glshader: attempt to detect the gles2 inside opengl3 case

This is necessary to use gles2 shaders in a GL 3 core context on
OS X which fails without a proper #version being set on the shaders.
This commit is contained in:
Matthew Waters 2015-05-12 22:04:26 +10:00 committed by Tim-Philipp Müller
parent 2b4ce9435d
commit 675f789871

View file

@ -26,6 +26,11 @@
#include "gl.h" #include "gl.h"
#include "gstglshader.h" #include "gstglshader.h"
/* FIXME: separate into separate shader stage objects that can be added/removed
* independently of the shader program */
static const gchar *es2_version_header = "#version 100\n";
/* *INDENT-OFF* */ /* *INDENT-OFF* */
static const gchar *simple_vertex_shader_str_gles2 = static const gchar *simple_vertex_shader_str_gles2 =
"attribute vec4 a_position;\n" "attribute vec4 a_position;\n"
@ -107,6 +112,8 @@ struct _GstGLShaderPrivate
gboolean compiled; gboolean compiled;
gboolean active; gboolean active;
GstGLAPI gl_api;
GstGLShaderVTable vtable; GstGLShaderVTable vtable;
}; };
@ -324,6 +331,9 @@ gst_gl_shader_init (GstGLShader * self)
priv->compiled = FALSE; priv->compiled = FALSE;
priv->active = FALSE; /* unused at the moment */ priv->active = FALSE; /* unused at the moment */
/* FIXME: add API to get/set this for each shader */
priv->gl_api = GST_GL_API_ANY;
} }
static gboolean static gboolean
@ -395,6 +405,80 @@ gst_gl_shader_is_compiled (GstGLShader * shader)
return shader->priv->compiled; return shader->priv->compiled;
} }
static gboolean
_shader_string_has_version (const gchar * str)
{
gboolean sl_comment = FALSE;
gboolean ml_comment = FALSE;
gboolean has_version = FALSE;
gint i = 0;
/* search for #version to allow for preceeding comments as allowed by the
* GLSL specification */
while (str && str[i] != '\0' && i < 1024) {
if (sl_comment) {
if (str[i] != '\n')
sl_comment = FALSE;
i++;
continue;
}
if (ml_comment) {
if (g_strstr_len (&str[i], 2, "*/")) {
ml_comment = FALSE;
i += 2;
} else {
i++;
}
continue;
}
if (g_strstr_len (&str[i], 2, "//")) {
sl_comment = TRUE;
i += 2;
continue;
}
if (g_strstr_len (&str[i], 2, "/*")) {
ml_comment = TRUE;
i += 2;
continue;
}
if (g_strstr_len (&str[i], 1, "#")) {
if (g_strstr_len (&str[i], 8, "#version"))
has_version = TRUE;
break;
}
i++;
}
return has_version;
}
static void
_maybe_prepend_version (GstGLShader * shader, const gchar * shader_str,
gint * n_vertex_sources, const gchar *** vertex_sources)
{
gint n = 1;
/* FIXME: this all an educated guess */
if (gst_gl_context_check_gl_version (shader->context, GST_GL_API_OPENGL3, 3,
0)
&& (shader->priv->gl_api & GST_GL_API_GLES2) != 0
&& !_shader_string_has_version (shader_str))
n = 2;
*vertex_sources = g_malloc0 (n * sizeof (gchar *));
if (n > 1)
*vertex_sources[0] = es2_version_header;
(*vertex_sources)[n - 1] = shader_str;
*n_vertex_sources = n;
}
gboolean gboolean
gst_gl_shader_compile (GstGLShader * shader, GError ** error) gst_gl_shader_compile (GstGLShader * shader, GError ** error)
{ {
@ -423,10 +507,18 @@ gst_gl_shader_compile (GstGLShader * shader, GError ** error)
g_return_val_if_fail (priv->program_handle, FALSE); g_return_val_if_fail (priv->program_handle, FALSE);
if (priv->vertex_src) { if (priv->vertex_src) {
gint n_vertex_sources;
const gchar **vertex_sources;
_maybe_prepend_version (shader, priv->vertex_src, &n_vertex_sources,
&vertex_sources);
/* create vertex object */ /* create vertex object */
const gchar *vertex_source = priv->vertex_src;
priv->vertex_handle = priv->vtable.CreateShader (GL_VERTEX_SHADER); priv->vertex_handle = priv->vtable.CreateShader (GL_VERTEX_SHADER);
gl->ShaderSource (priv->vertex_handle, 1, &vertex_source, NULL); gl->ShaderSource (priv->vertex_handle, n_vertex_sources, vertex_sources,
NULL);
g_free (vertex_sources);
/* compile */ /* compile */
gl->CompileShader (priv->vertex_handle); gl->CompileShader (priv->vertex_handle);
/* check everything is ok */ /* check everything is ok */
@ -455,10 +547,17 @@ gst_gl_shader_compile (GstGLShader * shader, GError ** error)
} }
if (priv->fragment_src) { if (priv->fragment_src) {
gint n_fragment_sources;
const gchar **fragment_sources;
_maybe_prepend_version (shader, priv->fragment_src, &n_fragment_sources,
&fragment_sources);
/* create fragment object */ /* create fragment object */
const gchar *fragment_source = priv->fragment_src;
priv->fragment_handle = priv->vtable.CreateShader (GL_FRAGMENT_SHADER); priv->fragment_handle = priv->vtable.CreateShader (GL_FRAGMENT_SHADER);
gl->ShaderSource (priv->fragment_handle, 1, &fragment_source, NULL); gl->ShaderSource (priv->fragment_handle, n_fragment_sources,
fragment_sources, NULL);
g_free (fragment_sources);
/* compile */ /* compile */
gl->CompileShader (priv->fragment_handle); gl->CompileShader (priv->fragment_handle);
/* check everything is ok */ /* check everything is ok */