029b64c30a
This just adds a bunch of support code to construct shaders from 'facets', which bundle attributes needed for each layer of the rendering system. At this point, that includes only the primitive and the fill stuff. v2: Correct comment in glamor transform about 1/2 pixel correction needed for GL_POINT. (Eric Anholt) v3: Rebase on Markus's cleanups (change by anholt) Signed-off-by: Keith Packard <keithp@keithp.com> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net>
395 lines
12 KiB
C
395 lines
12 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include "glamor_priv.h"
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#include "glamor_transform.h"
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#include "glamor_program.h"
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static Bool
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use_solid(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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{
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return glamor_set_solid(pixmap, gc, TRUE, prog->fg_uniform);
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}
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const glamor_facet glamor_fill_solid = {
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.name = "solid",
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.fs_exec = " gl_FragColor = fg;\n",
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.locations = glamor_program_location_fg,
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.use = use_solid,
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};
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static Bool
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use_tile(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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{
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return glamor_set_tiled(pixmap, gc, prog->fill_offset_uniform, prog->fill_size_uniform);
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}
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static const glamor_facet glamor_fill_tile = {
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.name = "tile",
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.version = 130,
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.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n",
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.fs_exec = " gl_FragColor = texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0);\n",
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.locations = glamor_program_location_fill,
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.use = use_tile,
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};
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#if 0
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static Bool
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use_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog)
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{
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return glamor_set_stippled(pixmap, gc, prog->fg_uniform, prog->fill_offset_uniform, prog->fill_size_uniform);
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}
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static const glamor_facet glamor_fill_stipple = {
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.name = "stipple",
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.version = 130,
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.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n";
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.fs_exec = (" if (texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0).x == 0)\n"
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" discard;\n"
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" gl_FragColor = fg;\n")
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.locations = glamor_program_location_fg | glamor_program_location_fill
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.use = use_stipple,
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};
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static const glamor_facet glamor_fill_opaque_stipple = {
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.name = "opaque_stipple",
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.version = 130,
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.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n";
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.fs_exec = (" if (texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0).x == 0)\n"
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" gl_FragColor = bg;\n"
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" else\n"
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" gl_FragColor = fg;\n"),
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.locations = glamor_program_location_fg | glamor_program_location_bg | glamor_program_location_fill
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.use = use_opaque_stipple
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};
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#endif
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static const glamor_facet *glamor_facet_fill[4] = {
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&glamor_fill_solid,
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&glamor_fill_tile,
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NULL,
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NULL,
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};
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typedef struct {
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glamor_program_location location;
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const char *vs_vars;
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const char *fs_vars;
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} glamor_location_var;
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static glamor_location_var location_vars[] = {
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{
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.location = glamor_program_location_fg,
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.fs_vars = "uniform vec4 fg;\n"
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},
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{
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.location = glamor_program_location_bg,
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.fs_vars = "uniform vec4 bg;\n"
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},
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{
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.location = glamor_program_location_fill,
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.vs_vars = ("uniform vec2 fill_offset;\n"
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"varying vec2 fill_pos;\n"),
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.fs_vars = ("uniform sampler2D sampler;\n"
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"uniform vec2 fill_size;\n"
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"varying vec2 fill_pos;\n")
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},
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{
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.location = glamor_program_location_font,
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.fs_vars = "uniform usampler2D font;\n",
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},
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};
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#define NUM_LOCATION_VARS (sizeof location_vars / sizeof location_vars[0])
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static char *
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add_var(char *cur, const char *add)
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{
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char *new;
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if (!add)
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return cur;
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new = realloc(cur, strlen(cur) + strlen(add) + 1);
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if (!new) {
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free(cur);
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return NULL;
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}
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strcat(new, add);
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return new;
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}
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static char *
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vs_location_vars(glamor_program_location locations)
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{
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int l;
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char *vars = strdup("");
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for (l = 0; vars && l < NUM_LOCATION_VARS; l++)
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if (locations & location_vars[l].location)
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vars = add_var(vars, location_vars[l].vs_vars);
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return vars;
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}
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static char *
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fs_location_vars(glamor_program_location locations)
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{
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int l;
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char *vars = strdup("");
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for (l = 0; vars && l < NUM_LOCATION_VARS; l++)
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if (locations & location_vars[l].location)
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vars = add_var(vars, location_vars[l].fs_vars);
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return vars;
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}
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static const char vs_template[] =
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"%s" /* version */
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"%s" /* prim vs_vars */
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"%s" /* fill vs_vars */
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"%s" /* location vs_vars */
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GLAMOR_DECLARE_MATRIX
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"void main() {\n"
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"%s" /* prim vs_exec, outputs 'pos' and gl_Position */
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"%s" /* fill vs_exec */
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"}\n";
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static const char fs_template[] =
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"%s" /* version */
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GLAMOR_DEFAULT_PRECISION
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"%s" /* prim fs_vars */
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"%s" /* fill fs_vars */
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"%s" /* location fs_vars */
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"void main() {\n"
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"%s" /* prim fs_exec */
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"%s" /* fill fs_exec */
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"}\n";
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static const char *
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str(const char *s)
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{
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if (!s)
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return "";
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return s;
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}
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static const glamor_facet facet_null_fill = {
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.name = ""
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};
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static GLint
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glamor_get_uniform(glamor_program *prog,
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glamor_program_location location,
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const char *name)
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{
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GLint uniform;
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if (location && (prog->locations & location) == 0)
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return -2;
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uniform = glGetUniformLocation(prog->prog, name);
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#if DBG
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ErrorF("%s uniform %d\n", name, uniform);
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#endif
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return uniform;
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}
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Bool
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glamor_build_program(ScreenPtr screen,
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glamor_program *prog,
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const glamor_facet *prim,
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const glamor_facet *fill)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_program_location locations = prim->locations;
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glamor_program_flag flags = prim->flags;
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int version = prim->version;
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char *version_string = NULL;
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char *fs_vars = NULL;
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char *vs_vars = NULL;
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char *vs_prog_string;
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char *fs_prog_string;
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GLint fs_prog, vs_prog;
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if (!fill)
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fill = &facet_null_fill;
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locations |= fill->locations;
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flags |= fill->flags;
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version = MAX(version, fill->version);
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if (version >= 130) {
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/* Would be nice to have a cleaner test for GLSL 1.30 support,
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* but for now this should suffice
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*/
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if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP ||
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epoxy_gl_version() < 30) {
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goto fail;
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}
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}
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vs_vars = vs_location_vars(locations);
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fs_vars = fs_location_vars(locations);
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if (!vs_vars)
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goto fail;
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if (!fs_vars)
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goto fail;
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if (version) {
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if (asprintf(&version_string, "#version %d\n", version) < 0)
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version_string = NULL;
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if (!version_string)
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goto fail;
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}
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if (asprintf(&vs_prog_string,
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vs_template,
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str(version_string),
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str(prim->vs_vars),
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str(fill->vs_vars),
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vs_vars,
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str(prim->vs_exec),
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str(fill->vs_exec)) < 0)
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vs_prog_string = NULL;
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if (asprintf(&fs_prog_string,
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fs_template,
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str(version_string),
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str(prim->fs_vars),
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str(fill->fs_vars),
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fs_vars,
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str(prim->fs_exec),
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str(fill->fs_exec)) < 0)
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fs_prog_string = NULL;
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if (!vs_prog_string || !fs_prog_string)
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goto fail;
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#define DBG 0
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#if DBG
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ErrorF("\nPrograms for %s %s\nVertex shader:\n\n%s\n\nFragment Shader:\n\n%s",
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prim->name, fill->name, vs_prog_string, fs_prog_string);
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#endif
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prog->prog = glCreateProgram();
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prog->flags = flags;
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prog->locations = locations;
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prog->prim_use = prim->use;
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prog->fill_use = fill->use;
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_prog_string);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_prog_string);
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free(vs_prog_string);
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free(fs_prog_string);
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glAttachShader(prog->prog, vs_prog);
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glDeleteShader(vs_prog);
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glAttachShader(prog->prog, fs_prog);
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glDeleteShader(fs_prog);
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glBindAttribLocation(prog->prog, GLAMOR_VERTEX_POS, "primitive");
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if (prim->source_name) {
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#if DBG
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ErrorF("Bind GLAMOR_VERTEX_SOURCE to %s\n", prim->source_name);
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#endif
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glBindAttribLocation(prog->prog, GLAMOR_VERTEX_SOURCE, prim->source_name);
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}
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glamor_link_glsl_prog(screen, prog->prog, "%s_%s", prim->name, fill->name);
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prog->matrix_uniform = glamor_get_uniform(prog, glamor_program_location_none, "v_matrix");
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prog->fg_uniform = glamor_get_uniform(prog, glamor_program_location_fg, "fg");
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prog->bg_uniform = glamor_get_uniform(prog, glamor_program_location_bg, "bg");
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prog->fill_offset_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_offset");
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prog->fill_size_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_size");
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prog->font_uniform = glamor_get_uniform(prog, glamor_program_location_font, "font");
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if (glGetError() != GL_NO_ERROR)
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goto fail;
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free(version_string);
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free(fs_vars);
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free(vs_vars);
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return TRUE;
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fail:
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prog->failed = 1;
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if (prog->prog) {
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glDeleteProgram(prog->prog);
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prog->prog = 0;
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}
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free(version_string);
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free(fs_vars);
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free(vs_vars);
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return FALSE;
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}
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Bool
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glamor_use_program(PixmapPtr pixmap,
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GCPtr gc,
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glamor_program *prog,
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void *arg)
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{
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glUseProgram(prog->prog);
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if (prog->prim_use && !prog->prim_use(pixmap, gc, prog, arg))
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return FALSE;
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if (prog->fill_use && !prog->fill_use(pixmap, gc, prog, arg))
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return FALSE;
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return TRUE;
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}
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glamor_program *
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glamor_use_program_fill(PixmapPtr pixmap,
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GCPtr gc,
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glamor_program_fill *program_fill,
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const glamor_facet *prim)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_program *prog = &program_fill->progs[gc->fillStyle];
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int fill_style = gc->fillStyle;
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const glamor_facet *fill;
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if (prog->failed)
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return FALSE;
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if (!prog->prog) {
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fill = glamor_facet_fill[fill_style];
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if (!fill)
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return NULL;
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if (!glamor_build_program(screen, prog, prim, fill))
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return NULL;
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}
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if (!glamor_use_program(pixmap, gc, prog, NULL))
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return NULL;
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return prog;
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}
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