--- /dev/null
+#include "config.h"
+
+#include "gskshaderbuilderprivate.h"
+
+#include <gdk/gdk.h>
+#include <epoxy/gl.h>
+
+struct _GskShaderBuilder
+{
+ GObject parent_instance;
+
+ char *resource_base_path;
+
+ int version;
+
+ int program_id;
+
+ GPtrArray *defines;
+ GPtrArray *uniforms;
+ GPtrArray *attributes;
+
+ GHashTable *uniform_locations;
+ GHashTable *attribute_locations;
+};
+
+G_DEFINE_TYPE (GskShaderBuilder, gsk_shader_builder, G_TYPE_OBJECT)
+
+static void
+gsk_shader_builder_finalize (GObject *gobject)
+{
+ GskShaderBuilder *self = GSK_SHADER_BUILDER (gobject);
+
+ g_free (self->resource_base_path);
+
+ g_clear_pointer (&self->defines, g_ptr_array_unref);
+ g_clear_pointer (&self->uniforms, g_ptr_array_unref);
+ g_clear_pointer (&self->attributes, g_ptr_array_unref);
+
+ g_clear_pointer (&self->uniform_locations, g_hash_table_unref);
+ g_clear_pointer (&self->attribute_locations, g_hash_table_unref);
+
+ G_OBJECT_CLASS (gsk_shader_builder_parent_class)->finalize (gobject);
+}
+
+static void
+gsk_shader_builder_class_init (GskShaderBuilderClass *klass)
+{
+ G_OBJECT_CLASS (klass)->finalize = gsk_shader_builder_finalize;
+}
+
+static void
+gsk_shader_builder_init (GskShaderBuilder *self)
+{
+ self->defines = g_ptr_array_new_with_free_func (g_free);
+ self->uniforms = g_ptr_array_new_with_free_func (g_free);
+ self->attributes = g_ptr_array_new_with_free_func (g_free);
+
+ self->uniform_locations = g_hash_table_new (g_direct_hash, g_direct_equal);
+ self->attribute_locations = g_hash_table_new (g_direct_hash, g_direct_equal);
+}
+
+GskShaderBuilder *
+gsk_shader_builder_new (void)
+{
+ return g_object_new (GSK_TYPE_SHADER_BUILDER, NULL);
+}
+
+void
+gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
+ const char *base_path)
+{
+ g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
+
+ g_free (builder->resource_base_path);
+ builder->resource_base_path = g_strdup (base_path);
+}
+
+void
+gsk_shader_builder_set_version (GskShaderBuilder *builder,
+ int version)
+{
+ g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
+
+ builder->version = version;
+}
+
+void
+gsk_shader_builder_add_define (GskShaderBuilder *builder,
+ const char *define_name,
+ const char *define_value)
+{
+ g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
+ g_return_if_fail (define_name != NULL && *define_name != '\0');
+ g_return_if_fail (define_value != NULL && *define_name != '\0');
+
+ g_ptr_array_add (builder->defines, g_strdup (define_name));
+ g_ptr_array_add (builder->defines, g_strdup (define_value));
+}
+
+GQuark
+gsk_shader_builder_add_uniform (GskShaderBuilder *builder,
+ const char *uniform_name)
+{
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), 0);
+ g_return_val_if_fail (uniform_name != NULL, 0);
+
+ g_ptr_array_add (builder->uniforms, g_strdup (uniform_name));
+
+ return g_quark_from_string (uniform_name);
+}
+
+GQuark
+gsk_shader_builder_add_attribute (GskShaderBuilder *builder,
+ const char *attribute_name)
+{
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), 0);
+ g_return_val_if_fail (attribute_name != NULL, 0);
+
+ g_ptr_array_add (builder->attributes, g_strdup (attribute_name));
+
+ return g_quark_from_string (attribute_name);
+}
+
+static gboolean
+lookup_shader_code (GString *code,
+ const char *base_path,
+ const char *shader_file,
+ GError **error)
+{
+ GBytes *source;
+ char *path;
+
+ if (base_path != NULL)
+ path = g_build_filename (base_path, shader_file, NULL);
+ else
+ path = g_strdup (shader_file);
+
+ source = g_resources_lookup_data (path, 0, error);
+ g_free (path);
+
+ if (source == NULL)
+ return FALSE;
+
+ g_string_append (code, g_bytes_get_data (source, NULL));
+
+ g_bytes_unref (source);
+
+ return TRUE;
+}
+
+int
+gsk_shader_builder_compile_shader (GskShaderBuilder *builder,
+ int shader_type,
+ const char *shader_preamble,
+ const char *shader_source,
+ GError **error)
+{
+ GString *code;
+ char *source;
+ int shader_id;
+ int status;
+ int i;
+
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
+ g_return_val_if_fail (shader_source != NULL, -1);
+
+ code = g_string_new (NULL);
+
+ if (builder->version > 0)
+ {
+ g_string_append_printf (code, "#version %d\n", builder->version);
+ g_string_append_c (code, '\n');
+ }
+
+ for (i = 0; i < builder->defines->len; i += 2)
+ {
+ const char *name = g_ptr_array_index (builder->defines, i);
+ const char *value = g_ptr_array_index (builder->defines, i + 1);
+
+ g_string_append (code, "#define");
+ g_string_append_c (code, ' ');
+ g_string_append (code, name);
+ g_string_append_c (code, ' ');
+ g_string_append (code, value);
+ g_string_append_c (code, '\n');
+
+ if (i == builder->defines->len - 2)
+ g_string_append_c (code, '\n');
+ }
+
+ if (!lookup_shader_code (code, builder->resource_base_path, shader_preamble, error))
+ {
+ g_string_free (code, TRUE);
+ return -1;
+ }
+
+ if (!lookup_shader_code (code, builder->resource_base_path, shader_source, error))
+ {
+ g_string_free (code, TRUE);
+ return -1;
+ }
+
+ source = g_string_free (code, FALSE);
+
+ shader_id = glCreateShader (shader_type);
+ glShaderSource (shader_id, 1, (const GLchar **) &source, NULL);
+ glCompileShader (shader_id);
+
+ g_free (source);
+
+ glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE)
+ {
+ int log_len;
+ char *buffer;
+
+ glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
+
+ buffer = g_malloc0 (log_len + 1);
+ glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
+
+ g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
+ "Compilation failure in %s shader:\n%s",
+ shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
+ buffer);
+ g_free (buffer);
+
+ glDeleteShader (shader_id);
+
+ return -1;
+ }
+
+ return shader_id;
+}
+
+static void
+gsk_shader_builder_cache_uniforms (GskShaderBuilder *builder,
+ int program_id)
+{
+ int i;
+
+ for (i = 0; i < builder->uniforms->len; i++)
+ {
+ const char *uniform = g_ptr_array_index (builder->uniforms, i);
+ int loc = glGetUniformLocation (program_id, uniform);
+
+ g_hash_table_insert (builder->uniform_locations,
+ GINT_TO_POINTER (g_quark_from_string (uniform)),
+ GINT_TO_POINTER (loc));
+ }
+}
+
+static void
+gsk_shader_builder_cache_attributes (GskShaderBuilder *builder,
+ int program_id)
+{
+ int i;
+
+ for (i = 0; i < builder->attributes->len; i++)
+ {
+ const char *attribute = g_ptr_array_index (builder->attributes, i);
+ int loc = glGetAttribLocation (program_id, attribute);
+
+ g_hash_table_insert (builder->attribute_locations,
+ GINT_TO_POINTER (g_quark_from_string (attribute)),
+ GINT_TO_POINTER (loc));
+ }
+}
+
+int
+gsk_shader_builder_create_program (GskShaderBuilder *builder,
+ int vertex_id,
+ int fragment_id,
+ GError **error)
+{
+ int program_id;
+ int status;
+
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
+ g_return_val_if_fail (vertex_id > 0, -1);
+ g_return_val_if_fail (fragment_id > 0, -1);
+
+ program_id = glCreateProgram ();
+ glAttachShader (program_id, vertex_id);
+ glAttachShader (program_id, fragment_id);
+ glLinkProgram (program_id);
+
+ glGetProgramiv (program_id, GL_LINK_STATUS, &status);
+ if (status == GL_FALSE)
+ {
+ char *buffer = NULL;
+ int log_len = 0;
+
+ glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len);
+
+ buffer = g_malloc0 (log_len + 1);
+ glGetProgramInfoLog (program_id, log_len, NULL, buffer);
+
+ g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED,
+ "Linking failure in shader:\n%s", buffer);
+ g_free (buffer);
+
+ glDeleteProgram (program_id);
+ program_id = -1;
+
+ goto out;
+ }
+
+ gsk_shader_builder_cache_uniforms (builder, program_id);
+ gsk_shader_builder_cache_attributes (builder, program_id);
+
+ builder->program_id = program_id;
+
+out:
+ glDetachShader (program_id, vertex_id);
+ glDetachShader (program_id, fragment_id);
+
+ return program_id;
+}
+
+int
+gsk_shader_builder_get_uniform_location (GskShaderBuilder *builder,
+ GQuark uniform_quark)
+{
+ gpointer loc_p = NULL;
+
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
+
+ if (builder->program_id < 0)
+ return -1;
+
+ if (builder->uniforms->len == 0)
+ return -1;
+
+ if (g_hash_table_lookup_extended (builder->uniform_locations, GINT_TO_POINTER (uniform_quark), NULL, &loc_p))
+ return GPOINTER_TO_INT (loc_p);
+
+ return -1;
+}
+
+int
+gsk_shader_builder_get_attribute_location (GskShaderBuilder *builder,
+ GQuark attribute_quark)
+{
+ gpointer loc_p = NULL;
+
+ g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
+
+ if (builder->program_id < 0)
+ return -1;
+
+ if (builder->attributes->len == 0)
+ return -1;
+
+ if (g_hash_table_lookup_extended (builder->attribute_locations, GINT_TO_POINTER (attribute_quark), NULL, &loc_p))
+ return GPOINTER_TO_INT (loc_p);
+
+ return -1;
+}