--- /dev/null
+/* GSK - The GTK Scene Kit
+ *
+ * Copyright 2020, Red Hat Inc
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/**
+ * SECTION:GskGLShader
+ * @Title: GskGLShader
+ * @Short_description: Fragment shaders for GSK
+ *
+ * A #GskGLShader is a snippet of GLSL that is meant to run in the
+ * fragment shader of the rendering pipeline. A fragment shader
+ * gets the coordinates being rendered as input and produces the
+ * pixel values for that particular pixel. Additionally, the
+ * shader can declare a set of other input arguments, called
+ * uniforms (as they are uniform over all the calls to your shader in
+ * each instance of use). A shader can also receive up to 4
+ * textures that it can use as input when producing the pixel data.
+ *
+ #GskGLShader is usually used with gtk_snapshot_push_gl_shader()
+* to produce a #GskGLShaderNode in the rendering hierarchy, and then
+* its input textures are constructed by rendering the child nodes to
+* textures before rendering the shader node itself. (You can pass
+* texture nodes as children if you want to directly use a texture
+* as input).
+ *
+ * The actual shader code is GLSL code that gets combined with
+ * some other code into the fragment shader. Since the exact
+ * capabilities of the GPU driver differs between different OpenGL
+ * drivers and hardware, GTK adds some defines that you can use
+ * to ensure your GLSL code runs on as many drivers as it can.
+ *
+ * If the OpenGL driver is GLES, then the shader language version
+ * is set to 100, and GSK_GLES will be defined in the shader.
+ *
+ * Otherwise, if the OpenGL driver does not support the 3.2 core profile,
+ * then the shader will run with language version 110 for GL2 and 130 for GL3,
+ * and GSK_LEGACY will be defined in the shader.
+ *
+ * If the OpenGL driver supports the 3.2 code profile, it will be used,
+ * the shader language version is set to 150, and GSK_GL3 will be defined
+ * in the shader.
+ *
+ * The main function the shader must implement is:
+ *
+ * |[<!-- language="plain" -->
+ * void mainImage(out vec4 fragColor,
+ * in vec2 fragCoord,
+ * in vec2 resolution,
+ * in vec2 uv)
+ * ]|
+ *
+ * Where the input @fragCoord is the coordinate of the pixel we're
+ * currently rendering, relative to the boundary rectangle that was
+ * specified in the #GskGLShaderNode, and @resolution is the width and
+ * height of that rectangle. This is in the typical GTK coordinate
+ * system with the origin in the top left. @uv contains the u and v
+ * coordinates that can be used to index a texture at the
+ * corresponding point. These coordinates are in the [0..1]x[0..1]
+ * region, with 0, 0 being in the lower left cornder (which is typical
+ * for OpenGL).
+ *
+ * The output @fragColor should be a RGBA color (with
+ * premultiplied alpha) that will be used as the output for the
+ * specified pixel location. Note that this output will be
+ * automatically clipped to the clip region of the glshader node.
+ *
+ * In addition to the function arguments the shader can define
+ * up to 4 uniforms for textures which must be called u_textureN
+ * (i.e. u_texture1 to u_texture4) as well as any custom uniforms
+ * you want of types int, uint, bool, float, vec2, vec3 or vec4.
+ *
+ * All textures sources contain premultiplied alpha colors, but if some
+ * there are outer sources of colors there is a gsk_premultiply() helper
+ * to compute premultiplication when needed.
+ *
+ * Note that GTK parses the uniform declarations, so each uniform has to
+ * be on a line by itself with no other code, like so:
+ *
+ * |[<!-- language="plain" -->
+ * uniform float u_time;
+ * uniform vec3 u_color;
+ * uniform sampler2D u_texture1;
+ * uniform sampler2D u_texture2;
+ * ]|
+ *
+ * GTK uses the the "gsk" namespace in the symbols it uses in the
+ * shader, so your code should not use any symbols with the prefix gsk
+ * or GSK. There are some helper functions declared that you can use:
+ *
+ * |[<!-- language="plain" -->
+ * vec4 GskTexture(sampler2D sampler, vec2 texCoords);
+ * ]|
+ *
+ * This samples a texture (e.g. u_texture1) at the specified
+ * coordinates, and containes some helper ifdefs to ensure that
+ * it works on all OpenGL versions.
+ *
+ * # An example shader
+ *
+ * |[<!-- language="plain" -->
+ * uniform float position;
+ * uniform sampler2D u_texture1;
+ * uniform sampler2D u_texture2;
+ *
+ * void mainImage(out vec4 fragColor,
+ * in vec2 fragCoord,
+ * in vec2 resolution,
+ * in vec2 uv) {
+ * vec4 source1 = GskTexture(u_texture1, uv);
+ * vec4 source2 = GskTexture(u_texture2, uv);
+ *
+ * fragColor = position * source1 + (1.0 - position) * source2;
+ * }
+ * ]|
+ */
+
+#include "config.h"
+#include "gskglshader.h"
+#include "gskglshaderprivate.h"
+#include "gskdebugprivate.h"
+#include "gl/gskglrendererprivate.h"
+
+static GskGLUniformType
+uniform_type_from_glsl (const char *str)
+{
+ if (strcmp (str, "int") == 0)
+ return GSK_GL_UNIFORM_TYPE_INT;
+ if (strcmp (str, "uint") == 0)
+ return GSK_GL_UNIFORM_TYPE_UINT;
+ if (strcmp (str, "bool") == 0)
+ return GSK_GL_UNIFORM_TYPE_BOOL;
+ if (strcmp (str, "float") == 0)
+ return GSK_GL_UNIFORM_TYPE_FLOAT;
+ if (strcmp (str, "vec2") == 0)
+ return GSK_GL_UNIFORM_TYPE_VEC2;
+ if (strcmp (str, "vec3") == 0)
+ return GSK_GL_UNIFORM_TYPE_VEC3;
+ if (strcmp (str, "vec4") == 0)
+ return GSK_GL_UNIFORM_TYPE_VEC4;
+
+ return GSK_GL_UNIFORM_TYPE_NONE;
+}
+
+static const char *
+uniform_type_name (GskGLUniformType type)
+{
+ switch (type)
+ {
+ case GSK_GL_UNIFORM_TYPE_FLOAT:
+ return "float";
+
+ case GSK_GL_UNIFORM_TYPE_INT:
+ return "int";
+
+ case GSK_GL_UNIFORM_TYPE_UINT:
+ return "uint";
+
+ case GSK_GL_UNIFORM_TYPE_BOOL:
+ return "bool";
+
+ case GSK_GL_UNIFORM_TYPE_VEC2:
+ return "vec2";
+
+ case GSK_GL_UNIFORM_TYPE_VEC3:
+ return "vec3";
+
+ case GSK_GL_UNIFORM_TYPE_VEC4:
+ return "vec4";
+
+ case GSK_GL_UNIFORM_TYPE_NONE:
+ default:
+ g_assert_not_reached ();
+ return NULL;
+ }
+}
+
+static int
+uniform_type_size (GskGLUniformType type)
+{
+ switch (type)
+ {
+ case GSK_GL_UNIFORM_TYPE_FLOAT:
+ return sizeof (float);
+
+ case GSK_GL_UNIFORM_TYPE_INT:
+ return sizeof (gint32);
+
+ case GSK_GL_UNIFORM_TYPE_UINT:
+ case GSK_GL_UNIFORM_TYPE_BOOL:
+ return sizeof (guint32);
+
+ case GSK_GL_UNIFORM_TYPE_VEC2:
+ return sizeof (float) * 2;
+
+ case GSK_GL_UNIFORM_TYPE_VEC3:
+ return sizeof (float) * 3;
+
+ case GSK_GL_UNIFORM_TYPE_VEC4:
+ return sizeof (float) * 4;
+
+ case GSK_GL_UNIFORM_TYPE_NONE:
+ default:
+ g_assert_not_reached ();
+ return 0;
+ }
+}
+
+struct _GskGLShader
+{
+ GObject parent_instance;
+ GBytes *source;
+ char *resource;
+ int n_textures;
+ int uniforms_size;
+ GArray *uniforms;
+};
+
+G_DEFINE_TYPE (GskGLShader, gsk_gl_shader, G_TYPE_OBJECT)
+
+enum {
+ GLSHADER_PROP_0,
+ GLSHADER_PROP_SOURCE,
+ GLSHADER_PROP_RESOURCE,
+ GLSHADER_N_PROPS
+};
+static GParamSpec *gsk_gl_shader_properties[GLSHADER_N_PROPS];
+
+static void
+gsk_gl_shader_get_property (GObject *object,
+ guint prop_id,
+ GValue *value,
+ GParamSpec *pspec)
+{
+ GskGLShader *shader = GSK_GL_SHADER (object);
+
+ switch (prop_id)
+ {
+ case GLSHADER_PROP_SOURCE:
+ g_value_set_boxed (value, shader->source);
+ break;
+
+ case GLSHADER_PROP_RESOURCE:
+ g_value_set_string (value, shader->resource);
+ break;
+
+ default:
+ g_assert_not_reached ();
+ }
+}
+
+static void
+gsk_gl_shader_set_property (GObject *object,
+ guint prop_id,
+ const GValue *value,
+ GParamSpec *pspec)
+{
+ GskGLShader *shader = GSK_GL_SHADER (object);
+
+ switch (prop_id)
+ {
+ case GLSHADER_PROP_SOURCE:
+ g_clear_pointer (&shader->source, g_bytes_unref);
+ shader->source = g_value_dup_boxed (value);
+ break;
+
+ case GLSHADER_PROP_RESOURCE:
+ {
+ GError *error = NULL;
+ GBytes *source;
+ const char *resource;
+
+ resource = g_value_get_string (value);
+ if (resource == NULL)
+ break;
+
+ source = g_resources_lookup_data (resource, 0, &error);
+ if (source)
+ {
+ g_clear_pointer (&shader->source, g_bytes_unref);
+ shader->source = source;
+ shader->resource = g_strdup (resource);
+ }
+ else
+ {
+ g_critical ("Unable to load resource %s for glshader: %s", resource, error->message);
+ g_error_free (error);
+ if (shader->source == NULL)
+ shader->source = g_bytes_new_static ("", 1);
+ }
+ }
+ break;
+
+ default:
+ g_assert_not_reached ();
+ }
+}
+
+static void
+gsk_gl_shader_finalize (GObject *object)
+{
+ GskGLShader *shader = GSK_GL_SHADER (object);
+
+ g_bytes_unref (shader->source);
+ g_free (shader->resource);
+ for (int i = 0; i < shader->uniforms->len; i ++)
+ g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
+ g_array_free (shader->uniforms, TRUE);
+
+ G_OBJECT_CLASS (gsk_gl_shader_parent_class)->finalize (object);
+}
+
+static GRegex *uniform_regexp = NULL; /* Initialized in class_init */
+
+
+static void
+gsk_gl_shader_add_uniform (GskGLShader *shader,
+ const char *name,
+ GskGLUniformType type)
+{
+ GskGLUniform uniform = {
+ g_strdup (name),
+ type,
+ shader->uniforms_size
+ };
+
+ shader->uniforms_size += uniform_type_size (type);
+
+ g_array_append_val (shader->uniforms, uniform);
+}
+
+static void
+gsk_gl_shader_constructed (GObject *object)
+{
+ GskGLShader *shader = GSK_GL_SHADER (object);
+ gsize string_len;
+ const char *string = g_bytes_get_data (shader->source, &string_len);
+ GMatchInfo *match_info;
+ int max_texture_seen = 0;
+
+ g_regex_match_full (uniform_regexp,
+ string, string_len, 0, 0,
+ &match_info, NULL);
+ while (g_match_info_matches (match_info))
+ {
+ char *type = g_match_info_fetch (match_info, 1);
+ char *name = g_match_info_fetch (match_info, 2);
+
+ if (strcmp (type, "sampler2D") == 0)
+ {
+ /* Textures are special cased */
+
+ if (g_str_has_prefix (name, "u_texture") &&
+ strlen (name) == strlen ("u_texture")+1)
+ {
+ char digit = name[strlen("u_texture")];
+ if (digit >= '1' && digit <= '9')
+ max_texture_seen = MAX(max_texture_seen, digit - '0');
+ }
+ else
+ g_debug ("Unhandled shader texture uniform '%s', use uniforms of name 'u_texture[1..9]'", name);
+ }
+ else
+ {
+ GskGLUniformType utype = uniform_type_from_glsl (type);
+ g_assert (utype != GSK_GL_UNIFORM_TYPE_NONE); // Shouldn't have matched the regexp
+ gsk_gl_shader_add_uniform (shader, name, utype);
+ }
+
+ g_free (type);
+ g_free (name);
+
+ g_match_info_next (match_info, NULL);
+ }
+
+ g_match_info_free (match_info);
+
+ shader->n_textures = max_texture_seen;
+
+ if (GSK_DEBUG_CHECK(SHADERS))
+ {
+ GString *s;
+
+ s = g_string_new ("");
+ for (int i = 0; i < shader->uniforms->len; i++)
+ {
+ GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
+ if (i > 0)
+ g_string_append (s, ", ");
+ g_string_append_printf (s, "%s %s", uniform_type_name (u->type), u->name);
+ }
+ g_message ("Shader constructed: %d textures, %d uniforms (%s)",
+ shader->n_textures, shader->uniforms->len,
+ s->str);
+ g_string_free (s, TRUE);
+ }
+}
+
+#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
+#define OPT_SPACE_RE "[ \\t]*"
+#define UNIFORM_TYPE_RE "(int|uint|bool|float|vec2|vec3|vec4|sampler2D)"
+#define UNIFORM_NAME_RE "([\\w]+)"
+#define OPT_INIT_VALUE_RE "[-\\w(),. ]+" // This is a bit simple, but will match most initializers
+#define OPT_COMMENT_RE "(//.*)?"
+#define OPT_INITIALIZER_RE "(" OPT_SPACE_RE "=" OPT_SPACE_RE OPT_INIT_VALUE_RE ")?"
+#define UNIFORM_MATCHER_RE "^uniform" SPACE_RE UNIFORM_TYPE_RE SPACE_RE UNIFORM_NAME_RE OPT_INITIALIZER_RE OPT_SPACE_RE ";" OPT_SPACE_RE OPT_COMMENT_RE "$"
+
+static void
+gsk_gl_shader_class_init (GskGLShaderClass *klass)
+{
+ GObjectClass *object_class = G_OBJECT_CLASS (klass);
+ uniform_regexp = g_regex_new (UNIFORM_MATCHER_RE,
+ G_REGEX_MULTILINE | G_REGEX_RAW | G_REGEX_OPTIMIZE,
+ 0, NULL);
+
+ object_class->get_property = gsk_gl_shader_get_property;
+ object_class->set_property = gsk_gl_shader_set_property;
+ object_class->finalize = gsk_gl_shader_finalize;
+ object_class->constructed = gsk_gl_shader_constructed;
+
+ /**
+ * GskGLShader:sourcecode:
+ *
+ * The source code for the shader, as a #GBytes.
+ */
+ gsk_gl_shader_properties[GLSHADER_PROP_SOURCE] =
+ g_param_spec_boxed ("source",
+ "Source",
+ "The sourcecode for the shader",
+ G_TYPE_BYTES,
+ G_PARAM_READWRITE |
+ G_PARAM_CONSTRUCT_ONLY |
+ G_PARAM_STATIC_STRINGS);
+
+ /**
+ * GskGLShader:resource:
+ *
+ * resource containing the source code for the shader.
+ */
+ gsk_gl_shader_properties[GLSHADER_PROP_RESOURCE] =
+ g_param_spec_string ("resource",
+ "Resources",
+ "Resource path to the source code",
+ NULL,
+ G_PARAM_READWRITE |
+ G_PARAM_CONSTRUCT_ONLY |
+ G_PARAM_STATIC_STRINGS);
+
+ g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_gl_shader_properties);
+}
+
+static void
+gsk_gl_shader_init (GskGLShader *shader)
+{
+ shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
+}
+
+/**
+ * gsk_gl_shader_new_from_bytes:
+ * @sourcecode: The sourcecode for the shader, as a #GBytes
+ *
+ * Creates a #GskGLShader that will render pixels using the specified code.
+ *
+ * Returns: (transfer full): A new #GskGLShader
+ */
+GskGLShader *
+gsk_gl_shader_new_from_bytes (GBytes *sourcecode)
+{
+ g_return_val_if_fail (sourcecode != NULL, NULL);
+
+ return g_object_new (GSK_TYPE_GL_SHADER,
+ "source", sourcecode,
+ NULL);
+}
+
+/**
+ * gsk_gl_shader_new_from_resource:
+ * @resource_path: valid path to a resource that contains the sourcecode for the shader
+ *
+ * Creates a #GskGLShader that will render pixels using the specified code.
+ *
+ * Returns: (transfer full): A new #GskGLShader
+ */
+GskGLShader *
+gsk_gl_shader_new_from_resource (const char *resource_path)
+{
+ g_return_val_if_fail (resource_path != NULL, NULL);
+
+ return g_object_new (GSK_TYPE_GL_SHADER,
+ "resource", resource_path,
+ NULL);
+}
+
+/**
+ * gsk_gl_shader_compile:
+ * @shader: A #GskGLShader
+ * @renderer: A #GskRenderer
+ * @error: Location to store error int
+ *
+ * Tries to compile the @shader for the given @renderer, and reports
+ * %FALSE with an error if there is a problem. You should use this
+ * before relying on the shader for rendering and use a fallback with
+ * a simpler shader or without shaders if it fails.
+ *
+ * Note that this will modify the rendering state (for example
+ * change the current GL context) and requires the renderer to be
+ * set up. This means that the widget has to be realized. Commonly you
+ * want to call this from the realize signal of a widget, or during
+ * widget snapshot.
+ *
+ * Returns: %TRUE on success, %FALSE if an error occurred
+ */
+gboolean
+gsk_gl_shader_compile (GskGLShader *shader,
+ GskRenderer *renderer,
+ GError **error)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), FALSE);
+
+ if (GSK_IS_GL_RENDERER (renderer))
+ return gsk_gl_render_try_compile_gl_shader (GSK_GL_RENDERER (renderer),
+ shader, error);
+
+ g_set_error (error, G_IO_ERROR, G_IO_ERROR_NOT_SUPPORTED,
+ "The renderer does not support gl shaders");
+ return FALSE;
+}
+
+
+/**
+ * gsk_gl_shader_get_source:
+ * @shader: A #GskGLShader
+ *
+ * Get the source code being used to render this shader.
+ *
+ * Returns: (transfer none): The source code for the shader
+ */
+GBytes *
+gsk_gl_shader_get_source (GskGLShader *shader)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
+
+ return shader->source;
+}
+
+/**
+ * gsk_gl_shader_get_resource:
+ * @shader: A #GskGLShader
+ *
+ * Get the resource path for the sourcecode being used to render this shader.
+ *
+ * Returns: (transfer none): The resource path for the shader, or %NULL if none.
+ */
+const char *
+gsk_gl_shader_get_resource (GskGLShader *shader)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
+
+ return shader->resource;
+}
+
+/**
+ * gsk_gl_shader_get_n_textures:
+ * @shader: A #GskGLShader
+ *
+ * Returns the number of textures that the shader requires. This can be used
+ * to check that the a passed shader works in your usecase. This
+ * is determined by looking at the highest u_textureN value that the
+ * shader defines.
+ *
+ * Returns: The nr of texture input this shader requires.
+ */
+int
+gsk_gl_shader_get_n_textures (GskGLShader *shader)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ return shader->n_textures;
+}
+
+/**
+ * gsk_gl_shader_get_n_uniforms:
+ * @shader: A #GskGLShader
+ *
+ * Get the number of declared uniforms for this shader.
+ *
+ * Returns: The nr of declared uniforms
+ */
+int
+gsk_gl_shader_get_n_uniforms (GskGLShader *shader)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ return shader->uniforms->len;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_name:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the name of a declared uniforms for this shader at index @indx.
+ *
+ * Returns: (transfer none): The name of the declared uniform
+ */
+const char *
+gsk_gl_shader_get_uniform_name (GskGLShader *shader,
+ int idx)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
+
+ return g_array_index (shader->uniforms, GskGLUniform, idx).name;
+}
+
+/**
+ * gsk_gl_shader_find_uniform_by_name:
+ * @shader: A #GskGLShader
+ * @name: A uniform name
+ *
+ * Looks for a uniform by the name @name, and returns the index
+ * of the unifor, or -1 if it was not found.
+ *
+ * Returns: The index of the uniform, or -1
+ */
+int
+gsk_gl_shader_find_uniform_by_name (GskGLShader *shader,
+ const char *name)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), -1);
+
+ for (int i = 0; i < shader->uniforms->len; i++)
+ {
+ const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
+ if (strcmp (u->name, name) == 0)
+ return i;
+ }
+
+ return -1;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_type:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the type of a declared uniforms for this shader at index @indx.
+ *
+ * Returns: The type of the declared uniform
+ */
+GskGLUniformType
+gsk_gl_shader_get_uniform_type (GskGLShader *shader,
+ int idx)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ return g_array_index (shader->uniforms, GskGLUniform, idx).type;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_offset:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the offset into the data block where data for this uniforms is stored.
+ *
+ * Returns: The data offset
+ */
+int
+gsk_gl_shader_get_uniform_offset (GskGLShader *shader,
+ int idx)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
+}
+
+const GskGLUniform *
+gsk_gl_shader_get_uniforms (GskGLShader *shader,
+ int *n_uniforms)
+{
+ *n_uniforms = shader->uniforms->len;
+ return &g_array_index (shader->uniforms, GskGLUniform, 0);
+}
+
+/**
+ * gsk_gl_shader_get_args_size:
+ * @shader: A #GskGLShader
+ *
+ * Get the size of the data block used to specify arguments for this shader.
+ *
+ * Returns: The size of the data block
+ */
+gsize
+gsk_gl_shader_get_args_size (GskGLShader *shader)
+{
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ return shader->uniforms_size;
+}
+
+static const GskGLUniform *
+gsk_gl_shader_find_uniform (GskGLShader *shader,
+ const char *name)
+{
+ for (int i = 0; i < shader->uniforms->len; i++)
+ {
+ const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
+ if (strcmp (u->name, name) == 0)
+ return u;
+ }
+
+ return NULL;
+}
+
+/**
+ * gsk_gl_shader_get_arg_float:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of float type.
+ *
+ * Returns: The value
+ */
+float
+gsk_gl_shader_get_arg_float (GskGLShader *shader,
+ GBytes *args,
+ int idx)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
+
+ args_src = data + u->offset;
+ return *(float *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_arg_int:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of int type.
+ *
+ * Returns: The value
+ */
+gint32
+gsk_gl_shader_get_arg_int (GskGLShader *shader,
+ GBytes *args,
+ int idx)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
+
+ args_src = data + u->offset;
+ return *(gint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_arg_uint:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of uint type.
+ *
+ * Returns: The value
+ */
+guint32
+gsk_gl_shader_get_arg_uint (GskGLShader *shader,
+ GBytes *args,
+ int idx)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
+
+ args_src = data + u->offset;
+ return *(guint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_arg_bool:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of bool type.
+ *
+ * Returns: The value
+ */
+gboolean
+gsk_gl_shader_get_arg_bool (GskGLShader *shader,
+ GBytes *args,
+ int idx)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
+
+ args_src = data + u->offset;
+ return *(guint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_arg_vec2:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of vec2 type.
+ */
+void
+gsk_gl_shader_get_arg_vec2 (GskGLShader *shader,
+ GBytes *args,
+ int idx,
+ graphene_vec2_t *out_value)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_if_fail (GSK_IS_GL_SHADER (shader));
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
+
+ args_src = data + u->offset;
+ graphene_vec2_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_get_arg_vec3:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of vec3 type.
+ */
+void
+gsk_gl_shader_get_arg_vec3 (GskGLShader *shader,
+ GBytes *args,
+ int idx,
+ graphene_vec3_t *out_value)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_if_fail (GSK_IS_GL_SHADER (shader));
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
+
+ args_src = data + u->offset;
+ graphene_vec3_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_get_arg_vec4:
+ * @shader: A #GskGLShader
+ * @args: The uniform arguments
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @args block.
+ * The uniform must be of vec4 type.
+ */
+void
+gsk_gl_shader_get_arg_vec4 (GskGLShader *shader,
+ GBytes *args,
+ int idx,
+ graphene_vec4_t *out_value)
+{
+ const GskGLUniform *u;
+ const guchar *args_src;
+ gsize size;
+ const guchar *data = g_bytes_get_data (args, &size);
+
+ g_return_if_fail (GSK_IS_GL_SHADER (shader));
+
+ g_assert (size == shader->uniforms_size);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
+
+ args_src = data + u->offset;
+ graphene_vec4_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_format_args_va:
+ * @shader: A #GskGLShader
+ * @uniforms: Name-Value pairs for the uniforms of @shader, ending with a
+ * %NULL name, all values are passed by reference.
+ *
+ * Formats the uniform data as needed for feeding the named uniforms
+ * values into the shader. The argument list is a list of pairs of
+ * names, and values for the types that match the declared uniforms
+ * (i.e. double/int/guint/gboolean for primitive values and
+ * `graphene_vecN_t *` for vecN uniforms).
+ *
+ * It is an error to pass a uniform name that is not declared by the shader.
+ *
+ * Any uniforms of the shader that are not included in the argument list
+ * are zero-initialized.
+ *
+ * Returns: (transfer full): A newly allocated block of data which can be
+ * passed to gsk_gl_shader_node_new().
+ */
+GBytes *
+gsk_gl_shader_format_args_va (GskGLShader *shader,
+ va_list uniforms)
+{
+ guchar *args = g_malloc0 (shader->uniforms_size);
+ const char *name;
+
+ g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
+
+ while ((name = va_arg (uniforms, const char *)) != NULL)
+ {
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ u = gsk_gl_shader_find_uniform (shader, name);
+ if (u == NULL)
+ {
+ g_warning ("No uniform named `%s` in shader", name);
+ break;
+ }
+
+ args_dest = args + u->offset;
+
+ /* We use pointers-to-value so that all values are the same
+ size, otherwise we couldn't handle the missing uniform case above */
+
+ switch (u->type)
+ {
+ case GSK_GL_UNIFORM_TYPE_FLOAT:
+ *(float *)args_dest = (float)va_arg (uniforms, double); /* floats are promoted to double in varargs */
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_INT:
+ *(gint32 *)args_dest = (gint32)va_arg (uniforms, int);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_UINT:
+ *(guint32 *)args_dest = (guint32)va_arg (uniforms, guint);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_BOOL:
+ *(guint32 *)args_dest = (gboolean)va_arg (uniforms, gboolean);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC2:
+ graphene_vec2_to_float (va_arg (uniforms, const graphene_vec2_t *),
+ (float *)args_dest);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC3:
+ graphene_vec3_to_float (va_arg (uniforms, const graphene_vec3_t *),
+ (float *)args_dest);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC4:
+ graphene_vec4_to_float (va_arg (uniforms, const graphene_vec4_t *),
+ (float *)args_dest);
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_NONE:
+ default:
+ g_assert_not_reached ();
+ }
+ }
+
+ return g_bytes_new_take (args, shader->uniforms_size);
+}
+
+/**
+ * gsk_gl_shader_format_args:
+ * @shader: A #GskGLShader
+ * @...: Name-Value pairs for the uniforms of @shader, ending with a %NULL
+ * name, all values are passed by reference.
+ *
+ * Formats the uniform data as needed for feeding the named uniforms
+ * values into the shader. The argument list is a list of pairs of
+ * names, and values for the types that match the declared uniforms
+ * (i.e. double/int/guint/gboolean for primitive values and
+ * `graphene_vecN_t *` for vecN uniforms).
+ *
+ * Any uniforms of the shader that are not included in the argument list
+ * are zero-initialized.
+ *
+ * Returns: (transfer full): A newly allocated block of data which can be
+ * passed to gsk_gl_shader_node_new().
+ */
+GBytes *
+gsk_gl_shader_format_args (GskGLShader *shader,
+ ...)
+{
+ GBytes *bytes;
+ va_list args;
+
+ va_start (args, shader);
+ bytes = gsk_gl_shader_format_args_va (shader, args);
+ va_end (args);
+
+ return bytes;
+}
+
+struct _GskShaderArgsBuilder {
+ guint ref_count;
+ GskGLShader *shader;
+ guchar *data;
+};
+
+G_DEFINE_BOXED_TYPE (GskShaderArgsBuilder, gsk_shader_args_builder,
+ gsk_shader_args_builder_ref,
+ gsk_shader_args_builder_unref);
+
+
+/**
+ * gsk_gl_shader_build_args:
+ * @shader: A #GskGLShader
+ * @initial_values: (nullable): optional #Bytes with initial values
+ *
+ * Allocates a builder that can be used to construct a new uniform data
+ * chunk.
+ *
+ * Returns: (transfer full): The newly allocated builder, free with
+ * gsk_shader_args_builder_free()
+ */
+GskShaderArgsBuilder *
+gsk_shader_args_builder_new (GskGLShader *shader,
+ GBytes *initial_values)
+{
+ GskShaderArgsBuilder *builder = g_new0 (GskShaderArgsBuilder, 1);
+ builder->ref_count = 1;
+ builder->shader = g_object_ref (shader);
+ builder->data = g_malloc0 (shader->uniforms_size);
+
+ if (initial_values)
+ {
+ gsize size;
+ const guchar *data = g_bytes_get_data (initial_values, &size);
+
+ g_assert (size == shader->uniforms_size);
+ memcpy (builder->data, data, size);
+ }
+
+ return builder;
+}
+
+/**
+ * gsk_shader_args_builder_to_args:
+ * @builder: A #GskShaderArgsBuilder
+ *
+ * Creates a new #GBytes args from the current state of the
+ * given @builder. Any uniforms of the shader that have not
+ * been explicitly set on the @builder are zero-initialized.
+ *
+ * The given #GskShaderArgsBuilder is reset once this function returns;
+ * you cannot call this function multiple times on the same @builder instance.
+ *
+ * This function is intended primarily for bindings. C code should use
+ * gsk_shader_args_builder_free_to_args().
+ *
+ *
+ * Returns: (transfer full): The newly allocated builder, free with
+ * gsk_shader_args_builder_free()
+ */
+GBytes *
+gsk_shader_args_builder_to_args (GskShaderArgsBuilder *builder)
+{
+ return g_bytes_new_take (g_steal_pointer (&builder->data),
+ builder->shader->uniforms_size);
+}
+
+/**
+ * gdk_content_formats_builder_free_to_args: (skip)
+ * @builder: a #GdkContentFormatsBuilder
+ *
+ * Creates a new #GBytes args from the current state of the
+ * given @builder, and frees the @builder instance. Any uniforms
+ * of the shader that have not been explicitly set on the @builder
+ * are zero-initialized.
+ *
+ * Returns: (transfer full): the newly created #GBytes
+ * with all the args added to @builder
+ */
+GBytes *
+gsk_shader_args_builder_free_to_args (GskShaderArgsBuilder *builder)
+{
+ GBytes *res;
+
+ g_return_val_if_fail (builder != NULL, NULL);
+
+ res = gsk_shader_args_builder_to_args (builder);
+
+ gsk_shader_args_builder_unref (builder);
+
+ return res;
+}
+
+
+/**
+ * gsk_shader_args_builder_unref:
+ * @builder: A #GskShaderArgsBuilder
+ *
+ * Decreases the reference count of a #GskShaderArgBuilder by one.
+ * If the resulting reference count is zero, frees the builder.
+ */
+void
+gsk_shader_args_builder_unref (GskShaderArgsBuilder *builder)
+
+{
+ g_return_if_fail (builder != NULL);
+ g_return_if_fail (builder->ref_count > 0);
+
+ builder->ref_count--;
+ if (builder->ref_count > 0)
+ return;
+
+ g_object_unref (builder->shader);
+ g_free (builder->data);
+ g_free (builder);
+}
+
+/**
+ * gsk_shader_args_builder_ref:
+ * @builder: A #GskShaderArgsBuilder
+ *
+ * Increases the reference count of a #GskShaderArgsBuilder by one.
+ *
+ * Returns: the passed in #GskShaderArgsBuilder.
+ */
+GskShaderArgsBuilder *
+gsk_shader_args_builder_ref (GskShaderArgsBuilder *builder)
+{
+ g_return_val_if_fail (builder != NULL, NULL);
+
+ builder->ref_count++;
+ return builder;
+}
+
+/**
+ * gsk_shader_args_builder_set_float:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of float type.
+ */
+void
+gsk_shader_args_builder_set_float (GskShaderArgsBuilder *builder,
+ int idx,
+ float value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_FLOAT);
+
+ args_dest = builder->data + u->offset;
+ *(float *)args_dest = value;
+}
+
+/**
+ * gsk_shader_args_builder_set_int:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of int type.
+ */
+void
+gsk_shader_args_builder_set_int (GskShaderArgsBuilder *builder,
+ int idx,
+ gint32 value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_INT);
+
+ args_dest = builder->data + u->offset;
+ *(gint32 *)args_dest = value;
+}
+
+/**
+ * gsk_shader_args_builder_set_uint:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of uint type.
+ */
+void
+gsk_shader_args_builder_set_uint (GskShaderArgsBuilder *builder,
+ int idx,
+ guint32 value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_UINT);
+
+ args_dest = builder->data + u->offset;
+ *(guint32 *)args_dest = value;
+}
+
+/**
+ * gsk_shader_args_builder_set_bool:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of bool type.
+ */
+void
+gsk_shader_args_builder_set_bool (GskShaderArgsBuilder *builder,
+ int idx,
+ gboolean value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_BOOL);
+
+ args_dest = builder->data + u->offset;
+ *(guint32 *)args_dest = !!value;
+}
+
+/**
+ * gsk_shader_args_builder_set_vec2:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec2 type.
+ */
+void
+gsk_shader_args_builder_set_vec2 (GskShaderArgsBuilder *builder,
+ int idx,
+ const graphene_vec2_t *value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC2);
+
+ args_dest = builder->data + u->offset;
+ graphene_vec2_to_float (value, (float *)args_dest);
+}
+
+/**
+ * gsk_shader_args_builder_set_vec3:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec3 type.
+ */
+void
+gsk_shader_args_builder_set_vec3 (GskShaderArgsBuilder *builder,
+ int idx,
+ const graphene_vec3_t *value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC3);
+
+ args_dest = builder->data + u->offset;
+ graphene_vec3_to_float (value, (float *)args_dest);
+}
+
+/**
+ * gsk_shader_args_builder_set_vec4:
+ * @builder: A #GskShaderArgsBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec4 type.
+ */
+void
+gsk_shader_args_builder_set_vec4 (GskShaderArgsBuilder *builder,
+ int idx,
+ const graphene_vec4_t *value)
+{
+ GskGLShader *shader = builder->shader;
+ const GskGLUniform *u;
+ guchar *args_dest;
+
+ g_assert (builder->data != NULL);
+ g_assert (idx < shader->uniforms->len);
+ u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+ g_assert (u->type == GSK_GL_UNIFORM_TYPE_VEC4);
+
+ args_dest = builder->data + u->offset;
+ graphene_vec4_to_float (value, (float *)args_dest);
+}
static GskRenderNode *
parse_container_node (GtkCssParser *parser)
{
- GskRenderNode *node;
GPtrArray *nodes;
const GtkCssToken *token;
+ GskRenderNode *node;
nodes = g_ptr_array_new_with_free_func ((GDestroyNotify) gsk_render_node_unref);
return gsk_inset_shadow_node_new (&outline, &color, dx, dy, spread, blur);
}
+typedef union {
+ gint32 i;
+ double v[4];
+} UniformValue;
+
+typedef struct {
+ GskGLShader *shader;
+ GskShaderArgsBuilder *args;
+} ShaderInfo;
+
+static void
+clear_shader_info (gpointer data)
+{
+ ShaderInfo *info = data;
+ g_clear_object (&info->shader);
+ g_clear_pointer (&info->args, gsk_shader_args_builder_unref);
+}
+
+static gboolean
+parse_shader (GtkCssParser *parser,
+ gpointer out_shader_info)
+{
+ ShaderInfo *shader_info = out_shader_info;
+ char *sourcecode = NULL;
+ GBytes *bytes;
+ GskGLShader *shader;
+
+ if (!parse_string (parser, &sourcecode))
+ return FALSE;
+
+ bytes = g_bytes_new_take (sourcecode, strlen (sourcecode));
+ shader = gsk_gl_shader_new_from_bytes (bytes);
+ g_bytes_unref (bytes);
+
+ shader_info->shader = shader;
+
+ return TRUE;
+}
+
+static gboolean
+parse_uniform_value (GtkCssParser *parser,
+ int idx,
+ ShaderInfo *shader_info)
+{
+ switch (gsk_gl_shader_get_uniform_type (shader_info->shader, idx))
+ {
+ case GSK_GL_UNIFORM_TYPE_FLOAT:
+ {
+ double f;
+ if (!gtk_css_parser_consume_number (parser, &f))
+ return FALSE;
+ gsk_shader_args_builder_set_float (shader_info->args, idx, f);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_INT:
+ {
+ int i;
+ if (!gtk_css_parser_consume_integer (parser, &i))
+ return FALSE;
+ gsk_shader_args_builder_set_int (shader_info->args, idx, i);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_UINT:
+ {
+ int i;
+ if (!gtk_css_parser_consume_integer (parser, &i) || i < 0)
+ return FALSE;
+ gsk_shader_args_builder_set_uint (shader_info->args, idx, i);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_BOOL:
+ {
+ int i;
+ if (!gtk_css_parser_consume_integer (parser, &i) || (i != 0 && i != 1))
+ return FALSE;
+ gsk_shader_args_builder_set_bool (shader_info->args, idx, i);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC2:
+ {
+ double f0, f1;
+ graphene_vec2_t v;
+ if (!gtk_css_parser_consume_number (parser, &f0) ||
+ !gtk_css_parser_consume_number (parser, &f1))
+ return FALSE;
+ graphene_vec2_init (&v, f0, f1);
+ gsk_shader_args_builder_set_vec2 (shader_info->args, idx, &v);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC3:
+ {
+ double f0, f1, f2;
+ graphene_vec3_t v;
+ if (!gtk_css_parser_consume_number (parser, &f0) ||
+ !gtk_css_parser_consume_number (parser, &f1) ||
+ !gtk_css_parser_consume_number (parser, &f2))
+ return FALSE;
+ graphene_vec3_init (&v, f0, f1, f2);
+ gsk_shader_args_builder_set_vec3 (shader_info->args, idx, &v);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC4:
+ {
+ double f0, f1, f2, f3;
+ graphene_vec4_t v;
+ if (!gtk_css_parser_consume_number (parser, &f0) ||
+ !gtk_css_parser_consume_number (parser, &f1) ||
+ !gtk_css_parser_consume_number (parser, &f2) ||
+ !gtk_css_parser_consume_number (parser, &f3))
+ return FALSE;
+ graphene_vec4_init (&v, f0, f1, f2, f3);
+ gsk_shader_args_builder_set_vec4 (shader_info->args, idx, &v);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_NONE:
+ default:
+ g_assert_not_reached ();
+ break;
+ }
+
+ if (idx < gsk_gl_shader_get_n_uniforms (shader_info->shader))
+ {
+ if (!gtk_css_parser_try_token (parser, GTK_CSS_TOKEN_COMMA))
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+static gboolean
+parse_shader_args (GtkCssParser *parser, gpointer data)
+{
+ ShaderInfo *shader_info = data;
+ int n_uniforms;
+ int i;
+
+ shader_info->args = gsk_shader_args_builder_new (shader_info->shader, NULL);
+ n_uniforms = gsk_gl_shader_get_n_uniforms (shader_info->shader);
+
+ for (i = 0; i < n_uniforms; i++)
+ {
+ if (!parse_uniform_value (parser, i, shader_info))
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+static GskRenderNode *
+parse_glshader_node (GtkCssParser *parser)
+{
+ graphene_rect_t bounds = GRAPHENE_RECT_INIT (0, 0, 50, 50);
+ GskRenderNode *child[4] = { NULL, };
+ ShaderInfo shader_info = {
+ NULL,
+ NULL,
+ };
+ const Declaration declarations[] = {
+ { "bounds", parse_rect, NULL, &bounds },
+ { "sourcecode", parse_shader, NULL, &shader_info },
+ { "args", parse_shader_args, clear_shader_info, &shader_info },
+ { "child1", parse_node, clear_node, &child[0] },
+ { "child2", parse_node, clear_node, &child[1] },
+ { "child3", parse_node, clear_node, &child[2] },
+ { "child4", parse_node, clear_node, &child[3] },
+ };
+ GskGLShader *shader;
+ GskRenderNode *node;
+ GBytes *args = NULL;
+ int len, i;
+
+ parse_declarations (parser, declarations, G_N_ELEMENTS(declarations));
+
+ for (len = 0; len < 4; len++)
+ {
+ if (child[len] == NULL)
+ break;
+ }
+
+ shader = shader_info.shader;
+ args = gsk_shader_args_builder_free_to_args (shader_info.args);
+
+ node = gsk_gl_shader_node_new (shader, &bounds, args, child, len);
+
+ g_bytes_unref (args);
+ g_object_unref (shader);
+
+ for (i = 0; i < 4; i++)
+ {
+ if (child[i])
+ gsk_render_node_unref (child[i]);
+ }
+
+ return node;
+}
+
static GskRenderNode *
parse_border_node (GtkCssParser *parser)
{
{ "text", parse_text_node },
{ "texture", parse_texture_node },
{ "transform", parse_transform_node },
+ { "glshader", parse_glshader_node },
};
GskRenderNode **node_p = out_node;
guint i;
g_string_append_c (p->str, '\n');
}
+static void
+append_string_param (Printer *p,
+ const char *param_name,
+ const char *value)
+{
+ _indent (p);
+ g_string_append_printf (p->str, "%s: ", param_name);
+ _gtk_css_print_string (p->str, value);
+ g_string_append_c (p->str, ';');
+ g_string_append_c (p->str, '\n');
+}
+
static void
append_vec4_param (Printer *p,
const char *param_name,
}
break;
+ case GSK_GL_SHADER_NODE:
+ {
+ GskGLShader *shader = gsk_gl_shader_node_get_shader (node);
+ GBytes *args = gsk_gl_shader_node_get_args (node);
+
+ start_node (p, "glshader");
+
+ append_rect_param (p, "bounds", &node->bounds);
+
+ GBytes *bytes = gsk_gl_shader_get_source (shader);
+ /* Ensure we are zero-terminated */
+ char *sourcecode = g_strndup (g_bytes_get_data (bytes, NULL), g_bytes_get_size (bytes));
+ append_string_param (p, "sourcecode", sourcecode);
+ g_free (sourcecode);
+
+ if (gsk_gl_shader_get_n_uniforms (shader) > 0)
+ {
+ GString *data = g_string_new ("");
+
+ for (guint i = 0; i < gsk_gl_shader_get_n_uniforms (shader); i++)
+ {
+ if (i > 0)
+ g_string_append (data, ", ");
+
+ switch (gsk_gl_shader_get_uniform_type (shader, i))
+ {
+ case GSK_GL_UNIFORM_TYPE_NONE:
+ default:
+ g_assert_not_reached ();
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_FLOAT:
+ {
+ float value = gsk_gl_shader_get_arg_float (shader, args, i);
+ string_append_double (data, value);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_INT:
+ {
+ gint32 value = gsk_gl_shader_get_arg_int (shader, args, i);
+ g_string_append_printf (data, "%d", value);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_UINT:
+ {
+ guint32 value = gsk_gl_shader_get_arg_uint (shader, args, i);
+ g_string_append_printf (data, "%u", value);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_BOOL:
+ {
+ gboolean value = gsk_gl_shader_get_arg_bool (shader, args, i);
+ g_string_append_printf (data, "%d", value);
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC2:
+ {
+ graphene_vec2_t value;
+ gsk_gl_shader_get_arg_vec2 (shader, args, i,
+ &value);
+ string_append_double (data, graphene_vec2_get_x (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec2_get_y (&value));
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC3:
+ {
+ graphene_vec3_t value;
+ gsk_gl_shader_get_arg_vec3 (shader, args, i,
+ &value);
+ string_append_double (data, graphene_vec3_get_x (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec3_get_y (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec3_get_z (&value));
+ }
+ break;
+
+ case GSK_GL_UNIFORM_TYPE_VEC4:
+ {
+ graphene_vec4_t value;
+ gsk_gl_shader_get_arg_vec4 (shader, args, i,
+ &value);
+ string_append_double (data, graphene_vec4_get_x (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec4_get_y (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec4_get_z (&value));
+ g_string_append (data, " ");
+ string_append_double (data, graphene_vec4_get_w (&value));
+ }
+ break;
+ }
+ }
+ _indent (p);
+ g_string_append_printf (p->str, "args: %s;\n", data->str);
+ g_string_free (data, TRUE);
+ }
+
+ for (guint i = 0; i < gsk_gl_shader_node_get_n_children (node); i ++)
+ {
+ GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
+ char *name;
+
+ name = g_strdup_printf ("child%d", i + 1);
+ append_node_param (p, name, child);
+ g_free (name);
+ }
+
+ end_node (p);
+ }
+ break;
+
case GSK_REPEAT_NODE:
{
GskRenderNode *child = gsk_repeat_node_get_child (node);