749 lines
25 KiB
C
749 lines
25 KiB
C
#include <linmath.h>
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#include <log.h>
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#include <stddef.h>
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#include <stdio.h>
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#include "types.h"
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#include "config.h"
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#include "config_file.h"
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#include "constants.h"
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#include "file.h"
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#include "shaders.h"
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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#ifdef VIDEO_IN
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#define GLAD_EGL_IMPLEMENTATION
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#include <glad/egl.h>
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#endif /* VIDEO_IN */
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#include <GLFW/glfw3.h>
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#ifdef VIDEO_IN
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#include <GLFW/glfw3native.h>
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#endif /* VIDEO_IN */
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static const GLuint unused_uniform = (GLuint)-1;
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bool check_glerror(ShaderProgram *program) {
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unsigned int code;
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code = glGetError();
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if (code > 0) {
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log_warn("GL Error: %04x", code);
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program->error = true;
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}
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return code > 0;
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}
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bool check_eglerror(ShaderProgram *program, const char *context) {
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unsigned int code;
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code = eglGetError();
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if (code > 0 && code != EGL_SUCCESS) {
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log_warn("(%s) EGL Error: %04x", context, code);
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program->error = true;
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return true;
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}
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return false;
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}
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static void init_gl(ShaderProgram *program) {
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gladLoadGL(glfwGetProcAddress);
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#ifdef VIDEO_IN
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program->egl_display = glfwGetEGLDisplay();
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if (program->egl_display == EGL_NO_DISPLAY) {
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log_error("error: glfwGetEGLDisplay no EGLDisplay returned");
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program->error = true;
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return;
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}
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gladLoadEGL(program->egl_display, glfwGetProcAddress);
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#endif /* VIDEO_IN */
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}
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static void init_textures(ShaderProgram *program,
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const SharedContext *context) {
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glGenTextures(program->tex_count, program->textures);
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for (unsigned int i = 0; i < program->tex_count; i++) {
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// selects which texture unit subsequent texture state calls will affect
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, program->textures[i]);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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// define texture image as empty
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0],
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context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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// setup mipmap context
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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log_info("Texture %d initialized", i);
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}
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}
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static void rebind_textures(const ShaderProgram *program) {
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for (unsigned int i = 0; i < program->tex_count; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, program->textures[i]);
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}
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}
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#ifdef VIDEO_IN
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static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
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unsigned int input_index,
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unsigned int texture_index, bool swap,
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bool reload) {
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if (reload) {
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glDeleteTextures(1, program->textures + texture_index);
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glGenTextures(1, program->textures + texture_index);
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}
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EGLImageKHR dma_image;
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dma_image = EGL_NO_IMAGE_KHR;
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// https://registry.khronos.org/EGL/extensions/EXT/EGL_EXT_image_dma_buf_import.txt
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const EGLint attrib_list[] = {EGL_WIDTH,
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input->width,
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EGL_HEIGHT,
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input->height,
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EGL_LINUX_DRM_FOURCC_EXT,
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input->pixelformat,
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EGL_DMA_BUF_PLANE0_FD_EXT,
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swap ? input->exp_fd_swap : input->exp_fd,
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EGL_DMA_BUF_PLANE0_OFFSET_EXT,
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0,
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EGL_DMA_BUF_PLANE0_PITCH_EXT,
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input->bytesperline,
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EGL_NONE};
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dma_image = eglCreateImageKHR(program->egl_display, EGL_NO_CONTEXT,
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EGL_LINUX_DMA_BUF_EXT, NULL, attrib_list);
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if (check_eglerror(program, "eglCreateImageKHR")) {
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return;
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}
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if (swap) {
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program->dma_images_swap[input_index] = dma_image;
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} else {
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program->dma_images[input_index] = dma_image;
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}
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glActiveTexture(GL_TEXTURE0 + texture_index);
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glBindTexture(GL_TEXTURE_2D, program->textures[texture_index]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, input->width, input->height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, 0);
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// https://registry.khronos.org/OpenGL/extensions/EXT/EXT_EGL_image_storage.txt
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glEGLImageTargetTexStorageEXT(GL_TEXTURE_2D, dma_image, NULL);
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if (check_eglerror(program, "glEGLImageTargetTexStorageEXT")) {
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return;
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}
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log_info("Texture %d linked to %s", texture_index, input->name);
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}
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static void init_input(ShaderProgram *program, const ConfigFile *config,
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VideoCaptureArray *inputs, unsigned int i, bool reload) {
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unsigned int tex_i;
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char name[STR_LEN];
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if (i < inputs->length && !inputs->values[i].error) {
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snprintf(name, STR_LEN, "IN_%d_OUT", i + 1);
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tex_i = config_file_get_int(config, name, 0);
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link_input_to_texture(program, &inputs->values[i], i, tex_i, false, reload);
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if (inputs->values[i].with_swap) {
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snprintf(name, STR_LEN, "IN_%d_SWAP_OUT", i + 1);
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tex_i = config_file_get_int(config, name, 0);
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link_input_to_texture(program, &inputs->values[i], i, tex_i, true,
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reload);
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}
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} else {
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log_warn("Cannot link input %d", i + 1);
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}
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check_glerror(program);
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}
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#endif /* VIDEO_IN */
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static void init_framebuffers(ShaderProgram *program,
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const ConfigFile *config) {
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unsigned int tex_i;
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char name[STR_LEN];
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glGenFramebuffers(program->frag_count, program->frame_buffers);
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for (unsigned int i = 0; i < program->frag_count; i++) {
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if (i == program->frag_output_index || i == program->frag_monitor_index) {
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continue;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
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snprintf(name, STR_LEN, "FRAG_%d_OUT", i + 1);
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tex_i = config_file_get_int(config, name, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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program->textures[tex_i], 0);
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// check framebuffer status
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer %d is KO: %x", i + 1,
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glCheckFramebufferStatus(GL_FRAMEBUFFER));
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program->error = true;
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return;
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}
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log_info("Framebuffer %d initialized", i);
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}
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return;
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}
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static void init_vertices(ShaderProgram *program) {
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glGenBuffers(1, &program->vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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}
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static void bind_vertices(ShaderProgram *program, unsigned int index) {
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glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
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glGenVertexArrays(1, &program->vertex_array[index]);
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glBindVertexArray(program->vertex_array[index]);
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for (unsigned int i = 0; i < program->frag_count; i++) {
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// enable attribute pointer
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glEnableVertexAttribArray(program->vpos_locations[i]);
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// specify the location and data format of the array of generic vertex
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// attributes to use when rendering
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glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
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sizeof(Vertex), (void *)offsetof(Vertex, pos));
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}
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}
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static bool compile_shader(GLuint shader_id, const char *name,
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const char *source_code) {
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GLint status_params;
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char log[STR_LEN];
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log_info("Compiling '%s'...", name);
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// update shader source code
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glShaderSource(shader_id, 1, &source_code, NULL);
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// compile shader
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glCompileShader(shader_id);
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// get compilation status
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
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glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
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if (status_params == GL_FALSE) {
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log_error("Failed to compile\n%s", log);
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file_dump("error.glsl", source_code);
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} else {
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log_info("Compilation successful");
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}
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return status_params == GL_TRUE;
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}
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static void init_shaders(ShaderProgram *program, const Project *project) {
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// compile vertex shader
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program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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program->error = program->error || !compile_shader(program->vertex_shader,
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"internal vertex shader",
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vertex_shader_text);
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// compile fragment shaders
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for (unsigned int i = 0; i < program->frag_count; i++) {
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program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
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program->error = program->error ||
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!compile_shader(program->fragment_shaders[i],
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project->fragment_shaders[i][0].path,
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project->fragment_shaders[i][0].content);
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if (program->error) {
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return;
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}
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}
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}
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static void init_single_program(ShaderProgram *program, unsigned int i,
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const ConfigFile *config,
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const StateConfig *state_config) {
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unsigned int index1;
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unsigned int index2;
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char name[STR_LEN];
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const char *prefix;
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program->programs[i] = glCreateProgram();
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glAttachShader(program->programs[i], program->vertex_shader);
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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glLinkProgram(program->programs[i]);
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// create uniforms pointers
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program->itime_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_TIME", "iTime"));
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program->itempo_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_TEMPO", "iTempo"));
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program->ibeats_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_BEATS", "iBeats"));
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program->ifps_locations[i] = glGetUniformLocation(
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program->programs[i], config_file_get_str(config, "UNIFORM_FPS", "iFPS"));
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program->ires_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_RESOLUTION", "iResolution"));
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program->itexres_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_TEX_RESOLUTION", "iTexResolution"));
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program->idemo_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_DEMO", "iDemo"));
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program->iautorand_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_AUTORAND", "iAutoRand"));
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program->iautorandcycle_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_AUTORANDCYCLE", "iAutoRandCycle"));
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program->ipage_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_PAGE", "iPage"));
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program->iselected_locations[i] = glGetUniformLocation(
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program->programs[i],
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config_file_get_str(config, "UNIFORM_SELECTED", "iSelected"));
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prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX",
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"iInputResolution");
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for (unsigned int j = 0; j < program->in_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iinres_locations[i * program->in_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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prefix =
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config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat");
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for (unsigned int j = 0; j < program->in_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iinfmt_locations[i * program->in_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS");
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for (unsigned int j = 0; j < program->in_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iinfps_locations[i * program->in_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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prefix = config_file_get_str(config, "UNIFORM_IN_SWAP_PREFIX", "iInputSwap");
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for (unsigned int j = 0; j < program->in_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iinswap_locations[i * program->in_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed");
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for (unsigned int j = 0; j < program->frag_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iseed_locations[i * program->frag_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState");
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for (unsigned int j = 0; j < program->frag_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->istate_locations[i * program->frag_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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for (unsigned int j = 0; j < program->sub_type_count; j++) {
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snprintf(name, STR_LEN, "SUB_%d_PREFIX", j + 1);
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prefix = config_file_get_str(config, name, 0);
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for (unsigned int k = 0; k < program->sub_variant_count; k++) {
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snprintf(name, STR_LEN, "%s%d", prefix, k + 1);
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program->sub_locations[i * program->sub_variant_count *
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program->sub_type_count +
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j * program->sub_variant_count + k] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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}
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}
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prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive");
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for (unsigned int j = 0; j < program->active_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
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program->iactive_locations[i * program->active_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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if (program->midi_lengths.length == 0) {
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index1 = 0;
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for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
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for (unsigned int k = 0; k < state_config->midi_active_counts.values[j];
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k++) {
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program->midi_lengths.values[index1++] =
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state_config->midi_counts.values[j];
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}
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}
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program->midi_lengths.length = index1;
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}
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prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi");
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index2 = 0;
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for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
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for (unsigned int k = 0; k < state_config->midi_active_counts.values[j];
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k++) {
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snprintf(name, STR_LEN, "%s%d_%d", prefix, j + 1, k + 1);
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program->imidi_locations[i * program->midi_lengths.length + index2++] =
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glGetUniformLocation(program->programs[i], name);
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}
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}
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// create texX uniforms pointer
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prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex");
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for (unsigned int j = 0; j < program->tex_count; j++) {
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snprintf(name, STR_LEN, "%s%d", prefix, j);
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program->textures_locations[i * program->tex_count + j] =
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glGetUniformLocation(program->programs[i], name);
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}
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// create attribute pointer
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program->vpos_locations[i] =
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glGetAttribLocation(program->programs[i], "vPos");
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log_info("Program %d initialized", i + 1);
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}
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static void init_programs(ShaderProgram *program, const ConfigFile *config,
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const StateConfig *state_config) {
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for (unsigned int i = 0; i < program->frag_count; i++) {
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init_single_program(program, i, config, state_config);
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}
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}
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static void update_viewport(ShaderProgram *program,
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const SharedContext *context) {
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// viewport changed
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if (context->resolution[0] != program->last_resolution[0] ||
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context->resolution[1] != program->last_resolution[1]) {
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// clean and resize all textures
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for (unsigned int i = 0; i < program->tex_count; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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// TODO dont remap input textures
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0],
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context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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check_glerror(program);
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}
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program->last_resolution[0] = context->resolution[0];
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program->last_resolution[1] = context->resolution[1];
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}
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}
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static void write_uniform_1f(GLuint location, float value) {
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|
if (location != unused_uniform) {
|
|
glUniform1f(location, value);
|
|
}
|
|
}
|
|
|
|
static void write_uniform_1i(GLuint location, unsigned int value) {
|
|
if (location != unused_uniform) {
|
|
glUniform1i(location, (const GLint)value);
|
|
}
|
|
}
|
|
|
|
static void write_uniform_2f(GLuint location, const vec2 *value) {
|
|
if (location != unused_uniform) {
|
|
glUniform2fv(location, 1, (const GLfloat *)value);
|
|
}
|
|
}
|
|
|
|
static void write_uniform_multi_3f(GLuint location, unsigned int count,
|
|
const vec3 *value) {
|
|
if (location != unused_uniform) {
|
|
glUniform3fv(location, count, (const GLfloat *)value);
|
|
}
|
|
}
|
|
|
|
static void use_program(const ShaderProgram *program, int i, bool output,
|
|
const SharedContext *context) {
|
|
unsigned int k;
|
|
unsigned int offset;
|
|
unsigned int subcount;
|
|
GLuint subroutines[ARRAY_SIZE];
|
|
// use specific shader program
|
|
glUseProgram(program->programs[i]);
|
|
|
|
if (output) {
|
|
glViewport(0, 0, context->resolution[0], context->resolution[1]);
|
|
|
|
// use default framebuffer (output)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
// clear buffer
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
} else {
|
|
glViewport(0, 0, context->tex_resolution[0], context->tex_resolution[1]);
|
|
|
|
// use memory framebuffer
|
|
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
}
|
|
// set fragment uniforms
|
|
write_uniform_1f(program->itime_locations[i], context->time);
|
|
write_uniform_1f(program->itempo_locations[i], context->tempo.tempo);
|
|
write_uniform_1f(program->ibeats_locations[i], context->tempo_total);
|
|
write_uniform_1i(program->ifps_locations[i], context->fps);
|
|
write_uniform_1i(program->idemo_locations[i], context->demo ? 1 : 0);
|
|
write_uniform_1i(program->iautorand_locations[i],
|
|
context->auto_random ? 1 : 0);
|
|
write_uniform_1i(program->iautorandcycle_locations[i],
|
|
context->auto_random_cycle);
|
|
write_uniform_1i(program->ipage_locations[i], context->page);
|
|
write_uniform_1i(program->iselected_locations[i], context->selected + 1);
|
|
write_uniform_2f(program->ires_locations[i], &context->resolution);
|
|
write_uniform_2f(program->itexres_locations[i], &context->tex_resolution);
|
|
|
|
for (unsigned int j = 0; j < program->active_count; j++) {
|
|
write_uniform_1i(program->iactive_locations[i * program->active_count + j],
|
|
context->active[j] + 1);
|
|
}
|
|
|
|
for (unsigned int j = 0; j < program->in_count; j++) {
|
|
write_uniform_2f(program->iinres_locations[i * program->in_count + j],
|
|
&context->input_resolutions[j]);
|
|
write_uniform_1i(program->iinfmt_locations[i * program->in_count + j],
|
|
context->inputs.values[j].pixelformat);
|
|
write_uniform_1i(program->iinfps_locations[i * program->in_count + j],
|
|
context->inputs.values[j].fps);
|
|
write_uniform_1i(program->iinswap_locations[i * program->in_count + j],
|
|
context->inputs.values[j].swap ? 1 : 0);
|
|
}
|
|
|
|
// set seeds uniforms
|
|
for (unsigned int j = 0; j < program->frag_count; j++) {
|
|
write_uniform_1i(program->iseed_locations[i * program->frag_count + j],
|
|
context->seeds[j]);
|
|
}
|
|
|
|
for (unsigned int j = 0; j < program->frag_count; j++) {
|
|
write_uniform_1i(program->istate_locations[i * program->frag_count + j],
|
|
context->state.values[j] + 1);
|
|
}
|
|
|
|
offset = 0;
|
|
for (unsigned int j = 0; j < program->midi_lengths.length; j++) {
|
|
write_uniform_multi_3f(
|
|
program->imidi_locations[i * program->midi_lengths.length + j],
|
|
program->midi_lengths.values[j], context->values + offset);
|
|
offset += program->midi_lengths.values[j];
|
|
}
|
|
|
|
// set subroutines for fragment and update state uniforms
|
|
k = context->state.values[i];
|
|
subcount = 0;
|
|
for (unsigned int j = 0; j < program->sub_type_count; j++) {
|
|
if (program->sub_locations[i * program->sub_variant_count *
|
|
program->sub_type_count +
|
|
j * program->sub_variant_count + k] !=
|
|
unused_uniform) {
|
|
subroutines[subcount++] =
|
|
program->sub_locations[i * program->sub_variant_count *
|
|
program->sub_type_count +
|
|
j * program->sub_variant_count + k];
|
|
}
|
|
}
|
|
|
|
if (subcount > 0) {
|
|
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, subcount, subroutines);
|
|
}
|
|
|
|
// set GL_TEXTURE(X) to uniform sampler2D texX
|
|
for (unsigned int j = 0; j < program->tex_count; j++) {
|
|
write_uniform_1i(program->textures_locations[i * program->tex_count + j],
|
|
j);
|
|
}
|
|
|
|
// draw output
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
}
|
|
|
|
void shaders_init(ShaderProgram *program, const Project *project,
|
|
const SharedContext *context, bool rebind) {
|
|
if (!rebind) {
|
|
program->error = false;
|
|
program->last_resolution[0] = context->resolution[0];
|
|
program->last_resolution[1] = context->resolution[1];
|
|
program->tex_count = config_file_get_int(&project->config, "TEX_COUNT", 9);
|
|
program->frag_count = project->frag_count;
|
|
program->frag_output_index =
|
|
config_file_get_int(&project->config, "FRAG_OUTPUT", 1) - 1;
|
|
program->frag_monitor_index =
|
|
config_file_get_int(&project->config, "FRAG_MONITOR", 1) - 1;
|
|
program->sub_type_count =
|
|
config_file_get_int(&project->config, "SUB_TYPE_COUNT", 0);
|
|
program->in_count = config_file_get_int(&project->config, "IN_COUNT", 0);
|
|
program->sub_variant_count = project->state_config.state_max;
|
|
program->active_count = project->state_config.midi_active_counts.length;
|
|
program->midi_lengths.length = 0;
|
|
|
|
#ifdef VIDEO_IN
|
|
memset(program->dma_images, 0, sizeof(program->dma_images));
|
|
memset(program->dma_images_swap, 0, sizeof(program->dma_images_swap));
|
|
#endif /* VIDEO_IN */
|
|
|
|
init_gl(program);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
|
|
init_shaders(program, project);
|
|
|
|
if (program->error || check_glerror(program)) {
|
|
return;
|
|
}
|
|
|
|
init_textures(program, context);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
|
|
init_framebuffers(program, &project->config);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
|
|
init_programs(program, &project->config, &project->state_config);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
|
|
init_vertices(program);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
bind_vertices(program, rebind ? 1 : 0);
|
|
|
|
if (check_glerror(program)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
void shaders_relink_input(ShaderProgram *program, const Project *project,
|
|
VideoCaptureArray *inputs, unsigned int i) {
|
|
#ifdef VIDEO_IN
|
|
// shaders_free_input(program, i);
|
|
init_input(program, &project->config, inputs, i, true);
|
|
#endif /* VIDEO_IN */
|
|
}
|
|
|
|
void shaders_link_inputs(ShaderProgram *program, const Project *project,
|
|
VideoCaptureArray *inputs) {
|
|
#ifdef VIDEO_IN
|
|
for (unsigned int i = 0; i < program->in_count; i++) {
|
|
init_input(program, &project->config, inputs, i, false);
|
|
}
|
|
#endif /* VIDEO_IN */
|
|
}
|
|
|
|
void shaders_update(ShaderProgram *program, const File *fragment_shader,
|
|
unsigned int i, const Project *project) {
|
|
bool result;
|
|
|
|
result = compile_shader(program->fragment_shaders[i], fragment_shader->path,
|
|
fragment_shader->content);
|
|
|
|
if (result) {
|
|
init_single_program(program, i, &project->config, &project->state_config);
|
|
|
|
log_info("Program %d updated", i + 1);
|
|
}
|
|
}
|
|
|
|
void shaders_compute(ShaderProgram *program, const SharedContext *context,
|
|
bool monitor, bool output_only) {
|
|
if (!output_only) {
|
|
glBindVertexArray(program->vertex_array[0]);
|
|
|
|
update_viewport(program, context);
|
|
|
|
for (unsigned int i = 0; i < program->frag_count; i++) {
|
|
if (i != program->frag_output_index && i != program->frag_monitor_index) {
|
|
use_program(program, i, false, context);
|
|
}
|
|
}
|
|
} else {
|
|
glBindVertexArray(program->vertex_array[1]);
|
|
|
|
rebind_textures(program);
|
|
}
|
|
|
|
use_program(program,
|
|
monitor ? program->frag_monitor_index
|
|
: program->frag_output_index,
|
|
true, context);
|
|
}
|
|
|
|
void shaders_free(const ShaderProgram *program) {
|
|
for (unsigned int i = 0; i < program->frag_count; i++) {
|
|
glDeleteProgram(program->programs[i]);
|
|
}
|
|
|
|
glDeleteFramebuffers(program->frag_count, program->frame_buffers);
|
|
glDeleteTextures(program->tex_count, program->textures);
|
|
glDeleteBuffers(1, &program->vertex_buffer);
|
|
}
|
|
|
|
void shaders_free_window(const ShaderProgram *program, bool secondary) {
|
|
glDeleteVertexArrays(1, &program->vertex_array[secondary ? 1 : 0]);
|
|
}
|
|
|
|
void shaders_free_input(ShaderProgram *program, unsigned int input_index) {
|
|
#ifdef VIDEO_IN
|
|
if (program->dma_images[input_index] != EGL_NO_IMAGE_KHR) {
|
|
eglDestroyImageKHR(program->egl_display, program->dma_images[input_index]);
|
|
|
|
program->dma_images[input_index] = EGL_NO_IMAGE_KHR;
|
|
|
|
check_eglerror(program, "eglDestroyImageKHR");
|
|
}
|
|
if (program->dma_images_swap[input_index] != EGL_NO_IMAGE_KHR) {
|
|
eglDestroyImageKHR(program->egl_display,
|
|
program->dma_images_swap[input_index]);
|
|
|
|
program->dma_images_swap[input_index] = EGL_NO_IMAGE_KHR;
|
|
|
|
check_eglerror(program, "eglDestroyImageKHR");
|
|
}
|
|
#endif /* VIDEO_IN */
|
|
}
|