backend: gl: trivial refactoring

* unifm -> uniform
* add macro for storing uniform locations

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui
2022-01-13 11:43:40 +00:00
parent b7df820ff2
commit b6c14989e1
2 changed files with 57 additions and 60 deletions

View File

@@ -57,16 +57,6 @@ struct gl_blur_context {
int npasses;
};
static GLint glGetUniformLocationChecked(GLuint p, const char *name) {
auto ret = glGetUniformLocation(p, name);
if (ret < 0) {
log_info("Failed to get location of uniform '%s'. This is normal when "
"using custom shaders.",
name);
}
return ret;
}
GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
log_trace("===\n%s\n===", shader_str);
@@ -383,26 +373,26 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe
assert(gd->win_shader.prog);
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)img->opacity);
if (gd->win_shader.uniform_opacity >= 0) {
glUniform1f(gd->win_shader.uniform_opacity, (float)img->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, img->color_inverted);
if (gd->win_shader.uniform_invert_color >= 0) {
glUniform1i(gd->win_shader.uniform_invert_color, img->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
if (gd->win_shader.uniform_tex >= 0) {
glUniform1i(gd->win_shader.uniform_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)img->dim);
if (gd->win_shader.uniform_dim >= 0) {
glUniform1f(gd->win_shader.uniform_dim, (float)img->dim);
}
if (gd->win_shader.unifm_brightness >= 0) {
glUniform1i(gd->win_shader.unifm_brightness, 1);
if (gd->win_shader.uniform_brightness >= 0) {
glUniform1i(gd->win_shader.uniform_brightness, 1);
}
if (gd->win_shader.unifm_max_brightness >= 0) {
glUniform1f(gd->win_shader.unifm_max_brightness, (float)img->max_brightness);
if (gd->win_shader.uniform_max_brightness >= 0) {
glUniform1f(gd->win_shader.uniform_max_brightness, (float)img->max_brightness);
}
if (gd->win_shader.unifm_corner_radius >= 0) {
glUniform1f(gd->win_shader.unifm_corner_radius, (float)img->corner_radius);
if (gd->win_shader.uniform_corner_radius >= 0) {
glUniform1f(gd->win_shader.uniform_corner_radius, (float)img->corner_radius);
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
@@ -586,7 +576,7 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
glBindTexture(GL_TEXTURE_2D, src_texture);
glUseProgram(p->prog);
glUniform2f(p->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
glUniform2f(p->uniform_pixel_norm, 1.0f / (GLfloat)tex_width,
1.0f / (GLfloat)tex_height);
// The number of indices in the selected vertex array
@@ -608,7 +598,7 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
return false;
}
glUniform1f(p->unifm_opacity, 1.0);
glUniform1f(p->uniform_opacity, 1.0);
} else {
// last pass, draw directly into the back buffer, with origin
// regions
@@ -616,7 +606,7 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
nelems = vao_nelems[0];
glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
glUniform1f(p->unifm_opacity, (float)opacity);
glUniform1f(p->uniform_opacity, (float)opacity);
}
glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
@@ -679,7 +669,7 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_
glUniform1f(down_pass->scale_loc, (GLfloat)scale_factor);
glUniform2f(down_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
glUniform2f(down_pass->uniform_pixel_norm, 1.0f / (GLfloat)tex_width,
1.0f / (GLfloat)tex_height);
glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
@@ -717,18 +707,18 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i - 1]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glUniform1f(up_pass->unifm_opacity, (GLfloat)1);
glUniform1f(up_pass->uniform_opacity, (GLfloat)1);
} else {
// last pass, draw directly into the back buffer
glBindVertexArray(vao[0]);
nelems = vao_nelems[0];
glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
glUniform1f(up_pass->unifm_opacity, (GLfloat)opacity);
glUniform1f(up_pass->uniform_opacity, (GLfloat)opacity);
}
glUniform1f(up_pass->scale_loc, (GLfloat)scale_factor);
glUniform2f(up_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
glUniform2f(up_pass->uniform_pixel_norm, 1.0f / (GLfloat)tex_width,
1.0f / (GLfloat)tex_height);
glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
@@ -896,15 +886,13 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
}
// Get uniform addresses
ret->unifm_opacity = glGetUniformLocationChecked(ret->prog, "opacity");
ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
ret->unifm_brightness = glGetUniformLocationChecked(ret->prog, "brightness");
ret->unifm_max_brightness =
glGetUniformLocationChecked(ret->prog, "max_brightness");
ret->unifm_corner_radius =
glGetUniformLocationChecked(ret->prog, "corner_radius");
bind_uniform(ret, opacity);
bind_uniform(ret, invert_color);
bind_uniform(ret, tex);
bind_uniform(ret, dim);
bind_uniform(ret, brightness);
bind_uniform(ret, max_brightness);
bind_uniform(ret, corner_radius);
gl_check_err();
@@ -1251,9 +1239,8 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
glBindFragDataLocation(pass->prog, 0, "out_color");
// Get uniform addresses
pass->unifm_pixel_norm =
glGetUniformLocationChecked(pass->prog, "pixel_norm");
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
bind_uniform(pass, pixel_norm);
bind_uniform(pass, opacity);
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
// Setup projection matrix
@@ -1271,8 +1258,8 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
// the single pass case
auto pass = &ctx->blur_shader[1];
pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag);
pass->unifm_pixel_norm = -1;
pass->unifm_opacity = -1;
pass->uniform_pixel_norm = -1;
pass->uniform_opacity = -1;
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
// Setup projection matrix
@@ -1371,8 +1358,7 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
glBindFragDataLocation(down_pass->prog, 0, "out_color");
// Get uniform addresses
down_pass->unifm_pixel_norm =
glGetUniformLocationChecked(down_pass->prog, "pixel_norm");
bind_uniform(down_pass, pixel_norm);
down_pass->texorig_loc =
glGetUniformLocationChecked(down_pass->prog, "texorig");
down_pass->scale_loc =
@@ -1432,10 +1418,8 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
glBindFragDataLocation(up_pass->prog, 0, "out_color");
// Get uniform addresses
up_pass->unifm_pixel_norm =
glGetUniformLocationChecked(up_pass->prog, "pixel_norm");
up_pass->unifm_opacity =
glGetUniformLocationChecked(up_pass->prog, "opacity");
bind_uniform(up_pass, pixel_norm);
bind_uniform(up_pass, opacity);
up_pass->texorig_loc =
glGetUniformLocationChecked(up_pass->prog, "texorig");
up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale");

View File

@@ -13,16 +13,29 @@
#define CASESTRRET(s) \
case s: return #s
static inline GLint glGetUniformLocationChecked(GLuint p, const char *name) {
auto ret = glGetUniformLocation(p, name);
if (ret < 0) {
log_info("Failed to get location of uniform '%s'. This is normal when "
"using custom shaders.",
name);
}
return ret;
}
#define bind_uniform(shader, uniform) \
(shader)->uniform_##uniform = glGetUniformLocationChecked((shader)->prog, #uniform)
// Program and uniforms for window shader
typedef struct {
GLuint prog;
GLint unifm_opacity;
GLint unifm_invert_color;
GLint unifm_tex;
GLint unifm_dim;
GLint unifm_brightness;
GLint unifm_max_brightness;
GLint unifm_corner_radius;
GLint uniform_opacity;
GLint uniform_invert_color;
GLint uniform_tex;
GLint uniform_dim;
GLint uniform_brightness;
GLint uniform_max_brightness;
GLint uniform_corner_radius;
} gl_win_shader_t;
// Program and uniforms for brightness shader
@@ -33,8 +46,8 @@ typedef struct {
// Program and uniforms for blur shader
typedef struct {
GLuint prog;
GLint unifm_pixel_norm;
GLint unifm_opacity;
GLint uniform_pixel_norm;
GLint uniform_opacity;
GLint texorig_loc;
GLint scale_loc;
} gl_blur_shader_t;