55 fl_compositor_opengl_shader,
59static gchar* get_shader_log(GLuint shader) {
63 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
65 log =
static_cast<gchar*
>(g_malloc(log_length + 1));
66 glGetShaderInfoLog(shader, log_length,
nullptr, log);
87 "Failed to setup compositor shaders, unable to make OpenGL context "
92 GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
94 glCompileShader(vertex_shader);
95 GLint vertex_compile_status;
96 glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &vertex_compile_status);
97 if (vertex_compile_status == GL_FALSE) {
98 g_autofree gchar* shader_log = get_shader_log(vertex_shader);
99 g_warning(
"Failed to compile vertex shader: %s", shader_log);
102 GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
104 glCompileShader(fragment_shader);
105 GLint fragment_compile_status;
106 glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &fragment_compile_status);
107 if (fragment_compile_status == GL_FALSE) {
108 g_autofree gchar* shader_log = get_shader_log(fragment_shader);
109 g_warning(
"Failed to compile fragment shader: %s", shader_log);
112 self->program = glCreateProgram();
113 glAttachShader(
self->program, vertex_shader);
114 glAttachShader(
self->program, fragment_shader);
115 glLinkProgram(
self->program);
118 glGetProgramiv(
self->program, GL_LINK_STATUS, &link_status);
119 if (link_status == GL_FALSE) {
121 g_warning(
"Failed to link program: %s", program_log);
124 self->offset_location = glGetUniformLocation(
self->program,
"offset");
125 self->scale_location = glGetUniformLocation(
self->program,
"scale");
127 glDeleteShader(vertex_shader);
128 glDeleteShader(fragment_shader);
134 GLfloat
const vertex_data[] = {-1, -1, 0, 0, 1, 1, 1, 1, -1, 1, 0, 1,
135 -1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1};
137 glGenBuffers(1, &
self->vertex_buffer);
138 glBindBuffer(GL_ARRAY_BUFFER,
self->vertex_buffer);
139 glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_data), vertex_data,
190 g_return_if_fail(FL_IS_COMPOSITOR_OPENGL_SHADER(
self));
192 glBindBuffer(GL_ARRAY_BUFFER,
self->vertex_buffer);
193 GLint position_location = glGetAttribLocation(
self->program,
"position");
194 glEnableVertexAttribArray(position_location);
195 glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE,
196 sizeof(GLfloat) * 4, 0);
197 GLint texcoord_location = glGetAttribLocation(
self->program,
"in_texcoord");
198 glEnableVertexAttribArray(texcoord_location);
199 glVertexAttribPointer(texcoord_location, 2, GL_FLOAT, GL_FALSE,
201 reinterpret_cast<void*
>(
sizeof(GLfloat) * 2));
203 glUseProgram(
self->program);