diff options
author | dec05eba <dec05eba@protonmail.com> | 2025-04-06 21:52:15 +0200 |
---|---|---|
committer | dec05eba <dec05eba@protonmail.com> | 2025-04-06 21:52:15 +0200 |
commit | 5029906c344ea39c13c9875d89da0f6b4a8595aa (patch) | |
tree | 1f85799d2e51d676e8cf571f94f12a3a20e04446 /src | |
parent | 9de04e74eaab2748318198d2b8fa273c3a79fe12 (diff) |
Fallback to graphics shader instead of compute shader if the gpu doesn't support compute shader (either glsl 420 or opengl es glsl 310)
Diffstat (limited to 'src')
-rw-r--r-- | src/color_conversion.c | 615 | ||||
-rw-r--r-- | src/main.cpp | 5 | ||||
-rw-r--r-- | src/shader.c | 18 |
3 files changed, 524 insertions, 114 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c index 1383019..88dc398 100644 --- a/src/color_conversion.c +++ b/src/color_conversion.c @@ -5,18 +5,25 @@ #include <string.h> #include <assert.h> -#define SHADER_INDEX_Y 0 -#define SHADER_INDEX_UV 1 -#define SHADER_INDEX_Y_EXTERNAL 2 -#define SHADER_INDEX_UV_EXTERNAL 3 -#define SHADER_INDEX_RGB 4 -#define SHADER_INDEX_RGB_EXTERNAL 5 -#define SHADER_INDEX_Y_BLEND 6 -#define SHADER_INDEX_UV_BLEND 7 -#define SHADER_INDEX_Y_EXTERNAL_BLEND 8 -#define SHADER_INDEX_UV_EXTERNAL_BLEND 9 -#define SHADER_INDEX_RGB_BLEND 10 -#define SHADER_INDEX_RGB_EXTERNAL_BLEND 11 +#define COMPUTE_SHADER_INDEX_Y 0 +#define COMPUTE_SHADER_INDEX_UV 1 +#define COMPUTE_SHADER_INDEX_Y_EXTERNAL 2 +#define COMPUTE_SHADER_INDEX_UV_EXTERNAL 3 +#define COMPUTE_SHADER_INDEX_RGB 4 +#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL 5 +#define COMPUTE_SHADER_INDEX_Y_BLEND 6 +#define COMPUTE_SHADER_INDEX_UV_BLEND 7 +#define COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND 8 +#define COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND 9 +#define COMPUTE_SHADER_INDEX_RGB_BLEND 10 +#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND 11 + +#define GRAPHICS_SHADER_INDEX_Y 0 +#define GRAPHICS_SHADER_INDEX_UV 1 +#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL 2 +#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL 3 +#define GRAPHICS_SHADER_INDEX_RGB 4 +#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL 5 /* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */ @@ -96,7 +103,7 @@ static void get_compute_shader_header(char *header, size_t header_size, bool ext } } -static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) { +static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) { const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); char header[512]; @@ -138,7 +145,7 @@ static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uni return 0; } -static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) { +static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) { const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); char header[512]; @@ -180,7 +187,7 @@ static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_un return 0; } -static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) { +static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) { char header[512]; get_compute_shader_header(header, sizeof(header), external_texture); @@ -217,6 +224,190 @@ static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_u return 0; } +static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { + const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); + + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + "uniform vec2 offset; \n" + "uniform float rotation; \n" + "uniform mat2 rotation_matrix; \n" + "void main() \n" + "{ \n" + " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n" + " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n" + "} \n"); + + const char *main_code = + main_code = + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" + " FragColor.w = pixel.a; \n"; + + char fragment_shader[2048]; + if(external_texture) { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "#extension GL_OES_EGL_image_external : enable \n" + "#extension GL_OES_EGL_image_external_essl3 : require \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform samplerExternalOES tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + "%s" + "} \n", color_transform_matrix, main_code); + } else { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + "%s" + "} \n", color_transform_matrix, main_code); + } + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); + uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix"); + return 0; +} + +static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { + const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); + + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + "uniform vec2 offset; \n" + "uniform float rotation; \n" + "uniform mat2 rotation_matrix; \n" + "void main() \n" + "{ \n" + " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n" + " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" + "} \n"); + + const char *main_code = + main_code = + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n" + " FragColor.w = pixel.a; \n"; + + char fragment_shader[2048]; + if(external_texture) { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "#extension GL_OES_EGL_image_external : enable \n" + "#extension GL_OES_EGL_image_external_essl3 : require \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform samplerExternalOES tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + "%s" + "} \n", color_transform_matrix, main_code); + } else { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + "%s" + "} \n", color_transform_matrix, main_code); + } + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); + uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix"); + return 0; +} + +static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) { + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + "uniform vec2 offset; \n" + "uniform float rotation; \n" + "uniform mat2 rotation_matrix; \n" + "void main() \n" + "{ \n" + " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n" + " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n" + "} \n"); + + const char *main_code = + main_code = + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor = pixel; \n"; + + char fragment_shader[2048]; + if(external_texture) { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "#extension GL_OES_EGL_image_external : enable \n" + "#extension GL_OES_EGL_image_external_essl3 : require \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform samplerExternalOES tex1; \n" + "out vec4 FragColor; \n" + "void main() \n" + "{ \n" + "%s" + "} \n", main_code); + } else { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "precision highp float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + "void main() \n" + "{ \n" + "%s" + "} \n", main_code); + } + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); + uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix"); + return 0; +} + static int load_framebuffers(gsr_color_conversion *self) { /* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */ const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0; @@ -266,99 +457,185 @@ static int create_vertices(gsr_color_conversion *self) { return 0; } -int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) { - assert(params); - assert(params->egl); - memset(self, 0, sizeof(*self)); - self->params.egl = params->egl; - self->params = *params; - - int max_compute_work_group_invocations = 256; - self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations); - self->max_local_size_dim = sqrt(max_compute_work_group_invocations); - - switch(params->destination_color) { +static bool gsr_color_conversion_load_compute_shaders(gsr_color_conversion *self) { + switch(self->params.destination_color) { case GSR_DESTINATION_COLOR_NV12: case GSR_DESTINATION_COLOR_P010: { - if(self->params.num_destination_textures != 2) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures); - return -1; + if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); + return false; + } + + if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); + return false; } - if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y], self->params.egl, &self->uniforms[SHADER_INDEX_Y], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) { + if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; + return false; } - if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV], self->params.egl, &self->uniforms[SHADER_INDEX_UV], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) { + if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); - goto err; + return false; + } + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); + return false; } - if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) { + if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; + return false; + } + break; + } + } + return true; +} + +static bool gsr_color_conversion_load_external_compute_shaders(gsr_color_conversion *self) { + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); + return false; } - if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) { + if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); - goto err; + return false; + } + + if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); + return false; } - if(self->params.load_external_image_shader) { - if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; - } - - if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); - goto err; - } - - if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; - } - - if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); - goto err; - } + if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n"); + return false; } break; } case GSR_DESTINATION_COLOR_RGB8: { - if(self->params.num_destination_textures != 1) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures); - return -1; + if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); + return false; } - if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB], self->params.egl, &self->uniforms[SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) { + if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; + return false; } + break; + } + } + return true; +} - if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; +static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) { + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n"); + return false; } - if(self->params.load_external_image_shader) { - if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; - } + if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n"); + return false; + } + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n"); + return false; + } + break; + } + } + return true; +} + +static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) { + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n"); + return false; + } + + if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n"); + return false; + } + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n"); + return false; + } + break; + } + } + return true; +} + +int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) { + assert(params); + assert(params->egl); + memset(self, 0, sizeof(*self)); + self->params.egl = params->egl; + self->params = *params; + + int max_compute_work_group_invocations = 256; + self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations); + self->max_local_size_dim = sqrt(max_compute_work_group_invocations); - if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n"); - goto err; - } + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + if(self->params.num_destination_textures != 2) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures); + goto err; + } + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + if(self->params.num_destination_textures != 1) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures); + goto err; } break; } } + if(!gsr_color_conversion_load_compute_shaders(self)) { + self->compute_shaders_failed_to_load = true; + fprintf(stderr, "gsr info: failed to load one or more compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n"); + if(!gsr_color_conversion_load_graphics_shaders(self)) + goto err; + } + + if(self->params.load_external_image_shader) { + if(!gsr_color_conversion_load_external_compute_shaders(self)) { + self->external_compute_shaders_failed_to_load = true; + fprintf(stderr, "gsr info: failed to load one or more external compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n"); + if(!gsr_color_conversion_load_external_graphics_shaders(self)) + goto err; + } + } + if(load_framebuffers(self) != 0) goto err; @@ -391,14 +668,18 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) { self->framebuffers[i] = 0; } - for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_SHADERS; ++i) { - gsr_shader_deinit(&self->shaders[i]); + for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_COMPUTE_SHADERS; ++i) { + gsr_shader_deinit(&self->compute_shaders[i]); + } + + for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) { + gsr_shader_deinit(&self->graphics_shaders[i]); } self->params.egl = NULL; } -static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2], vec2i *source_position, vec2i texture_size, vec2f scale) { +static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) { /* rotation_matrix[0][0] = cos(angle); rotation_matrix[0][1] = -sin(angle); @@ -419,8 +700,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot rotation_matrix[0][1] = -1.0f; rotation_matrix[1][0] = 1.0f; rotation_matrix[1][1] = 0.0f; - source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x); - source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y); break; case GSR_ROT_180: rotation_matrix[0][0] = -1.0f; @@ -433,8 +712,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot rotation_matrix[0][1] = 1.0f; rotation_matrix[1][0] = -1.0f; rotation_matrix[1][1] = 0.0f; - source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x); - source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y); break; } } @@ -479,33 +756,33 @@ static unsigned int color_component_get_color_format(gsr_color_component color_c return GL_RGBA8; } -static int color_component_get_shader_index(gsr_color_component color_component, bool external_texture, bool alpha_blending) { +static int color_component_get_COMPUTE_SHADER_INDEX(gsr_color_component color_component, bool external_texture, bool alpha_blending) { switch(color_component) { case GSR_COLOR_COMP_Y: { if(external_texture) - return alpha_blending ? SHADER_INDEX_Y_EXTERNAL_BLEND : SHADER_INDEX_Y_EXTERNAL; + return alpha_blending ? COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_Y_EXTERNAL; else - return alpha_blending ? SHADER_INDEX_Y_BLEND : SHADER_INDEX_Y; + return alpha_blending ? COMPUTE_SHADER_INDEX_Y_BLEND : COMPUTE_SHADER_INDEX_Y; } case GSR_COLOR_COMP_UV: { if(external_texture) - return alpha_blending ? SHADER_INDEX_UV_EXTERNAL_BLEND : SHADER_INDEX_UV_EXTERNAL; + return alpha_blending ? COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_UV_EXTERNAL; else - return alpha_blending ? SHADER_INDEX_UV_BLEND : SHADER_INDEX_UV; + return alpha_blending ? COMPUTE_SHADER_INDEX_UV_BLEND : COMPUTE_SHADER_INDEX_UV; } case GSR_COLOR_COMP_RGB: { if(external_texture) - return alpha_blending ? SHADER_INDEX_RGB_EXTERNAL_BLEND : SHADER_INDEX_RGB_EXTERNAL; + return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_RGB_EXTERNAL; else - return alpha_blending ? SHADER_INDEX_RGB_BLEND : SHADER_INDEX_RGB; + return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_BLEND : COMPUTE_SHADER_INDEX_RGB; } } assert(false); - return SHADER_INDEX_RGB; + return COMPUTE_SHADER_INDEX_RGB; } static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *self, bool external_texture, bool alpha_blending, float rotation_matrix[2][2], vec2i source_position, vec2i destination_pos, vec2i destination_size, vec2f scale, bool use_16bit_colors, gsr_color_component color_component) { - const int shader_index = color_component_get_shader_index(color_component, external_texture, alpha_blending); + const int compute_shader_index = color_component_get_COMPUTE_SHADER_INDEX(color_component, external_texture, alpha_blending); const int destination_texture_index = color_component_get_destination_texture_index(color_component); const unsigned int color_format = color_component_get_color_format(color_component, use_16bit_colors); @@ -513,8 +790,8 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[destination_texture_index]); self->params.egl->glActiveTexture(GL_TEXTURE0); - gsr_color_uniforms *uniform = &self->uniforms[shader_index]; - gsr_shader_use(&self->shaders[shader_index]); + gsr_color_compute_uniforms *uniform = &self->compute_uniforms[compute_shader_index]; + gsr_shader_use(&self->compute_shaders[compute_shader_index]); self->params.egl->glUniformMatrix2fv(uniform->rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix); self->params.egl->glUniform2i(uniform->source_position, source_position.x, source_position.y); self->params.egl->glUniform2i(uniform->target_position, destination_pos.x, destination_pos.y); @@ -525,34 +802,156 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s self->params.egl->glDispatchCompute(max_int(1, num_groups_x), max_int(1, num_groups_y), 1); } +static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) { + /* TODO: Do not call this every frame? */ + vec2i dest_texture_size = {0, 0}; + self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y); + self->params.egl->glBindTexture(GL_TEXTURE_2D, 0); + + const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; + + self->params.egl->glBindTexture(texture_target, texture_id); + gsr_color_conversion_swizzle_texture_source(self, source_color); + + const vec2f pos_norm = { + ((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f, + ((float)destination_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f, + }; + + const vec2f size_norm = { + ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f * scale.x, + ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y, + }; + + const vec2f texture_pos_norm = { + (float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x), + (float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y), + }; + + const vec2f texture_size_norm = { + (float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x), + (float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y), + }; + + const float vertices[] = { + -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + + -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y + }; + + self->params.egl->glBindVertexArray(self->vertex_array_object_id); + self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y); + + /* TODO: this, also cleanup */ + //self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices); + + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example) + + int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y; + gsr_shader_use(&self->graphics_shaders[shader_index]); + self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix); + self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); + + if(self->params.num_destination_textures > 1) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); + + shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV; + gsr_shader_use(&self->graphics_shaders[shader_index]); + self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix); + self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); + } + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example) + + const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB; + gsr_shader_use(&self->graphics_shaders[shader_index]); + self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix); + self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); + break; + } + } + + self->params.egl->glBindVertexArray(0); + self->params.egl->glUseProgram(0); + gsr_color_conversion_swizzle_reset(self, source_color); + self->params.egl->glBindTexture(texture_target, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); +} + void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_source_color source_color, bool external_texture, bool alpha_blending) { + assert(!external_texture || self->params.load_external_image_shader); + if(external_texture && !self->params.load_external_image_shader) { + fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n"); + return; + } + vec2f scale = {0.0f, 0.0f}; if(source_size.x > 0 && source_size.y > 0) scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y }; vec2i source_position = {0, 0}; float rotation_matrix[2][2] = {{0, 0}, {0, 0}}; - gsr_color_conversion_apply_rotation(rotation, rotation_matrix, &source_position, texture_size, scale); - - source_position.x -= (source_pos.x * scale.x + 0.5); - source_position.y -= (source_pos.y * scale.y + 0.5); + gsr_color_conversion_apply_rotation(rotation, rotation_matrix); const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; self->params.egl->glBindTexture(texture_target, texture_id); gsr_color_conversion_swizzle_texture_source(self, source_color); - switch(self->params.destination_color) { - case GSR_DESTINATION_COLOR_NV12: - case GSR_DESTINATION_COLOR_P010: { - const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010; - gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y); - gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2}, - (vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV); - break; + const bool use_graphics_shader = external_texture ? self->external_compute_shaders_failed_to_load : self->compute_shaders_failed_to_load; + if(use_graphics_shader) { + source_position.x += source_pos.x; + source_position.y += source_pos.y; + gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color); + // TODO: Is glFlush and glFinish needed here for graphics garbage? + } else { + switch(rotation) { + case GSR_ROT_0: + break; + case GSR_ROT_90: + source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x); + source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y); + break; + case GSR_ROT_180: + break; + case GSR_ROT_270: + source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x); + source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y); + break; } - case GSR_DESTINATION_COLOR_RGB8: { - gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB); - break; + source_position.x -= (source_pos.x * scale.x + 0.5); + source_position.y -= (source_pos.y * scale.y + 0.5); + + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010; + gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y); + gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2}, + (vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV); + break; + } + case GSR_DESTINATION_COLOR_RGB8: { + gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB); + break; + } } } diff --git a/src/main.cpp b/src/main.cpp index 6b3683a..b5f95db 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -3706,6 +3706,11 @@ int main(int argc, char **argv) { _exit(1); } + gsr_shader_enable_debug_output(gl_debug); +#ifndef NDEBUG + gsr_shader_enable_debug_output(true); +#endif + if(egl.gpu_info.is_steam_deck) { fprintf(stderr, "gsr warning: steam deck has multiple driver issues. One of them has been reported here: https://github.com/ValveSoftware/SteamOS/issues/1609\n" "If you have issues with GPU Screen Recorder on steam deck that you don't have on a desktop computer then report the issue to Valve and/or AMD.\n"); diff --git a/src/shader.c b/src/shader.c index b9fbb62..9b6de6b 100644 --- a/src/shader.c +++ b/src/shader.c @@ -3,14 +3,16 @@ #include <stdio.h> #include <assert.h> +static bool print_compile_errors = false; + static int min_int(int a, int b) { return a < b ? a : b; } -static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *source) { +static unsigned int load_shader(gsr_egl *egl, unsigned int type, const char *source) { unsigned int shader_id = egl->glCreateShader(type); if(shader_id == 0) { - fprintf(stderr, "gsr error: loader_shader: failed to create shader, error: %d\n", egl->glGetError()); + fprintf(stderr, "gsr error: load_shader: failed to create shader, error: %d\n", egl->glGetError()); return 0; } @@ -23,7 +25,7 @@ static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *s int info_length = 0; egl->glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_length); - if(info_length > 1) { + if(info_length > 1 && print_compile_errors) { char info_log[4096]; egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log); fprintf(stderr, "gsr error: loader shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source); @@ -45,19 +47,19 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const bool success = false; if(vertex_shader) { - vertex_shader_id = loader_shader(egl, GL_VERTEX_SHADER, vertex_shader); + vertex_shader_id = load_shader(egl, GL_VERTEX_SHADER, vertex_shader); if(vertex_shader_id == 0) goto done; } if(fragment_shader) { - fragment_shader_id = loader_shader(egl, GL_FRAGMENT_SHADER, fragment_shader); + fragment_shader_id = load_shader(egl, GL_FRAGMENT_SHADER, fragment_shader); if(fragment_shader_id == 0) goto done; } if(compute_shader) { - compute_shader_id = loader_shader(egl, GL_COMPUTE_SHADER, compute_shader); + compute_shader_id = load_shader(egl, GL_COMPUTE_SHADER, compute_shader); if(compute_shader_id == 0) goto done; } @@ -151,3 +153,7 @@ void gsr_shader_use(gsr_shader *self) { void gsr_shader_use_none(gsr_shader *self) { self->egl->glUseProgram(0); } + +void gsr_shader_enable_debug_output(bool enable) { + print_compile_errors = enable; +} |