader, 0, sizeof(*shader));
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shader->ref = 1;
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ret = init_def_shader(shader);
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if (ret)
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goto err_free;
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ret = init_tex_shader(shader);
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if (ret)
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goto err_def;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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log_debug("new shader object %p", shader);
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*out = shader;
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return 0;
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err_def:
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free_def_shader(shader);
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err_free:
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free(shader);
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return ret;
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}
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void gl_shader_ref(struct gl_shader *shader)
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{
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if (!shader || !shader->ref)
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return;
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++shader->ref;
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}
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void gl_shader_unref(struct gl_shader *shader)
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{
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if (!shader || !shader->ref || --shader->ref)
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return;
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log_debug("free shader object %p", shader);
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free_tex_shader(shader);
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free_def_shader(shader);
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free(shader);
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}
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void gl_shader_draw_def(struct gl_shader *shader, float *vertices,
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float *colors, size_t num)
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{
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float m[16] = { 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1 };
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if (!shader || !vertices || !colors || !num)
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return;
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glUseProgram(shader->def_program);
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glUniformMatrix4fv(shader->def_uni_projection, 1, GL_FALSE, m);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, num);
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}
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void gl_shader_draw_tex(struct gl_shader *shader, const float *vertices,
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const float *texcoords, size_t num,
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unsigned int tex, const float *m)
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{
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float mat[16];
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if (!shader || !vertices || !texcoords || !num || !m)
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return;
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gl_m4_transpose_dest(mat, m);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glUseProgram(shader->tex_program);
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glUniformMatrix4fv(shader->tex_uni_projection, 1, GL_FALSE, mat);
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glUniform1i(shader->tex_uni_texture, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glDrawArrays(GL_TRIANGLES, 0, num);
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}
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