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authorLuboš Luňák <l.lunak@collabora.com>2015-01-20 14:48:48 +0100
committerLuboš Luňák <l.lunak@collabora.com>2015-01-27 18:42:48 +0100
commitdf290c63451723ae05833cf5f13342d4c93f94cc (patch)
treecd0deacf8103562dd94f6fa14607ce2f8f585e4b
parentd3ac5c2d68fe6affc03e200ff985b4da1d4cf2d0 (diff)
make it possible to easily have variants of glsl programs
Now it's possible to add a preamble to the compiled program, so there can be just one program with #ifdef's inside and the small variants can be selected using #define in the preamble instead of having several almost identical programs. Change-Id: I6c5112313b91b6269ebdecdfc896e0f96209ea2b
-rw-r--r--include/vcl/opengl/OpenGLContext.hxx14
-rw-r--r--include/vcl/opengl/OpenGLHelper.hxx2
-rw-r--r--vcl/inc/opengl/program.hxx2
-rw-r--r--vcl/inc/openglgdiimpl.hxx2
-rw-r--r--vcl/opengl/gdiimpl.cxx4
-rw-r--r--vcl/opengl/program.cxx4
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx26
-rw-r--r--vcl/source/opengl/OpenGLHelper.cxx6
8 files changed, 43 insertions, 17 deletions
diff --git a/include/vcl/opengl/OpenGLContext.hxx b/include/vcl/opengl/OpenGLContext.hxx
index 0178e21ebcd0..6f665875e256 100644
--- a/include/vcl/opengl/OpenGLContext.hxx
+++ b/include/vcl/opengl/OpenGLContext.hxx
@@ -161,8 +161,6 @@ struct GLWindow
~GLWindow();
};
-typedef std::pair<OUString, OUString> ProgramKey;
-
class VCLOPENGL_DLLPUBLIC OpenGLContext
{
public:
@@ -203,8 +201,8 @@ public:
void ReleaseFramebuffers();
// retrieve a program from the cache or compile/link it
- OpenGLProgram* GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader );
- OpenGLProgram* UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader );
+ OpenGLProgram* GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
+ OpenGLProgram* UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
bool isCurrent();
static void clearCurrent();
@@ -266,6 +264,14 @@ private:
OpenGLFramebuffer* mpFirstFramebuffer;
OpenGLFramebuffer* mpLastFramebuffer;
+ struct ProgramKey
+ {
+ ProgramKey( const OUString& vertexShader, const OUString& fragmentShader, const OString& preamble );
+ bool operator< ( const ProgramKey& other ) const;
+ OUString vertexShader;
+ OUString fragmentShader;
+ OString preamble;
+ };
boost::ptr_map<ProgramKey, OpenGLProgram> maPrograms;
OpenGLProgram* mpCurrentProgram;
#ifdef DBG_UTIL
diff --git a/include/vcl/opengl/OpenGLHelper.hxx b/include/vcl/opengl/OpenGLHelper.hxx
index 243051519dac..4e11bf8306ef 100644
--- a/include/vcl/opengl/OpenGLHelper.hxx
+++ b/include/vcl/opengl/OpenGLHelper.hxx
@@ -25,7 +25,7 @@
class VCLOPENGL_DLLPUBLIC OpenGLHelper
{
public:
- static GLint LoadShaders(const OUString& rVertexShaderName, const OUString& rFragmentShaderName);
+ static GLint LoadShaders(const OUString& rVertexShaderName, const OUString& rFragmentShaderName, const OString& preamble = "" );
/**
* The caller is responsible for allocate the memory for the RGBA buffer, before call
diff --git a/vcl/inc/opengl/program.hxx b/vcl/inc/opengl/program.hxx
index f904984ff362..8b42dd486fc4 100644
--- a/vcl/inc/opengl/program.hxx
+++ b/vcl/inc/opengl/program.hxx
@@ -43,7 +43,7 @@ public:
OpenGLProgram();
~OpenGLProgram();
- bool Load( const OUString& rVertexShader, const OUString& rFragmentShader );
+ bool Load( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
bool Use();
bool Clean();
diff --git a/vcl/inc/openglgdiimpl.hxx b/vcl/inc/openglgdiimpl.hxx
index 5ae6ab8668b3..77b148d391b3 100644
--- a/vcl/inc/openglgdiimpl.hxx
+++ b/vcl/inc/openglgdiimpl.hxx
@@ -73,7 +73,7 @@ protected:
bool CheckOffscreenTexture();
public:
- bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader );
+ bool UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
bool UseSolid( SalColor nColor, sal_uInt8 nTransparency );
bool UseSolid( SalColor nColor, double fTransparency );
bool UseSolid( SalColor nColor );
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx
index da2ace3fce62..a120d819e641 100644
--- a/vcl/opengl/gdiimpl.cxx
+++ b/vcl/opengl/gdiimpl.cxx
@@ -373,11 +373,11 @@ bool OpenGLSalGraphicsImpl::CheckOffscreenTexture()
return true;
}
-bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader )
+bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
if( mpProgram != NULL )
mpProgram->Clean();
- mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader );
+ mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader, preamble );
#ifdef DBG_UTIL
mProgramIsSolidColor = false; // UseSolid() will set to true if needed
#endif
diff --git a/vcl/opengl/program.cxx b/vcl/opengl/program.cxx
index cdf81314ecc5..3504b06847ff 100644
--- a/vcl/opengl/program.cxx
+++ b/vcl/opengl/program.cxx
@@ -31,9 +31,9 @@ OpenGLProgram::~OpenGLProgram()
glDeleteProgram( mnId );
}
-bool OpenGLProgram::Load( const OUString& rVertexShader, const OUString& rFragmentShader )
+bool OpenGLProgram::Load( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
- mnId = OpenGLHelper::LoadShaders( rVertexShader, rFragmentShader );
+ mnId = OpenGLHelper::LoadShaders( rVertexShader, rFragmentShader, preamble );
return ( mnId != 0 );
}
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 848296c04c38..04aa5dac8ad7 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -1582,9 +1582,9 @@ void OpenGLContext::ReleaseFramebuffers()
}
}
-OpenGLProgram* OpenGLContext::GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader )
+OpenGLProgram* OpenGLContext::GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
- ProgramKey aKey( rVertexShader, rFragmentShader );
+ ProgramKey aKey( rVertexShader, rFragmentShader, preamble );
boost::ptr_map<ProgramKey, OpenGLProgram>::iterator
it = maPrograms.find( aKey );
@@ -1592,7 +1592,7 @@ OpenGLProgram* OpenGLContext::GetProgram( const OUString& rVertexShader, const O
return it->second;
OpenGLProgram* pProgram = new OpenGLProgram;
- if( !pProgram->Load( rVertexShader, rFragmentShader ) )
+ if( !pProgram->Load( rVertexShader, rFragmentShader, preamble ) )
{
delete pProgram;
return NULL;
@@ -1602,9 +1602,9 @@ OpenGLProgram* OpenGLContext::GetProgram( const OUString& rVertexShader, const O
return pProgram;
}
-OpenGLProgram* OpenGLContext::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader )
+OpenGLProgram* OpenGLContext::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
- OpenGLProgram* pProgram = GetProgram( rVertexShader, rFragmentShader );
+ OpenGLProgram* pProgram = GetProgram( rVertexShader, rFragmentShader, preamble );
if( pProgram == mpCurrentProgram )
return pProgram;
@@ -1615,4 +1615,20 @@ OpenGLProgram* OpenGLContext::UseProgram( const OUString& rVertexShader, const O
return mpCurrentProgram;
}
+inline
+OpenGLContext::ProgramKey::ProgramKey( const OUString& v, const OUString& f, const OString& p )
+: vertexShader( v ), fragmentShader( f ), preamble( p )
+{
+}
+
+inline
+bool OpenGLContext::ProgramKey::operator< ( const ProgramKey& other ) const
+{
+ if( vertexShader != other.vertexShader )
+ return vertexShader < other.vertexShader;
+ if( fragmentShader != other.fragmentShader )
+ return fragmentShader < other.fragmentShader;
+ return preamble < other.preamble;
+}
+
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/vcl/source/opengl/OpenGLHelper.cxx b/vcl/source/opengl/OpenGLHelper.cxx
index 372f0bd9cdbb..3523ae231f14 100644
--- a/vcl/source/opengl/OpenGLHelper.cxx
+++ b/vcl/source/opengl/OpenGLHelper.cxx
@@ -97,7 +97,7 @@ namespace {
}
}
-GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString& rFragmentShaderName)
+GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString& rFragmentShaderName, const OString& preamble)
{
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
@@ -107,6 +107,8 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString
// Compile Vertex Shader
OString aVertexShaderSource = loadShader(rVertexShaderName);
+ if( !preamble.isEmpty())
+ aVertexShaderSource = preamble + "\n" + aVertexShaderSource;
char const * VertexSourcePointer = aVertexShaderSource.getStr();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
@@ -119,6 +121,8 @@ GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString
// Compile Fragment Shader
OString aFragmentShaderSource = loadShader(rFragmentShaderName);
+ if( !preamble.isEmpty())
+ aFragmentShaderSource = preamble + "\n" + aFragmentShaderSource;
char const * FragmentSourcePointer = aFragmentShaderSource.getStr();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);