glamor: Drop duplicated GLAMOR_DEFAULT_PRECISIONs in render accel.
We only need it once at the top of the shader, so just put it there. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com>
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@ -72,7 +72,6 @@ glamor_create_composite_fs(struct shader_key *key)
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"uniform int source_repeat_mode;\n"
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"uniform int mask_repeat_mode;\n";
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const char *relocate_texture =
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GLAMOR_DEFAULT_PRECISION
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"vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n"
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"{\n"
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" vec2 rel_tex; \n"
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@ -119,14 +118,12 @@ glamor_create_composite_fs(struct shader_key *key)
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"}\n";
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const char *source_solid_fetch =
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GLAMOR_DEFAULT_PRECISION
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"uniform vec4 source;\n"
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"vec4 get_source()\n"
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"{\n"
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" return source;\n"
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"}\n";
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const char *source_alpha_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 source_texture;\n"
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"uniform sampler2D source_sampler;\n"
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"uniform vec4 source_wh;"
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@ -139,7 +136,6 @@ glamor_create_composite_fs(struct shader_key *key)
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" source_wh, source_repeat_mode, 0);\n"
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"}\n";
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const char *source_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 source_texture;\n"
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"uniform sampler2D source_sampler;\n"
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"uniform vec4 source_wh;\n"
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@ -152,14 +148,12 @@ glamor_create_composite_fs(struct shader_key *key)
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" source_wh, source_repeat_mode, 1);\n"
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"}\n";
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const char *mask_solid_fetch =
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GLAMOR_DEFAULT_PRECISION
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"uniform vec4 mask;\n"
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"vec4 get_mask()\n"
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"{\n"
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" return mask;\n"
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"}\n";
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const char *mask_alpha_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 mask_texture;\n"
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"uniform sampler2D mask_sampler;\n"
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"uniform vec4 mask_wh;\n"
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@ -172,7 +166,6 @@ glamor_create_composite_fs(struct shader_key *key)
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" mask_wh, mask_repeat_mode, 0);\n"
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"}\n";
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const char *mask_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 mask_texture;\n"
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"uniform sampler2D mask_sampler;\n"
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"uniform vec4 mask_wh;\n"
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@ -185,31 +178,26 @@ glamor_create_composite_fs(struct shader_key *key)
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" mask_wh, mask_repeat_mode, 1);\n"
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"}\n";
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const char *in_source_only =
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GLAMOR_DEFAULT_PRECISION
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"void main()\n"
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"{\n"
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" gl_FragColor = get_source();\n"
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"}\n";
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const char *in_normal =
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GLAMOR_DEFAULT_PRECISION
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"void main()\n"
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"{\n"
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" gl_FragColor = get_source() * get_mask().a;\n"
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"}\n";
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const char *in_ca_source =
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GLAMOR_DEFAULT_PRECISION
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"void main()\n"
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"{\n"
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" gl_FragColor = get_source() * get_mask();\n"
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"}\n";
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const char *in_ca_alpha =
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GLAMOR_DEFAULT_PRECISION
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"void main()\n"
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"{\n"
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" gl_FragColor = get_source().a * get_mask();\n"
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"}\n";
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const char *in_ca_dual_blend =
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GLAMOR_DEFAULT_PRECISION
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"out vec4 color0;\n"
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"out vec4 color1;\n"
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"void main()\n"
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@ -280,7 +268,10 @@ glamor_create_composite_fs(struct shader_key *key)
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FatalError("Bad composite IN type");
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}
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XNFasprintf(&source, "%s%s%s%s%s%s%s", header, repeat_define, relocate_texture,
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XNFasprintf(&source,
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"%s"
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GLAMOR_DEFAULT_PRECISION
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"%s%s%s%s%s%s", header, repeat_define, relocate_texture,
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rel_sampler, source_fetch, mask_fetch, in);
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prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
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