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https://gitlab.freedesktop.org/wlroots/wlroots.git
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Add wlr_shader to wlr-render
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parent
fc1dc1b5b0
commit
211488131f
@ -9,6 +9,7 @@
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#include <wayland-server-protocol.h>
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#include <GLES3/gl3.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render.h>
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#include <wlr/backend.h>
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#include <wlr/session.h>
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#include <wlr/types.h>
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@ -40,7 +41,7 @@ struct state {
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struct wl_list config;
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struct gl {
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GLuint prog;
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struct wlr_shader *shader;
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GLuint vao;
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GLuint vbo;
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GLuint ebo;
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@ -65,53 +66,14 @@ struct output_config {
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struct wl_list link;
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};
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static GLuint create_shader(GLenum type, const GLchar *src, GLint len) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, &len);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE) {
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GLint loglen;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &loglen);
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GLchar msg[loglen];
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glGetShaderInfoLog(shader, loglen, &loglen, msg);
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fprintf(stderr, "Failed to create shader: %s\n", msg);
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exit(1);
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}
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return shader;
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}
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static void init_gl(struct gl *gl) {
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GLuint vert = create_shader(GL_VERTEX_SHADER, vert_src, strlen(vert_src));
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GLuint frag = create_shader(GL_FRAGMENT_SHADER, frag_src, strlen(frag_src));
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gl->prog = glCreateProgram();
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glAttachShader(gl->prog, vert);
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glAttachShader(gl->prog, frag);
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glLinkProgram(gl->prog);
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GLint success;
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glGetProgramiv(gl->prog, GL_LINK_STATUS, &success);
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if (success == GL_FALSE) {
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GLint len;
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glGetProgramiv(gl->prog, GL_INFO_LOG_LENGTH, &len);
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GLchar msg[len];
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glGetProgramInfoLog(gl->prog, len, &len, msg);
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fprintf(stderr, "Failed to link program: %s\n", msg);
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gl->shader = wlr_shader_init(vert_src);
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if (!gl->shader) {
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exit(1);
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}
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if (!wlr_shader_add_format(gl->shader, WL_SHM_FORMAT_RGB332, frag_src)) {
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exit(1);
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}
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glDeleteProgram(vert);
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glDeleteProgram(frag);
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GLfloat verticies[] = {
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1, 1, 1, 1, // bottom right
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@ -147,7 +109,7 @@ static void init_gl(struct gl *gl) {
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}
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static void cleanup_gl(struct gl *gl) {
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glDeleteProgram(gl->prog);
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wlr_shader_destroy(gl->shader);
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glDeleteVertexArrays(1, &gl->vao);
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glDeleteBuffers(1, &gl->vbo);
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glDeleteTextures(1, &gl->tex);
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@ -166,7 +128,7 @@ static void output_frame(struct wl_listener *listener, void *data) {
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glViewport(0, 0, width, height);
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wlr_output_effective_resolution(output, &width, &height);
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glUseProgram(s->gl.prog);
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wlr_shader_use(s->gl.shader, WL_SHM_FORMAT_RGB332);
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glBindVertexArray(s->gl.vao);
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glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);
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28
include/render.h
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28
include/render.h
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@ -0,0 +1,28 @@
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#ifndef _WLR_RENDER_INTERNAL_H
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#define _WLR_RENDER_INTERNAL_H
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#include <stdint.h>
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#include <wlr/render.h>
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#include <wayland-util.h>
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#include <GLES3/gl3.h>
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#include <stdbool.h>
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struct wlr_texture {
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GLuint tex_id;
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uint32_t format;
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int width, height;
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};
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struct wlr_shader {
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bool valid;
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uint32_t format;
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GLuint vert;
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GLuint program;
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struct wl_list link;
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};
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struct wlr_renderer {
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struct wlr_shader *shader;
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// TODO: EGL stuff
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};
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#endif
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29
include/wlr/render.h
Normal file
29
include/wlr/render.h
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@ -0,0 +1,29 @@
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#ifndef _WLR_RENDER_H
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#define _WLR_RENDER_H
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#include <stdint.h>
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#include <wayland-server-protocol.h>
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struct wlr_surface;
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struct wlr_surface *wlr_surface_create();
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void wlr_surface_attach_pixels(struct wlr_surface *tex, uint32_t format,
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int width, int height, const unsigned char *pixels);
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void wlr_surface_attach_shm(struct wlr_surface *tex, uint32_t format,
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struct wl_shm_buffer *shm);
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// TODO: EGL
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void wlr_surface_destroy(struct wlr_surface *tex);
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struct wlr_shader;
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struct wlr_shader *wlr_shader_init(const char *vertex);
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bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
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const char *frag);
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bool wlr_shader_use(struct wlr_shader *shader, uint32_t format);
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void wlr_shader_destroy(struct wlr_shader *shader);
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struct wlr_renderer;
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struct wlr_renderer *wlr_renderer_init();
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void wlr_renderer_set_shader(struct wlr_renderer *renderer,
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struct wlr_shader *shader);
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bool wlr_render_quad(struct wlr_renderer *renderer, struct wlr_surface *tex,
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float x, float y, float width, float height);
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#endif
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@ -1,3 +1,4 @@
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add_library(wlr-render STATIC
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matrix.c
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shader.c
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)
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100
render/shader.c
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100
render/shader.c
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@ -0,0 +1,100 @@
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#include <assert.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <GLES3/gl3.h>
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#include <wlr/render.h>
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#include <wlr/render/matrix.h>
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#include <wayland-util.h>
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#include "render.h"
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static bool create_shader(GLenum type, const GLchar *src, GLint len, GLuint *shader) {
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*shader = glCreateShader(type);
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glShaderSource(*shader, 1, &src, &len);
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glCompileShader(*shader);
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GLint success;
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE) {
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GLint loglen;
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glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &loglen);
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GLchar msg[loglen];
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glGetShaderInfoLog(*shader, loglen, &loglen, msg);
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return false;
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}
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return true;
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}
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struct wlr_shader *wlr_shader_init(const char *vertex) {
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struct wlr_shader *shader = calloc(sizeof(struct wlr_shader), 1);
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if (!create_shader(GL_VERTEX_SHADER, vertex, strlen(vertex), &shader->vert)) {
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wlr_shader_destroy(shader);
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return NULL;
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}
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return shader;
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}
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bool wlr_shader_add_format(struct wlr_shader *shader, uint32_t format,
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const char *frag) {
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assert(shader);
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struct wlr_shader *_shader = shader;
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if (_shader->valid) {
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shader = calloc(sizeof(struct wlr_shader), 1);
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shader->vert = _shader->vert;
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}
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shader->format = format;
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GLuint _frag;
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if (!create_shader(GL_FRAGMENT_SHADER, frag, strlen(frag), &_frag)) {
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goto error;
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}
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vert);
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glAttachShader(shader->program, _frag);
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glLinkProgram(shader->program);
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glDeleteProgram(_frag);
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if (!_shader->valid) {
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_shader->valid = true;
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} else {
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wl_list_insert(&_shader->link, &shader->link);
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}
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return true;
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error:
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if (_shader->valid) {
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wlr_shader_destroy(shader);
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}
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return false;
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}
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bool wlr_shader_use(struct wlr_shader *shader, uint32_t format) {
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struct wlr_shader *s = shader;
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if (s->format == format) {
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glUseProgram(s->program);
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return true;
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}
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if (shader->link.next) {
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wl_list_for_each(s, &shader->link, link) {
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if (s->format == format) {
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glUseProgram(s->program);
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return true;
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}
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}
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}
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return false;
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}
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void wlr_shader_destroy(struct wlr_shader *shader) {
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if (!shader) {
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return;
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}
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glDeleteProgram(shader->vert);
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glDeleteProgram(shader->program);
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if (shader->link.next) {
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struct wlr_shader *next = wl_container_of(shader->link.next,
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next, link);
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wlr_shader_destroy(next);
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}
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free(shader);
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}
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