Added support for disabling shader passes, see #97
This commit is contained in:
110
render.c
110
render.c
@@ -91,7 +91,7 @@ struct gl_bind {
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struct gl_sfbo {
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GLuint fbo, tex, shader;
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bool valid, nativeonly;
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bool indirect, nativeonly;
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const char* name;
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struct gl_bind* binds;
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size_t binds_sz;
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@@ -139,6 +139,7 @@ static GLuint shaderload(const char* rpath,
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struct request_handler* handlers,
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int shader_version,
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bool raw,
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bool* skipped,
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struct gl_data* gl) {
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size_t s_len = strlen(shader);
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@@ -218,14 +219,33 @@ static GLuint shaderload(const char* rpath,
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if (ret == GL_FALSE) {
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glGetShaderiv(s, GL_INFO_LOG_LENGTH, &ilen);
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if (ilen) {
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GLchar ebuf[ilen];
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GLchar* ebuf = malloc(sizeof(GLchar) * ilen);
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glGetShaderInfoLog(s, ilen, NULL, ebuf);
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/* check for `#error __disablestage` and flag `*skipped` accordingly */
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if (skipped != NULL) {
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bool last = false;
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static const char* skip_keyword = "__disablestage";
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size_t sksz = sizeof(skip_keyword);
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for(size_t t = 0; t < (size_t) ilen; ++t) {
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if (ebuf[t] == '_') {
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if (last && !strncmp(ebuf + t - 1, skip_keyword, sksz)) {
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*skipped = true;
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goto free_ebuf;
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} else last = true;
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} else last = false;
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}
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}
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fprintf(stderr, "Shader compilation failed for '%s':\n", path);
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fwrite(ebuf, sizeof(GLchar), ilen - 1, stderr);
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#ifdef GLAVA_DEBUG
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fprintf(stderr, "Processed shader source for '%s':\n", path);
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fwrite(buf, sizeof(GLchar), sl, stderr);
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#endif
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free_ebuf:
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free(ebuf);
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return 0;
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} else {
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fprintf(stderr, "Shader compilation failed for '%s', but no info was available\n", path);
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@@ -282,14 +302,16 @@ static GLuint shaderlink_f(GLuint* arr) {
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}
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/* load shaders */
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#define shaderbuild(gl, shader_path, c, d, r, v, ...) \
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shaderbuild_f(gl, shader_path, c, d, r, v, (const char*[]) {__VA_ARGS__, 0})
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#define shaderbuild(gl, shader_path, c, d, r, v, s, ...) \
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shaderbuild_f(gl, shader_path, c, d, r, v, s, (const char*[]) {__VA_ARGS__, 0})
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static GLuint shaderbuild_f(struct gl_data* gl,
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const char* shader_path,
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const char* config, const char* defaults,
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struct request_handler* handlers,
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int shader_version,
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bool* skipped,
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const char** arr) {
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if (skipped) *skipped = false;
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const char* str;
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int i = 0, sz = 0, t;
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while ((str = arr[i++]) != NULL) ++sz;
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@@ -303,7 +325,7 @@ static GLuint shaderbuild_f(struct gl_data* gl,
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if (!strcmp(path + t + 1, "frag") || !strcmp(path + t + 1, "glsl")) {
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if (!(shaders[i] = shaderload(path, GL_FRAGMENT_SHADER,
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shader_path, config, defaults, handlers,
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shader_version, false, gl))) {
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shader_version, false, skipped, gl))) {
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return 0;
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}
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} else if (!strcmp(path + t + 1, "vert")) {
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@@ -323,7 +345,7 @@ static GLuint shaderbuild_f(struct gl_data* gl,
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}
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}
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/* load builtin vertex shader */
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shaders[sz] = shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC, NULL, NULL, handlers, shader_version, true, gl);
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shaders[sz] = shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC, NULL, NULL, handlers, shader_version, true, NULL, gl);
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fflush(stdout);
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return shaderlink_f(shaders);
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}
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@@ -358,9 +380,9 @@ static void update_1d_tex(GLuint tex, size_t w, float* data) {
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/* setup screen framebuffer object and its texture */
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static void setup_sfbo(struct gl_sfbo* s, int w, int h) {
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GLuint tex = s->valid ? s->tex : ({ glGenTextures(1, &s->tex); s->tex; });
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GLuint fbo = s->valid ? s->fbo : ({ glGenFramebuffers(1, &s->fbo); s->fbo; });
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s->valid = true;
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GLuint tex = s->indirect ? s->tex : ({ glGenTextures(1, &s->tex); s->tex; });
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GLuint fbo = s->indirect ? s->fbo : ({ glGenFramebuffers(1, &s->fbo); s->fbo; });
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s->indirect = true;
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/* bind texture and setup space */
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -1264,37 +1286,40 @@ struct renderer* rd_new(const char** paths, const char* entry,
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*s = (struct gl_sfbo) {
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.name = strdup(d->d_name),
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.shader = 0,
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.valid = false,
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.indirect = false,
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.nativeonly = false,
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.binds = malloc(1),
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.binds_sz = 0
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};
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current = s;
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GLuint id = shaderbuild(gl, shaders, data, dd, handlers, shader_version, d->d_name);
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if (!id) {
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bool skip;
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GLuint id = shaderbuild(gl, shaders, data, dd, handlers, shader_version, &skip, d->d_name);
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if (skip && verbose) printf("disabled: '%s'\n", d->d_name);
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if (!id && !skip)
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abort();
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}
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s->shader = id;
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/* Only setup a framebuffer and texture if this isn't the final step,
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as it can rendered directly */
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if (idx != count) {
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int w, h;
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gl->wcb->get_fbsize(gl->w, &w, &h);
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setup_sfbo(&stages[idx - 1], w, h);
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}
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if (id) {
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/* Only setup a framebuffer and texture if this isn't the final step,
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as it can rendered directly */
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if (idx != count) {
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int w, h;
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gl->wcb->get_fbsize(gl->w, &w, &h);
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setup_sfbo(&stages[idx - 1], w, h);
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}
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glUseProgram(id);
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glUseProgram(id);
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/* Setup uniform bindings */
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size_t b;
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for (b = 0; b < s->binds_sz; ++b) {
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s->binds[b].uniform = glGetUniformLocation(id, s->binds[b].name);
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/* Setup uniform bindings */
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size_t b;
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for (b = 0; b < s->binds_sz; ++b) {
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s->binds[b].uniform = glGetUniformLocation(id, s->binds[b].name);
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}
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glBindFragDataLocation(id, 1, "fragment");
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glUseProgram(0);
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}
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glBindFragDataLocation(id, 1, "fragment");
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glUseProgram(0);
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found = true;
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}
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@@ -1311,16 +1336,13 @@ struct renderer* rd_new(const char** paths, const char* entry,
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{
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struct gl_sfbo* final = NULL;
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if (!gl->premultiply_alpha) {
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for (size_t t = 0; t < gl->stages_sz; ++t) {
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if (!gl->stages[t].nativeonly) {
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final = &gl->stages[t];
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}
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for (size_t t = 0; t < gl->stages_sz; ++t) {
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if (gl->stages[t].shader && (gl->premultiply_alpha || !gl->stages[t].nativeonly)) {
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final = &gl->stages[t];
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}
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}
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/* Invalidate framebuffer and use direct rendering if it was instantiated
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due to a following `nativeonly` shader pass. */
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if (final) final->valid = false;
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/* Use dirct rendering on final pass */
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if (final) final->indirect = false;
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}
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/* Compile smooth pass shader */
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@@ -1332,7 +1354,7 @@ struct renderer* rd_new(const char** paths, const char* entry,
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char util[usz]; /* module pack path to use */
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snprintf(util, usz, "%s/%s", data, util_folder);
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loading_smooth_pass = true;
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if (!(gl->sm_prog = shaderbuild(gl, util, data, dd, handlers, shader_version, "smooth_pass.frag")))
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if (!(gl->sm_prog = shaderbuild(gl, util, data, dd, handlers, shader_version, NULL, "smooth_pass.frag")))
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abort();
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loading_smooth_pass = false;
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}
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@@ -1454,7 +1476,7 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
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/* Resize screen textures if needed */
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if (ww != gl->lww || wh != gl->lwh) {
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for (t = 0; t < gl->stages_sz; ++t) {
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if (gl->stages[t].valid) {
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if (gl->stages[t].indirect) {
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setup_sfbo(&gl->stages[t], ww, wh);
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}
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}
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@@ -1483,16 +1505,16 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
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/* Current shader program */
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struct gl_sfbo* current = &gl->stages[t];
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if (current->nativeonly && !gl->premultiply_alpha)
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if (!current->shader || (current->nativeonly && !gl->premultiply_alpha))
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continue;
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/* Bind framebuffer if this is not the final pass */
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if (current->valid)
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if (current->indirect)
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glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!current->valid && gl->copy_desktop) {
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if (!current->indirect && gl->copy_desktop) {
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/* Self-contained code for drawing background image */
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static GLuint bg_prog, bg_utex, bg_screen;
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static bool setup = false;
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@@ -1509,9 +1531,9 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
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"}" "\n";
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if (!setup) {
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bg_prog = shaderlink(shaderload(NULL, GL_VERTEX_SHADER, VERTEX_SHADER_SRC,
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NULL, NULL, NULL, 330, true, gl),
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NULL, NULL, NULL, 330, true, NULL, gl),
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shaderload(NULL, GL_FRAGMENT_SHADER, frag_shader,
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NULL, NULL, NULL, 330, true, gl));
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NULL, NULL, NULL, 330, true, NULL, gl));
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bg_utex = glGetUniformLocation(bg_prog, "tex");
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bg_screen = glGetUniformLocation(bg_prog, "screen");
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glBindFragDataLocation(bg_prog, 1, "fragment");
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@@ -1629,7 +1651,7 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
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/* Return state */
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glUseProgram(current->shader);
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if (current->valid)
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if (current->indirect)
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glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -1668,7 +1690,7 @@ bool rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
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drawoverlay(&gl->overlay); /* Fullscreen quad (actually just two triangles) */
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/* Reset some state */
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if (current->valid)
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if (current->indirect)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(0);
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@@ -14,11 +14,8 @@
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/* 1 to draw edge highlight, 0 to disable */
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#define DRAW_HIGHLIGHT 1
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/* Whether to anti-alias the border of the graph, creating a smoother curve.
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This may have a small impact on performance. Note that this only anti-aliases
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the border, so that the seams between the graph and the outline and/or the
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highlight (if present) will not be aliased.
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Note: This requires `xroot` transparency to be enabled since it
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relies on alpha blending with the background. */
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This may have a small impact on performance.
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Note: requires `xroot` or `none` opacity to be set */
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#define ANTI_ALIAS 0
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/* outline color */
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#define OUTLINE #262626
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@@ -12,6 +12,10 @@ out vec4 fragment; /* output */
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#include "@graph.glsl"
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#include ":graph.glsl"
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#if ANTI_ALIAS == 0
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#error __disablestage
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#endif
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/* Moves toward the border of the graph, gives the
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y coordinate of the last colored pixel */
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float get_col_height_up(float x, float oy) {
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