Evas GL: Implement runtime generation and load of shaders

Instead of generating the shaders at compile-time, do this at
runtime. Also load only the required shaders in memory.

This saves 25000 LOC, lots of strings inside the .so files
and save a non negligible amount of memory since those shader
binaries can weigh a few megabytes in total.

The current shader selection mechanism is a bit complex and
uses eina_hash_int32 but this can be optimized later if it's
deemed too slow.
This commit is contained in:
Jean-Philippe Andre 2015-11-05 15:39:32 +09:00
parent 43ef6152ed
commit 38ad8fda8d
12 changed files with 930 additions and 28255 deletions

View File

@ -682,9 +682,8 @@ modules/evas/engines/gl_common/evas_gl_api_gles1.c \
modules/evas/engines/gl_common/evas_gl_api_gles3_def.h \
modules/evas/engines/gl_common/evas_gl_api_ext.c \
modules/evas/engines/gl_common/shader/evas_gl_shaders.x \
modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x \
modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \
modules/evas/engines/gl_common/shader/evas_gl_enum.x
$(NULL)
# 3D
GL_COMMON_SOURCES += \
@ -696,24 +695,17 @@ modules/evas/engines/gl_common/evas_gl_3d_shader.c
GL_SHADERS_GEN = \
modules/evas/engines/gl_common/shader/gen_shaders.sh \
modules/evas/engines/gl_common/shader/shaders.txt \
modules/evas/engines/gl_common/shader/fragment.glsl \
modules/evas/engines/gl_common/shader/vertex.glsl \
modules/evas/engines/gl_common/shader/include.glsl \
$(NULL)
EXTRA_DIST += $(GL_SHADERS_GEN)
EXTRA_lib_evas_libevas_la_DEPENDENCIES = modules/evas/engines/gl_common/shader/evas_gl_enum.x
modules/evas/engines/gl_common/shader/evas_gl_shaders.x: $(GL_SHADERS_GEN)
@echo " SHADERS $@"
@bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh
modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x: $(GL_SHADERS_GEN)
@echo " SHADERS $@"
@bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh _bigendian
modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x
# NOTE: order here should be equal with modes in file Evas_Eo.h
GL_SHADERS_3D_GEN = \
modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd \

View File

@ -67,9 +67,6 @@ typedef struct _Evas_GL_Texture_Async_Preload Evas_GL_Texture_Async_Preload;
typedef Eina_Bool (*evas_gl_make_current_cb)(void *engine_data, void *doit);
/* enum Evas_GL_Shader is defined below */
#include "shader/evas_gl_enum.x"
#ifdef EAPI
# undef EAPI
#endif
@ -96,12 +93,16 @@ typedef Eina_Bool (*evas_gl_make_current_cb)(void *engine_data, void *doit);
# endif
#endif /* ! _WIN32 */
#define PROGRAM_HITCOUNT_MAX 0x1000000
struct _Evas_GL_Program
{
GLuint vert, frag, prog;
unsigned int flags, hitcount;
int tex_count;
Eina_Bool reset;
Eina_Bool reset : 1;
Eina_Bool bin_saved : 1;
};
struct _Evas_GL_Shared
@ -181,12 +182,13 @@ struct _Evas_GL_Shared
Eina_Hash *native_tbm_hash;
Eina_Hash *native_evasgl_hash;
Eet_File *shaders_cache;
Eina_Hash *shaders_hash;
#ifdef GL_GLES
// FIXME: hack.
void *eglctxt;
#endif
Evas_GL_Program shader[SHADER_LAST];
int references;
int w, h;
@ -212,6 +214,7 @@ enum _Shader_Sampling {
enum _Shader_Type {
SHD_UNKNOWN,
SHD_RECT,
SHD_LINE,
SHD_FONT,
SHD_IMAGE,
SHD_IMAGENATIVE,
@ -221,9 +224,7 @@ enum _Shader_Type {
SHD_YUV_709,
SHD_YUY2_709,
SHD_NV12_709,
SHD_LINE,
SHD_RGB_A_PAIR,
SHD_TEX_EXTERNAL,
SHD_MAP,
SHD_TYPE_LAST
};
@ -245,8 +246,7 @@ struct _Evas_Engine_GL_Context
struct {
int top_pipe;
struct {
Evas_GL_Shader id;
GLuint cur_prog;
Evas_GL_Program *prog;
GLuint cur_tex, cur_texu, cur_texv, cur_texa, cur_texm;
int render_op;
int cx, cy, cw, ch;
@ -273,9 +273,8 @@ struct _Evas_Engine_GL_Context
Eina_Bool active : 1;
} clip;
struct {
Evas_GL_Shader id;
Evas_GL_Program *prog;
Evas_GL_Image *surface;
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv, cur_texa, cur_texm;
void *cur_tex_dyn, *cur_texu_dyn, *cur_texv_dyn;
int render_op;
@ -595,9 +594,19 @@ void evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *g
int evas_gl_common_shader_program_init(Evas_GL_Shared *shared);
void evas_gl_common_shader_program_init_done(void);
void evas_gl_common_shader_program_shutdown(Evas_GL_Program *p);
Evas_GL_Shader evas_gl_common_img_shader_select(Shader_Type type, Shader_Sampling sam, int nomul, int afill, int bgra, int mask, int masksam);
const char *evas_gl_common_shader_name_get(Evas_GL_Shader shd);
void evas_gl_common_shader_program_shutdown(Evas_GL_Shared *shared);
Evas_GL_Program *evas_gl_common_shader_program_get(Evas_Engine_GL_Context *gc,
Shader_Type type,
RGBA_Map_Point *p, int npoints,
int r, int g, int b, int a,
int sw, int sh, int w, int h, Eina_Bool smooth,
Evas_GL_Texture *tex, Eina_Bool tex_only,
Evas_GL_Texture *mtex, Eina_Bool mask_smooth,
int mw, int mh,
Shader_Sampling *psam, int *pnomul,
Shader_Sampling *pmasksam);
void evas_gl_common_shader_textures_bind(Evas_GL_Program *p);
Eina_Bool evas_gl_common_file_cache_is_dir(const char *file);
Eina_Bool evas_gl_common_file_cache_mkdir(const char *dir);
@ -606,7 +615,6 @@ Eina_Bool evas_gl_common_file_cache_mkpath_if_not_exists(const char *pat
Eina_Bool evas_gl_common_file_cache_mkpath(const char *path);
int evas_gl_common_file_cache_dir_check(char *cache_dir, int num);
int evas_gl_common_file_cache_file_check(const char *cache_dir, const char *cache_name, char *cache_file, int dir_num);
int evas_gl_common_file_cache_save(Evas_GL_Shared *shared);
void evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h);

View File

@ -7,7 +7,7 @@
# error gl_common should not get compiled if dlsym is not found on the system!
#endif
#define PRG_INVALID 0xffffffff
#define PRG_INVALID NULL
#define GLPIPES 1
static int sym_done = 0;
@ -487,8 +487,9 @@ _evas_gl_common_version_check(int *gles_ver)
static void
_evas_gl_common_viewport_set(Evas_Engine_GL_Context *gc)
{
unsigned int i;
int w = 1, h = 1, m = 1, rot = 1, foc = 0;
Evas_GL_Program *prog;
Eina_Iterator *it;
EINA_SAFETY_ON_NULL_RETURN(gc);
foc = gc->foc;
@ -619,21 +620,24 @@ _evas_gl_common_viewport_set(Evas_Engine_GL_Context *gc)
gc->shared->ay = ay;
}
for (i = 0; i < SHADER_LAST; ++i)
{
gc->shared->shader[i].reset = EINA_TRUE;
}
// FIXME: Is this heavy work?
it = eina_hash_iterator_data_new(gc->shared->shaders_hash);
EINA_ITERATOR_FOREACH(it, prog)
prog->reset = EINA_TRUE;
eina_iterator_free(it);
if (gc->state.current.cur_prog == PRG_INVALID)
if (gc->state.current.prog != PRG_INVALID)
/*
{
glUseProgram(gc->shared->shader[0].prog);
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader[0].prog, "mvp"), 1, GL_FALSE, gc->shared->proj);
gc->shared->shader[0].reset = EINA_FALSE;
}
else
*/
{
glUseProgram(gc->state.current.cur_prog);
glUniformMatrix4fv(glGetUniformLocation(gc->state.current.cur_prog, "mvp"), 1, GL_FALSE, gc->shared->proj);
glUseProgram(gc->state.current.prog->prog);
glUniformMatrix4fv(glGetUniformLocation(gc->state.current.prog->prog, "mvp"), 1, GL_FALSE, gc->shared->proj);
}
}
@ -677,7 +681,6 @@ evas_gl_common_context_new(void)
if (!shared)
{
const char *ext;
int shd;
shared = calloc(1, sizeof(Evas_GL_Shared));
ext = (const char *) glGetString(GL_EXTENSIONS);
@ -924,20 +927,11 @@ evas_gl_common_context_new(void)
glEnableVertexAttribArray(SHAD_VERTEX);
glEnableVertexAttribArray(SHAD_COLOR);
if (!evas_gl_common_shader_program_init(shared)) goto error;
if (!evas_gl_common_shader_program_init(shared))
goto error;
/* Bind textures */
for (shd = 0; _shaders_textures[shd].id != SHADER_LAST; shd++)
{
GLuint loc;
glUseProgram(shared->shader[_shaders_textures[shd].id].prog);
loc = glGetUniformLocation(shared->shader[_shaders_textures[shd].id].prog, _shaders_textures[shd].tname);
glUniform1i(loc, shared->shader[_shaders_textures[shd].id].tex_count++);
}
if (gc->state.current.cur_prog == PRG_INVALID)
glUseProgram(shared->shader[0].prog);
else glUseProgram(gc->state.current.cur_prog);
if (gc->state.current.prog)
glUseProgram(gc->state.current.prog->prog);
evas_gl_common_shader_program_init_done();
// in shader:
@ -961,7 +955,8 @@ evas_gl_common_context_new(void)
gc->def_surface = evas_gl_common_image_surface_new(gc, 1, 1, 1);
return gc;
error:
error:
evas_gl_common_context_free(gc);
return NULL;
}
@ -1010,8 +1005,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
{
Evas_GL_Texture_Pool *pt;
for (i = 0; i < SHADER_LAST; ++i)
evas_gl_common_shader_program_shutdown(&(gc->shared->shader[i]));
evas_gl_common_shader_program_shutdown(gc->shared);
while (gc->shared->images)
{
@ -1072,8 +1066,7 @@ evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc)
// fprintf(stderr, "------------------------\n");
gc->flushnum = 0;
gc->state.current.id = SHADER_LAST;
gc->state.current.cur_prog = 0;
gc->state.current.prog = NULL;
gc->state.current.cur_tex = 0;
gc->state.current.cur_texu = 0;
gc->state.current.cur_texv = 0;
@ -1101,8 +1094,7 @@ evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc)
gc->pipe[i].clip.w = 0;
gc->pipe[i].clip.h = 0;
gc->pipe[i].shader.surface = NULL;
gc->pipe[i].shader.id = SHADER_LAST;
gc->pipe[i].shader.cur_prog = 0;
gc->pipe[i].shader.prog = NULL;
gc->pipe[i].shader.cur_tex = 0;
gc->pipe[i].shader.cur_texu = 0;
gc->pipe[i].shader.cur_texv = 0;
@ -1142,9 +1134,8 @@ evas_gl_common_context_newframe(Evas_Engine_GL_Context *gc)
glEnableVertexAttribArray(SHAD_VERTEX);
glEnableVertexAttribArray(SHAD_COLOR);
if (gc->state.current.cur_prog == PRG_INVALID)
glUseProgram(gc->shared->shader[0].prog);
else glUseProgram(gc->state.current.cur_prog);
if (gc->state.current.prog != PRG_INVALID)
glUseProgram(gc->state.current.prog->prog);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
@ -1226,8 +1217,7 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
evas_gl_common_context_flush(gc);
evas_gl_common_context_done(gc);
gc->state.current.id = SHADER_LAST;
gc->state.current.cur_prog = PRG_INVALID;
gc->state.current.prog = NULL;
gc->state.current.cur_tex = 0;
gc->state.current.cur_texu = 0;
gc->state.current.cur_texv = 0;
@ -1516,165 +1506,12 @@ vertex_array_size_check(Evas_Engine_GL_Context *gc EINA_UNUSED, int pn EINA_UNUS
*/
}
static Evas_GL_Shader
evas_gl_common_shader_select(Evas_Engine_GL_Context *gc,
Shader_Type type,
RGBA_Map_Point *p, int npoints,
int r, int g, int b, int a,
int sw, int sh, int w, int h, Eina_Bool smooth,
Evas_GL_Texture *tex, Eina_Bool tex_only,
Evas_GL_Texture *mtex, Eina_Bool mask_smooth,
int mw, int mh,
Shader_Sampling *psam, int *pnomul, Shader_Sampling *pmasksam)
{
const Eina_Bool gc_bgra = gc->shared->info.bgra;
int nomul = 1, bgra = 0;
int mask = (mtex != NULL), afill = 0;
Shader_Sampling sam = SHD_SAM11, masksam = SHD_SAM11;
Evas_GL_Shader shader = SHADER_RECT;
int k = 0;
if ((type <= SHD_UNKNOWN) || (type >= SHD_TYPE_LAST))
{
CRI("Unknown shader type requested!");
goto end;
}
// image downscale sampling
if (smooth && ((type == SHD_IMAGE) || (type == SHD_IMAGENATIVE)))
{
if ((sw >= (w * 2)) && (sh >= (h * 2)))
sam = SHD_SAM22;
else if (sw >= (w * 2))
sam = SHD_SAM21;
else if (sh >= (h * 2))
sam = SHD_SAM12;
}
// mask downscale sampling
if (mtex && mask_smooth)
{
if ((mtex->w >= (mw * 2)) && (mtex->h >= (mh * 2)))
masksam = SHD_SAM22;
else if (mtex->w >= (mw * 2))
masksam = SHD_SAM21;
else if (mtex->h >= (mh * 2))
masksam = SHD_SAM12;
}
// rect, line, polygon
if ((type == SHD_RECT) || (type == SHD_LINE))
{
static const Evas_GL_Shader rect_shaders[] = {
SHADER_RECT_MASK, SHADER_RECT_MASK12, SHADER_RECT_MASK21, SHADER_RECT_MASK22
};
if (!mtex) shader = SHADER_RECT;
else shader = rect_shaders[masksam];
goto end;
}
// text
if (type == SHD_FONT)
{
static const Evas_GL_Shader font_shaders[] = {
SHADER_FONT_MASK, SHADER_FONT_MASK12, SHADER_FONT_MASK21, SHADER_FONT_MASK22
};
if (!mtex) shader = SHADER_FONT;
else shader = font_shaders[masksam];
goto end;
}
// color mul
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
{
if (p)
{
for (k = 0; k < npoints; k++)
if (p[k].col != 0xffffffff)
{
nomul = 0;
break;
}
}
}
else
nomul = 0;
// bgra
if (tex_only)
{
if (tex->pt->dyn.img)
{
afill = !tex->alpha;
bgra = 1;
}
else if (tex->im && tex->im->native.target == GL_TEXTURE_EXTERNAL_OES)
{
type = SHD_TEX_EXTERNAL;
afill = !tex->alpha;
}
else
bgra = 1;
}
else
bgra = gc_bgra;
if ((type == SHD_IMAGE) || (type == SHD_IMAGENATIVE) || (type == SHD_MAP))
shader = evas_gl_common_img_shader_select(type, sam, nomul, afill, bgra, mask, masksam);
else
{
#define SHADERS(name, ...) \
SHADER_##name##_NOMUL##__VA_ARGS__, SHADER_##name##__VA_ARGS__, \
SHADER_##name##_MASK_NOMUL, SHADER_##name##_MASK
static const Evas_GL_Shader yuv_shaders[] = {
SHADERS(YUV),
SHADERS(YUY2),
SHADERS(NV12),
SHADERS(YUV_709),
SHADERS(YUY2_709),
SHADERS(NV12_709),
SHADERS(RGB_A_PAIR),
SHADERS(TEX_EXTERNAL),
SHADERS(TEX_EXTERNAL, _AFILL), /* note: afill + mask does not exist */
};
#undef SHADERS
switch (type)
{
case SHD_YUV: k = 0; break;
case SHD_YUY2: k = 4; break;
case SHD_NV12: k = 8; break;
case SHD_YUV_709: k = 12; break;
case SHD_YUY2_709: k = 16; break;
case SHD_NV12_709: k = 20; break;
case SHD_RGB_A_PAIR: k = 24; break;
case SHD_TEX_EXTERNAL: k = 28; break;
default:
CRI("Unknown shader type requested!");
goto end;
}
shader = yuv_shaders[k + (afill * 4) + (mask * 2) + (!nomul)];
}
/*
DBG("sam %d, nomul %d, afill %d, bgra %d, mask %d --> [%02d] %s",
(int) sam, nomul, afill, bgra, mask, shader,
evas_gl_common_shader_name_get(shader));
*/
end:
if (psam) *psam = sam;
if (pnomul) *pnomul = nomul;
if (pmasksam) *pmasksam = masksam;
return shader;
}
static int
_evas_gl_common_context_push(Shader_Type rtype,
Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
Evas_GL_Texture *texm,
GLuint prog,
Evas_GL_Program *prog,
int x, int y, int w, int h,
Eina_Bool blend,
Eina_Bool smooth,
@ -1705,7 +1542,7 @@ _evas_gl_common_context_push(Shader_Type rtype,
&& (!tex || gc->pipe[i].shader.cur_tex == current_tex)
&& (!texm || ((gc->pipe[i].shader.cur_texm == texm->pt->texture)
&& (gc->pipe[i].shader.mask_smooth == mask_smooth)))
&& (gc->pipe[i].shader.cur_prog == prog)
&& (gc->pipe[i].shader.prog == prog)
&& (gc->pipe[i].shader.smooth == smooth)
&& (gc->pipe[i].shader.blend == blend)
&& (gc->pipe[i].shader.render_op == gc->dc->render_op)
@ -1748,7 +1585,7 @@ _evas_gl_common_context_push(Shader_Type rtype,
/* && (!texa || gc->pipe[pn].shader.cur_texa == current_texa) */
&& (!texm || ((gc->pipe[i].shader.cur_texm == texm->pt->texture)
&& (gc->pipe[i].shader.mask_smooth == mask_smooth)))
&& (gc->pipe[pn].shader.cur_prog == prog)
&& (gc->pipe[pn].shader.prog == prog)
&& (gc->pipe[pn].shader.smooth == smooth)
&& (gc->pipe[pn].shader.blend == blend)
&& (gc->pipe[pn].shader.render_op == gc->dc->render_op)
@ -1781,28 +1618,26 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
int r, int g, int b, int a)
{
Eina_Bool blend = EINA_FALSE;
Evas_GL_Shader shader;
Evas_GL_Program *prog;
int pn = 0, i;
GLuint prog, mtexid = mtex ? mtex->pt->texture : 0;
GLuint mtexid = mtex ? mtex->pt->texture : 0;
Shader_Sampling masksam = SHD_SAM11;
if (!(gc->dc->render_op == EVAS_RENDER_COPY) && ((a < 255) || (mtex)))
blend = EINA_TRUE;
shader = evas_gl_common_shader_select(gc, SHD_LINE, NULL, 0, r, g, b, a,
0, 0, 0, 0, EINA_FALSE, NULL, EINA_FALSE,
mtex, mask_smooth, mw, mh, NULL, NULL, &masksam);
prog = evas_gl_common_shader_program_get(gc, SHD_LINE, NULL, 0, r, g, b, a,
0, 0, 0, 0, EINA_FALSE, NULL, EINA_FALSE,
mtex, mask_smooth, mw, mh, NULL, NULL, &masksam);
prog = gc->shared->shader[shader].prog;
shader_array_flush(gc);
vertex_array_size_check(gc, gc->state.top_pipe, 2);
pn = gc->state.top_pipe;
gc->pipe[pn].region.type = SHD_LINE;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = 0;
gc->pipe[pn].shader.cur_texm = mtexid;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
gc->pipe[pn].shader.clip = clip;
@ -1856,18 +1691,16 @@ evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
{
Eina_Bool blend = EINA_FALSE;
Shader_Sampling masksam = SHD_SAM11;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
GLuint mtexid = mtex ? mtex->pt->texture : 0;
int pn = 0;
if (!(gc->dc->render_op == EVAS_RENDER_COPY) && ((a < 255) || mtex))
blend = EINA_TRUE;
shader = evas_gl_common_shader_select(gc, SHD_RECT, NULL, 0, r, g, b, a,
0, 0, 0, 0, EINA_FALSE, NULL, EINA_FALSE,
mtex, mask_smooth, mw, mh, NULL, NULL, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_RECT, NULL, 0, r, g, b, a,
0, 0, 0, 0, EINA_FALSE, NULL, EINA_FALSE,
mtex, mask_smooth, mw, mh, NULL, NULL, &masksam);
again:
vertex_array_size_check(gc, gc->state.top_pipe, 6);
@ -1876,10 +1709,9 @@ again:
if ((pn == 0) && (gc->pipe[pn].array.num == 0))
{
gc->pipe[pn].region.type = SHD_RECT;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = 0;
gc->pipe[pn].shader.cur_texm = mtexid;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
gc->pipe[pn].shader.mask_smooth = mask_smooth;
@ -1908,7 +1740,7 @@ again:
if ((gc->pipe[i].region.type == SHD_RECT)
&& (gc->pipe[i].shader.cur_tex == 0)
&& (gc->pipe[i].shader.cur_texm == mtexid)
&& (gc->pipe[i].shader.cur_prog == prog)
&& (gc->pipe[i].shader.prog == prog)
&& (gc->pipe[i].shader.blend == blend)
&& (gc->pipe[i].shader.render_op == gc->dc->render_op)
&& (gc->pipe[i].shader.clip == 0)
@ -1931,10 +1763,9 @@ again:
}
gc->state.top_pipe = pn;
gc->pipe[pn].region.type = SHD_RECT;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = 0;
gc->pipe[pn].shader.cur_texm = mtexid;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
gc->pipe[pn].shader.mask_smooth = mask_smooth;
@ -1958,7 +1789,7 @@ again:
#else
if ((gc->pipe[pn].shader.cur_tex != 0)
|| (gc->pipe[pn].shader.cur_texm != mtexid)
|| (gc->pipe[pn].shader.cur_prog != prog)
|| (gc->pipe[pn].shader.prog != prog)
|| (gc->pipe[pn].shader.blend != blend)
|| (gc->pipe[pn].shader.render_op != gc->dc->render_op)
|| (gc->pipe[pn].shader.clip != 0)
@ -1967,10 +1798,9 @@ again:
{
shader_array_flush(gc);
pn = gc->state.top_pipe;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = 0;
gc->pipe[pn].shader.cur_texm = mtexid;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
gc->pipe[pn].shader.mask_smooth = mask_smooth;
@ -2083,8 +1913,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
GLfloat offsetx, offsety;
double pw, ph;
Eina_Bool blend = EINA_FALSE;
Evas_GL_Shader shader = SHADER_IMG;
GLuint prog = gc->shared->shader[shader].prog;
Evas_GL_Program *prog;
int pn = 0, render_op = gc->dc->render_op, nomul = 0;
Shader_Sampling sam = 0, masksam = 0;
int yinvert = 0;
@ -2102,11 +1931,10 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
else if (!(render_op == EVAS_RENDER_COPY) && ((a < 255) || (tex->alpha)))
blend = EINA_TRUE;
shader = evas_gl_common_shader_select(gc, shd_in, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, tex_only,
mtex, mask_smooth, mw, mh,
&sam, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, shd_in, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, tex_only,
mtex, mask_smooth, mw, mh,
&sam, &nomul, &masksam);
if (tex->ptt)
{
@ -2138,10 +1966,9 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_IMAGE;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = pt->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.mask_smooth = mask_smooth;
gc->pipe[pn].shader.blend = blend;
@ -2290,15 +2117,13 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
{
GLfloat tx1, tx2, ty1, ty2;
Shader_Sampling masksam = SHD_SAM11;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn = 0;
shader = evas_gl_common_shader_select(gc, SHD_FONT, NULL, 0, r, g, b, a,
sw, sh, w, h, EINA_FALSE, tex, EINA_FALSE,
mtex, mask_smooth, mw, mh,
NULL, NULL, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_FONT, NULL, 0, r, g, b, a,
sw, sh, w, h, EINA_FALSE, tex, EINA_FALSE,
mtex, mask_smooth, mw, mh,
NULL, NULL, &masksam);
pn = _evas_gl_common_context_push(SHD_FONT,
gc, tex, mtex,
@ -2310,10 +2135,9 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_FONT;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = 0;
gc->pipe[pn].shader.blend = 1;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2369,18 +2193,16 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Shader_Sampling masksam = SHD_SAM11;
Eina_Bool blend = 0;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn = 0, nomul = 0;
if ((a < 255) || (!!mtex))
blend = 1;
shader = evas_gl_common_shader_select(gc, SHD_YUV, NULL, 0, r, g, b, a,
w, h, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_YUV, NULL, 0, r, g, b, a,
w, h, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
pn = _evas_gl_common_context_push(SHD_YUV,
gc, tex, mtex,
@ -2392,12 +2214,11 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_YUV;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2451,18 +2272,16 @@ evas_gl_common_context_yuv_709_push(Evas_Engine_GL_Context *gc,
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Shader_Sampling masksam = SHD_SAM11;
Eina_Bool blend = 0;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn = 0, nomul = 0;
if ((a < 255) || (!!mtex))
blend = 1;
shader = evas_gl_common_shader_select(gc, SHD_YUV_709, NULL, 0, r, g, b, a,
w, h, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_YUV_709, NULL, 0, r, g, b, a,
w, h, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
pn = _evas_gl_common_context_push(SHD_YUV_709,
gc, tex, mtex,
@ -2474,12 +2293,11 @@ evas_gl_common_context_yuv_709_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_YUV_709;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2533,18 +2351,16 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Shader_Sampling masksam = SHD_SAM11;
Eina_Bool blend = 0;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn = 0, nomul = 0;
if ((a < 255) || (!!mtex))
blend = 1;
shader = evas_gl_common_shader_select(gc, SHD_YUY2, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_YUY2, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
pn = _evas_gl_common_context_push(SHD_YUY2,
gc, tex, mtex,
@ -2556,11 +2372,10 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_YUY2;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2613,19 +2428,16 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Shader_Sampling masksam = SHD_SAM11;
Eina_Bool blend = 0;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn = 0, nomul = 0;
if ((a < 255) || (!!mtex))
blend = 1;
shader = evas_gl_common_shader_select(gc, SHD_NV12, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_NV12, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
pn = _evas_gl_common_context_push(SHD_NV12,
gc, tex, mtex,
@ -2637,13 +2449,12 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_NV12;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_tex_dyn = tex->pt->dyn.img;
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2704,15 +2515,13 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Shader_Sampling masksam = SHD_SAM11;
Evas_GL_Shader shader;
GLuint prog;
Evas_GL_Program *prog;
int pn, nomul = 0;
shader = evas_gl_common_shader_select(gc, SHD_RGB_A_PAIR, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, SHD_RGB_A_PAIR, NULL, 0, r, g, b, a,
sw, sh, w, h, smooth, tex, 0,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
pn = _evas_gl_common_context_push(SHD_RGB_A_PAIR,
gc, tex, mtex,
@ -2724,11 +2533,10 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
mask_smooth);
gc->pipe[pn].region.type = SHD_RGB_A_PAIR;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
gc->pipe[pn].shader.cur_texa = tex->pta->texture;
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = EINA_TRUE;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -2788,14 +2596,13 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
Eina_Bool blend = EINA_FALSE;
DATA32 cmul;
Shader_Sampling masksam = SHD_SAM11;
Evas_GL_Shader shader = SHADER_IMG;
Evas_GL_Program *prog;
Eina_Bool utexture = EINA_FALSE;
Eina_Bool uvtexture = EINA_FALSE;
Eina_Bool use_texa = EINA_FALSE;
Shader_Type type;
int pn = 0, i;
int flat = 0, nomul = 0, yinvert = 0;
GLuint prog;
if (!(gc->dc->render_op == EVAS_RENDER_COPY) &&
((a < 255) || (tex->alpha) || (!!mtex))) blend = EINA_TRUE;
@ -2841,11 +2648,10 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
type = SHD_MAP;
break;
}
shader = evas_gl_common_shader_select(gc, type, p, npoints, r, g, b, a,
w, h, w, h, smooth, tex, tex_only,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
prog = gc->shared->shader[shader].prog;
prog = evas_gl_common_shader_program_get(gc, type, p, npoints, r, g, b, a,
w, h, w, h, smooth, tex, tex_only,
mtex, mask_smooth, mw, mh,
NULL, &nomul, &masksam);
x = w = (p[0].x >> FP);
y = h = (p[0].y >> FP);
@ -2918,7 +2724,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
clip, cx, cy, cw, ch,
mask_smooth);
gc->pipe[pn].region.type = SHD_MAP;
gc->pipe[pn].shader.id = shader;
gc->pipe[pn].shader.prog = prog;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
if (utexture)
{
@ -2933,7 +2739,6 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
}
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
gc->pipe[pn].shader.cur_prog = prog;
gc->pipe[pn].shader.smooth = smooth;
gc->pipe[pn].shader.blend = blend;
gc->pipe[pn].shader.render_op = gc->dc->render_op;
@ -3114,20 +2919,23 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
}
for (i = 0; i < gc->shared->info.tune.pipes.max; i++)
{
Evas_GL_Program *prog;
if (gc->pipe[i].array.num <= 0) break;
prog = gc->pipe[i].shader.prog;
setclip = EINA_FALSE;
pipe_done++;
gc->flushnum++;
GLERRV("<flush err>");
if (gc->pipe[i].shader.cur_prog != gc->state.current.cur_prog)
if (prog && (prog != gc->state.current.prog))
{
glUseProgram(gc->pipe[i].shader.cur_prog);
if (gc->shared->shader[gc->pipe[i].shader.id].reset)
glUseProgram(prog->prog);
if (prog->reset)
{
glUniformMatrix4fv(glGetUniformLocation(gc->pipe[i].shader.cur_prog, "mvp"), 1, GL_FALSE, gc->shared->proj);
gc->shared->shader[gc->pipe[i].shader.id].reset = EINA_FALSE;
glUniformMatrix4fv(glGetUniformLocation(prog->prog, "mvp"), 1, GL_FALSE, gc->shared->proj);
prog->reset = EINA_FALSE;
}
}
@ -3711,8 +3519,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.im = NULL;
}
gc->state.current.id = gc->pipe[i].shader.id;
gc->state.current.cur_prog = gc->pipe[i].shader.cur_prog;
gc->state.current.prog = gc->pipe[i].shader.prog;
gc->state.current.cur_tex = gc->pipe[i].shader.cur_tex;
gc->state.current.cur_texm = gc->pipe[i].shader.cur_texm;
gc->state.current.cur_texa = gc->pipe[i].shader.cur_texa;

View File

@ -1,10 +1,65 @@
#include "config.h"
#include "shader/evas_gl_shaders.x"
#include "evas_gl_common.h"
#define SHADER_FLAG_SAM_BITSHIFT 3
#define SHADER_FLAG_MASKSAM_BITSHIFT 6
#define SHADER_PROG_NAME_FMT "prog_%08x"
#define SHADER_BINARY_EET_COMPRESS 1
#ifdef WORDS_BIGENDIAN
# include "shader/evas_gl_shaders_bigendian.x"
# define BASEFLAG SHADER_FLAG_BIGENDIAN;
#else
# include "shader/evas_gl_shaders.x"
# define BASEFLAG 0
#endif
typedef enum {
SHADER_FLAG_TEX = (1 << 0),
SHADER_FLAG_BGRA = (1 << 1),
SHADER_FLAG_MASK = (1 << 2),
SHADER_FLAG_SAM12 = (1 << (SHADER_FLAG_SAM_BITSHIFT + 0)),
SHADER_FLAG_SAM21 = (1 << (SHADER_FLAG_SAM_BITSHIFT + 1)),
SHADER_FLAG_SAM22 = (1 << (SHADER_FLAG_SAM_BITSHIFT + 2)),
SHADER_FLAG_MASKSAM12 = (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + 0)),
SHADER_FLAG_MASKSAM21 = (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + 1)),
SHADER_FLAG_MASKSAM22 = (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + 2)),
SHADER_FLAG_IMG = (1 << 9),
SHADER_FLAG_BIGENDIAN = (1 << 10),
SHADER_FLAG_YUV = (1 << 11),
SHADER_FLAG_YUY2 = (1 << 12),
SHADER_FLAG_NV12 = (1 << 13),
SHADER_FLAG_YUV_709 = (1 << 14),
SHADER_FLAG_EXTERNAL = (1 << 15),
SHADER_FLAG_AFILL = (1 << 16),
SHADER_FLAG_NOMUL = (1 << 17),
SHADER_FLAG_ALPHA = (1 << 18),
SHADER_FLAG_RGB_A_PAIR = (1 << 19),
} Shader_Flag;
#define SHADER_FLAG_COUNT 20
static const char *_shader_flags[SHADER_FLAG_COUNT] = {
"TEX",
"BGRA",
"MASK",
"SAM12",
"SAM21",
"SAM22",
"MASKSAM12",
"MASKSAM21",
"MASKSAM22",
"IMG",
"BIGENDIAN",
"YUV",
"YUY2",
"NV12",
"YUV_709",
"EXTERNAL",
"AFILL",
"NOMUL",
"ALPHA",
"RGB_A_PAIR"
};
/////////////////////////////////////////////
static void
gl_compile_link_error(GLuint target, const char *action)
@ -39,19 +94,26 @@ gl_compile_link_error(GLuint target, const char *action)
}
}
static int
_evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
const char *pname,
Eet_File *ef)
static Evas_GL_Program *
_evas_gl_common_shader_program_binary_load(Eet_File *ef, unsigned int flags)
{
int res = 0, num = 0, length = 0;
int num = 0, length = 0;
int *formats = NULL;
void *data = NULL;
GLint ok = 0;
char pname[32];
GLint ok = 0, prg, vtx = GL_NONE, frg = GL_NONE;
Evas_GL_Program *p = NULL;
Eina_Bool direct = 1;
if (!ef) return res;
if (!ef || !glsym_glProgramBinary) return NULL;
data = eet_read(ef, pname, &length);
sprintf(pname, SHADER_PROG_NAME_FMT, flags);
data = (void *) eet_read_direct(ef, pname, &length);
if (!data)
{
data = eet_read(ef, pname, &length);
direct = 0;
}
if ((!data) || (length <= 0)) goto finish;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num);
@ -63,58 +125,62 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, formats);
if (!formats[0]) goto finish;
p->prog = glCreateProgram();
prg = glCreateProgram();
#if 1
// TODO: invalid rendering error occurs when attempting to use a
// glProgramBinary. in order to render correctly we should create a dummy
// vertex shader.
p->vert = glCreateShader(GL_VERTEX_SHADER);
glAttachShader(p->prog, p->vert);
p->frag = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(p->prog, p->frag);
vtx = glCreateShader(GL_VERTEX_SHADER);
glAttachShader(prg, vtx);
frg = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(prg, frg);
#endif
glsym_glProgramBinary(p->prog, formats[0], data, length);
glsym_glProgramBinary(prg, 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_TEXA, "tex_coorda");
glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_MASK, "mask_coord");
glBindAttribLocation(p->prog, SHAD_MASKSAM, "tex_masksample");
glBindAttribLocation(prg, SHAD_VERTEX, "vertex");
glBindAttribLocation(prg, SHAD_COLOR, "color");
glBindAttribLocation(prg, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(prg, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(prg, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(prg, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(prg, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(prg, SHAD_MASK, "mask_coord");
glBindAttribLocation(prg, SHAD_MASKSAM, "tex_masksample");
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
glGetProgramiv(prg, GL_LINK_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(p->prog, "load a program object");
gl_compile_link_error(prg, "load a program object");
ERR("Abort load of program (%s)", pname);
glDeleteProgram(prg);
glDeleteShader(vtx);
glDeleteShader(frg);
goto finish;
}
res = 1;
p = calloc(1, sizeof(*p));
p->flags = flags;
p->prog = prg;
p->vert = vtx;
p->frag = frg;
p->reset = EINA_TRUE;
p->bin_saved = EINA_TRUE;
evas_gl_common_shader_textures_bind(p);
finish:
if (formats) free(formats);
if (data) free(data);
if ((!res) && (p->prog))
{
glDeleteProgram(p->prog);
p->prog = 0;
}
return res;
free(formats);
if (!direct) free(data);
return p;
}
static int
_evas_gl_common_shader_program_binary_save(Evas_GL_Program *p,
const char *pname,
Eet_File *ef)
_evas_gl_common_shader_program_binary_save(Evas_GL_Program *p, Eet_File *ef)
{
void* data = NULL;
GLenum format;
int length = 0, size = 0;
char pname[32];
if (!glsym_glGetProgramBinary) return 0;
@ -132,133 +198,47 @@ _evas_gl_common_shader_program_binary_save(Evas_GL_Program *p,
return 0;
}
if (eet_write(ef, pname, data, length, 1) < 0)
sprintf(pname, SHADER_PROG_NAME_FMT, p->flags);
if (eet_write(ef, pname, data, length, SHADER_BINARY_EET_COMPRESS) < 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,
const char *vert,
const char *frag,
const char *name)
{
GLint ok;
p->vert = glCreateShader(GL_VERTEX_SHADER);
p->frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(p->vert, 1, &vert, NULL);
glCompileShader(p->vert);
ok = 0;
glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(p->vert, "compile vertex shader");
ERR("Abort compile of shader vert (%s): %s", name, vert);
return 0;
}
glShaderSource(p->frag, 1, &frag, NULL);
glCompileShader(p->frag);
ok = 0;
glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(p->frag, "compile fragment shader");
ERR("Abort compile of shader frag (%s): %s", name, frag);
free(data);
return 0;
}
p->prog = glCreateProgram();
#ifdef GL_GLES
#else
if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
{
glsym_glProgramParameteri(p->prog, GL_PROGRAM_BINARY_RETRIEVABLE_HINT,
GL_TRUE);
}
#endif
glAttachShader(p->prog, p->vert);
glAttachShader(p->prog, p->frag);
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_TEXA, "tex_coorda");
glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_MASK, "mask_coord");
glBindAttribLocation(p->prog, SHAD_MASKSAM, "tex_masksample");
glLinkProgram(p->prog);
ok = 0;
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(p->prog, "link fragment and vertex shaders");
ERR("Abort compile of shader frag (%s): %s", name, frag);
ERR("Abort compile of shader vert (%s): %s", name, vert);
return 0;
}
return 1;
}
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;
}
free(data);
p->bin_saved = 1;
return 1;
}
static int
_evas_gl_common_shader_binary_init(Evas_GL_Shared *shared)
{
/* check eet */
Eet_File *et = NULL;
Eet_File *ef = NULL;
char bin_dir_path[PATH_MAX];
char bin_file_path[PATH_MAX];
unsigned int i;
if (!shared || !shared->info.bin_program)
return 1;
if (shared->shaders_cache)
return 1;
if (!evas_gl_common_file_cache_dir_check(bin_dir_path, sizeof(bin_dir_path)))
return 0;
return 0;
if (!evas_gl_common_file_cache_file_check(bin_dir_path, "binary_shader", bin_file_path,
sizeof(bin_dir_path)))
return 0;
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;
ef = eet_open(bin_file_path, EET_FILE_MODE_READ);
if (!ef) 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();
shared->shaders_cache = ef;
return 1;
error:
if (et) eet_close(et);
if (ef) eet_close(ef);
eet_shutdown();
return 0;
}
@ -266,14 +246,16 @@ error:
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;
// FIXME: Save should happen early, before shutdown.
char bin_dir_path[PATH_MAX];
char bin_file_path[PATH_MAX];
char tmp_file[PATH_MAX];
unsigned int i;
int tmpfd, res = 0, copy;
Eet_File *ef = NULL;
Evas_GL_Program *p;
Eina_Iterator *it;
char pname[32];
if (!evas_gl_common_file_cache_dir_check(bin_dir_path, sizeof(bin_dir_path)))
{
@ -281,8 +263,8 @@ _evas_gl_common_shader_binary_save(Evas_GL_Shared *shared)
if (!res) return 0; /* we can't make directory */
}
evas_gl_common_file_cache_file_check(bin_dir_path, "binary_shader", bin_file_path,
sizeof(bin_dir_path));
copy = evas_gl_common_file_cache_file_check(bin_dir_path, "binary_shader", bin_file_path,
sizeof(bin_dir_path));
/* use mkstemp for writing */
snprintf(tmp_file, sizeof(tmp_file), "%s.XXXXXX", bin_file_path);
@ -295,49 +277,97 @@ _evas_gl_common_shader_binary_save(Evas_GL_Shared *shared)
umask(old_umask);
#endif
if (tmpfd < 0) goto error;
if (tmpfd < 0) return 0;
close(tmpfd);
/* use eet */
if (!eet_init()) goto error;
if (!eet_init()) return 0;
et = eet_open(tmp_file, EET_FILE_MODE_WRITE);
if (!et) goto error;
/* copy old file */
if (copy)
eina_file_copy(bin_file_path, tmp_file, EINA_FILE_COPY_DATA, NULL, NULL);
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;
ef = eet_open(tmp_file, EET_FILE_MODE_READ_WRITE);
if (!ef) goto error;
if (eet_close(et) != EET_ERROR_NONE) goto error;
if (rename(tmp_file,bin_file_path) < 0) goto error;
it = eina_hash_iterator_data_new(shared->shaders_hash);
EINA_ITERATOR_FOREACH(it, p)
{
if (!p->bin_saved)
{
int len = 0;
sprintf(pname, SHADER_PROG_NAME_FMT, p->flags);
eet_read_direct(ef, pname, &len);
if (len > 0)
p->bin_saved = 1; // assume bin data is correct
else
_evas_gl_common_shader_program_binary_save(p, ef);
}
}
eina_iterator_free(it);
if (shared->shaders_cache)
{
eet_close(shared->shaders_cache);
shared->shaders_cache = NULL;
eet_shutdown();
}
if (eet_close(ef) != 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 (ef) eet_close(ef);
if (evas_gl_common_file_cache_file_exists(tmp_file)) unlink(tmp_file);
eet_shutdown();
return 0;
}
static void
_shaders_hash_free_cb(void *data)
{
Evas_GL_Program *p = data;
if (p->vert) glDeleteShader(p->vert);
if (p->frag) glDeleteShader(p->frag);
if (p->prog) glDeleteProgram(p->prog);
free(p);
}
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);
/* most popular shaders */
const int BGRA = (shared->info.bgra ? SHADER_FLAG_BGRA : 0);
const int autoload[] = {
/* rect */ BASEFLAG,
/* text */ BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_ALPHA,
/* img1 */ BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_IMG | BGRA,
/* img2 */ BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_IMG | SHADER_FLAG_NOMUL | BGRA,
};
unsigned i;
shared->shaders_hash = eina_hash_int32_new(_shaders_hash_free_cb);
if (_evas_gl_common_shader_binary_init(shared))
{
for (i = 0; i < (sizeof(autoload) / sizeof(autoload[0])); i++)
{
Evas_GL_Program *p;
p = _evas_gl_common_shader_program_binary_load(shared->shaders_cache, autoload[i]);
if (p) eina_hash_add(shared->shaders_hash, &autoload[i], p);
}
}
return 1;
}
void
evas_gl_common_shader_program_init_done(void)
{
#warning FIXME: Disabled compiler unload for now.
return;
#ifdef GL_GLES
glReleaseShaderCompiler();
#else
@ -347,69 +377,361 @@ evas_gl_common_shader_program_init_done(void)
}
void
evas_gl_common_shader_program_shutdown(Evas_GL_Program *p)
evas_gl_common_shader_program_shutdown(Evas_GL_Shared *shared)
{
if (p->vert) glDeleteShader(p->vert);
if (p->frag) glDeleteShader(p->frag);
if (p->prog) glDeleteProgram(p->prog);
}
if (!shared) return;
Evas_GL_Shader
evas_gl_common_img_shader_select(Shader_Type type, Shader_Sampling sam, int nomul, int afill, int bgra, int mask, int masksam)
{
// 256 combinaisons including many impossible
static Evas_GL_Shader _shaders[4 * 2 * 2 * 2 * 2 * 4 * 2];
static Eina_Bool init = EINA_FALSE;
int idx;
if (shared->info.bin_program)
_evas_gl_common_shader_binary_save(shared);
if (EINA_UNLIKELY(!init))
if (shared->shaders_cache)
{
unsigned int k;
init = EINA_TRUE;
for (k = 0; k < (sizeof(_shaders) / sizeof(_shaders[0])); k++)
_shaders[k] = SHADER_IMG;
for (k = 0; k < (sizeof(_shaders_source) / sizeof(_shaders_source[0])); k++)
{
if (_shaders_source[k].type == SHD_IMAGE)
{
idx = _shaders_source[k].sam << 6; // 2 bits
idx |= _shaders_source[k].masksam << 4; // 2 bits
idx |= _shaders_source[k].bgra << 3; // bool
idx |= _shaders_source[k].mask << 2; // bool
idx |= _shaders_source[k].nomul << 1; // bool
idx |= _shaders_source[k].afill; // bool
_shaders[idx] = _shaders_source[k].id;
}
else if (_shaders_source[k].type == SHD_IMAGENATIVE)
{
idx = _shaders_source[k].sam << 6; // 2 bits
idx |= _shaders_source[k].masksam << 4; // 2 bits
idx |= _shaders_source[k].bgra << 3; // bool
idx |= _shaders_source[k].mask << 2; // bool
idx |= _shaders_source[k].nomul << 1; // bool
idx |= _shaders_source[k].afill; // bool
idx += (4 * 2 * 2 * 2 * 2 * 4);
_shaders[idx] = _shaders_source[k].id;
}
}
eet_close(shared->shaders_cache);
shared->shaders_cache = NULL;
eet_shutdown();
}
idx = sam << 6;
idx |= masksam << 4;
idx |= bgra << 3;
idx |= mask << 2;
idx |= nomul << 1;
idx |= afill;
if (type == SHD_IMAGENATIVE) idx += (4 * 2 * 2 * 2 * 2 * 4);
return _shaders[idx];
eina_hash_free(shared->shaders_hash);
shared->shaders_hash = NULL;
}
const char *
evas_gl_common_shader_name_get(Evas_GL_Shader shd)
static inline unsigned int
evas_gl_common_shader_flags_get(Evas_GL_Shared *shared, Shader_Type type,
RGBA_Map_Point *map_points, int npoints,
int r, int g, int b, int a,
int sw, int sh, int w, int h, Eina_Bool smooth,
Evas_GL_Texture *tex, Eina_Bool tex_only,
Evas_GL_Texture *mtex, Eina_Bool mask_smooth,
int mw, int mh,
Shader_Sampling *psam, int *pnomul, Shader_Sampling *pmasksam)
{
if (shd < (sizeof(_shaders_source) / sizeof(_shaders_source[0])))
return _shaders_source[shd].name;
return "UNKNOWN";
Shader_Sampling sam = SHD_SAM11, masksam = SHD_SAM11;
int nomul = 1, bgra = 0, afill = 0, k;
unsigned int flags = BASEFLAG;
// image downscale sampling
if (smooth && ((type == SHD_IMAGE) || (type == SHD_IMAGENATIVE)))
{
if ((sw >= (w * 2)) && (sh >= (h * 2)))
sam = SHD_SAM22;
else if (sw >= (w * 2))
sam = SHD_SAM21;
else if (sh >= (h * 2))
sam = SHD_SAM12;
flags |= (1 << (SHADER_FLAG_SAM_BITSHIFT + sam - 1));
}
// mask downscale sampling
if (mtex && mask_smooth)
{
if ((mtex->w >= (mw * 2)) && (mtex->h >= (mh * 2)))
masksam = SHD_SAM22;
else if (mtex->w >= (mw * 2))
masksam = SHD_SAM21;
else if (mtex->h >= (mh * 2))
masksam = SHD_SAM12;
flags |= (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + masksam - 1));
}
switch (type)
{
case SHD_RECT:
case SHD_LINE:
goto end;
case SHD_FONT:
flags |= (SHADER_FLAG_ALPHA | SHADER_FLAG_TEX);
goto end;
case SHD_IMAGE:
flags |= SHADER_FLAG_IMG;
break;
case SHD_IMAGENATIVE:
break;
case SHD_YUV:
flags |= SHADER_FLAG_YUV;
break;
case SHD_YUY2:
flags |= SHADER_FLAG_YUY2;
break;
case SHD_NV12:
flags |= SHADER_FLAG_NV12;
break;
case SHD_YUV_709:
flags |= (SHADER_FLAG_YUV_709 | SHADER_FLAG_YUV);
break;
case SHD_RGB_A_PAIR:
case SHD_MAP:
break;
default:
CRI("Impossible shader type.");
return 0;
}
// color mul
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
{
if (map_points)
{
for (k = 0; k < npoints; k++)
if (map_points[k].col != 0xffffffff)
{
nomul = 0;
break;
}
}
}
else
nomul = 0;
if (nomul)
flags |= SHADER_FLAG_NOMUL;
// bgra
if (tex_only)
{
if (tex->pt->dyn.img)
{
afill = !tex->alpha;
bgra = 1;
}
else if (tex->im && tex->im->native.target == GL_TEXTURE_EXTERNAL_OES)
{
flags |= SHADER_FLAG_EXTERNAL;
afill = !tex->alpha;
}
else
bgra = 1;
}
else
bgra = shared->info.bgra;
if (tex)
flags |= SHADER_FLAG_TEX;
if (mtex)
flags |= SHADER_FLAG_MASK;
if (afill)
flags |= SHADER_FLAG_AFILL;
if (bgra)
flags |= SHADER_FLAG_BGRA;
end:
if (psam) *psam = sam;
if (pnomul) *pnomul = nomul;
if (pmasksam) *pmasksam = masksam;
return flags;
}
static char *
evas_gl_common_shader_glsl_get(unsigned int flags, const char *base)
{
Eina_Strbuf *s = eina_strbuf_new();
unsigned int k;
char *str;
for (k = 0; k < SHADER_FLAG_COUNT; k++)
{
if (flags & (1 << k))
eina_strbuf_append_printf(s, "#define SHD_%s\n", _shader_flags[k]);
}
eina_strbuf_append(s, base);
str = eina_strbuf_string_steal(s);
eina_strbuf_free(s);
return str;
}
static Evas_GL_Program *
evas_gl_common_shader_compile(unsigned int flags, const char *vertex,
const char *fragment)
{
Evas_GL_Program *p;
GLuint vtx, frg, prg;
GLint ok = 0;
vtx = glCreateShader(GL_VERTEX_SHADER);
frg = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vtx, 1, &vertex, NULL);
glCompileShader(vtx);
glGetShaderiv(vtx, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(vtx, "compile vertex shader");
ERR("Abort compile of vertex shader:\n%s", vertex);
glDeleteShader(vtx);
return NULL;
}
ok = 0;
glShaderSource(frg, 1, &fragment, NULL);
glCompileShader(frg);
glGetShaderiv(frg, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(frg, "compile fragment shader");
ERR("Abort compile of fragment shader:\n%s", fragment);
glDeleteShader(vtx);
glDeleteShader(frg);
return NULL;
}
ok = 0;
prg = glCreateProgram();
#ifndef GL_GLES
if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
glsym_glProgramParameteri(prg, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
#endif
glAttachShader(prg, vtx);
glAttachShader(prg, frg);
glBindAttribLocation(prg, SHAD_VERTEX, "vertex");
glBindAttribLocation(prg, SHAD_COLOR, "color");
glBindAttribLocation(prg, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(prg, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(prg, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(prg, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(prg, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(prg, SHAD_MASK, "mask_coord");
glBindAttribLocation(prg, SHAD_MASKSAM, "tex_masksample");
glLinkProgram(prg);
glGetProgramiv(prg, GL_LINK_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(prg, "link fragment and vertex shaders");
ERR("Abort compile of shader (flags: %#x)", flags);
glDeleteShader(vtx);
glDeleteShader(frg);
glDeleteProgram(prg);
return 0;
}
p = calloc(1, sizeof(*p));
p->flags = flags;
p->prog = prg;
p->vert = vtx;
p->frag = frg;
p->reset = EINA_TRUE;
return p;
}
void
evas_gl_common_shader_textures_bind(Evas_GL_Program *p)
{
struct {
const char *name;
int enabled;
} textures[] = {
{ "tex", 0 },
{ "texm", 0 },
{ "texa", 0 },
{ "texu", 0 },
{ "texv", 0 },
{ "texuv", 0 },
{ NULL, 0 }
};
Eina_Bool hastex = 0;
GLint loc;
int i;
if (!p || (p->tex_count > 0)) return;
if ((p->flags & SHADER_FLAG_TEX) != 0)
{
textures[0].enabled = 1;
hastex = 1;
}
if ((p->flags & SHADER_FLAG_MASK) != 0)
{
textures[1].enabled = 1;
hastex = 1;
}
if ((p->flags & SHADER_FLAG_RGB_A_PAIR) != 0)
{
textures[2].enabled = 1;
hastex = 1;
}
if (p->flags & SHADER_FLAG_YUV)
{
textures[3].enabled = 1;
textures[4].enabled = 1;
hastex = 1;
}
else if ((p->flags & SHADER_FLAG_NV12) || (p->flags & SHADER_FLAG_YUY2))
{
textures[5].enabled = 1;
hastex = 1;
}
if (hastex)
{
glUseProgram(p->prog); // is this necessary??
for (i = 0; textures[i].name; i++)
{
if (!textures[i].enabled) continue;
loc = glGetUniformLocation(p->prog, textures[i].name);
if (loc < 0)
{
ERR("Couldn't find uniform '%s' (shader: %#x)",
textures[i].name, p->flags);
}
glUniform1i(loc, p->tex_count++);
}
}
}
Evas_GL_Program *
evas_gl_common_shader_program_get(Evas_Engine_GL_Context *gc,
Shader_Type type,
RGBA_Map_Point *map_points, int npoints,
int r, int g, int b, int a,
int sw, int sh, int w, int h, Eina_Bool smooth,
Evas_GL_Texture *tex, Eina_Bool tex_only,
Evas_GL_Texture *mtex, Eina_Bool mask_smooth,
int mw, int mh,
Shader_Sampling *psam, int *pnomul,
Shader_Sampling *pmasksam)
{
unsigned int flags;
Evas_GL_Program *p;
flags = evas_gl_common_shader_flags_get(gc->shared, type, map_points, npoints, r, g, b, a,
sw, sh, w, h, smooth, tex, tex_only,
mtex, mask_smooth, mw, mh,
psam, pnomul, pmasksam);
p = eina_hash_find(gc->shared->shaders_hash, &flags);
if (!p)
{
char *vertex, *fragment;
_evas_gl_common_shader_binary_init(gc->shared);
if (gc->shared->shaders_cache)
{
char pname[32];
sprintf(pname, SHADER_PROG_NAME_FMT, flags);
p = _evas_gl_common_shader_program_binary_load(gc->shared->shaders_cache, flags);
if (p)
{
eina_hash_add(gc->shared->shaders_hash, &flags, p);
goto end;
}
}
vertex = evas_gl_common_shader_glsl_get(flags, vertex_glsl);
fragment = evas_gl_common_shader_glsl_get(flags, fragment_glsl);
p = evas_gl_common_shader_compile(flags, vertex, fragment);
evas_gl_common_shader_textures_bind(p);
eina_hash_add(gc->shared->shaders_hash, &flags, p);
free(vertex);
free(fragment);
}
end:
if (p->hitcount < PROGRAM_HITCOUNT_MAX)
p->hitcount++;
return p;
}

View File

@ -1,595 +0,0 @@
/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED */
/* IF IT IS CHANGED PLEASE COMMIT THE CHANGES */
typedef enum {
SHADER_RECT,
SHADER_RECT_MASK,
SHADER_RECT_MASK12,
SHADER_RECT_MASK21,
SHADER_RECT_MASK22,
SHADER_FONT,
SHADER_FONT_MASK,
SHADER_FONT_MASK12,
SHADER_FONT_MASK21,
SHADER_FONT_MASK22,
SHADER_IMG,
SHADER_IMG_BGRA,
SHADER_IMG_12,
SHADER_IMG_21,
SHADER_IMG_22,
SHADER_IMG_12_BGRA,
SHADER_IMG_21_BGRA,
SHADER_IMG_22_BGRA,
SHADER_IMG_MASK,
SHADER_IMG_BGRA_MASK,
SHADER_IMG_12_MASK,
SHADER_IMG_21_MASK,
SHADER_IMG_22_MASK,
SHADER_IMG_12_BGRA_MASK,
SHADER_IMG_21_BGRA_MASK,
SHADER_IMG_22_BGRA_MASK,
SHADER_IMG_NOMUL,
SHADER_IMG_BGRA_NOMUL,
SHADER_IMG_12_NOMUL,
SHADER_IMG_21_NOMUL,
SHADER_IMG_22_NOMUL,
SHADER_IMG_12_BGRA_NOMUL,
SHADER_IMG_21_BGRA_NOMUL,
SHADER_IMG_22_BGRA_NOMUL,
SHADER_IMG_MASK_NOMUL,
SHADER_IMG_BGRA_MASK_NOMUL,
SHADER_IMG_12_MASK_NOMUL,
SHADER_IMG_21_MASK_NOMUL,
SHADER_IMG_22_MASK_NOMUL,
SHADER_IMG_12_BGRA_MASK_NOMUL,
SHADER_IMG_21_BGRA_MASK_NOMUL,
SHADER_IMG_22_BGRA_MASK_NOMUL,
SHADER_IMG_MASK12,
SHADER_IMG_BGRA_MASK12,
SHADER_IMG_12_MASK12,
SHADER_IMG_21_MASK12,
SHADER_IMG_22_MASK12,
SHADER_IMG_12_BGRA_MASK12,
SHADER_IMG_21_BGRA_MASK12,
SHADER_IMG_22_BGRA_MASK12,
SHADER_IMG_MASK12_NOMUL,
SHADER_IMG_BGRA_MASK12_NOMUL,
SHADER_IMG_12_MASK12_NOMUL,
SHADER_IMG_21_MASK12_NOMUL,
SHADER_IMG_22_MASK12_NOMUL,
SHADER_IMG_12_BGRA_MASK12_NOMUL,
SHADER_IMG_21_BGRA_MASK12_NOMUL,
SHADER_IMG_22_BGRA_MASK12_NOMUL,
SHADER_IMG_MASK21,
SHADER_IMG_BGRA_MASK21,
SHADER_IMG_12_MASK21,
SHADER_IMG_21_MASK21,
SHADER_IMG_22_MASK21,
SHADER_IMG_12_BGRA_MASK21,
SHADER_IMG_21_BGRA_MASK21,
SHADER_IMG_22_BGRA_MASK21,
SHADER_IMG_MASK21_NOMUL,
SHADER_IMG_BGRA_MASK21_NOMUL,
SHADER_IMG_12_MASK21_NOMUL,
SHADER_IMG_21_MASK21_NOMUL,
SHADER_IMG_22_MASK21_NOMUL,
SHADER_IMG_12_BGRA_MASK21_NOMUL,
SHADER_IMG_21_BGRA_MASK21_NOMUL,
SHADER_IMG_22_BGRA_MASK21_NOMUL,
SHADER_IMG_MASK22,
SHADER_IMG_BGRA_MASK22,
SHADER_IMG_12_MASK22,
SHADER_IMG_21_MASK22,
SHADER_IMG_22_MASK22,
SHADER_IMG_12_BGRA_MASK22,
SHADER_IMG_21_BGRA_MASK22,
SHADER_IMG_22_BGRA_MASK22,
SHADER_IMG_MASK22_NOMUL,
SHADER_IMG_BGRA_MASK22_NOMUL,
SHADER_IMG_12_MASK22_NOMUL,
SHADER_IMG_21_MASK22_NOMUL,
SHADER_IMG_22_MASK22_NOMUL,
SHADER_IMG_12_BGRA_MASK22_NOMUL,
SHADER_IMG_21_BGRA_MASK22_NOMUL,
SHADER_IMG_22_BGRA_MASK22_NOMUL,
SHADER_IMG_AFILL,
SHADER_IMG_BGRA_AFILL,
SHADER_IMG_NOMUL_AFILL,
SHADER_IMG_BGRA_NOMUL_AFILL,
SHADER_IMG_12_AFILL,
SHADER_IMG_21_AFILL,
SHADER_IMG_22_AFILL,
SHADER_IMG_12_BGRA_AFILL,
SHADER_IMG_21_BGRA_AFILL,
SHADER_IMG_22_BGRA_AFILL,
SHADER_IMG_12_NOMUL_AFILL,
SHADER_IMG_21_NOMUL_AFILL,
SHADER_IMG_22_NOMUL_AFILL,
SHADER_IMG_12_BGRA_NOMUL_AFILL,
SHADER_IMG_21_BGRA_NOMUL_AFILL,
SHADER_IMG_22_BGRA_NOMUL_AFILL,
SHADER_IMGNAT,
SHADER_IMGNAT_BGRA,
SHADER_IMGNAT_12,
SHADER_IMGNAT_21,
SHADER_IMGNAT_22,
SHADER_IMGNAT_12_BGRA,
SHADER_IMGNAT_21_BGRA,
SHADER_IMGNAT_22_BGRA,
SHADER_IMGNAT_MASK,
SHADER_IMGNAT_BGRA_MASK,
SHADER_IMGNAT_12_MASK,
SHADER_IMGNAT_21_MASK,
SHADER_IMGNAT_22_MASK,
SHADER_IMGNAT_12_BGRA_MASK,
SHADER_IMGNAT_21_BGRA_MASK,
SHADER_IMGNAT_22_BGRA_MASK,
SHADER_IMGNAT_NOMUL,
SHADER_IMGNAT_BGRA_NOMUL,
SHADER_IMGNAT_12_NOMUL,
SHADER_IMGNAT_21_NOMUL,
SHADER_IMGNAT_22_NOMUL,
SHADER_IMGNAT_12_BGRA_NOMUL,
SHADER_IMGNAT_21_BGRA_NOMUL,
SHADER_IMGNAT_22_BGRA_NOMUL,
SHADER_IMGNAT_MASK_NOMUL,
SHADER_IMGNAT_BGRA_MASK_NOMUL,
SHADER_IMGNAT_12_MASK_NOMUL,
SHADER_IMGNAT_21_MASK_NOMUL,
SHADER_IMGNAT_22_MASK_NOMUL,
SHADER_IMGNAT_12_BGRA_MASK_NOMUL,
SHADER_IMGNAT_21_BGRA_MASK_NOMUL,
SHADER_IMGNAT_22_BGRA_MASK_NOMUL,
SHADER_IMGNAT_MASK12,
SHADER_IMGNAT_BGRA_MASK12,
SHADER_IMGNAT_12_MASK12,
SHADER_IMGNAT_21_MASK12,
SHADER_IMGNAT_22_MASK12,
SHADER_IMGNAT_12_BGRA_MASK12,
SHADER_IMGNAT_21_BGRA_MASK12,
SHADER_IMGNAT_22_BGRA_MASK12,
SHADER_IMGNAT_MASK12_NOMUL,
SHADER_IMGNAT_BGRA_MASK12_NOMUL,
SHADER_IMGNAT_12_MASK12_NOMUL,
SHADER_IMGNAT_21_MASK12_NOMUL,
SHADER_IMGNAT_22_MASK12_NOMUL,
SHADER_IMGNAT_12_BGRA_MASK12_NOMUL,
SHADER_IMGNAT_21_BGRA_MASK12_NOMUL,
SHADER_IMGNAT_22_BGRA_MASK12_NOMUL,
SHADER_IMGNAT_MASK21,
SHADER_IMGNAT_BGRA_MASK21,
SHADER_IMGNAT_12_MASK21,
SHADER_IMGNAT_21_MASK21,
SHADER_IMGNAT_22_MASK21,
SHADER_IMGNAT_12_BGRA_MASK21,
SHADER_IMGNAT_21_BGRA_MASK21,
SHADER_IMGNAT_22_BGRA_MASK21,
SHADER_IMGNAT_MASK21_NOMUL,
SHADER_IMGNAT_BGRA_MASK21_NOMUL,
SHADER_IMGNAT_12_MASK21_NOMUL,
SHADER_IMGNAT_21_MASK21_NOMUL,
SHADER_IMGNAT_22_MASK21_NOMUL,
SHADER_IMGNAT_12_BGRA_MASK21_NOMUL,
SHADER_IMGNAT_21_BGRA_MASK21_NOMUL,
SHADER_IMGNAT_22_BGRA_MASK21_NOMUL,
SHADER_IMGNAT_MASK22,
SHADER_IMGNAT_BGRA_MASK22,
SHADER_IMGNAT_12_MASK22,
SHADER_IMGNAT_21_MASK22,
SHADER_IMGNAT_22_MASK22,
SHADER_IMGNAT_12_BGRA_MASK22,
SHADER_IMGNAT_21_BGRA_MASK22,
SHADER_IMGNAT_22_BGRA_MASK22,
SHADER_IMGNAT_MASK22_NOMUL,
SHADER_IMGNAT_BGRA_MASK22_NOMUL,
SHADER_IMGNAT_12_MASK22_NOMUL,
SHADER_IMGNAT_21_MASK22_NOMUL,
SHADER_IMGNAT_22_MASK22_NOMUL,
SHADER_IMGNAT_12_BGRA_MASK22_NOMUL,
SHADER_IMGNAT_21_BGRA_MASK22_NOMUL,
SHADER_IMGNAT_22_BGRA_MASK22_NOMUL,
SHADER_IMGNAT_AFILL,
SHADER_IMGNAT_BGRA_AFILL,
SHADER_IMGNAT_NOMUL_AFILL,
SHADER_IMGNAT_BGRA_NOMUL_AFILL,
SHADER_IMGNAT_12_AFILL,
SHADER_IMGNAT_21_AFILL,
SHADER_IMGNAT_22_AFILL,
SHADER_IMGNAT_12_BGRA_AFILL,
SHADER_IMGNAT_21_BGRA_AFILL,
SHADER_IMGNAT_22_BGRA_AFILL,
SHADER_IMGNAT_12_NOMUL_AFILL,
SHADER_IMGNAT_21_NOMUL_AFILL,
SHADER_IMGNAT_22_NOMUL_AFILL,
SHADER_IMGNAT_12_BGRA_NOMUL_AFILL,
SHADER_IMGNAT_21_BGRA_NOMUL_AFILL,
SHADER_IMGNAT_22_BGRA_NOMUL_AFILL,
SHADER_RGB_A_PAIR,
SHADER_RGB_A_PAIR_MASK,
SHADER_RGB_A_PAIR_NOMUL,
SHADER_RGB_A_PAIR_MASK_NOMUL,
SHADER_TEX_EXTERNAL,
SHADER_TEX_EXTERNAL_AFILL,
SHADER_TEX_EXTERNAL_NOMUL,
SHADER_TEX_EXTERNAL_NOMUL_AFILL,
SHADER_TEX_EXTERNAL_MASK,
SHADER_TEX_EXTERNAL_MASK_NOMUL,
SHADER_YUV,
SHADER_YUV_NOMUL,
SHADER_YUV_MASK,
SHADER_YUV_MASK_NOMUL,
SHADER_YUY2,
SHADER_YUY2_NOMUL,
SHADER_YUY2_MASK,
SHADER_YUY2_MASK_NOMUL,
SHADER_NV12,
SHADER_NV12_NOMUL,
SHADER_NV12_MASK,
SHADER_NV12_MASK_NOMUL,
SHADER_YUV_709,
SHADER_YUV_709_NOMUL,
SHADER_YUV_709_MASK,
SHADER_YUV_709_MASK_NOMUL,
SHADER_YUY2_709,
SHADER_YUY2_709_NOMUL,
SHADER_YUY2_709_MASK,
SHADER_YUY2_709_MASK_NOMUL,
SHADER_NV12_709,
SHADER_NV12_709_NOMUL,
SHADER_NV12_709_MASK,
SHADER_NV12_709_MASK_NOMUL,
SHADER_LAST
} Evas_GL_Shader;
#ifdef _EVAS_GL_CONTEXT_C
static struct {
Evas_GL_Shader id;
const char *tname;
} _shaders_textures[] = {
{ SHADER_FONT_MASK, "tex" },
{ SHADER_FONT_MASK, "texm" },
{ SHADER_FONT_MASK12, "tex" },
{ SHADER_FONT_MASK12, "texm" },
{ SHADER_FONT_MASK21, "tex" },
{ SHADER_FONT_MASK21, "texm" },
{ SHADER_FONT_MASK22, "tex" },
{ SHADER_FONT_MASK22, "texm" },
{ SHADER_IMG_MASK, "tex" },
{ SHADER_IMG_MASK, "texm" },
{ SHADER_IMG_BGRA_MASK, "tex" },
{ SHADER_IMG_BGRA_MASK, "texm" },
{ SHADER_IMG_12_MASK, "tex" },
{ SHADER_IMG_12_MASK, "texm" },
{ SHADER_IMG_21_MASK, "tex" },
{ SHADER_IMG_21_MASK, "texm" },
{ SHADER_IMG_22_MASK, "tex" },
{ SHADER_IMG_22_MASK, "texm" },
{ SHADER_IMG_12_BGRA_MASK, "tex" },
{ SHADER_IMG_12_BGRA_MASK, "texm" },
{ SHADER_IMG_21_BGRA_MASK, "tex" },
{ SHADER_IMG_21_BGRA_MASK, "texm" },
{ SHADER_IMG_22_BGRA_MASK, "tex" },
{ SHADER_IMG_22_BGRA_MASK, "texm" },
{ SHADER_IMG_MASK_NOMUL, "tex" },
{ SHADER_IMG_MASK_NOMUL, "texm" },
{ SHADER_IMG_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMG_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMG_12_MASK_NOMUL, "tex" },
{ SHADER_IMG_12_MASK_NOMUL, "texm" },
{ SHADER_IMG_21_MASK_NOMUL, "tex" },
{ SHADER_IMG_21_MASK_NOMUL, "texm" },
{ SHADER_IMG_22_MASK_NOMUL, "tex" },
{ SHADER_IMG_22_MASK_NOMUL, "texm" },
{ SHADER_IMG_12_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMG_12_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMG_21_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMG_21_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMG_22_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMG_22_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMG_MASK12, "tex" },
{ SHADER_IMG_MASK12, "texm" },
{ SHADER_IMG_BGRA_MASK12, "tex" },
{ SHADER_IMG_BGRA_MASK12, "texm" },
{ SHADER_IMG_12_MASK12, "tex" },
{ SHADER_IMG_12_MASK12, "texm" },
{ SHADER_IMG_21_MASK12, "tex" },
{ SHADER_IMG_21_MASK12, "texm" },
{ SHADER_IMG_22_MASK12, "tex" },
{ SHADER_IMG_22_MASK12, "texm" },
{ SHADER_IMG_12_BGRA_MASK12, "tex" },
{ SHADER_IMG_12_BGRA_MASK12, "texm" },
{ SHADER_IMG_21_BGRA_MASK12, "tex" },
{ SHADER_IMG_21_BGRA_MASK12, "texm" },
{ SHADER_IMG_22_BGRA_MASK12, "tex" },
{ SHADER_IMG_22_BGRA_MASK12, "texm" },
{ SHADER_IMG_MASK12_NOMUL, "tex" },
{ SHADER_IMG_MASK12_NOMUL, "texm" },
{ SHADER_IMG_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMG_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMG_12_MASK12_NOMUL, "tex" },
{ SHADER_IMG_12_MASK12_NOMUL, "texm" },
{ SHADER_IMG_21_MASK12_NOMUL, "tex" },
{ SHADER_IMG_21_MASK12_NOMUL, "texm" },
{ SHADER_IMG_22_MASK12_NOMUL, "tex" },
{ SHADER_IMG_22_MASK12_NOMUL, "texm" },
{ SHADER_IMG_12_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMG_12_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMG_21_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMG_21_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMG_22_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMG_22_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMG_MASK21, "tex" },
{ SHADER_IMG_MASK21, "texm" },
{ SHADER_IMG_BGRA_MASK21, "tex" },
{ SHADER_IMG_BGRA_MASK21, "texm" },
{ SHADER_IMG_12_MASK21, "tex" },
{ SHADER_IMG_12_MASK21, "texm" },
{ SHADER_IMG_21_MASK21, "tex" },
{ SHADER_IMG_21_MASK21, "texm" },
{ SHADER_IMG_22_MASK21, "tex" },
{ SHADER_IMG_22_MASK21, "texm" },
{ SHADER_IMG_12_BGRA_MASK21, "tex" },
{ SHADER_IMG_12_BGRA_MASK21, "texm" },
{ SHADER_IMG_21_BGRA_MASK21, "tex" },
{ SHADER_IMG_21_BGRA_MASK21, "texm" },
{ SHADER_IMG_22_BGRA_MASK21, "tex" },
{ SHADER_IMG_22_BGRA_MASK21, "texm" },
{ SHADER_IMG_MASK21_NOMUL, "tex" },
{ SHADER_IMG_MASK21_NOMUL, "texm" },
{ SHADER_IMG_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMG_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMG_12_MASK21_NOMUL, "tex" },
{ SHADER_IMG_12_MASK21_NOMUL, "texm" },
{ SHADER_IMG_21_MASK21_NOMUL, "tex" },
{ SHADER_IMG_21_MASK21_NOMUL, "texm" },
{ SHADER_IMG_22_MASK21_NOMUL, "tex" },
{ SHADER_IMG_22_MASK21_NOMUL, "texm" },
{ SHADER_IMG_12_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMG_12_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMG_21_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMG_21_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMG_22_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMG_22_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMG_MASK22, "tex" },
{ SHADER_IMG_MASK22, "texm" },
{ SHADER_IMG_BGRA_MASK22, "tex" },
{ SHADER_IMG_BGRA_MASK22, "texm" },
{ SHADER_IMG_12_MASK22, "tex" },
{ SHADER_IMG_12_MASK22, "texm" },
{ SHADER_IMG_21_MASK22, "tex" },
{ SHADER_IMG_21_MASK22, "texm" },
{ SHADER_IMG_22_MASK22, "tex" },
{ SHADER_IMG_22_MASK22, "texm" },
{ SHADER_IMG_12_BGRA_MASK22, "tex" },
{ SHADER_IMG_12_BGRA_MASK22, "texm" },
{ SHADER_IMG_21_BGRA_MASK22, "tex" },
{ SHADER_IMG_21_BGRA_MASK22, "texm" },
{ SHADER_IMG_22_BGRA_MASK22, "tex" },
{ SHADER_IMG_22_BGRA_MASK22, "texm" },
{ SHADER_IMG_MASK22_NOMUL, "tex" },
{ SHADER_IMG_MASK22_NOMUL, "texm" },
{ SHADER_IMG_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMG_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMG_12_MASK22_NOMUL, "tex" },
{ SHADER_IMG_12_MASK22_NOMUL, "texm" },
{ SHADER_IMG_21_MASK22_NOMUL, "tex" },
{ SHADER_IMG_21_MASK22_NOMUL, "texm" },
{ SHADER_IMG_22_MASK22_NOMUL, "tex" },
{ SHADER_IMG_22_MASK22_NOMUL, "texm" },
{ SHADER_IMG_12_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMG_12_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMG_21_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMG_21_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMG_22_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMG_22_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_MASK, "tex" },
{ SHADER_IMGNAT_MASK, "texm" },
{ SHADER_IMGNAT_BGRA_MASK, "tex" },
{ SHADER_IMGNAT_BGRA_MASK, "texm" },
{ SHADER_IMGNAT_12_MASK, "tex" },
{ SHADER_IMGNAT_12_MASK, "texm" },
{ SHADER_IMGNAT_21_MASK, "tex" },
{ SHADER_IMGNAT_21_MASK, "texm" },
{ SHADER_IMGNAT_22_MASK, "tex" },
{ SHADER_IMGNAT_22_MASK, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK, "texm" },
{ SHADER_IMGNAT_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_12_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_12_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_21_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_21_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_22_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_22_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK_NOMUL, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK_NOMUL, "texm" },
{ SHADER_IMGNAT_MASK12, "tex" },
{ SHADER_IMGNAT_MASK12, "texm" },
{ SHADER_IMGNAT_BGRA_MASK12, "tex" },
{ SHADER_IMGNAT_BGRA_MASK12, "texm" },
{ SHADER_IMGNAT_12_MASK12, "tex" },
{ SHADER_IMGNAT_12_MASK12, "texm" },
{ SHADER_IMGNAT_21_MASK12, "tex" },
{ SHADER_IMGNAT_21_MASK12, "texm" },
{ SHADER_IMGNAT_22_MASK12, "tex" },
{ SHADER_IMGNAT_22_MASK12, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK12, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK12, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK12, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK12, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK12, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK12, "texm" },
{ SHADER_IMGNAT_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_12_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_12_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_21_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_21_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_22_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_22_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK12_NOMUL, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK12_NOMUL, "texm" },
{ SHADER_IMGNAT_MASK21, "tex" },
{ SHADER_IMGNAT_MASK21, "texm" },
{ SHADER_IMGNAT_BGRA_MASK21, "tex" },
{ SHADER_IMGNAT_BGRA_MASK21, "texm" },
{ SHADER_IMGNAT_12_MASK21, "tex" },
{ SHADER_IMGNAT_12_MASK21, "texm" },
{ SHADER_IMGNAT_21_MASK21, "tex" },
{ SHADER_IMGNAT_21_MASK21, "texm" },
{ SHADER_IMGNAT_22_MASK21, "tex" },
{ SHADER_IMGNAT_22_MASK21, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK21, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK21, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK21, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK21, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK21, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK21, "texm" },
{ SHADER_IMGNAT_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_12_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_12_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_21_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_21_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_22_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_22_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK21_NOMUL, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK21_NOMUL, "texm" },
{ SHADER_IMGNAT_MASK22, "tex" },
{ SHADER_IMGNAT_MASK22, "texm" },
{ SHADER_IMGNAT_BGRA_MASK22, "tex" },
{ SHADER_IMGNAT_BGRA_MASK22, "texm" },
{ SHADER_IMGNAT_12_MASK22, "tex" },
{ SHADER_IMGNAT_12_MASK22, "texm" },
{ SHADER_IMGNAT_21_MASK22, "tex" },
{ SHADER_IMGNAT_21_MASK22, "texm" },
{ SHADER_IMGNAT_22_MASK22, "tex" },
{ SHADER_IMGNAT_22_MASK22, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK22, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK22, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK22, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK22, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK22, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK22, "texm" },
{ SHADER_IMGNAT_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_12_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_12_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_21_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_21_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_22_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_22_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_12_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_12_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_21_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_21_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_IMGNAT_22_BGRA_MASK22_NOMUL, "tex" },
{ SHADER_IMGNAT_22_BGRA_MASK22_NOMUL, "texm" },
{ SHADER_RGB_A_PAIR, "tex" },
{ SHADER_RGB_A_PAIR, "texa" },
{ SHADER_RGB_A_PAIR_MASK, "tex" },
{ SHADER_RGB_A_PAIR_MASK, "texa" },
{ SHADER_RGB_A_PAIR_MASK, "texm" },
{ SHADER_RGB_A_PAIR_NOMUL, "tex" },
{ SHADER_RGB_A_PAIR_NOMUL, "texa" },
{ SHADER_RGB_A_PAIR_MASK_NOMUL, "tex" },
{ SHADER_RGB_A_PAIR_MASK_NOMUL, "texa" },
{ SHADER_RGB_A_PAIR_MASK_NOMUL, "texm" },
{ SHADER_YUV, "tex" },
{ SHADER_YUV, "texu" },
{ SHADER_YUV, "texv" },
{ SHADER_YUV_NOMUL, "tex" },
{ SHADER_YUV_NOMUL, "texu" },
{ SHADER_YUV_NOMUL, "texv" },
{ SHADER_YUV_MASK, "tex" },
{ SHADER_YUV_MASK, "texu" },
{ SHADER_YUV_MASK, "texv" },
{ SHADER_YUV_MASK, "texm" },
{ SHADER_YUV_MASK_NOMUL, "tex" },
{ SHADER_YUV_MASK_NOMUL, "texu" },
{ SHADER_YUV_MASK_NOMUL, "texv" },
{ SHADER_YUV_MASK_NOMUL, "texm" },
{ SHADER_YUY2, "tex" },
{ SHADER_YUY2, "texuv" },
{ SHADER_YUY2_NOMUL, "tex" },
{ SHADER_YUY2_NOMUL, "texuv" },
{ SHADER_YUY2_MASK, "tex" },
{ SHADER_YUY2_MASK, "texuv" },
{ SHADER_YUY2_MASK, "texm" },
{ SHADER_YUY2_MASK_NOMUL, "tex" },
{ SHADER_YUY2_MASK_NOMUL, "texuv" },
{ SHADER_YUY2_MASK_NOMUL, "texm" },
{ SHADER_NV12, "tex" },
{ SHADER_NV12, "texuv" },
{ SHADER_NV12_NOMUL, "tex" },
{ SHADER_NV12_NOMUL, "texuv" },
{ SHADER_NV12_MASK, "tex" },
{ SHADER_NV12_MASK, "texuv" },
{ SHADER_NV12_MASK, "texm" },
{ SHADER_NV12_MASK_NOMUL, "tex" },
{ SHADER_NV12_MASK_NOMUL, "texuv" },
{ SHADER_NV12_MASK_NOMUL, "texm" },
{ SHADER_YUV_709, "tex" },
{ SHADER_YUV_709, "texu" },
{ SHADER_YUV_709, "texv" },
{ SHADER_YUV_709_NOMUL, "tex" },
{ SHADER_YUV_709_NOMUL, "texu" },
{ SHADER_YUV_709_NOMUL, "texv" },
{ SHADER_YUV_709_MASK, "tex" },
{ SHADER_YUV_709_MASK, "texu" },
{ SHADER_YUV_709_MASK, "texv" },
{ SHADER_YUV_709_MASK, "texm" },
{ SHADER_YUV_709_MASK_NOMUL, "tex" },
{ SHADER_YUV_709_MASK_NOMUL, "texu" },
{ SHADER_YUV_709_MASK_NOMUL, "texv" },
{ SHADER_YUV_709_MASK_NOMUL, "texm" },
{ SHADER_YUY2_709, "tex" },
{ SHADER_YUY2_709, "texuv" },
{ SHADER_YUY2_709_NOMUL, "tex" },
{ SHADER_YUY2_709_NOMUL, "texuv" },
{ SHADER_YUY2_709_MASK, "tex" },
{ SHADER_YUY2_709_MASK, "texuv" },
{ SHADER_YUY2_709_MASK, "texm" },
{ SHADER_YUY2_709_MASK_NOMUL, "tex" },
{ SHADER_YUY2_709_MASK_NOMUL, "texuv" },
{ SHADER_YUY2_709_MASK_NOMUL, "texm" },
{ SHADER_NV12_709, "tex" },
{ SHADER_NV12_709, "texuv" },
{ SHADER_NV12_709_NOMUL, "tex" },
{ SHADER_NV12_709_NOMUL, "texuv" },
{ SHADER_NV12_709_MASK, "tex" },
{ SHADER_NV12_709_MASK, "texuv" },
{ SHADER_NV12_709_MASK, "texm" },
{ SHADER_NV12_709_MASK_NOMUL, "tex" },
{ SHADER_NV12_709_MASK_NOMUL, "texuv" },
{ SHADER_NV12_709_MASK_NOMUL, "texm" },
{ SHADER_LAST, NULL }
};
#endif // _EVAS_GL_CONTEXT_C

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@ -4,13 +4,7 @@
* through cpp first (in which case the precision must be manually added).
*/
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
FRAGMENT_SHADER
#ifndef SHD_NOMUL
varying vec4 col;

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@ -1,203 +1,38 @@
#!/bin/bash
set -e
# This script will generate a C file containing all the shaders used by Evas
ENDIAN="$1"
DIR=`dirname $0`
OUTPUT=${DIR}/evas_gl_shaders"$1".x
OUTPUT_ENUM=${DIR}/evas_gl_enum.x
CPP="cpp -P"
VTX_HEADER="#ifdef GL_ES
precision highp float;
#endif
"
FGM_HEADER="#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
"
# Hack
FGM_HEADER_OES="#ifdef GL_ES
# extension GL_OES_EGL_image_external : require
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
# define SAMPLER_EXTERNAL_OES samplerExternalOES
#else
# define SAMPLER_EXTERNAL_OES sampler2D
#endif
"
OUTPUT=${DIR}/evas_gl_shaders.x
# Skip generation if there is no diff (or no git)
if ! git rev-parse 2>> /dev/null >> /dev/null ; then exit 0 ; fi
if git diff --quiet --exit-code -- "$DIR"
then
touch "${OUTPUT}" "${OUTPUT_ENUM}"
touch "${OUTPUT}"
exit 0
fi
function upper() {
echo $@ |tr '[:lower:]' '[:upper:]'
}
function run() {
[ "$V" = "1" ] && echo "$@"
"$@"
}
# Urgh
OIFS=$IFS
IFS=$'\n' SHADERS=(`cat ${DIR}/shaders.txt`)
IFS=$OIFS
exec 1<&-
exec 1>${OUTPUT}
# Write header
printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED */\n" > ${OUTPUT}
printf "/* IF IT IS CHANGED PLEASE COMMIT THE CHANGES */\n\n" >> ${OUTPUT}
printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED */\n"
printf "/* IF IT IS CHANGED PLEASE COMMIT THE CHANGES */\n\n"
# Including private for hilights and stuff :)
printf "#include \"../evas_gl_private.h\"\n\n" >> ${OUTPUT}
for shd in fragment vertex ; do
m4 ${DIR}/include.glsl ${DIR}/${shd}.glsl > ${shd}.tmp
# Prepare list of shaders:
shaders_source=""
shaders_enum=""
shaders_type=(frag vert)
shaders_textures=""
# Generate SHD files
LIST=""
for (( i = 0; i < ${#SHADERS[@]} ; i++ )) ; do
s=${SHADERS[$i]}
if [[ $s == \#* ]] ; then continue ; fi
name=`echo $s |cut -d ':' -f 1`
opts=`echo $s |cut -d ':' -f 2 |tr ',' '\n'`
echo " SHADER $name"
UNAME=`echo ${name} |tr "[:lower:]" "[:upper:]"`
OPTS=""
if [[ "$1" == "_bigendian" ]] ; then OPTS="-DBIGENDIAN"; fi
FGM=${FGM_HEADER}
TYPE=`echo ${name} |cut -d '_' -f 1 |tr '[:lower:]' '[:upper:]'`
bgra=0
mask=0
nomul=0
afill=0
sam="SAM11"
masksam="SAM11"
tex=""
# Urgh. Some fixups
case $TYPE in
IMG) TYPE="IMAGE";;
IMGNAT) TYPE="IMAGENATIVE";;
RGB) TYPE="RGB_A_PAIR";;
TEX) TYPE="TEX_EXTERNAL";;
esac
for opt in $opts ; do
UP=`upper $opt`
OPTS="$OPTS -DSHD_${UP}"
case $opt in
tex) tex="${tex}tex ";;
mask) tex="${tex}texm " ; mask=1;;
texa) tex="${tex}texa ";;
yuv) tex="${tex}texu texv ";;
nv12) tex="${tex}texuv ";;
yuy2) tex="${tex}texuv ";;
bgra) bgra=1;;
nomul) nomul=1;;
afill) afill=1;;
external) FGM=${FGM_HEADER_OES};;
sam12) sam="SAM12";;
sam21) sam="SAM21";;
sam22) sam="SAM22";;
masksam12) masksam="SAM12";;
masksam21) masksam="SAM21";;
masksam22) masksam="SAM22";;
esac
OIFS=$IFS
IFS=$'\n'
printf "static const char ${shd}_glsl[] ="
for line in `cat ${shd}.tmp` ; do
printf "\n \"${line}\\\n\""
done
printf ";\n\n"
IFS=${OIFS}
# vertex shader
filev=${DIR}/${name}_vert.shd
printf "${VTX_HEADER}" >| ${filev}
run $CPP $OPTS ${DIR}/vertex.glsl >> ${filev}
# fragment shader
filef=${DIR}/${name}_frag.shd
printf "${FGM}" >| ${filef}
run $CPP $OPTS ${DIR}/fragment.glsl >> ${filef}
k=0
for shd in ${filef} ${filev} ; do
shdname=${name}_${shaders_type[$k]}
k=$(($k + 1))
OIFS=$IFS
IFS=$'\n'
printf "static const char ${shdname}_src[] =" >> ${OUTPUT}
for line in `cat ${shd}` ; do
printf "\n \"${line}\\\n\"" >> ${OUTPUT}
done
printf ";\n\n" >> ${OUTPUT}
IFS=${OIFS}
done
shaders_source="${shaders_source} { SHADER_${UNAME}, ${name}_vert_src, ${name}_frag_src, \"${name}\", SHD_${TYPE}, SHD_${sam}, SHD_${masksam}, ${bgra}, ${mask}, ${nomul}, ${afill} },\n"
shaders_enum="${shaders_enum} SHADER_${UNAME},\n"
# Bind textures to the programs. Only if there is more than 1 texture.
textures=(${tex})
if [ ${#textures[@]} -ge 2 ] ; then
for tname in ${tex} ; do
shaders_textures="${shaders_textures} { SHADER_${UNAME}, \"${tname}\" },\n"
done
fi
rm ${shd}.tmp
done
printf "
static const struct {
Evas_GL_Shader id;
const char *vert;
const char *frag;
const char *name;
Shader_Type type;
Shader_Sampling sam;
Shader_Sampling masksam;
Eina_Bool bgra : 1;
Eina_Bool mask : 1;
Eina_Bool nomul : 1;
Eina_Bool afill : 1;
} _shaders_source[] = {\n" >> ${OUTPUT}
printf "${shaders_source}};\n\n" >> ${OUTPUT}
printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED */
/* IF IT IS CHANGED PLEASE COMMIT THE CHANGES */
typedef enum {
${shaders_enum} SHADER_LAST
} Evas_GL_Shader;
#ifdef _EVAS_GL_CONTEXT_C
static struct {
Evas_GL_Shader id;
const char *tname;
} _shaders_textures[] = {
${shaders_textures} { SHADER_LAST, NULL }
};
#endif // _EVAS_GL_CONTEXT_C
" >| ${OUTPUT_ENUM}
# You can remove the files now
#rm -f ${LIST}

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@ -0,0 +1,22 @@
define(`FRAGMENT_SHADER',`
#ifdef GL_ES
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
# ifdef SHD_EXTERNAL
extension GL_OES_EGL_image_external : require
# define SAMPLER_EXTERNAL_OES samplerExternalOES
# endif
#else
# define SAMPLER_EXTERNAL_OES sampler2D
#endif
')
define(`VERTEX_SHADER',`
#ifdef GL_ES
precision highp float;
#endif
')

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@ -1,302 +0,0 @@
# All supported shaders, format is (no spaces allowed):
# name:opt1,opt2,opt3
# Convention for names:
# type[_SAM[_bgra[_mask[_nomul[_afill]]]]]
# Rectangles, lines & polygons
rect:
rect_mask:mask
rect_mask12:mask,masksam12
rect_mask21:mask,masksam21
rect_mask22:mask,masksam22
# Fonts (alpha only)
font:tex,alpha
font_mask:tex,mask,alpha
font_mask12:tex,mask,masksam12,alpha
font_mask21:tex,mask,masksam21,alpha
font_mask22:tex,mask,masksam22,alpha
# Images: color version
img:tex,img
img_bgra:tex,img,bgra
img_12:tex,img,sam12
img_21:tex,img,sam21
img_22:tex,img,sam22
img_12_bgra:tex,img,sam12,bgra
img_21_bgra:tex,img,sam21,bgra
img_22_bgra:tex,img,sam22,bgra
img_mask:tex,img,mask
img_bgra_mask:tex,img,mask,bgra
img_12_mask:tex,img,mask,sam12
img_21_mask:tex,img,mask,sam21
img_22_mask:tex,img,mask,sam22
img_12_bgra_mask:tex,img,mask,sam12,bgra
img_21_bgra_mask:tex,img,mask,sam21,bgra
img_22_bgra_mask:tex,img,mask,sam22,bgra
# Images: nomul version (copy above with extra nomul flag)
img_nomul:tex,img,nomul
img_bgra_nomul:tex,img,nomul,bgra
img_12_nomul:tex,img,sam12,nomul
img_21_nomul:tex,img,sam21,nomul
img_22_nomul:tex,img,sam22,nomul
img_12_bgra_nomul:tex,img,sam12,bgra,nomul
img_21_bgra_nomul:tex,img,sam21,bgra,nomul
img_22_bgra_nomul:tex,img,sam22,bgra,nomul
img_mask_nomul:tex,img,mask,nomul
img_bgra_mask_nomul:tex,img,mask,nomul,bgra
img_12_mask_nomul:tex,img,mask,sam12,nomul
img_21_mask_nomul:tex,img,mask,sam21,nomul
img_22_mask_nomul:tex,img,mask,sam22,nomul
img_12_bgra_mask_nomul:tex,img,mask,sam12,bgra,nomul
img_21_bgra_mask_nomul:tex,img,mask,sam21,bgra,nomul
img_22_bgra_mask_nomul:tex,img,mask,sam22,bgra,nomul
# Now the same as above but with MASKSAM
img_mask12:tex,img,mask,masksam12
img_bgra_mask12:tex,img,mask,masksam12,bgra
img_12_mask12:tex,img,mask,masksam12,sam12
img_21_mask12:tex,img,mask,masksam12,sam21
img_22_mask12:tex,img,mask,masksam12,sam22
img_12_bgra_mask12:tex,img,mask,masksam12,sam12,bgra
img_21_bgra_mask12:tex,img,mask,masksam12,sam21,bgra
img_22_bgra_mask12:tex,img,mask,masksam12,sam22,bgra
img_mask12_nomul:tex,img,mask,masksam12,nomul
img_bgra_mask12_nomul:tex,img,mask,masksam12,nomul,bgra
img_12_mask12_nomul:tex,img,mask,masksam12,sam12,nomul
img_21_mask12_nomul:tex,img,mask,masksam12,sam21,nomul
img_22_mask12_nomul:tex,img,mask,masksam12,sam22,nomul
img_12_bgra_mask12_nomul:tex,img,mask,masksam12,sam12,bgra,nomul
img_21_bgra_mask12_nomul:tex,img,mask,masksam12,sam21,bgra,nomul
img_22_bgra_mask12_nomul:tex,img,mask,masksam12,sam22,bgra,nomul
img_mask21:tex,img,mask,masksam21
img_bgra_mask21:tex,img,mask,masksam21,bgra
img_12_mask21:tex,img,mask,masksam21,sam12
img_21_mask21:tex,img,mask,masksam21,sam21
img_22_mask21:tex,img,mask,masksam21,sam22
img_12_bgra_mask21:tex,img,mask,masksam21,sam12,bgra
img_21_bgra_mask21:tex,img,mask,masksam21,sam21,bgra
img_22_bgra_mask21:tex,img,mask,masksam21,sam22,bgra
img_mask21_nomul:tex,img,mask,masksam21,nomul
img_bgra_mask21_nomul:tex,img,mask,masksam21,nomul,bgra
img_12_mask21_nomul:tex,img,mask,masksam21,sam12,nomul
img_21_mask21_nomul:tex,img,mask,masksam21,sam21,nomul
img_22_mask21_nomul:tex,img,mask,masksam21,sam22,nomul
img_12_bgra_mask21_nomul:tex,img,mask,masksam21,sam12,bgra,nomul
img_21_bgra_mask21_nomul:tex,img,mask,masksam21,sam21,bgra,nomul
img_22_bgra_mask21_nomul:tex,img,mask,masksam21,sam22,bgra,nomul
img_mask22:tex,img,mask,masksam22
img_bgra_mask22:tex,img,mask,masksam22,bgra
img_12_mask22:tex,img,mask,masksam22,sam12
img_21_mask22:tex,img,mask,masksam22,sam21
img_22_mask22:tex,img,mask,masksam22,sam22
img_12_bgra_mask22:tex,img,mask,masksam22,sam12,bgra
img_21_bgra_mask22:tex,img,mask,masksam22,sam21,bgra
img_22_bgra_mask22:tex,img,mask,masksam22,sam22,bgra
img_mask22_nomul:tex,img,mask,masksam22,nomul
img_bgra_mask22_nomul:tex,img,mask,masksam22,nomul,bgra
img_12_mask22_nomul:tex,img,mask,masksam22,sam12,nomul
img_21_mask22_nomul:tex,img,mask,masksam22,sam21,nomul
img_22_mask22_nomul:tex,img,mask,masksam22,sam22,nomul
img_12_bgra_mask22_nomul:tex,img,mask,masksam22,sam12,bgra,nomul
img_21_bgra_mask22_nomul:tex,img,mask,masksam22,sam21,bgra,nomul
img_22_bgra_mask22_nomul:tex,img,mask,masksam22,sam22,bgra,nomul
# Some AFILL versions
img_afill:tex,img,afill
img_bgra_afill:tex,img,afill,bgra
img_nomul_afill:tex,img,nomul,afill
img_bgra_nomul_afill:tex,img,nomul,afill,bgra
img_12_afill:tex,img,sam12,afill
img_21_afill:tex,img,sam21,afill
img_22_afill:tex,img,sam22,afill
img_12_bgra_afill:tex,img,sam12,bgra,afill
img_21_bgra_afill:tex,img,sam21,bgra,afill
img_22_bgra_afill:tex,img,sam22,bgra,afill
img_12_nomul_afill:tex,img,sam12,nomul,afill
img_21_nomul_afill:tex,img,sam21,nomul,afill
img_22_nomul_afill:tex,img,sam22,nomul,afill
img_12_bgra_nomul_afill:tex,img,sam12,bgra,nomul,afill
img_21_bgra_nomul_afill:tex,img,sam21,bgra,nomul,afill
img_22_bgra_nomul_afill:tex,img,sam22,bgra,nomul,afill
# Images: color version
imgnat:tex
imgnat_bgra:tex,bgra
imgnat_12:tex,sam12
imgnat_21:tex,sam21
imgnat_22:tex,sam22
imgnat_12_bgra:tex,sam12,bgra
imgnat_21_bgra:tex,sam21,bgra
imgnat_22_bgra:tex,sam22,bgra
imgnat_mask:tex,mask
imgnat_bgra_mask:tex,mask,bgra
imgnat_12_mask:tex,mask,sam12
imgnat_21_mask:tex,mask,sam21
imgnat_22_mask:tex,mask,sam22
imgnat_12_bgra_mask:tex,mask,sam12,bgra
imgnat_21_bgra_mask:tex,mask,sam21,bgra
imgnat_22_bgra_mask:tex,mask,sam22,bgra
# Images: nomul version (copy above with extra nomul flag)
imgnat_nomul:tex,nomul
imgnat_bgra_nomul:tex,nomul,bgra
imgnat_12_nomul:tex,sam12,nomul
imgnat_21_nomul:tex,sam21,nomul
imgnat_22_nomul:tex,sam22,nomul
imgnat_12_bgra_nomul:tex,sam12,bgra,nomul
imgnat_21_bgra_nomul:tex,sam21,bgra,nomul
imgnat_22_bgra_nomul:tex,sam22,bgra,nomul
imgnat_mask_nomul:tex,mask,nomul
imgnat_bgra_mask_nomul:tex,mask,nomul,bgra
imgnat_12_mask_nomul:tex,mask,sam12,nomul
imgnat_21_mask_nomul:tex,mask,sam21,nomul
imgnat_22_mask_nomul:tex,mask,sam22,nomul
imgnat_12_bgra_mask_nomul:tex,mask,sam12,bgra,nomul
imgnat_21_bgra_mask_nomul:tex,mask,sam21,bgra,nomul
imgnat_22_bgra_mask_nomul:tex,mask,sam22,bgra,nomul
# Now the same as above but with MASKSAM
imgnat_mask12:tex,mask,masksam12
imgnat_bgra_mask12:tex,mask,masksam12,bgra
imgnat_12_mask12:tex,mask,masksam12,sam12
imgnat_21_mask12:tex,mask,masksam12,sam21
imgnat_22_mask12:tex,mask,masksam12,sam22
imgnat_12_bgra_mask12:tex,mask,masksam12,sam12,bgra
imgnat_21_bgra_mask12:tex,mask,masksam12,sam21,bgra
imgnat_22_bgra_mask12:tex,mask,masksam12,sam22,bgra
imgnat_mask12_nomul:tex,mask,masksam12,nomul
imgnat_bgra_mask12_nomul:tex,mask,masksam12,nomul,bgra
imgnat_12_mask12_nomul:tex,mask,masksam12,sam12,nomul
imgnat_21_mask12_nomul:tex,mask,masksam12,sam21,nomul
imgnat_22_mask12_nomul:tex,mask,masksam12,sam22,nomul
imgnat_12_bgra_mask12_nomul:tex,mask,masksam12,sam12,bgra,nomul
imgnat_21_bgra_mask12_nomul:tex,mask,masksam12,sam21,bgra,nomul
imgnat_22_bgra_mask12_nomul:tex,mask,masksam12,sam22,bgra,nomul
imgnat_mask21:tex,mask,masksam21
imgnat_bgra_mask21:tex,mask,masksam21,bgra
imgnat_12_mask21:tex,mask,masksam21,sam12
imgnat_21_mask21:tex,mask,masksam21,sam21
imgnat_22_mask21:tex,mask,masksam21,sam22
imgnat_12_bgra_mask21:tex,mask,masksam21,sam12,bgra
imgnat_21_bgra_mask21:tex,mask,masksam21,sam21,bgra
imgnat_22_bgra_mask21:tex,mask,masksam21,sam22,bgra
imgnat_mask21_nomul:tex,mask,masksam21,nomul
imgnat_bgra_mask21_nomul:tex,mask,masksam21,nomul,bgra
imgnat_12_mask21_nomul:tex,mask,masksam21,sam12,nomul
imgnat_21_mask21_nomul:tex,mask,masksam21,sam21,nomul
imgnat_22_mask21_nomul:tex,mask,masksam21,sam22,nomul
imgnat_12_bgra_mask21_nomul:tex,mask,masksam21,sam12,bgra,nomul
imgnat_21_bgra_mask21_nomul:tex,mask,masksam21,sam21,bgra,nomul
imgnat_22_bgra_mask21_nomul:tex,mask,masksam21,sam22,bgra,nomul
imgnat_mask22:tex,mask,masksam22
imgnat_bgra_mask22:tex,mask,masksam22,bgra
imgnat_12_mask22:tex,mask,masksam22,sam12
imgnat_21_mask22:tex,mask,masksam22,sam21
imgnat_22_mask22:tex,mask,masksam22,sam22
imgnat_12_bgra_mask22:tex,mask,masksam22,sam12,bgra
imgnat_21_bgra_mask22:tex,mask,masksam22,sam21,bgra
imgnat_22_bgra_mask22:tex,mask,masksam22,sam22,bgra
imgnat_mask22_nomul:tex,mask,masksam22,nomul
imgnat_bgra_mask22_nomul:tex,mask,masksam22,nomul,bgra
imgnat_12_mask22_nomul:tex,mask,masksam22,sam12,nomul
imgnat_21_mask22_nomul:tex,mask,masksam22,sam21,nomul
imgnat_22_mask22_nomul:tex,mask,masksam22,sam22,nomul
imgnat_12_bgra_mask22_nomul:tex,mask,masksam22,sam12,bgra,nomul
imgnat_21_bgra_mask22_nomul:tex,mask,masksam22,sam21,bgra,nomul
imgnat_22_bgra_mask22_nomul:tex,mask,masksam22,sam22,bgra,nomul
# Some AFILL versions
imgnat_afill:tex,afill
imgnat_bgra_afill:tex,afill,bgra
imgnat_nomul_afill:tex,nomul,afill
imgnat_bgra_nomul_afill:tex,nomul,afill,bgra
imgnat_12_afill:tex,sam12,afill
imgnat_21_afill:tex,sam21,afill
imgnat_22_afill:tex,sam22,afill
imgnat_12_bgra_afill:tex,sam12,bgra,afill
imgnat_21_bgra_afill:tex,sam21,bgra,afill
imgnat_22_bgra_afill:tex,sam22,bgra,afill
imgnat_12_nomul_afill:tex,sam12,nomul,afill
imgnat_21_nomul_afill:tex,sam21,nomul,afill
imgnat_22_nomul_afill:tex,sam22,nomul,afill
imgnat_12_bgra_nomul_afill:tex,sam12,bgra,nomul,afill
imgnat_21_bgra_nomul_afill:tex,sam21,bgra,nomul,afill
imgnat_22_bgra_nomul_afill:tex,sam22,bgra,nomul,afill
# RGB+A. We can add more!
rgb_a_pair:tex,texa
rgb_a_pair_mask:tex,texa,mask
rgb_a_pair_nomul:tex,texa,nomul
rgb_a_pair_mask_nomul:tex,texa,mask,nomul
#rgb_a_pair_afill:tex,texa,afill
#rgb_a_pair_nomul_afill:tex,texa,nomul,afill
# External texture (GLES, OES)
tex_external:external
tex_external_afill:external,afill
tex_external_nomul:external,nomul
tex_external_nomul_afill:external,nomul,afill
tex_external_mask:external,mask
tex_external_mask_nomul:external,mask,nomul
# YUV stuff (no need for AFILL)
yuv:tex,yuv
yuv_nomul:tex,yuv,nomul
yuv_mask:tex,yuv,mask
yuv_mask_nomul:tex,yuv,mask,nomul
yuy2:tex,yuy2
yuy2_nomul:tex,yuy2,nomul
yuy2_mask:tex,yuy2,mask
yuy2_mask_nomul:tex,yuy2,mask,nomul
nv12:tex,nv12
nv12_nomul:tex,nv12,nomul
nv12_mask:tex,nv12,mask
nv12_mask_nomul:tex,nv12,mask,nomul
yuv_709:tex,yuv,yuv_709
yuv_709_nomul:tex,yuv,yuv_709,nomul
yuv_709_mask:tex,yuv,yuv_709,mask
yuv_709_mask_nomul:tex,yuv,yuv_709,mask,nomul
yuy2_709:tex,yuy2,yuv_709
yuy2_709_nomul:tex,yuy2,yuv_709,nomul
yuy2_709_mask:tex,yuy2,yuv_709,mask
yuy2_709_mask_nomul:tex,yuy2,yuv_709,mask,nomul
nv12_709:tex,nv12,yuv_709
nv12_709_nomul:tex,nv12,yuv_709,nomul
nv12_709_mask:tex,nv12,yuv_709,mask
nv12_709_mask_nomul:tex,nv12,yuv_709,mask,nomul

View File

@ -4,14 +4,11 @@
* through cpp first (in which case the precision must be manually added).
*/
#ifdef GL_ES
precision highp float;
#endif
VERTEX_SHADER
attribute vec4 vertex;
uniform mat4 mvp;
/* All except nomul */
#ifndef SHD_NOMUL
attribute vec4 color;