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fl_compositor_opengl_shader.cc
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1// Copyright 2013 The Flutter Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
6
7#include <epoxy/gl.h>
8
9// Vertex shader to draw Flutter window contents.
10static const char* vertex_shader_src =
11 "attribute vec2 position;\n"
12 "attribute vec2 in_texcoord;\n"
13 "uniform vec2 offset;\n"
14 "uniform vec2 scale;\n"
15 "varying vec2 texcoord;\n"
16 "\n"
17 "void main() {\n"
18 " gl_Position = vec4(offset + position * scale, 0, 1);\n"
19 " texcoord = in_texcoord;\n"
20 "}\n";
21
22// Fragment shader to draw Flutter window contents.
23static const char* fragment_shader_src =
24 "#ifdef GL_ES\n"
25 "precision mediump float;\n"
26 "#endif\n"
27 "\n"
28 "uniform sampler2D texture;\n"
29 "varying vec2 texcoord;\n"
30 "\n"
31 "void main() {\n"
32 " gl_FragColor = texture2D(texture, texcoord);\n"
33 "}\n";
34
37
38 // Flutter OpenGL contexts.
39 FlOpenGLManager* opengl_manager;
40
41 // Shader program.
42 GLuint program;
43
44 // Location of layer offset in [program].
46
47 // Location of layer scale in [program].
49
50 // Verticies for the uniform square.
52};
53
54G_DEFINE_TYPE(FlCompositorOpenGLShader,
55 fl_compositor_opengl_shader,
56 G_TYPE_OBJECT)
57
58// Returns the log for the given OpenGL shader. Must be freed by the caller.
59static gchar* get_shader_log(GLuint shader) {
60 GLint log_length;
61 gchar* log;
62
63 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
64
65 log = static_cast<gchar*>(g_malloc(log_length + 1));
66 glGetShaderInfoLog(shader, log_length, nullptr, log);
67
68 return log;
69}
70
71// Returns the log for the given OpenGL program. Must be freed by the caller.
72static gchar* get_program_log(GLuint program) {
73 GLint log_length;
74 gchar* log;
75
76 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
77
78 log = static_cast<gchar*>(g_malloc(log_length + 1));
79 glGetProgramInfoLog(program, log_length, nullptr, log);
80
81 return log;
82}
83
84static void setup_shader(FlCompositorOpenGLShader* self) {
85 if (!fl_opengl_manager_make_platform_current(self->opengl_manager)) {
86 g_warning(
87 "Failed to setup compositor shaders, unable to make OpenGL context "
88 "current");
89 return;
90 }
91
92 GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
93 glShaderSource(vertex_shader, 1, &vertex_shader_src, nullptr);
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);
100 }
101
102 GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
103 glShaderSource(fragment_shader, 1, &fragment_shader_src, nullptr);
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);
110 }
111
112 self->program = glCreateProgram();
113 glAttachShader(self->program, vertex_shader);
114 glAttachShader(self->program, fragment_shader);
115 glLinkProgram(self->program);
116
117 GLint link_status;
118 glGetProgramiv(self->program, GL_LINK_STATUS, &link_status);
119 if (link_status == GL_FALSE) {
120 g_autofree gchar* program_log = get_program_log(self->program);
121 g_warning("Failed to link program: %s", program_log);
122 }
123
124 self->offset_location = glGetUniformLocation(self->program, "offset");
125 self->scale_location = glGetUniformLocation(self->program, "scale");
126
127 glDeleteShader(vertex_shader);
128 glDeleteShader(fragment_shader);
129
130 // The uniform square abcd in two triangles cba + cdb
131 // a--b
132 // | |
133 // c--d
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};
136
137 glGenBuffers(1, &self->vertex_buffer);
138 glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer);
139 glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_data), vertex_data,
140 GL_STATIC_DRAW);
141}
142
143static void fl_compositor_opengl_shader_dispose(GObject* object) {
144 FlCompositorOpenGLShader* self = FL_COMPOSITOR_OPENGL_SHADER(object);
145
146 if (self->opengl_manager != nullptr) {
147 if (fl_opengl_manager_make_platform_current(self->opengl_manager)) {
148 if (self->program != 0) {
149 glDeleteProgram(self->program);
150 }
151 if (self->vertex_buffer != 0) {
152 glDeleteBuffers(1, &self->vertex_buffer);
153 }
154 } else {
155 g_warning(
156 "Failed to cleanup compositor shaders, unable to make OpenGL context "
157 "current");
158 }
159 }
160 self->program = 0;
161 self->vertex_buffer = 0;
162
163 g_clear_object(&self->opengl_manager);
164
165 G_OBJECT_CLASS(fl_compositor_opengl_shader_parent_class)->dispose(object);
166}
167
169 FlCompositorOpenGLShaderClass* klass) {
170 G_OBJECT_CLASS(klass)->dispose = fl_compositor_opengl_shader_dispose;
171}
172
173static void fl_compositor_opengl_shader_init(FlCompositorOpenGLShader* self) {}
174
175FlCompositorOpenGLShader* fl_compositor_opengl_shader_new(
176 FlOpenGLManager* opengl_manager) {
177 g_return_val_if_fail(FL_IS_OPENGL_MANAGER(opengl_manager), nullptr);
178
179 FlCompositorOpenGLShader* self = FL_COMPOSITOR_OPENGL_SHADER(
180 g_object_new(fl_compositor_opengl_shader_get_type(), nullptr));
181
182 self->opengl_manager = FL_OPENGL_MANAGER(g_object_ref(opengl_manager));
183
185
186 return self;
187}
188
189void fl_compositor_opengl_shader_use(FlCompositorOpenGLShader* self) {
190 g_return_if_fail(FL_IS_COMPOSITOR_OPENGL_SHADER(self));
191
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,
200 sizeof(GLfloat) * 4,
201 reinterpret_cast<void*>(sizeof(GLfloat) * 2));
202
203 glUseProgram(self->program);
204}
205
206void fl_compositor_opengl_shader_set_offset(FlCompositorOpenGLShader* self,
207 double x,
208 double y) {
209 g_return_if_fail(FL_IS_COMPOSITOR_OPENGL_SHADER(self));
210 glUniform2f(self->offset_location, x, y);
211}
212
213void fl_compositor_opengl_shader_set_scale(FlCompositorOpenGLShader* self,
214 double x,
215 double y) {
216 g_return_if_fail(FL_IS_COMPOSITOR_OPENGL_SHADER(self));
217 glUniform2f(self->scale_location, x, y);
218}
int32_t x
G_BEGIN_DECLS FlOpenGLManager * opengl_manager
static void setup_shader(FlCompositorOpenGLShader *self)
FlCompositorOpenGLShader * fl_compositor_opengl_shader_new(FlOpenGLManager *opengl_manager)
static const char * fragment_shader_src
static void fl_compositor_opengl_shader_dispose(GObject *object)
static void fl_compositor_opengl_shader_init(FlCompositorOpenGLShader *self)
void fl_compositor_opengl_shader_set_offset(FlCompositorOpenGLShader *self, double x, double y)
void fl_compositor_opengl_shader_set_scale(FlCompositorOpenGLShader *self, double x, double y)
static void fl_compositor_opengl_shader_class_init(FlCompositorOpenGLShaderClass *klass)
void fl_compositor_opengl_shader_use(FlCompositorOpenGLShader *self)
static gchar * get_program_log(GLuint program)
static const char * vertex_shader_src
G_DEFINE_TYPE(FlCompositorOpenGLShader, fl_compositor_opengl_shader, G_TYPE_OBJECT) static gchar *get_shader_log(GLuint shader)
gboolean fl_opengl_manager_make_platform_current(FlOpenGLManager *self)
double y