924b94bc94
We always talk about "view alpha", so the name variable in the fragment shader the same. Now it's clear without the comments, making the code easier to read overall. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
615 lines
16 KiB
C
615 lines
16 KiB
C
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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* Copyright 2019 Harish Krupo
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* Copyright 2019 Intel Corporation
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* Copyright 2021 Advanced Micro Devices, Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "config.h"
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <libweston/libweston.h>
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#include <libweston/weston-log.h>
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#include <GLES2/gl2.h>
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#include <string.h>
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#include "gl-renderer.h"
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#include "gl-renderer-internal.h"
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#include "shared/helpers.h"
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#include "shared/timespec-util.h"
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/* static const char vertex_shader[]; vertex.glsl */
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#include "vertex-shader.h"
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/* static const char fragment_shader[]; fragment.glsl */
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#include "fragment-shader.h"
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struct gl_shader {
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struct gl_shader_requirements key;
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint tex_uniforms[3];
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GLint view_alpha_uniform;
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GLint color_uniform;
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GLint color_pre_curve_lut_2d_uniform;
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GLint color_pre_curve_lut_scale_offset_uniform;
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union {
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struct {
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GLint tex_uniform;
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GLint scale_offset_uniform;
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} lut3d;
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} color_mapping;
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struct wl_list link; /* gl_renderer::shader_list */
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struct timespec last_used;
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};
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static const char *
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gl_shader_texture_variant_to_string(enum gl_shader_texture_variant v)
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{
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switch (v) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_VARIANT_NONE)
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CASERET(SHADER_VARIANT_RGBX)
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CASERET(SHADER_VARIANT_RGBA)
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CASERET(SHADER_VARIANT_Y_U_V)
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CASERET(SHADER_VARIANT_Y_UV)
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CASERET(SHADER_VARIANT_Y_XUXV)
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CASERET(SHADER_VARIANT_XYUV)
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CASERET(SHADER_VARIANT_SOLID)
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CASERET(SHADER_VARIANT_EXTERNAL)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static const char *
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gl_shader_color_curve_to_string(enum gl_shader_color_curve kind)
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{
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switch (kind) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_COLOR_CURVE_IDENTITY)
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CASERET(SHADER_COLOR_CURVE_LUT_3x1D)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static const char *
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gl_shader_color_mapping_to_string(enum gl_shader_color_mapping kind)
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{
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switch (kind) {
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#define CASERET(x) case x: return #x;
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CASERET(SHADER_COLOR_MAPPING_IDENTITY)
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CASERET(SHADER_COLOR_MAPPING_3DLUT)
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#undef CASERET
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}
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return "!?!?"; /* never reached */
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}
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static void
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dump_program_with_line_numbers(int count, const char **sources)
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{
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FILE *fp;
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char *dumpstr;
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size_t dumpstrsz;
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const char *cur;
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const char *delim;
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int line = 1;
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int i;
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bool new_line = true;
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fp = open_memstream(&dumpstr, &dumpstrsz);
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if (!fp)
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return;
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for (i = 0; i < count; i++) {
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cur = sources[i];
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while ((delim = strchr(cur, '\n'))) {
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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fprintf(fp, "%.*s\n", (int)(delim - cur), cur);
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new_line = true;
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cur = delim + 1;
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}
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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new_line = false;
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fprintf(fp, "%s", cur);
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}
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if (fclose(fp) == 0)
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weston_log_continue("%s\n", dumpstr);
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free(dumpstr);
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}
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static GLuint
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compile_shader(GLenum type, int count, const char **sources)
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{
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GLuint s;
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char msg[512];
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GLint status;
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s = glCreateShader(type);
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glShaderSource(s, count, sources, NULL);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(s, sizeof msg, NULL, msg);
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weston_log("shader info: %s\n", msg);
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weston_log("shader source:\n");
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dump_program_with_line_numbers(count, sources);
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return GL_NONE;
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}
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return s;
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}
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static char *
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create_shader_description_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str, "%s %s %s %cinput_is_premult %cgreen",
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gl_shader_texture_variant_to_string(req->variant),
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gl_shader_color_curve_to_string(req->color_pre_curve),
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gl_shader_color_mapping_to_string(req->color_mapping),
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req->input_is_premult ? '+' : '-',
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req->green_tint ? '+' : '-');
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if (size < 0)
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return NULL;
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return str;
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}
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static char *
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create_shader_config_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str,
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"#define DEF_GREEN_TINT %s\n"
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"#define DEF_INPUT_IS_PREMULT %s\n"
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"#define DEF_COLOR_PRE_CURVE %s\n"
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"#define DEF_COLOR_MAPPING %s\n"
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"#define DEF_VARIANT %s\n",
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req->green_tint ? "true" : "false",
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req->input_is_premult ? "true" : "false",
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gl_shader_color_curve_to_string(req->color_pre_curve),
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gl_shader_color_mapping_to_string(req->color_mapping),
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gl_shader_texture_variant_to_string(req->variant));
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if (size < 0)
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return NULL;
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return str;
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}
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static struct gl_shader *
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gl_shader_create(struct gl_renderer *gr,
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const struct gl_shader_requirements *requirements)
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{
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bool verbose = weston_log_scope_is_enabled(gr->shader_scope);
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struct gl_shader *shader = NULL;
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char msg[512];
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GLint status;
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const char *sources[3];
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char *conf = NULL;
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shader = zalloc(sizeof *shader);
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if (!shader) {
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weston_log("could not create shader\n");
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goto error_vertex;
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}
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wl_list_init(&shader->link);
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shader->key = *requirements;
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if (verbose) {
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char *desc;
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desc = create_shader_description_string(requirements);
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weston_log_scope_printf(gr->shader_scope,
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"Compiling shader program for: %s\n",
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desc);
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free(desc);
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}
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sources[0] = vertex_shader;
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shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 1, sources);
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if (shader->vertex_shader == GL_NONE)
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goto error_vertex;
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conf = create_shader_config_string(&shader->key);
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if (!conf)
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goto error_fragment;
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sources[0] = "#version 100\n";
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sources[1] = conf;
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sources[2] = fragment_shader;
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shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
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3, sources);
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if (shader->fragment_shader == GL_NONE)
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goto error_fragment;
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vertex_shader);
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glAttachShader(shader->program, shader->fragment_shader);
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glBindAttribLocation(shader->program, 0, "position");
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glBindAttribLocation(shader->program, 1, "texcoord");
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glLinkProgram(shader->program);
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
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weston_log("link info: %s\n", msg);
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goto error_link;
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}
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glDeleteShader(shader->vertex_shader);
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glDeleteShader(shader->fragment_shader);
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
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shader->view_alpha_uniform = glGetUniformLocation(shader->program, "view_alpha");
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shader->color_uniform = glGetUniformLocation(shader->program,
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"unicolor");
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shader->color_pre_curve_lut_2d_uniform =
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glGetUniformLocation(shader->program, "color_pre_curve_lut_2d");
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shader->color_pre_curve_lut_scale_offset_uniform =
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glGetUniformLocation(shader->program, "color_pre_curve_lut_scale_offset");
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switch(requirements->color_mapping) {
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case SHADER_COLOR_MAPPING_3DLUT:
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shader->color_mapping.lut3d.tex_uniform =
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glGetUniformLocation(shader->program, "color_mapping_lut_3d");
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shader->color_mapping.lut3d.scale_offset_uniform =
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glGetUniformLocation(shader->program,"color_mapping_lut_scale_offset");
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break;
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case SHADER_COLOR_MAPPING_IDENTITY:
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break;
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}
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free(conf);
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wl_list_insert(&gr->shader_list, &shader->link);
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return shader;
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error_link:
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glDeleteProgram(shader->program);
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glDeleteShader(shader->fragment_shader);
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error_fragment:
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glDeleteShader(shader->vertex_shader);
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error_vertex:
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free(conf);
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free(shader);
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return NULL;
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}
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void
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gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader)
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{
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char *desc;
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if (weston_log_scope_is_enabled(gr->shader_scope)) {
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desc = create_shader_description_string(&shader->key);
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weston_log_scope_printf(gr->shader_scope,
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"Deleting shader program for: %s\n",
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desc);
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free(desc);
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}
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glDeleteProgram(shader->program);
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wl_list_remove(&shader->link);
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free(shader);
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}
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void
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gl_renderer_shader_list_destroy(struct gl_renderer *gr)
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{
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struct gl_shader *shader, *next_shader;
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wl_list_for_each_safe(shader, next_shader, &gr->shader_list, link)
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gl_shader_destroy(gr, shader);
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}
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static int
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gl_shader_requirements_cmp(const struct gl_shader_requirements *a,
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const struct gl_shader_requirements *b)
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{
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return memcmp(a, b, sizeof(*a));
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}
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static void
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gl_shader_scope_new_subscription(struct weston_log_subscription *subs,
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void *data)
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{
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static const char bar[] = "-----------------------------------------------------------------------------";
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struct gl_renderer *gr = data;
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struct gl_shader *shader;
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struct timespec now;
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int msecs;
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int count = 0;
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char *desc;
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weston_compositor_read_presentation_clock(gr->compositor, &now);
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weston_log_subscription_printf(subs,
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"Vertex shader body:\n"
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"%s\n%s\n"
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"Fragment shader body:\n"
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"%s\n%s\n%s\n",
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bar, vertex_shader,
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bar, fragment_shader, bar);
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weston_log_subscription_printf(subs,
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"Cached GLSL programs:\n id: (used secs ago) description +/-flags\n");
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wl_list_for_each(shader, &gr->shader_list, link) {
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count++;
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msecs = timespec_sub_to_msec(&now, &shader->last_used);
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desc = create_shader_description_string(&shader->key);
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weston_log_subscription_printf(subs,
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"%6u: (%.1f) %s\n",
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shader->program,
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msecs / 1000.0, desc);
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}
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weston_log_subscription_printf(subs, "Total: %d programs.\n", count);
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}
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struct weston_log_scope *
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gl_shader_scope_create(struct gl_renderer *gr)
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{
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return weston_compositor_add_log_scope(gr->compositor,
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"gl-shader-generator",
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"GL renderer shader compilation and cache.\n",
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gl_shader_scope_new_subscription,
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NULL,
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gr);
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}
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struct gl_shader *
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gl_renderer_create_fallback_shader(struct gl_renderer *gr)
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{
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static const struct gl_shader_requirements fallback_requirements = {
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.variant = SHADER_VARIANT_SOLID,
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.input_is_premult = true,
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.color_pre_curve = SHADER_COLOR_CURVE_IDENTITY,
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.color_mapping = SHADER_COLOR_MAPPING_IDENTITY,
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};
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struct gl_shader *shader;
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shader = gl_shader_create(gr, &fallback_requirements);
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if (!shader)
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return NULL;
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/*
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* This shader must be exempt from any automatic garbage collection.
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* It is destroyed explicitly.
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*/
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wl_list_remove(&shader->link);
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wl_list_init(&shader->link);
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return shader;
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}
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static struct gl_shader *
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gl_renderer_get_program(struct gl_renderer *gr,
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const struct gl_shader_requirements *requirements)
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{
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struct gl_shader_requirements reqs = *requirements;
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struct gl_shader *shader;
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assert(reqs.pad_bits_ == 0);
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if (gr->fragment_shader_debug)
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reqs.green_tint = true;
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if (gr->current_shader &&
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gl_shader_requirements_cmp(&reqs, &gr->current_shader->key) == 0)
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return gr->current_shader;
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wl_list_for_each(shader, &gr->shader_list, link) {
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if (gl_shader_requirements_cmp(&reqs, &shader->key) == 0)
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return shader;
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}
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shader = gl_shader_create(gr, &reqs);
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if (shader)
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return shader;
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return NULL;
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}
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void
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gl_renderer_garbage_collect_programs(struct gl_renderer *gr)
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{
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struct gl_shader *shader, *tmp;
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unsigned count = 0;
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wl_list_for_each_safe(shader, tmp, &gr->shader_list, link) {
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/* Keep the 10 most recently used always. */
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if (count++ < 10)
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continue;
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/* Keep everything used in the past 1 minute. */
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if (timespec_sub_to_msec(&gr->compositor->last_repaint_start,
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&shader->last_used) < 60000)
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continue;
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/* The rest throw away. */
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gl_shader_destroy(gr, shader);
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}
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}
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bool
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gl_shader_texture_variant_can_be_premult(enum gl_shader_texture_variant v)
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{
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switch (v) {
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case SHADER_VARIANT_SOLID:
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case SHADER_VARIANT_RGBA:
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case SHADER_VARIANT_EXTERNAL:
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return true;
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case SHADER_VARIANT_NONE:
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case SHADER_VARIANT_RGBX:
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case SHADER_VARIANT_Y_U_V:
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case SHADER_VARIANT_Y_UV:
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case SHADER_VARIANT_Y_XUXV:
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case SHADER_VARIANT_XYUV:
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return false;
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}
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return true;
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}
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GLenum
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gl_shader_texture_variant_get_target(enum gl_shader_texture_variant v)
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{
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if (v == SHADER_VARIANT_EXTERNAL)
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return GL_TEXTURE_EXTERNAL_OES;
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else
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return GL_TEXTURE_2D;
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}
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static void
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gl_shader_load_config(struct gl_shader *shader,
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const struct gl_shader_config *sconf)
|
|
{
|
|
GLint in_filter = sconf->input_tex_filter;
|
|
GLenum in_tgt;
|
|
int i;
|
|
|
|
glUniformMatrix4fv(shader->proj_uniform,
|
|
1, GL_FALSE, sconf->projection.d);
|
|
glUniform4fv(shader->color_uniform, 1, sconf->unicolor);
|
|
glUniform1f(shader->view_alpha_uniform, sconf->view_alpha);
|
|
|
|
in_tgt = gl_shader_texture_variant_get_target(sconf->req.variant);
|
|
for (i = 0; i < GL_SHADER_INPUT_TEX_MAX; i++) {
|
|
if (sconf->input_tex[i] == 0)
|
|
continue;
|
|
|
|
assert(shader->tex_uniforms[i] != -1);
|
|
glUniform1i(shader->tex_uniforms[i], i);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
|
|
glBindTexture(in_tgt, sconf->input_tex[i]);
|
|
glTexParameteri(in_tgt, GL_TEXTURE_MIN_FILTER, in_filter);
|
|
glTexParameteri(in_tgt, GL_TEXTURE_MAG_FILTER, in_filter);
|
|
}
|
|
|
|
/* Fixed texture unit for color_pre_curve LUT if it is available */
|
|
i = GL_SHADER_INPUT_TEX_MAX;
|
|
switch (sconf->req.color_pre_curve) {
|
|
case SHADER_COLOR_CURVE_IDENTITY:
|
|
assert(sconf->color_pre_curve_lut_tex == 0);
|
|
break;
|
|
case SHADER_COLOR_CURVE_LUT_3x1D:
|
|
assert(sconf->color_pre_curve_lut_tex != 0);
|
|
assert(shader->color_pre_curve_lut_2d_uniform != -1);
|
|
assert(shader->color_pre_curve_lut_scale_offset_uniform != -1);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_2D, sconf->color_pre_curve_lut_tex);
|
|
glUniform1i(shader->color_pre_curve_lut_2d_uniform, i);
|
|
i++;
|
|
glUniform2fv(shader->color_pre_curve_lut_scale_offset_uniform,
|
|
1, sconf->color_pre_curve_lut_scale_offset);
|
|
break;
|
|
}
|
|
|
|
switch (sconf->req.color_mapping) {
|
|
case SHADER_COLOR_MAPPING_IDENTITY:
|
|
break;
|
|
case SHADER_COLOR_MAPPING_3DLUT:
|
|
assert(shader->color_mapping.lut3d.tex_uniform != -1);
|
|
assert(sconf->color_mapping.lut3d.tex != 0);
|
|
assert(shader->color_mapping.lut3d.scale_offset_uniform != -1);
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(GL_TEXTURE_3D, sconf->color_mapping.lut3d.tex);
|
|
glUniform1i(shader->color_mapping.lut3d.tex_uniform, i);
|
|
glUniform2fv(shader->color_mapping.lut3d.scale_offset_uniform,
|
|
1, sconf->color_mapping.lut3d.scale_offset);
|
|
break;
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool
|
|
gl_renderer_use_program(struct gl_renderer *gr,
|
|
const struct gl_shader_config *sconf)
|
|
{
|
|
static const GLfloat fallback_shader_color[4] = { 0.2, 0.1, 0.0, 1.0 };
|
|
struct gl_shader *shader;
|
|
|
|
shader = gl_renderer_get_program(gr, &sconf->req);
|
|
if (!shader) {
|
|
weston_log("Error: failed to generate shader program.\n");
|
|
gr->current_shader = NULL;
|
|
|
|
/*
|
|
* We only have one fallback shader, so it cannot do correct
|
|
* color on color managed outputs. Hence, what is painted
|
|
* with this one will have undefined look. Therefore the
|
|
* fallback is important to not be too bright as that might
|
|
* be shocking on a monitor in HDR mode.
|
|
*/
|
|
|
|
shader = gr->fallback_shader;
|
|
glUseProgram(shader->program);
|
|
glUniform4fv(shader->color_uniform, 1, fallback_shader_color);
|
|
glUniform1f(shader->view_alpha_uniform, 1.0f);
|
|
return false;
|
|
}
|
|
|
|
if (shader != gr->fallback_shader) {
|
|
/* Update list order for most recently used. */
|
|
wl_list_remove(&shader->link);
|
|
wl_list_insert(&gr->shader_list, &shader->link);
|
|
}
|
|
shader->last_used = gr->compositor->last_repaint_start;
|
|
|
|
if (gr->current_shader != shader) {
|
|
glUseProgram(shader->program);
|
|
gr->current_shader = shader;
|
|
}
|
|
|
|
gl_shader_load_config(shader, sconf);
|
|
|
|
return true;
|
|
}
|