357 lines
9.9 KiB
C
357 lines
9.9 KiB
C
#include "shader/evas_gl_shaders.x"
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/////////////////////////////////////////////
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static void
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gl_compile_link_error(GLuint target, const char *action)
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{
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int loglen = 0, chars = 0;
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char *logtxt;
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/* Shader info log */
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glGetShaderiv(target, GL_INFO_LOG_LENGTH, &loglen);
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if (loglen > 0)
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{
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logtxt = calloc(loglen, sizeof(char));
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if (logtxt)
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{
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glGetShaderInfoLog(target, loglen, &chars, logtxt);
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ERR("Failed to %s: %s", action, logtxt);
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free(logtxt);
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}
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}
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/* Program info log */
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glGetProgramiv(target, GL_INFO_LOG_LENGTH, &loglen);
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if (loglen > 0)
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{
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logtxt = calloc(loglen, sizeof(char));
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if (logtxt)
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{
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glGetProgramInfoLog(target, loglen, &chars, logtxt);
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ERR("Failed to %s: %s", action, logtxt);
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free(logtxt);
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}
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}
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}
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static int
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_evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
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const char *pname,
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Eet_File *ef)
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{
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int res = 0, num = 0, length = 0;
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int *formats = NULL;
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void *data = NULL;
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GLint ok = 0;
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if (!ef) return res;
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data = eet_read(ef, pname, &length);
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if ((!data) || (length <= 0)) goto finish;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num);
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if (num <= 0) goto finish;
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formats = calloc(num, sizeof(int));
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if (!formats) goto finish;
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats);
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if (!formats[0]) goto finish;
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p->prog = glCreateProgram();
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#if 1
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// TODO: invalid rendering error occurs when attempting to use a
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// glProgramBinary. in order to render correctly we should create a dummy
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// vertex shader.
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p->vert = glCreateShader(GL_VERTEX_SHADER);
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glAttachShader(p->prog, p->vert);
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p->frag = glCreateShader(GL_FRAGMENT_SHADER);
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glAttachShader(p->prog, p->frag);
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#endif
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glsym_glProgramBinary(p->prog, formats[0], data, length);
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GLERRV("glsym_glProgramBinary");
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glBindAttribLocation(p->prog, SHAD_VERTEX, "vertex");
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glBindAttribLocation(p->prog, SHAD_COLOR, "color");
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glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
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glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
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glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
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glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
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glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
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glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
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glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
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if (!ok)
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{
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gl_compile_link_error(p->prog, "load a program object");
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ERR("Abort load of program (%s)", pname);
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goto finish;
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}
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res = 1;
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finish:
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if (formats) free(formats);
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if (data) free(data);
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if ((!res) && (p->prog))
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{
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glDeleteProgram(p->prog);
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p->prog = 0;
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}
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return res;
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}
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static int
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_evas_gl_common_shader_program_binary_save(Evas_GL_Program *p,
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const char *pname,
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Eet_File *ef)
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{
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void* data = NULL;
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GLenum format;
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int length = 0, size = 0;
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if (!glsym_glGetProgramBinary) return 0;
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glGetProgramiv(p->prog, GL_PROGRAM_BINARY_LENGTH, &length);
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if (length <= 0) return 0;
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data = malloc(length);
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if (!data) return 0;
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glsym_glGetProgramBinary(p->prog, length, &size, &format, data);
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GLERRV("glsym_glGetProgramBinary");
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if (length != size)
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{
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free(data);
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return 0;
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}
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if (eet_write(ef, pname, data, length, 1) < 0)
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{
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if (data) free(data);
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return 0;
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}
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if (data) free(data);
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return 1;
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}
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static int
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_evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
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Evas_GL_Program_Source *vert,
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Evas_GL_Program_Source *frag,
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const char *name)
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{
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GLint ok;
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p->vert = glCreateShader(GL_VERTEX_SHADER);
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p->frag = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(p->vert, 1,
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(const char **)&(vert->src), NULL);
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glCompileShader(p->vert);
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ok = 0;
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glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
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if (!ok)
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{
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gl_compile_link_error(p->vert, "compile vertex shader");
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ERR("Abort compile of shader vert (%s): %s", name, vert->src);
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return 0;
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}
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glShaderSource(p->frag, 1,
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(const char **)&(frag->src), NULL);
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glCompileShader(p->frag);
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ok = 0;
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glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
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if (!ok)
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{
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gl_compile_link_error(p->frag, "compile fragment shader");
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ERR("Abort compile of shader frag (%s): %s", name, frag->src);
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return 0;
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}
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p->prog = glCreateProgram();
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#ifdef GL_GLES
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#else
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if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
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{
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glsym_glProgramParameteri(p->prog, GL_PROGRAM_BINARY_RETRIEVABLE_HINT,
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GL_TRUE);
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GLERRV("glsym_glProgramParameteri");
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}
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#endif
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glAttachShader(p->prog, p->vert);
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glAttachShader(p->prog, p->frag);
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glBindAttribLocation(p->prog, SHAD_VERTEX, "vertex");
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glBindAttribLocation(p->prog, SHAD_COLOR, "color");
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glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
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glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
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glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
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glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
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glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
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glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
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glLinkProgram(p->prog);
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ok = 0;
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glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
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if (!ok)
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{
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gl_compile_link_error(p->prog, "link fragment and vertex shaders");
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ERR("Abort compile of shader frag (%s): %s", name, frag->src);
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ERR("Abort compile of shader vert (%s): %s", name, vert->src);
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return 0;
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}
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return 1;
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}
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static int
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_evas_gl_common_shader_source_init(Evas_GL_Shared *shared)
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{
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unsigned int i;
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for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); i++)
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{
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if (!_evas_gl_common_shader_program_source_init
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(&(shared->shader[_shaders_source[i].id]),
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_shaders_source[i].vert,
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_shaders_source[i].frag,
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_shaders_source[i].name))
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return 0;
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}
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return 1;
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}
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static int
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_evas_gl_common_shader_binary_init(Evas_GL_Shared *shared)
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{
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/* check eet */
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Eet_File *et = NULL;
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char bin_dir_path[PATH_MAX];
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char bin_file_path[PATH_MAX];
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unsigned int i;
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if (!evas_gl_common_file_cache_dir_check(bin_dir_path, sizeof(bin_dir_path)))
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return 0;
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if (!evas_gl_common_file_cache_file_check(bin_dir_path, "binary_shader", bin_file_path,
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sizeof(bin_dir_path)))
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return 0;
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/* use eet */
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if (!eet_init()) return 0;
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et = eet_open(bin_file_path, EET_FILE_MODE_READ);
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if (!et) goto error;
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for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); ++i)
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if (!_evas_gl_common_shader_program_binary_init(&(shared->shader[_shaders_source[i].id]),
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_shaders_source[i].name,
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et))
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goto error;
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if (et) eet_close(et);
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eet_shutdown();
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return 1;
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error:
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if (et) eet_close(et);
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eet_shutdown();
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return 0;
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}
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static int
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_evas_gl_common_shader_binary_save(Evas_GL_Shared *shared)
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{
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/* check eet */
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Eet_File *et = NULL; //check eet file
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int tmpfd;
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int res = 0;
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char bin_dir_path[PATH_MAX];
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char bin_file_path[PATH_MAX];
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char tmp_file[PATH_MAX];
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unsigned int i;
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if (!evas_gl_common_file_cache_dir_check(bin_dir_path, sizeof(bin_dir_path)))
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{
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res = evas_gl_common_file_cache_mkpath(bin_dir_path);
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if (!res) return 0; /* we can't make directory */
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}
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evas_gl_common_file_cache_file_check(bin_dir_path, "binary_shader", bin_file_path,
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sizeof(bin_dir_path));
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/* use mkstemp for writing */
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snprintf(tmp_file, sizeof(tmp_file), "%s.XXXXXX", bin_file_path);
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#ifndef _WIN32
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mode_t old_umask = umask(S_IRWXG|S_IRWXO);
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#endif
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tmpfd = mkstemp(tmp_file);
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#ifndef _WIN32
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umask(old_umask);
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#endif
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if (tmpfd < 0) goto error;
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close(tmpfd);
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/* use eet */
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if (!eet_init()) goto error;
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et = eet_open(tmp_file, EET_FILE_MODE_WRITE);
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if (!et) goto error;
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for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); ++i)
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if (!_evas_gl_common_shader_program_binary_save(&(shared->shader[_shaders_source[i].id]),
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_shaders_source[i].name,
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et))
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goto error;
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if (eet_close(et) != EET_ERROR_NONE) goto error;
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if (rename(tmp_file,bin_file_path) < 0) goto error;
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eet_shutdown();
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return 1;
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error:
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if (et) eet_close(et);
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if (evas_gl_common_file_cache_file_exists(tmp_file)) unlink(tmp_file);
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eet_shutdown();
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return 0;
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}
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int
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evas_gl_common_shader_program_init(Evas_GL_Shared *shared)
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{
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// gl support binary shader and get env of binary shader path
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if (shared->info.bin_program &&
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_evas_gl_common_shader_binary_init(shared)) return 1;
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/* compile all shader.*/
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if (!_evas_gl_common_shader_source_init(shared)) return 0;
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/* success compile all shader. if gl support binary shader, we need to save */
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if (shared->info.bin_program) _evas_gl_common_shader_binary_save(shared);
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return 1;
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}
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void
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evas_gl_common_shader_program_init_done(void)
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{
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#ifdef GL_GLES
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glReleaseShaderCompiler();
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#else
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if (glsym_glReleaseShaderCompiler)
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{
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glsym_glReleaseShaderCompiler();
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GLERRV("glsym_glReleaseShaderCompiler");
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}
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#endif
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}
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void
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evas_gl_common_shader_program_shutdown(Evas_GL_Program *p)
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{
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if (p->vert) glDeleteShader(p->vert);
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if (p->frag) glDeleteShader(p->frag);
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if (p->prog) glDeleteProgram(p->prog);
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}
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