This moves all shader functions into it's own file in preparation of a more
flexible shader generation. It adds gl-internal.h for shared definitions
between the files.
---
 src/Makefile.am   |   2 +
 src/gl-internal.h | 138 ++++++++++++++++++++
 src/gl-renderer.c | 376 ++----------------------------------------------------
 src/gl-shaders.c  | 284 +++++++++++++++++++++++++++++++++++++++++
 4 files changed, 437 insertions(+), 363 deletions(-)
 create mode 100644 src/gl-internal.h
 create mode 100644 src/gl-shaders.c

diff --git a/src/Makefile.am b/src/Makefile.am
index ef71d00..0c315cd 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -34,6 +34,8 @@ weston_SOURCES =                              \
        util.c                                  \
        matrix.c                                \
        matrix.h                                \
+       gl-shaders.c                            \
+       gl-internal.h                           \
        gl-renderer.h                           \
        gl-renderer.c                           \
        noop-renderer.c                         \
diff --git a/src/gl-internal.h b/src/gl-internal.h
new file mode 100644
index 0000000..90912df
--- /dev/null
+++ b/src/gl-internal.h
@@ -0,0 +1,138 @@
+/*
+ * Copyright © 2012 Intel Corporation
+ * Copyright © 2012 John Kåre Alsaker
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation, and that the name of the copyright holders not be used in
+ * advertising or publicity pertaining to distribution of the software
+ * without specific, written prior permission.  The copyright holders make
+ * no representations about the suitability of this software for any
+ * purpose.  It is provided "as is" without express or implied warranty.
+ *
+ * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
+ * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
+ * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
+ * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
+ * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#ifndef _GL_INTERNAL_H_
+#define _GL_INTERNAL_H_
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include <float.h>
+#include <assert.h>
+#include <linux/input.h>
+
+#include "gl-renderer.h"
+
+#include <EGL/eglext.h>
+#include "weston-egl-ext.h"
+
+struct gl_shader {
+       GLuint program;
+       GLuint vertex_shader, fragment_shader;
+       GLint proj_uniform;
+       GLint tex_uniforms[3];
+       GLint alpha_uniform;
+       GLint color_uniform;
+};
+
+struct gl_output_state {
+       EGLSurface egl_surface;
+};
+
+struct gl_surface_state {
+       GLfloat color[4];
+       struct gl_shader *shader;
+
+       GLuint textures[3];
+       int num_textures;
+
+       EGLImageKHR images[3];
+       GLenum target;
+       int num_images;
+};
+
+struct gl_renderer {
+       struct weston_renderer base;
+       int fragment_shader_debug;
+
+       EGLDisplay egl_display;
+       EGLContext egl_context;
+       EGLConfig egl_config;
+
+       struct {
+               int32_t top, bottom, left, right;
+               GLuint texture;
+               int32_t width, height;
+       } border;
+
+       PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
+       PFNEGLCREATEIMAGEKHRPROC create_image;
+       PFNEGLDESTROYIMAGEKHRPROC destroy_image;
+
+       int has_unpack_subimage;
+
+       PFNEGLBINDWAYLANDDISPLAYWL bind_display;
+       PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
+       PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
+       int has_bind_display;
+
+       int has_egl_image_external;
+
+       struct gl_shader texture_shader_rgba;
+       struct gl_shader texture_shader_rgbx;
+       struct gl_shader texture_shader_egl_external;
+       struct gl_shader texture_shader_y_uv;
+       struct gl_shader texture_shader_y_u_v;
+       struct gl_shader texture_shader_y_xuxv;
+       struct gl_shader invert_color_shader;
+       struct gl_shader solid_shader;
+       struct gl_shader *current_shader;
+};
+
+static inline struct gl_output_state *
+get_output_state(struct weston_output *output)
+{
+       return (struct gl_output_state *)output->renderer_state;
+}
+
+static inline struct gl_surface_state *
+get_surface_state(struct weston_surface *surface)
+{
+       return (struct gl_surface_state *)surface->renderer_state;
+}
+
+static inline struct gl_renderer *
+get_renderer(struct weston_compositor *ec)
+{
+       return (struct gl_renderer *)ec->renderer;
+}
+
+int
+gl_init_shaders(struct gl_renderer *gr);
+
+void
+gl_destroy_shaders(struct gl_renderer *gr);
+
+void
+gl_use_shader(struct gl_renderer *gr,
+                            struct gl_shader *shader);
+
+void
+gl_shader_uniforms(struct gl_shader *shader,
+                      struct weston_surface *surface,
+                      struct weston_output *output);
+
+#endif
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index 45b60dd..a14fe2f 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -1,5 +1,6 @@
 /*
  * Copyright © 2012 Intel Corporation
+ * Copyright © 2012 John Kåre Alsaker
  *
  * Permission to use, copy, modify, distribute, and sell this software and
  * its documentation for any purpose is hereby granted without fee, provided
@@ -22,101 +23,7 @@
 
 #define _GNU_SOURCE
 
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-
-#include <stdlib.h>
-#include <string.h>
-#include <ctype.h>
-#include <float.h>
-#include <assert.h>
-#include <linux/input.h>
-
-#include "gl-renderer.h"
-
-#include <EGL/eglext.h>
-#include "weston-egl-ext.h"
-
-struct gl_shader {
-       GLuint program;
-       GLuint vertex_shader, fragment_shader;
-       GLint proj_uniform;
-       GLint tex_uniforms[3];
-       GLint alpha_uniform;
-       GLint color_uniform;
-};
-
-struct gl_output_state {
-       EGLSurface egl_surface;
-};
-
-struct gl_surface_state {
-       GLfloat color[4];
-       struct gl_shader *shader;
-
-       GLuint textures[3];
-       int num_textures;
-
-       EGLImageKHR images[3];
-       GLenum target;
-       int num_images;
-};
-
-struct gl_renderer {
-       struct weston_renderer base;
-       int fragment_shader_debug;
-
-       EGLDisplay egl_display;
-       EGLContext egl_context;
-       EGLConfig egl_config;
-
-       struct {
-               int32_t top, bottom, left, right;
-               GLuint texture;
-               int32_t width, height;
-       } border;
-
-       PFNGLEGLIMAGETARGETTEXTURE2DOESPROC image_target_texture_2d;
-       PFNEGLCREATEIMAGEKHRPROC create_image;
-       PFNEGLDESTROYIMAGEKHRPROC destroy_image;
-
-       int has_unpack_subimage;
-
-       PFNEGLBINDWAYLANDDISPLAYWL bind_display;
-       PFNEGLUNBINDWAYLANDDISPLAYWL unbind_display;
-       PFNEGLQUERYWAYLANDBUFFERWL query_buffer;
-       int has_bind_display;
-
-       int has_egl_image_external;
-
-       struct gl_shader texture_shader_rgba;
-       struct gl_shader texture_shader_rgbx;
-       struct gl_shader texture_shader_egl_external;
-       struct gl_shader texture_shader_y_uv;
-       struct gl_shader texture_shader_y_u_v;
-       struct gl_shader texture_shader_y_xuxv;
-       struct gl_shader invert_color_shader;
-       struct gl_shader solid_shader;
-       struct gl_shader *current_shader;
-};
-
-static inline struct gl_output_state *
-get_output_state(struct weston_output *output)
-{
-       return (struct gl_output_state *)output->renderer_state;
-}
-
-static inline struct gl_surface_state *
-get_surface_state(struct weston_surface *surface)
-{
-       return (struct gl_surface_state *)surface->renderer_state;
-}
-
-static inline struct gl_renderer *
-get_renderer(struct weston_compositor *ec)
-{
-       return (struct gl_renderer *)ec->renderer;
-}
+#include "gl-internal.h"
 
 static const char *
 egl_error_string(EGLint code)
@@ -689,34 +596,6 @@ use_output(struct weston_output *output)
 }
 
 static void
-use_shader(struct gl_renderer *gr,
-                            struct gl_shader *shader)
-{
-       if (gr->current_shader == shader)
-               return;
-
-       glUseProgram(shader->program);
-       gr->current_shader = shader;
-}
-
-static void
-shader_uniforms(struct gl_shader *shader,
-                      struct weston_surface *surface,
-                      struct weston_output *output)
-{
-       int i;
-       struct gl_surface_state *gs = get_surface_state(surface);
-
-       glUniformMatrix4fv(shader->proj_uniform,
-                          1, GL_FALSE, output->matrix.d);
-       glUniform4fv(shader->color_uniform, 1, gs->color);
-       glUniform1f(shader->alpha_uniform, surface->alpha);
-
-       for (i = 0; i < gs->num_textures; i++)
-               glUniform1i(shader->tex_uniforms[i], i);
-}
-
-static void
 draw_surface(struct weston_surface *es, struct weston_output *output,
             pixman_region32_t *damage) /* in global coordinates */
 {
@@ -745,12 +624,12 @@ draw_surface(struct weston_surface *es, struct 
weston_output *output,
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 
        if (ec->fan_debug) {
-               use_shader(gr, &gr->solid_shader);
-               shader_uniforms(&gr->solid_shader, es, output);
+               gl_use_shader(gr, &gr->solid_shader);
+               gl_shader_uniforms(&gr->solid_shader, es, output);
        }
 
-       use_shader(gr, gs->shader);
-       shader_uniforms(gs->shader, es, output);
+       gl_use_shader(gr, gs->shader);
+       gl_shader_uniforms(gs->shader, es, output);
 
        if (es->transform.enabled || output->zoom.active)
                filter = GL_LINEAR;
@@ -776,8 +655,8 @@ draw_surface(struct weston_surface *es, struct 
weston_output *output,
                         * that forces texture alpha = 1.0.
                         * Xwayland surfaces need this.
                         */
-                       use_shader(gr, &gr->texture_shader_rgbx);
-                       shader_uniforms(&gr->texture_shader_rgbx, es, output);
+                       gl_use_shader(gr, &gr->texture_shader_rgbx);
+                       gl_shader_uniforms(&gr->texture_shader_rgbx, es, 
output);
                }
 
                if (es->alpha < 1.0)
@@ -789,7 +668,7 @@ draw_surface(struct weston_surface *es, struct 
weston_output *output,
        }
 
        if (pixman_region32_not_empty(&surface_blend)) {
-               use_shader(gr, gs->shader);
+               gl_use_shader(gr, gs->shader);
                glEnable(GL_BLEND);
                repaint_region(es, &repaint, &surface_blend);
        }
@@ -898,7 +777,7 @@ draw_border(struct weston_output *output)
        int n;
 
        glDisable(GL_BLEND);
-       use_shader(gr, shader);
+       gl_use_shader(gr, shader);
 
        glUniformMatrix4fv(shader->proj_uniform,
                           1, GL_FALSE, output->matrix.d);
@@ -1230,197 +1109,6 @@ gl_renderer_destroy_surface(struct weston_surface 
*surface)
        free(gs);
 }
 
-static const char vertex_shader[] =
-       "uniform mat4 proj;\n"
-       "attribute vec2 position;\n"
-       "attribute vec2 texcoord;\n"
-       "varying vec2 v_texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "   gl_Position = proj * vec4(position, 0.0, 1.0);\n"
-       "   v_texcoord = texcoord;\n"
-       "}\n";
-
-/* Declare common fragment shader uniforms */
-#define FRAGMENT_CONVERT_YUV                                           \
-       "  y *= alpha;\n"                                               \
-       "  u *= alpha;\n"                                               \
-       "  v *= alpha;\n"                                               \
-       "  gl_FragColor.r = y + 1.59602678 * v;\n"                      \
-       "  gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n"     \
-       "  gl_FragColor.b = y + 2.01723214 * u;\n"                      \
-       "  gl_FragColor.a = alpha;\n"
-
-static const char fragment_debug[] =
-       "  gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n";
-
-static const char fragment_brace[] =
-       "}\n";
-
-static const char texture_fragment_shader_rgba[] =
-       "precision mediump float;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform sampler2D tex;\n"
-       "uniform float alpha;\n"
-       "void main()\n"
-       "{\n"
-       "   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
-       ;
-
-static const char texture_fragment_shader_rgbx[] =
-       "precision mediump float;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform sampler2D tex;\n"
-       "uniform float alpha;\n"
-       "void main()\n"
-       "{\n"
-       "   gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
-       "   gl_FragColor.a = alpha;\n"
-       ;
-
-static const char texture_fragment_shader_egl_external[] =
-       "#extension GL_OES_EGL_image_external : require\n"
-       "precision mediump float;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform samplerExternalOES tex;\n"
-       "uniform float alpha;\n"
-       "void main()\n"
-       "{\n"
-       "   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
-       ;
-
-static const char texture_fragment_shader_y_uv[] =
-       "precision mediump float;\n"
-       "uniform sampler2D tex;\n"
-       "uniform sampler2D tex1;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform float alpha;\n"
-       "void main() {\n"
-       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
-       "  float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
-       "  float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
-       FRAGMENT_CONVERT_YUV
-       ;
-
-static const char texture_fragment_shader_y_u_v[] =
-       "precision mediump float;\n"
-       "uniform sampler2D tex;\n"
-       "uniform sampler2D tex1;\n"
-       "uniform sampler2D tex2;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform float alpha;\n"
-       "void main() {\n"
-       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
-       "  float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
-       "  float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
-       FRAGMENT_CONVERT_YUV
-       ;
-
-static const char texture_fragment_shader_y_xuxv[] =
-       "precision mediump float;\n"
-       "uniform sampler2D tex;\n"
-       "uniform sampler2D tex1;\n"
-       "varying vec2 v_texcoord;\n"
-       "uniform float alpha;\n"
-       "void main() {\n"
-       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
-       "  float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
-       "  float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
-       FRAGMENT_CONVERT_YUV
-       ;
-
-static const char solid_fragment_shader[] =
-       "precision mediump float;\n"
-       "uniform vec4 color;\n"
-       "uniform float alpha;\n"
-       "void main()\n"
-       "{\n"
-       "   gl_FragColor = alpha * color\n;"
-       ;
-
-static int
-compile_shader(GLenum type, int count, const char **sources)
-{
-       GLuint s;
-       char msg[512];
-       GLint status;
-
-       s = glCreateShader(type);
-       glShaderSource(s, count, sources, NULL);
-       glCompileShader(s);
-       glGetShaderiv(s, GL_COMPILE_STATUS, &status);
-       if (!status) {
-               glGetShaderInfoLog(s, sizeof msg, NULL, msg);
-               weston_log("shader info: %s\n", msg);
-               return GL_NONE;
-       }
-
-       return s;
-}
-
-static int
-shader_init(struct gl_shader *shader, struct weston_compositor *ec,
-                  const char *vertex_source, const char *fragment_source)
-{
-       char msg[512];
-       GLint status;
-       int count;
-       const char *sources[3];
-       struct gl_renderer *renderer = get_renderer(ec);
-
-       shader->vertex_shader =
-               compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
-
-       if (renderer->fragment_shader_debug) {
-               sources[0] = fragment_source;
-               sources[1] = fragment_debug;
-               sources[2] = fragment_brace;
-               count = 3;
-       } else {
-               sources[0] = fragment_source;
-               sources[1] = fragment_brace;
-               count = 2;
-       }
-
-       shader->fragment_shader =
-               compile_shader(GL_FRAGMENT_SHADER, count, sources);
-
-       shader->program = glCreateProgram();
-       glAttachShader(shader->program, shader->vertex_shader);
-       glAttachShader(shader->program, shader->fragment_shader);
-       glBindAttribLocation(shader->program, 0, "position");
-       glBindAttribLocation(shader->program, 1, "texcoord");
-
-       glLinkProgram(shader->program);
-       glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
-       if (!status) {
-               glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
-               weston_log("link info: %s\n", msg);
-               return -1;
-       }
-
-       shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
-       shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
-       shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
-       shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
-       shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
-       shader->color_uniform = glGetUniformLocation(shader->program, "color");
-
-       return 0;
-}
-
-static void
-shader_release(struct gl_shader *shader)
-{
-       glDeleteShader(shader->vertex_shader);
-       glDeleteShader(shader->fragment_shader);
-       glDeleteProgram(shader->program);
-
-       shader->vertex_shader = 0;
-       shader->fragment_shader = 0;
-       shader->program = 0;
-}
-
 static void
 log_extensions(const char *name, const char *extensions)
 {
@@ -1730,37 +1418,6 @@ gl_renderer_display(struct weston_compositor *ec)
        return get_renderer(ec)->egl_display;
 }
 
-static int
-compile_shaders(struct weston_compositor *ec)
-{
-       struct gl_renderer *gr = get_renderer(ec);
-
-       if (shader_init(&gr->texture_shader_rgba, ec,
-                            vertex_shader, texture_fragment_shader_rgba) < 0)
-               return -1;
-       if (shader_init(&gr->texture_shader_rgbx, ec,
-                            vertex_shader, texture_fragment_shader_rgbx) < 0)
-               return -1;
-       if (gr->has_egl_image_external &&
-                       shader_init(&gr->texture_shader_egl_external, ec,
-                               vertex_shader, 
texture_fragment_shader_egl_external) < 0)
-               return -1;
-       if (shader_init(&gr->texture_shader_y_uv, ec,
-                              vertex_shader, texture_fragment_shader_y_uv) < 0)
-               return -1;
-       if (shader_init(&gr->texture_shader_y_u_v, ec,
-                              vertex_shader, texture_fragment_shader_y_u_v) < 
0)
-               return -1;
-       if (shader_init(&gr->texture_shader_y_xuxv, ec,
-                              vertex_shader, texture_fragment_shader_y_xuxv) < 
0)
-               return -1;
-       if (shader_init(&gr->solid_shader, ec,
-                            vertex_shader, solid_fragment_shader) < 0)
-               return -1;
-
-       return 0;
-}
-
 static void
 fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
                       void *data)
@@ -1771,15 +1428,8 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t 
time, uint32_t key,
 
        gr->fragment_shader_debug ^= 1;
 
-       shader_release(&gr->texture_shader_rgba);
-       shader_release(&gr->texture_shader_rgbx);
-       shader_release(&gr->texture_shader_egl_external);
-       shader_release(&gr->texture_shader_y_uv);
-       shader_release(&gr->texture_shader_y_u_v);
-       shader_release(&gr->texture_shader_y_xuxv);
-       shader_release(&gr->solid_shader);
-
-       compile_shaders(ec);
+       gl_destroy_shaders(gr);
+       gl_init_shaders(gr);
 
        wl_list_for_each(output, &ec->output_list, link)
                weston_output_damage(output);
@@ -1873,7 +1523,7 @@ gl_renderer_setup(struct weston_compositor *ec, 
EGLSurface egl_surface)
 
        glActiveTexture(GL_TEXTURE0);
 
-       if (compile_shaders(ec))
+       if (gl_init_shaders(gr) < 0)
                return -1;
 
        weston_compositor_add_debug_binding(ec, KEY_S,
diff --git a/src/gl-shaders.c b/src/gl-shaders.c
new file mode 100644
index 0000000..35275ca
--- /dev/null
+++ b/src/gl-shaders.c
@@ -0,0 +1,284 @@
+/*
+ * Copyright © 2012 John Kåre Alsaker
+ * Copyright © 2012 Intel Corporation
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation, and that the name of the copyright holders not be used in
+ * advertising or publicity pertaining to distribution of the software
+ * without specific, written prior permission.  The copyright holders make
+ * no representations about the suitability of this software for any
+ * purpose.  It is provided "as is" without express or implied warranty.
+ *
+ * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
+ * SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ * SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
+ * RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
+ * CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
+ * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#include "gl-internal.h"
+
+void
+gl_use_shader(struct gl_renderer *gr,
+                            struct gl_shader *shader)
+{
+       if (gr->current_shader == shader)
+               return;
+
+       glUseProgram(shader->program);
+       gr->current_shader = shader;
+}
+
+void
+gl_shader_uniforms(struct gl_shader *shader,
+                      struct weston_surface *surface,
+                      struct weston_output *output)
+{
+       int i;
+       struct gl_surface_state *gs = get_surface_state(surface);
+
+       glUniformMatrix4fv(shader->proj_uniform,
+                          1, GL_FALSE, output->matrix.d);
+       glUniform4fv(shader->color_uniform, 1, gs->color);
+       glUniform1f(shader->alpha_uniform, surface->alpha);
+
+       for (i = 0; i < gs->num_textures; i++)
+               glUniform1i(shader->tex_uniforms[i], i);
+}
+
+static const char vertex_shader[] =
+       "uniform mat4 proj;\n"
+       "attribute vec2 position;\n"
+       "attribute vec2 texcoord;\n"
+       "varying vec2 v_texcoord;\n"
+       "void main()\n"
+       "{\n"
+       "   gl_Position = proj * vec4(position, 0.0, 1.0);\n"
+       "   v_texcoord = texcoord;\n"
+       "}\n";
+
+/* Declare common fragment shader uniforms */
+#define FRAGMENT_CONVERT_YUV                                           \
+       "  y *= alpha;\n"                                               \
+       "  u *= alpha;\n"                                               \
+       "  v *= alpha;\n"                                               \
+       "  gl_FragColor.r = y + 1.59602678 * v;\n"                      \
+       "  gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n"     \
+       "  gl_FragColor.b = y + 2.01723214 * u;\n"                      \
+       "  gl_FragColor.a = alpha;\n"
+
+static const char fragment_debug[] =
+       "  gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n";
+
+static const char fragment_brace[] =
+       "}\n";
+
+static const char texture_fragment_shader_rgba[] =
+       "precision mediump float;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform sampler2D tex;\n"
+       "uniform float alpha;\n"
+       "void main()\n"
+       "{\n"
+       "   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
+       ;
+
+static const char texture_fragment_shader_rgbx[] =
+       "precision mediump float;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform sampler2D tex;\n"
+       "uniform float alpha;\n"
+       "void main()\n"
+       "{\n"
+       "   gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
+       "   gl_FragColor.a = alpha;\n"
+       ;
+
+static const char texture_fragment_shader_egl_external[] =
+       "#extension GL_OES_EGL_image_external : require\n"
+       "precision mediump float;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform samplerExternalOES tex;\n"
+       "uniform float alpha;\n"
+       "void main()\n"
+       "{\n"
+       "   gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
+       ;
+
+static const char texture_fragment_shader_y_uv[] =
+       "precision mediump float;\n"
+       "uniform sampler2D tex;\n"
+       "uniform sampler2D tex1;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform float alpha;\n"
+       "void main() {\n"
+       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+       "  float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
+       "  float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
+       FRAGMENT_CONVERT_YUV
+       ;
+
+static const char texture_fragment_shader_y_u_v[] =
+       "precision mediump float;\n"
+       "uniform sampler2D tex;\n"
+       "uniform sampler2D tex1;\n"
+       "uniform sampler2D tex2;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform float alpha;\n"
+       "void main() {\n"
+       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+       "  float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
+       "  float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
+       FRAGMENT_CONVERT_YUV
+       ;
+
+static const char texture_fragment_shader_y_xuxv[] =
+       "precision mediump float;\n"
+       "uniform sampler2D tex;\n"
+       "uniform sampler2D tex1;\n"
+       "varying vec2 v_texcoord;\n"
+       "uniform float alpha;\n"
+       "void main() {\n"
+       "  float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+       "  float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
+       "  float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
+       FRAGMENT_CONVERT_YUV
+       ;
+
+static const char solid_fragment_shader[] =
+       "precision mediump float;\n"
+       "uniform vec4 color;\n"
+       "uniform float alpha;\n"
+       "void main()\n"
+       "{\n"
+       "   gl_FragColor = alpha * color\n;"
+       ;
+
+static int
+compile_shader(GLenum type, int count, const char **sources)
+{
+       GLuint s;
+       char msg[512];
+       GLint status;
+
+       s = glCreateShader(type);
+       glShaderSource(s, count, sources, NULL);
+       glCompileShader(s);
+       glGetShaderiv(s, GL_COMPILE_STATUS, &status);
+       if (!status) {
+               glGetShaderInfoLog(s, sizeof msg, NULL, msg);
+               weston_log("shader info: %s\n", msg);
+               return GL_NONE;
+       }
+
+       return s;
+}
+
+static int
+shader_init(struct gl_renderer *renderer, struct gl_shader *shader,
+                  const char *vertex_source, const char *fragment_source)
+{
+       char msg[512];
+       GLint status;
+       int count;
+       const char *sources[3];
+
+       shader->vertex_shader =
+               compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
+
+       if (renderer->fragment_shader_debug) {
+               sources[0] = fragment_source;
+               sources[1] = fragment_debug;
+               sources[2] = fragment_brace;
+               count = 3;
+       } else {
+               sources[0] = fragment_source;
+               sources[1] = fragment_brace;
+               count = 2;
+       }
+
+       shader->fragment_shader =
+               compile_shader(GL_FRAGMENT_SHADER, count, sources);
+
+       shader->program = glCreateProgram();
+       glAttachShader(shader->program, shader->vertex_shader);
+       glAttachShader(shader->program, shader->fragment_shader);
+       glBindAttribLocation(shader->program, 0, "position");
+       glBindAttribLocation(shader->program, 1, "texcoord");
+
+       glLinkProgram(shader->program);
+       glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
+       if (!status) {
+               glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
+               weston_log("link info: %s\n", msg);
+               return -1;
+       }
+
+       shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
+       shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
+       shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
+       shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
+       shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
+       shader->color_uniform = glGetUniformLocation(shader->program, "color");
+
+       return 0;
+}
+
+static void
+shader_release(struct gl_shader *shader)
+{
+       glDeleteShader(shader->vertex_shader);
+       glDeleteShader(shader->fragment_shader);
+       glDeleteProgram(shader->program);
+
+       shader->vertex_shader = 0;
+       shader->fragment_shader = 0;
+       shader->program = 0;
+}
+
+int
+gl_init_shaders(struct gl_renderer *gr)
+{
+       if (shader_init(gr, &gr->texture_shader_rgba,
+                            vertex_shader, texture_fragment_shader_rgba) < 0)
+               return -1;
+       if (shader_init(gr, &gr->texture_shader_rgbx,
+                            vertex_shader, texture_fragment_shader_rgbx) < 0)
+               return -1;
+       if (gr->has_egl_image_external &&
+                       shader_init(gr, &gr->texture_shader_egl_external,
+                               vertex_shader, 
texture_fragment_shader_egl_external) < 0)
+               return -1;
+       if (shader_init(gr, &gr->texture_shader_y_uv,
+                              vertex_shader, texture_fragment_shader_y_uv) < 0)
+               return -1;
+       if (shader_init(gr, &gr->texture_shader_y_u_v,
+                              vertex_shader, texture_fragment_shader_y_u_v) < 
0)
+               return -1;
+       if (shader_init(gr, &gr->texture_shader_y_xuxv,
+                              vertex_shader, texture_fragment_shader_y_xuxv) < 
0)
+               return -1;
+       if (shader_init(gr, &gr->solid_shader,
+                            vertex_shader, solid_fragment_shader) < 0)
+               return -1;
+
+       return 0;
+}
+
+void
+gl_destroy_shaders(struct gl_renderer *gr)
+{
+       shader_release(&gr->texture_shader_rgba);
+       shader_release(&gr->texture_shader_rgbx);
+       shader_release(&gr->texture_shader_egl_external);
+       shader_release(&gr->texture_shader_y_uv);
+       shader_release(&gr->texture_shader_y_u_v);
+       shader_release(&gr->texture_shader_y_xuxv);
+       shader_release(&gr->solid_shader);
+
+}
-- 
1.8.0

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