shared context and rename config filer

This commit is contained in:
2025-09-28 16:26:53 +02:00
parent b12fb43654
commit 6eaba98fff
14 changed files with 145 additions and 195 deletions
+63 -68
View File
@@ -31,7 +31,7 @@ static void init_gl(ShaderProgram *program) {
gladLoadEGL(program->egl_display, glfwGetProcAddress);
}
static void init_textures(ShaderProgram *program, Context context) {
static void init_textures(ShaderProgram *program, SharedContext *context) {
unsigned int i;
program->textures = malloc(program->tex_count * sizeof(GLuint));
@@ -50,8 +50,8 @@ static void init_textures(ShaderProgram *program, Context context) {
glDisable(GL_BLEND);
// define texture image as empty
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.internal_width,
context.internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->internal_width,
context->internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -111,7 +111,7 @@ static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
log_info("Texture %d linked to %s", texture_index, input->name);
}
static void init_input(ShaderProgram *program, ConfigFile shader_config,
static void init_input(ShaderProgram *program, ConfigFile config,
VideoCapture *inputs, unsigned int input_count) {
unsigned int i;
unsigned tex_i;
@@ -120,7 +120,7 @@ static void init_input(ShaderProgram *program, ConfigFile shader_config,
for (i = 0; i < program->in_count; i++) {
if (i < input_count && !inputs[i].error) {
sprintf(name, "IN_%d_OUT", i + 1);
tex_i = config_file_get_int(shader_config, name, 0);
tex_i = config_file_get_int(config, name, 0);
link_input_to_texture(program, &inputs[i], tex_i);
} else {
log_warn("Cannot link input %d", i + 1);
@@ -128,8 +128,7 @@ static void init_input(ShaderProgram *program, ConfigFile shader_config,
}
}
static void init_framebuffers(ShaderProgram *program,
ConfigFile shader_config) {
static void init_framebuffers(ShaderProgram *program, ConfigFile config) {
unsigned int i;
unsigned tex_i;
char name[32];
@@ -146,7 +145,7 @@ static void init_framebuffers(ShaderProgram *program,
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
sprintf(name, "FRAG_%d_OUT", i + 1);
tex_i = config_file_get_int(shader_config, name, 0);
tex_i = config_file_get_int(config, name, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
program->textures[tex_i], 0);
@@ -239,7 +238,7 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
}
static void init_single_program(ShaderProgram *program, unsigned int i,
ConfigFile shader_config) {
ConfigFile config) {
unsigned int j, k;
char name[32];
char *prefix;
@@ -252,25 +251,23 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
// create uniforms pointers
program->itime_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_TIME", "iTime"));
config_file_get_str(config, "UNIFORM_TIME", "iTime"));
program->itempo_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_TEMPO", "iTempo"));
config_file_get_str(config, "UNIFORM_TEMPO", "iTempo"));
program->ifps_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_FPS", "iFPS"));
program->programs[i], config_file_get_str(config, "UNIFORM_FPS", "iFPS"));
program->ires_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_RESOLUTION", "iResolution"));
config_file_get_str(config, "UNIFORM_RESOLUTION", "iResolution"));
program->itexres_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_TEX_RESOLUTION",
"iTexResolution"));
config_file_get_str(config, "UNIFORM_TEX_RESOLUTION", "iTexResolution"));
program->idemo_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(shader_config, "UNIFORM_DEMO", "iDemo"));
config_file_get_str(config, "UNIFORM_DEMO", "iDemo"));
prefix = config_file_get_str(shader_config, "UNIFORM_IN_RESOLUTION_PREFIX",
prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX",
"iInputResolution");
for (j = 0; j < program->in_count; j++) {
sprintf(name, "%s%d", prefix, j + 1);
@@ -278,30 +275,29 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(shader_config, "UNIFORM_IN_FORMAT_PREFIX",
"iInputFormat");
prefix =
config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat");
for (j = 0; j < program->in_count; j++) {
sprintf(name, "%s%d", prefix, j + 1);
program->iinfmt_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix =
config_file_get_str(shader_config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS");
prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS");
for (j = 0; j < program->in_count; j++) {
sprintf(name, "%s%d", prefix, j + 1);
program->iinfps_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(shader_config, "UNIFORM_SEED_PREFIX", "seed");
prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "seed");
for (j = 0; j < program->frag_count; j++) {
sprintf(name, "%s%d", prefix, j + 1);
program->iseed_locations[i * program->frag_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(shader_config, "UNIFORM_STATE_PREFIX", "state");
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state");
for (j = 0; j < program->frag_count; j++) {
for (k = 0; k < program->sub_type_count; k++) {
sprintf(name, "%s%d_%d", prefix, j + 1, k + 1);
@@ -314,7 +310,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
for (j = 0; j < program->sub_type_count; j++) {
sprintf(name, "SUB_%d_PREFIX", j + 1);
prefix = config_file_get_str(shader_config, name, 0);
prefix = config_file_get_str(config, name, 0);
for (k = 0; k < program->sub_variant_count; k++) {
sprintf(name, "%s%d", prefix, k + 1);
program->sub_locations[i * program->sub_variant_count *
@@ -325,7 +321,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
}
// create texX uniforms pointer
prefix = config_file_get_str(shader_config, "UNIFORM_TEX_PREFIX", "tex");
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex");
for (j = 0; j < program->tex_count; j++) {
sprintf(name, "%s%d", prefix, j);
program->textures_locations[i * program->tex_count + j] =
@@ -339,7 +335,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
log_info("Program %d initialized", i + 1);
}
static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
static void init_programs(ShaderProgram *program, ConfigFile config) {
unsigned int i;
program->programs = malloc(program->frag_count * sizeof(GLuint));
@@ -367,30 +363,29 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
program->sub_variant_count * sizeof(GLuint));
for (i = 0; i < program->frag_count; i++) {
init_single_program(program, i, shader_config);
init_single_program(program, i, config);
}
}
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
Context context, VideoCapture *inputs,
ShaderProgram shaders_init(File *fragment_shaders, ConfigFile config,
SharedContext *context, VideoCapture *inputs,
unsigned int input_count, ShaderProgram *previous) {
ShaderProgram program;
if (previous == NULL) {
program.error = false;
program.last_width = context.width;
program.last_height = context.height;
program.tex_count = config_file_get_int(shader_config, "TEX_COUNT", 9);
program.frag_count = config_file_get_int(shader_config, "FRAG_COUNT", 6);
program.last_width = context->width;
program.last_height = context->height;
program.tex_count = config_file_get_int(config, "TEX_COUNT", 9);
program.frag_count = config_file_get_int(config, "FRAG_COUNT", 6);
program.frag_output_index =
config_file_get_int(shader_config, "FRAG_OUTPUT", 1) - 1;
config_file_get_int(config, "FRAG_OUTPUT", 1) - 1;
program.frag_monitor_index =
config_file_get_int(shader_config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count =
config_file_get_int(shader_config, "SUB_TYPE_COUNT", 0);
config_file_get_int(config, "FRAG_MONITOR", 1) - 1;
program.sub_type_count = config_file_get_int(config, "SUB_TYPE_COUNT", 0);
program.sub_variant_count =
config_file_get_int(shader_config, "SUB_VARIANT_COUNT", 0);
program.in_count = config_file_get_int(shader_config, "IN_COUNT", 0);
config_file_get_int(config, "SUB_VARIANT_COUNT", 0);
program.in_count = config_file_get_int(config, "IN_COUNT", 0);
init_gl(&program);
@@ -402,11 +397,11 @@ ShaderProgram shaders_init(File *fragment_shaders, ConfigFile shader_config,
init_textures(&program, context);
init_input(&program, shader_config, inputs, input_count);
init_input(&program, config, inputs, input_count);
init_framebuffers(&program, shader_config);
init_framebuffers(&program, config);
init_programs(&program, shader_config);
init_programs(&program, config);
init_vertices(&program);
@@ -435,38 +430,38 @@ void shaders_update(ShaderProgram program, File *fragment_shaders,
}
}
static void update_viewport(ShaderProgram program, Context context) {
static void update_viewport(ShaderProgram program, SharedContext *context) {
unsigned int i;
// viewport changed
if (context.width != program.last_width ||
context.height != program.last_height) {
if (context->width != program.last_width ||
context->height != program.last_height) {
// clean and resize all textures
for (i = 0; i < program.tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.internal_width,
context.internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->internal_width,
context->internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
}
}
}
static void use_program(ShaderProgram program, int i, bool output,
Context context) {
SharedContext *context) {
unsigned int j, k;
GLuint *subroutines;
vec2 resolution, tex_resolution, in_resolution;
resolution[0] = (float)context.width;
resolution[1] = (float)context.height;
tex_resolution[0] = (float)context.internal_width;
tex_resolution[1] = (float)context.internal_height;
resolution[0] = (float)context->width;
resolution[1] = (float)context->height;
tex_resolution[0] = (float)context->internal_width;
tex_resolution[1] = (float)context->internal_height;
subroutines = malloc(program.sub_type_count * sizeof(GLuint));
// use specific shader program
glUseProgram(program.programs[i]);
if (output) {
glViewport(0, 0, context.width, context.height);
glViewport(0, 0, context->width, context->height);
// use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -474,42 +469,42 @@ static void use_program(ShaderProgram program, int i, bool output,
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
} else {
glViewport(0, 0, context.internal_width, context.internal_height);
glViewport(0, 0, context->internal_width, context->internal_height);
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
// set fragment uniforms
glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
glUniform1f(program.itempo_locations[i], (const GLfloat)context.tempo);
glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
glUniform1i(program.idemo_locations[i], (const GLint)(context.demo ? 1 : 0));
glUniform1f(program.itime_locations[i], (const GLfloat)context->time);
glUniform1f(program.itempo_locations[i], (const GLfloat)context->tempo);
glUniform1i(program.ifps_locations[i], (const GLint)context->fps);
glUniform1i(program.idemo_locations[i], (const GLint)(context->demo ? 1 : 0));
glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
glUniform2fv(program.itexres_locations[i], 1,
(const GLfloat *)&tex_resolution);
for (j = 0; j < program.in_count; j++) {
in_resolution[0] = context.input_widths[j];
in_resolution[1] = context.input_heights[j];
in_resolution[0] = context->input_widths[j];
in_resolution[1] = context->input_heights[j];
glUniform2fv(program.iinres_locations[i * program.in_count + j], 1,
(const GLfloat *)&in_resolution);
glUniform1i(program.iinfmt_locations[i * program.in_count + j],
(const GLint)context.input_formats[j]);
(const GLint)context->input_formats[j]);
glUniform1i(program.iinfps_locations[i * program.in_count + j],
(const GLint)context.input_fps[j]);
(const GLint)context->input_fps[j]);
}
// set seeds uniforms
for (j = 0; j < program.frag_count; j++) {
glUniform1i(program.iseed_locations[i * program.frag_count + j],
(const GLint)context.seeds[j]);
(const GLint)context->seeds[j]);
}
// set subroutines for fragment and update state uniforms
for (j = 0; j < program.sub_type_count; j++) {
k = context.sub_state[i * program.sub_type_count + j];
k = context->sub_state[i * program.sub_type_count + j];
subroutines[j] = program.sub_locations[i * program.sub_type_count *
program.sub_variant_count +
j * program.sub_variant_count + k];
@@ -518,7 +513,7 @@ static void use_program(ShaderProgram program, int i, bool output,
program.istate_locations[i * program.frag_count *
program.sub_type_count +
k * program.sub_type_count + j],
(const GLint)context.sub_state[k * program.sub_type_count + j]);
(const GLint)context->sub_state[k * program.sub_type_count + j]);
}
}
@@ -536,8 +531,8 @@ static void use_program(ShaderProgram program, int i, bool output,
free(subroutines);
}
void shaders_compute(ShaderProgram program, Context context, bool monitor,
bool output_only) {
void shaders_compute(ShaderProgram program, SharedContext *context,
bool monitor, bool output_only) {
unsigned int i;
if (!output_only) {