gl_common: use explicit vertex attrib loction

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-06-24 01:25:21 +01:00
parent 5a034ea169
commit 85abdef765
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GPG Key ID: 37C999F617EA1A47
2 changed files with 22 additions and 28 deletions

View File

@ -23,6 +23,9 @@
#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__ #define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
#define QUOTE(...) #__VA_ARGS__ #define QUOTE(...) #__VA_ARGS__
static const GLuint vert_coord_loc = 0;
static const GLuint vert_in_texcoord_loc = 1;
struct gl_blur_context { struct gl_blur_context {
enum blur_method method; enum blur_method method;
gl_blur_shader_t *blur_shader; gl_blur_shader_t *blur_shader;
@ -234,16 +237,16 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6, glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
indices, GL_STATIC_DRAW); indices, GL_STATIC_DRAW);
glEnableVertexAttribArray((GLuint)gd->win_shader.coord_loc); glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray((GLuint)gd->win_shader.in_texcoord); glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer((GLuint)gd->win_shader.coord_loc, 2, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL); sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer((GLuint)gd->win_shader.in_texcoord, 2, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2)); sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray((GLuint)gd->win_shader.coord_loc); glDisableVertexAttribArray(vert_coord_loc);
glDisableVertexAttribArray((GLuint)gd->win_shader.in_texcoord); glDisableVertexAttribArray(vert_in_texcoord_loc);
glBindVertexArray(0); glBindVertexArray(0);
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
@ -483,15 +486,15 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)gd->width); glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)gd->width);
glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)gd->height); glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)gd->height);
glEnableVertexAttribArray((GLuint)p->coord_loc); glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray((GLuint)p->in_texcoord); glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer((GLuint)p->coord_loc, 2, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL); sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer((GLuint)p->in_texcoord, 2, GL_FLOAT, GL_FALSE, glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2)); sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray((GLuint)p->coord_loc); glDisableVertexAttribArray(vert_coord_loc);
glDisableVertexAttribArray((GLuint)p->in_texcoord); glDisableVertexAttribArray(vert_in_texcoord_loc);
// XXX use multiple draw calls is probably going to be slow than // XXX use multiple draw calls is probably going to be slow than
// just simply blur the whole area. // just simply blur the whole area.
@ -522,8 +525,8 @@ end:
const char *vertex_shader = GLSL(330, const char *vertex_shader = GLSL(330,
uniform mat4 projection; uniform mat4 projection;
uniform vec2 orig; uniform vec2 orig;
in vec2 coord; layout(location = 0) in vec2 coord;
in vec2 in_texcoord; layout(location = 1) in vec2 in_texcoord;
out vec2 texcoord; out vec2 texcoord;
void main() { void main() {
gl_Position = projection * vec4(coord + orig, 0, 1); gl_Position = projection * vec4(coord + orig, 0, 1);
@ -549,7 +552,6 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color"); ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex"); ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim"); ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
ret->in_texcoord = glGetAttribLocation(ret->prog, "in_texcoord");
glUseProgram(ret->prog); glUseProgram(ret->prog);
int orig_loc = glGetUniformLocation(ret->prog, "orig"); int orig_loc = glGetUniformLocation(ret->prog, "orig");
@ -596,7 +598,7 @@ static const char fill_frag[] = GLSL(330,
); );
static const char fill_vert[] = GLSL(330, static const char fill_vert[] = GLSL(330,
in vec2 in_coord; layout(location = 0) in vec2 in_coord;
uniform mat4 projection; uniform mat4 projection;
void main() { void main() {
gl_Position = projection * vec4(in_coord, 0, 1); gl_Position = projection * vec4(in_coord, 0, 1);
@ -608,6 +610,7 @@ static const char fill_vert[] = GLSL(330,
/// @param[in] y_inverted whether the y coordinates in `clip` should be inverted /// @param[in] y_inverted whether the y coordinates in `clip` should be inverted
static void static void
_gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool y_inverted) { _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool y_inverted) {
static const GLuint fill_vert_in_coord_loc = 0;
int nrects; int nrects;
const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects); const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects);
struct gl_data *gd = (void *)base; struct gl_data *gd = (void *)base;
@ -621,7 +624,7 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
glUseProgram(gd->fill_shader.prog); glUseProgram(gd->fill_shader.prog);
glUniform4f(gd->fill_shader.color_loc, (GLfloat)c.red, (GLfloat)c.green, glUniform4f(gd->fill_shader.color_loc, (GLfloat)c.red, (GLfloat)c.green,
(GLfloat)c.blue, (GLfloat)c.alpha); (GLfloat)c.blue, (GLfloat)c.alpha);
glEnableVertexAttribArray((GLuint)gd->fill_shader.in_coord_loc); glEnableVertexAttribArray(fill_vert_in_coord_loc);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]); glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
@ -645,12 +648,12 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nrects * 6 * (long)sizeof(*indices), glBufferData(GL_ELEMENT_ARRAY_BUFFER, nrects * 6 * (long)sizeof(*indices),
indices, GL_STREAM_DRAW); indices, GL_STREAM_DRAW);
glVertexAttribPointer((GLuint)gd->fill_shader.in_coord_loc, 2, GL_INT, GL_FALSE, glVertexAttribPointer(fill_vert_in_coord_loc, 2, GL_INT, GL_FALSE,
sizeof(*coord) * 2, (void *)0); sizeof(*coord) * 2, (void *)0);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray((GLuint)gd->fill_shader.in_coord_loc); glDisableVertexAttribArray(fill_vert_in_coord_loc);
glBindVertexArray(0); glBindVertexArray(0);
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
@ -827,8 +830,6 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
glGetUniformLocationChecked(pass->prog, "offset_y"); glGetUniformLocationChecked(pass->prog, "offset_y");
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity"); pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig"); pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
pass->in_texcoord = glGetAttribLocation(pass->prog, "in_texcoord");
pass->coord_loc = glGetAttribLocation(pass->prog, "coord");
} }
// Texture size will be defined by gl_resize // Texture size will be defined by gl_resize
@ -912,8 +913,6 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader); gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag); gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag);
gd->fill_shader.in_coord_loc =
glGetAttribLocation(gd->fill_shader.prog, "in_coord");
gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color"); gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color");
// Set up the size of the viewport. We do this last because it expects the blur // Set up the size of the viewport. We do this last because it expects the blur

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@ -21,8 +21,6 @@ typedef struct {
GLint unifm_invert_color; GLint unifm_invert_color;
GLint unifm_tex; GLint unifm_tex;
GLint unifm_dim; GLint unifm_dim;
GLint in_texcoord;
GLint coord_loc;
} gl_win_shader_t; } gl_win_shader_t;
// Program and uniforms for blur shader // Program and uniforms for blur shader
@ -32,13 +30,10 @@ typedef struct {
GLint unifm_offset_y; GLint unifm_offset_y;
GLint unifm_opacity; GLint unifm_opacity;
GLint orig_loc; GLint orig_loc;
GLint coord_loc;
GLint in_texcoord;
} gl_blur_shader_t; } gl_blur_shader_t;
typedef struct { typedef struct {
GLuint prog; GLuint prog;
GLint in_coord_loc;
GLint color_loc; GLint color_loc;
} gl_fill_shader_t; } gl_fill_shader_t;