efl/legacy/evas/src/modules/engines/gl_common/evas_gl_shader.c

1223 lines
30 KiB
C

#include "evas_gl_private.h"
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int rect_frag_bin[] =
{
# include "shader/rect_frag_bin_s3c6410.h"
};
#endif
const char rect_frag_glsl[] =
#include "shader/rect_frag.h"
;
Evas_GL_Program_Source shader_rect_frag_src =
{
rect_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
rect_frag_bin, sizeof(rect_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int rect_vert_bin[] =
{
# include "shader/rect_vert_bin_s3c6410.h"
};
#endif
const char rect_vert_glsl[] =
#include "shader/rect_vert.h"
;
Evas_GL_Program_Source shader_rect_vert_src =
{
rect_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
rect_vert_bin, sizeof(rect_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int font_frag_bin[] =
{
# include "shader/font_frag_bin_s3c6410.h"
};
#endif
const char font_frag_glsl[] =
#include "shader/font_frag.h"
;
Evas_GL_Program_Source shader_font_frag_src =
{
font_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
font_frag_bin, sizeof(font_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int font_vert_bin[] =
{
# include "shader/font_vert_bin_s3c6410.h"
};
#endif
const char font_vert_glsl[] =
#include "shader/font_vert.h"
;
Evas_GL_Program_Source shader_font_vert_src =
{
font_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
font_vert_bin, sizeof(font_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuv_frag_bin[] =
{
# include "shader/yuv_frag_bin_s3c6410.h"
};
#endif
const char yuv_frag_glsl[] =
#include "shader/yuv_frag.h"
;
Evas_GL_Program_Source shader_yuv_frag_src =
{
yuv_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuv_frag_bin, sizeof(yuv_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuv_vert_bin[] =
{
# include "shader/yuv_vert_bin_s3c6410.h"
};
#endif
const char yuv_vert_glsl[] =
#include "shader/yuv_vert.h"
;
Evas_GL_Program_Source shader_yuv_vert_src =
{
yuv_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuv_vert_bin, sizeof(yuv_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuy2_frag_bin[] =
{
# include "shader/yuy2_frag_bin_s3c6410.h"
};
#endif
const char yuy2_frag_glsl[] =
#include "shader/yuy2_frag.h"
;
Evas_GL_Program_Source shader_yuy2_frag_src =
{
yuy2_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuy2_frag_bin, sizeof(yuy2_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuy2_vert_bin[] =
{
# include "shader/yuy2_vert_bin_s3c6410.h"
};
#endif
const char yuy2_vert_glsl[] =
#include "shader/yuy2_vert.h"
;
Evas_GL_Program_Source shader_yuy2_vert_src =
{
yuy2_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuy2_vert_bin, sizeof(yuy2_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuy2_nomul_frag_bin[] =
{
# include "shader/yuy2_nomul_frag_bin_s3c6410.h"
};
#endif
const char yuy2_nomul_frag_glsl[] =
#include "shader/yuy2_nomul_frag.h"
;
Evas_GL_Program_Source shader_yuy2_nomul_frag_src =
{
yuy2_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuy2_nomul_frag_bin, sizeof(yuy2_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuy2_nomul_vert_bin[] =
{
# include "shader/yuy2_nomul_vert_bin_s3c6410.h"
};
#endif
const char yuy2_nomul_vert_glsl[] =
#include "shader/yuy2_nomul_vert.h"
;
Evas_GL_Program_Source shader_yuy2_nomul_vert_src =
{
yuy2_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuy2_nomul_vert_bin, sizeof(yuy2_nomul_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int nv12_nomul_vert_bin[] =
{
# include "shader/nv12_nomul_vert_bin_s3c6410.h"
};
#endif
const char nv12_nomul_vert_glsl[] =
#include "shader/nv12_nomul_vert.h"
;
Evas_GL_Program_Source shader_nv12_nomul_vert_src =
{
nv12_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
nv12_nomul_vert_bin, sizeof(nv12_nomul_vert_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int nv12_vert_bin[] =
{
# include "shader/nv12_vert_bin_s3c6410.h"
};
#endif
const char nv12_vert_glsl[] =
#include "shader/nv12_vert.h"
;
Evas_GL_Program_Source shader_nv12_vert_src =
{
nv12_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
nv12_vert_bin, sizeof(nv12_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuv_nomul_frag_bin[] =
{
# include "shader/yuv_nomul_frag_bin_s3c6410.h"
};
#endif
const char yuv_nomul_frag_glsl[] =
#include "shader/yuv_nomul_frag.h"
;
Evas_GL_Program_Source shader_yuv_nomul_frag_src =
{
yuv_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuv_nomul_frag_bin, sizeof(yuv_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int yuv_nomul_vert_bin[] =
{
# include "shader/yuv_nomul_vert_bin_s3c6410.h"
};
#endif
const char yuv_nomul_vert_glsl[] =
#include "shader/yuv_nomul_vert.h"
;
Evas_GL_Program_Source shader_yuv_nomul_vert_src =
{
yuv_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
yuv_nomul_vert_bin, sizeof(yuv_nomul_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int tex_frag_bin[] =
{
# include "shader/tex_frag_bin_s3c6410.h"
};
#endif
const char tex_frag_glsl[] =
#include "shader/tex_frag.h"
;
Evas_GL_Program_Source shader_tex_frag_src =
{
tex_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
tex_frag_bin, sizeof(tex_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int tex_vert_bin[] =
{
# include "shader/tex_vert_bin_s3c6410.h"
};
#endif
const char tex_vert_glsl[] =
#include "shader/tex_vert.h"
;
Evas_GL_Program_Source shader_tex_vert_src =
{
tex_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
tex_vert_bin, sizeof(tex_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int tex_nomul_frag_bin[] =
{
# include "shader/tex_nomul_frag_bin_s3c6410.h"
};
#endif
const char tex_nomul_frag_glsl[] =
#include "shader/tex_nomul_frag.h"
;
Evas_GL_Program_Source shader_tex_nomul_frag_src =
{
tex_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
tex_nomul_frag_bin, sizeof(tex_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int tex_nomul_vert_bin[] =
{
# include "shader/tex_nomul_vert_bin_s3c6410.h"
};
#endif
const char tex_nomul_vert_glsl[] =
#include "shader/tex_nomul_vert.h"
;
Evas_GL_Program_Source shader_tex_nomul_vert_src =
{
tex_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
tex_nomul_vert_bin, sizeof(tex_nomul_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_frag_bin[] =
{
# include "shader/img_frag_bin_s3c6410.h"
};
#endif
const char img_frag_glsl[] =
#include "shader/img_frag.h"
;
Evas_GL_Program_Source shader_img_frag_src =
{
img_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_frag_bin, sizeof(img_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_vert_bin[] =
{
# include "shader/img_vert_bin_s3c6410.h"
};
#endif
const char img_vert_glsl[] =
#include "shader/img_vert.h"
;
Evas_GL_Program_Source shader_img_vert_src =
{
img_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_vert_bin, sizeof(img_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_nomul_frag_bin[] =
{
# include "shader/img_nomul_frag_bin_s3c6410.h"
};
#endif
const char img_nomul_frag_glsl[] =
#include "shader/img_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_nomul_frag_src =
{
img_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_nomul_frag_bin, sizeof(img_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_nomul_vert_bin[] =
{
# include "shader/img_nomul_vert_bin_s3c6410.h"
};
#endif
const char img_nomul_vert_glsl[] =
#include "shader/img_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_nomul_vert_src =
{
img_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_nomul_vert_bin, sizeof(img_nomul_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_bgra_frag_bin[] =
{
# include "shader/img_bgra_frag_bin_s3c6410.h"
};
#endif
const char img_bgra_frag_glsl[] =
#include "shader/img_bgra_frag.h"
;
Evas_GL_Program_Source shader_img_bgra_frag_src =
{
img_bgra_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_bgra_frag_bin, sizeof(img_bgra_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_bgra_vert_bin[] =
{
# include "shader/img_bgra_vert_bin_s3c6410.h"
};
#endif
const char img_bgra_vert_glsl[] =
#include "shader/img_bgra_vert.h"
;
Evas_GL_Program_Source shader_img_bgra_vert_src =
{
img_bgra_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_bgra_vert_bin, sizeof(img_bgra_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_mask_frag_bin[] =
{
# include "shader/img_mask_frag_bin_s3c6410.h"
};
#endif
const char img_mask_frag_glsl[] =
#include "shader/img_mask_frag.h"
;
Evas_GL_Program_Source shader_img_mask_frag_src =
{
img_mask_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_mask_frag_bin, sizeof(img_mask_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_mask_vert_bin[] =
{
# include "shader/img_mask_vert_bin_s3c6410.h"
};
#endif
const char img_mask_vert_glsl[] =
#include "shader/img_mask_vert.h"
;
Evas_GL_Program_Source shader_img_mask_vert_src =
{
img_mask_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_mask_vert_bin, sizeof(img_mask_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_bgra_nomul_frag_bin[] =
{
# include "shader/img_bgra_nomul_frag_bin_s3c6410.h"
};
#endif
const char img_bgra_nomul_frag_glsl[] =
#include "shader/img_bgra_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_bgra_nomul_frag_src =
{
img_bgra_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_bgra_nomul_frag_bin, sizeof(img_bgra_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_bgra_nomul_vert_bin[] =
{
# include "shader/img_bgra_nomul_vert_bin_s3c6410.h"
};
#endif
const char img_bgra_nomul_vert_glsl[] =
#include "shader/img_bgra_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_bgra_nomul_vert_src =
{
img_bgra_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
img_bgra_nomul_vert_bin, sizeof(img_bgra_nomul_vert_bin)
#else
NULL, 0
#endif
};
/////////////////////////////////////////////
const char filter_invert_frag_glsl[] =
#include "shader/filter_invert.h"
;
Evas_GL_Program_Source shader_filter_invert_frag_src =
{
filter_invert_frag_glsl,
NULL, 0
};
const char filter_invert_nomul_frag_glsl[] =
#include "shader/filter_invert_nomul.h"
;
Evas_GL_Program_Source shader_filter_invert_nomul_frag_src =
{
filter_invert_nomul_frag_glsl,
NULL, 0
};
const char filter_invert_bgra_frag_glsl[] =
#include "shader/filter_invert_bgra.h"
;
Evas_GL_Program_Source shader_filter_invert_bgra_frag_src =
{
filter_invert_bgra_frag_glsl,
NULL, 0
};
const char filter_invert_bgra_nomul_frag_glsl[] =
#include "shader/filter_invert_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_invert_bgra_nomul_frag_src =
{
filter_invert_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char filter_greyscale_frag_glsl[] =
#include "shader/filter_greyscale.h"
;
Evas_GL_Program_Source shader_filter_greyscale_frag_src =
{
filter_greyscale_frag_glsl,
NULL, 0
};
const char filter_greyscale_nomul_frag_glsl[] =
#include "shader/filter_greyscale_nomul.h"
;
Evas_GL_Program_Source shader_filter_greyscale_nomul_frag_src =
{
filter_greyscale_nomul_frag_glsl,
NULL, 0
};
const char filter_greyscale_bgra_frag_glsl[] =
#include "shader/filter_greyscale_bgra.h"
;
Evas_GL_Program_Source shader_filter_greyscale_bgra_frag_src =
{
filter_greyscale_bgra_frag_glsl,
NULL, 0
};
const char filter_greyscale_bgra_nomul_frag_glsl[] =
#include "shader/filter_greyscale_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_greyscale_bgra_nomul_frag_src =
{
filter_greyscale_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char filter_sepia_frag_glsl[] =
#include "shader/filter_sepia.h"
;
Evas_GL_Program_Source shader_filter_sepia_frag_src =
{
filter_sepia_frag_glsl,
NULL, 0
};
const char filter_sepia_nomul_frag_glsl[] =
#include "shader/filter_sepia_nomul.h"
;
Evas_GL_Program_Source shader_filter_sepia_nomul_frag_src =
{
filter_sepia_nomul_frag_glsl,
NULL, 0
};
const char filter_sepia_bgra_frag_glsl[] =
#include "shader/filter_sepia_bgra.h"
;
Evas_GL_Program_Source shader_filter_sepia_bgra_frag_src =
{
filter_sepia_bgra_frag_glsl,
NULL, 0
};
const char filter_sepia_bgra_nomul_frag_glsl[] =
#include "shader/filter_sepia_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_sepia_bgra_nomul_frag_src =
{
filter_sepia_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
#if 0
Blur is a work in progress currently.
Mostly because GPUs are so hopeless.
const char filter_blur_vert_glsl[] =
#include "shader/filter_blur_vert.h"
;
Evas_GL_Program_Source shader_filter_blur_vert_src =
{
filter_blur_vert_glsl,
NULL, 0
};
const char filter_blur_frag_glsl[] =
#include "shader/filter_blur.h"
;
Evas_GL_Program_Source shader_filter_blur_frag_src =
{
filter_blur_frag_glsl,
NULL, 0
};
const char filter_blur_nomul_frag_glsl[] =
#include "shader/filter_blur_nomul.h"
;
Evas_GL_Program_Source shader_filter_blur_nomul_frag_src =
{
filter_blur_nomul_frag_glsl,
NULL, 0
};
const char filter_blur_bgra_frag_glsl[] =
#include "shader/filter_blur_bgra.h"
;
Evas_GL_Program_Source shader_filter_blur_bgra_frag_src =
{
filter_blur_bgra_frag_glsl,
NULL, 0
};
const char filter_blur_bgra_nomul_frag_glsl[] =
#include "shader/filter_blur_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_blur_bgra_nomul_frag_src =
{
filter_blur_bgra_nomul_frag_glsl,
NULL, 0
};
#endif
/////////////////////////////////////////////
static void
gl_compile_link_error(GLuint target, const char *action)
{
int loglen = 0, chars = 0;
char *logtxt;
/* Shader info log */
glGetShaderiv(target, GL_INFO_LOG_LENGTH, &loglen);
if (loglen > 0)
{
logtxt = calloc(loglen, sizeof(char));
if (logtxt)
{
glGetShaderInfoLog(target, loglen, &chars, logtxt);
ERR("Failed to %s: %s", action, logtxt);
free(logtxt);
}
}
/* Program info log */
glGetProgramiv(target, GL_INFO_LOG_LENGTH, &loglen);
if (loglen > 0)
{
logtxt = calloc(loglen, sizeof(char));
if (logtxt)
{
glGetProgramInfoLog(target, loglen, &chars, logtxt);
ERR("Failed to %s: %s", action, logtxt);
free(logtxt);
}
}
}
static mode_t default_mode = S_IRUSR | S_IWUSR | S_IXUSR | S_IRGRP | S_IXGRP | S_IROTH | S_IXOTH;
static Eina_Bool
_evas_gl_shader_file_is_dir(const char *file)
{
struct stat st;
if (stat(file, &st) < 0) return EINA_FALSE;
if (S_ISDIR(st.st_mode)) return EINA_TRUE;
return EINA_FALSE;
}
static Eina_Bool
_evas_gl_shader_file_mkdir(const char *dir)
{
/* evas gl shader only call this function when the dir is not exist */
if (mkdir(dir, default_mode) < 0) return EINA_FALSE;
return EINA_TRUE;
}
static Eina_Bool
_evas_gl_shader_file_exists(const char *file)
{
struct stat st;
if (!file) return EINA_FALSE;
if (stat(file, &st) < 0) return EINA_FALSE;
return EINA_TRUE;
}
static inline Eina_Bool
_evas_gl_shader_file_mkpath_if_not_exists(const char *path)
{
struct stat st;
if (stat(path, &st) < 0)
return _evas_gl_shader_file_mkdir(path);
else if (!S_ISDIR(st.st_mode))
return EINA_FALSE;
else
return EINA_TRUE;
}
static Eina_Bool
_evas_gl_shader_file_mkpath(const char *path)
{
char ss[PATH_MAX];
unsigned int i;
if (_evas_gl_shader_file_is_dir(path)) return EINA_TRUE;
for (i = 0; path[i]; ss[i] = path[i], i++)
{
if (i == sizeof(ss) - 1) return EINA_FALSE;
if ((path[i] == '/') && (i > 0))
{
ss[i] = 0;
if (!_evas_gl_shader_file_mkpath_if_not_exists(ss))
return EINA_FALSE;
}
}
ss[i] = 0;
return _evas_gl_shader_file_mkpath_if_not_exists(ss);
}
static int
_evas_gl_shader_dir_check(char *bin_shader_dir, int num)
{
char *home = NULL;
char *subdir = ".cache/evas_gl_common_shaders";
home = getenv("HOME");
if ((!home) || (!home[0])) return 0;
snprintf(bin_shader_dir, num, "%s/%s", home, subdir);
return _evas_gl_shader_file_exists(bin_shader_dir);
}
static int
_evas_gl_shader_file_check(const char *bin_shader_dir, char *bin_shader_file, int dir_num)
{
char before_name[PATH_MAX];
char after_name[PATH_MAX];
int new_path_len = 0;
int i = 0, j = 0;
char *vendor = NULL;
char *driver = NULL;
char *version = NULL;
vendor = (char *)glGetString(GL_VENDOR);
driver = (char *)glGetString(GL_RENDERER);
version = (char *)glGetString(GL_VERSION);
new_path_len = snprintf(before_name, sizeof(before_name), "%s::%s::%s::%s::binary_shader.eet", vendor, version, driver, MODULE_ARCH);
/* remove '/' from file name */
for (i = 0; i < new_path_len; i++)
{
if (before_name[i] != '/')
{
after_name[j] = before_name[i];
j++;
}
}
after_name[j] = 0;
snprintf(bin_shader_file, dir_num, "%s/%s", bin_shader_dir, after_name);
return _evas_gl_shader_file_exists(bin_shader_file);
}
static int
_evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
const char *pname,
Eet_File *ef)
{
int res = 0, num = 0, length = 0;
int *formats = NULL;
void *data = NULL;
GLint ok = 0;
if (!ef) return res;
data = eet_read(ef, pname, &length);
if ((!data) || (length <= 0)) goto finish;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num);
if (num <= 0) goto finish;
formats = calloc(num, sizeof(int));
if (!formats) goto finish;
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats);
if (!formats[0]) goto finish;
p->prog = glCreateProgram();
glsym_glProgramBinary(p->prog, formats[0], data, length);
glBindAttribLocation(p->prog, SHAD_VERTEX, "vertex");
glBindAttribLocation(p->prog, SHAD_COLOR, "color");
glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->prog, "load a program object");
ERR("Abort load of program (%s)", pname);
goto finish;
}
res = 1;
finish:
if (formats) free(formats);
if (data) free(data);
if ((!res) && (p->prog))
{
glDeleteProgram(p->prog);
p->prog = 0;
}
return res;
}
static int
_evas_gl_common_shader_program_binary_save(Evas_GL_Program *p,
const char *pname,
Eet_File *ef)
{
void* data = NULL;
GLenum format;
int length = 0, size = 0;
if (!glsym_glGetProgramBinary) return 0;
glGetProgramiv(p->prog, GL_PROGRAM_BINARY_LENGTH, &length);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (length <= 0) return 0;
data = malloc(length);
if (!data) return 0;
glsym_glGetProgramBinary(p->prog, length, &size, &format, data);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (length != size)
{
free(data);
return 0;
}
if (eet_write(ef, pname, data, length, 0) < 0)
{
if (data) free(data);
return 0;
}
if (data) free(data);
return 1;
}
static int
_evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
Evas_GL_Program_Source *vert,
Evas_GL_Program_Source *frag,
const char *name)
{
GLint ok;
p->vert = glCreateShader(GL_VERTEX_SHADER);
p->frag = glCreateShader(GL_FRAGMENT_SHADER);
#if defined (GLES_VARIETY_S3C6410)
glShaderBinary(1, &(p->vert), 0, vert->bin, vert->bin_size);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glShaderBinary(1, &(p->frag), 0, frag->bin, frag->bin_size);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#else
glShaderSource(p->vert, 1,
(const char **)&(vert->src), NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glCompileShader(p->vert);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
ok = 0;
glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->vert, "compile vertex shader");
ERR("Abort compile of shader vert (%s): %s", name, vert->src);
return 0;
}
glShaderSource(p->frag, 1,
(const char **)&(frag->src), NULL);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glCompileShader(p->frag);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
ok = 0;
glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->frag, "compile fragment shader");
ERR("Abort compile of shader frag (%s): %s", name, frag->src);
return 0;
}
#endif
p->prog = glCreateProgram();
#if defined(GLES_VARIETY_S3C6410) || defined(GLES_VARIETY_SGX)
#else
if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
glsym_glProgramParameteri(p->prog, GL_PROGRAM_BINARY_RETRIEVABLE_HINT,
GL_TRUE);
#endif
glAttachShader(p->prog, p->vert);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glAttachShader(p->prog, p->frag);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_VERTEX, "vertex");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_COLOR, "color");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glLinkProgram(p->prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
ok = 0;
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!ok)
{
gl_compile_link_error(p->prog, "link fragment and vertex shaders");
ERR("Abort compile of shader frag (%s): %s", name, frag->src);
ERR("Abort compile of shader vert (%s): %s", name, vert->src);
return 0;
}
return 1;
}
#define SHADER_SOURCE_LINE(Big, Small) \
{ SHADER_##Big, &(shader_##Small##_vert_src), &(shader_##Small##_frag_src), #Small }
#define SHADER_SOURCE_FILTER_LINE(Big, Small) \
{ SHADER_##Big, &(shader_img_vert_src), &(shader_##Small##_frag_src), #Small }
static const struct {
Evas_GL_Shader id;
Evas_GL_Program_Source *vert;
Evas_GL_Program_Source *frag;
const char *name;
} _shaders_source[] = {
SHADER_SOURCE_LINE(RECT, rect),
SHADER_SOURCE_LINE(FONT, font),
SHADER_SOURCE_LINE(IMG, img),
SHADER_SOURCE_LINE(IMG_NOMUL, img_nomul),
SHADER_SOURCE_LINE(IMG_BGRA, img_bgra),
SHADER_SOURCE_LINE(IMG_BGRA_NOMUL, img_bgra_nomul),
SHADER_SOURCE_LINE(IMG_MASK, img_mask),
SHADER_SOURCE_LINE(YUV, yuv),
SHADER_SOURCE_LINE(YUV_NOMUL, yuv_nomul),
SHADER_SOURCE_LINE(YUY2, yuy2),
SHADER_SOURCE_LINE(YUY2_NOMUL, yuy2_nomul),
{ SHADER_NV12, &(shader_nv12_vert_src), &(shader_yuy2_frag_src), "nv12" },
{ SHADER_NV12_NOMUL, &(shader_nv12_nomul_vert_src), &(shader_yuy2_nomul_frag_src), "nv12_nomul" },
SHADER_SOURCE_LINE(TEX, tex),
SHADER_SOURCE_LINE(TEX_NOMUL, tex_nomul),
/* Most of the filters use the image fragment shader */
SHADER_SOURCE_FILTER_LINE(FILTER_INVERT, filter_invert),
SHADER_SOURCE_FILTER_LINE(FILTER_INVERT_NOMUL, filter_invert_nomul),
SHADER_SOURCE_FILTER_LINE(FILTER_INVERT_BGRA, filter_invert_bgra),
SHADER_SOURCE_FILTER_LINE(FILTER_INVERT_BGRA_NOMUL, filter_invert_bgra_nomul),
SHADER_SOURCE_FILTER_LINE(FILTER_GREYSCALE, filter_greyscale),
SHADER_SOURCE_FILTER_LINE(FILTER_GREYSCALE_NOMUL, filter_greyscale_nomul),
SHADER_SOURCE_FILTER_LINE(FILTER_GREYSCALE_BGRA, filter_greyscale_bgra),
SHADER_SOURCE_FILTER_LINE(FILTER_GREYSCALE_BGRA_NOMUL, filter_greyscale_bgra_nomul),
SHADER_SOURCE_FILTER_LINE(FILTER_SEPIA, filter_sepia),
SHADER_SOURCE_FILTER_LINE(FILTER_SEPIA_NOMUL, filter_sepia_nomul),
SHADER_SOURCE_FILTER_LINE(FILTER_SEPIA_BGRA, filter_sepia_bgra),
SHADER_SOURCE_FILTER_LINE(FILTER_SEPIA_BGRA_NOMUL, filter_sepia_bgra_nomul)/* , */
/* SHADER_SOURCE_LINE(FILTER_BLUR, filter_blur), */
/* SHADER_SOURCE_LINE(FILTER_BLUR_NOMUL, filter_blur_nomul), */
/* SHADER_SOURCE_LINE(FILTER_BLUR_BGRA, filter_blur_bgra), */
/* SHADER_SOURCE_LINE(FILTER_BLUR_BGRA_NOMUL, filter_blur_bgra_nomul) */
};
static int
_evas_gl_common_shader_source_init(Evas_GL_Shared *shared)
{
unsigned int i;
for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); ++i)
if (!_evas_gl_common_shader_program_source_init(&(shared->shader[_shaders_source[i].id]),
_shaders_source[i].vert,
_shaders_source[i].frag,
_shaders_source[i].name))
return 0;
return 1;
}
static int
_evas_gl_common_shader_binary_init(Evas_GL_Shared *shared)
{
/* check eet */
Eet_File *et = NULL;
char bin_dir_path[PATH_MAX];
char bin_file_path[PATH_MAX];
unsigned int i;
if (!_evas_gl_shader_dir_check(bin_dir_path, sizeof(bin_dir_path)))
return 0;
if (!_evas_gl_shader_file_check(bin_dir_path, bin_file_path,
sizeof(bin_dir_path)))
return 0;
/* use eet */
if (!eet_init()) return 0;
et = eet_open(bin_file_path, EET_FILE_MODE_READ);
if (!et) goto error;
for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); ++i)
if (!_evas_gl_common_shader_program_binary_init(&(shared->shader[_shaders_source[i].id]),
_shaders_source[i].name,
et))
goto error;
if (et) eet_close(et);
eet_shutdown();
return 1;
error:
if (et) eet_close(et);
eet_shutdown();
return 0;
}
static int
_evas_gl_common_shader_binary_save(Evas_GL_Shared *shared)
{
/* check eet */
Eet_File *et = NULL; //check eet file
int tmpfd;
int res = 0;
char bin_dir_path[PATH_MAX];
char bin_file_path[PATH_MAX];
char tmp_file[PATH_MAX];
unsigned int i;
if (!_evas_gl_shader_dir_check(bin_dir_path, sizeof(bin_dir_path)))
res = _evas_gl_shader_file_mkpath(bin_dir_path);
if (!res) return 0; /* we can't make directory */
_evas_gl_shader_file_check(bin_dir_path, bin_file_path,
sizeof(bin_dir_path));
/* use mkstemp for writing */
snprintf(tmp_file, sizeof(tmp_file), "%s.XXXXXX", bin_file_path);
tmpfd = mkstemp(tmp_file);
if (tmpfd < 0) goto error;
close(tmpfd);
/* use eet */
if (!eet_init()) goto error;
et = eet_open(tmp_file, EET_FILE_MODE_WRITE);
if (!et) goto error;
for (i = 0; i < sizeof (_shaders_source) / sizeof (_shaders_source[0]); ++i)
if (!_evas_gl_common_shader_program_binary_save(&(shared->shader[_shaders_source[i].id]),
_shaders_source[i].name,
et))
goto error;
if (eet_close(et) != EET_ERROR_NONE) goto error;
if (rename(tmp_file,bin_file_path) < 0) goto error;
eet_shutdown();
return 1;
error:
if (et) eet_close(et);
if (_evas_gl_shader_file_exists(tmp_file)) unlink(tmp_file);
eet_shutdown();
return 0;
}
int
evas_gl_common_shader_program_init(Evas_GL_Shared *shared)
{
// gl support binary shader and get env of binary shader path
if (shared->info.bin_program &&
_evas_gl_common_shader_binary_init(shared)) return 1;
/* compile all shader.*/
if (!_evas_gl_common_shader_source_init(shared)) return 0;
/* success compile all shader. if gl support binary shader, we need to save */
if (shared->info.bin_program) _evas_gl_common_shader_binary_save(shared);
return 1;
}
void
evas_gl_common_shader_program_init_done(void)
{
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
glReleaseShaderCompiler();
#endif
}
void
evas_gl_common_shader_program_shutdown(Evas_GL_Program *p)
{
if (p->vert) glDeleteShader(p->vert);
if (p->frag) glDeleteShader(p->frag);
if (p->prog) glDeleteProgram(p->prog);
}