Files
LookingGlass/client/renderers/EGL/shader.h
Geoffrey McRae e3616ed4b9 [client] egl: add cached uniforms and multipass effects
Replace the per-frame uniform list with stable, name-cached handles that
retain their values across shader recompilation. Track dirty uniforms so
only changed values are uploaded, reducing redundant GL calls and buffer
management.

Add a reusable effect-pass pipeline with per-pass shaders, samplers,
formats, resolutions, and intermediate render targets. This makes
external effects easier to integrate and supports arbitrary multipass
chains.

Migrate the desktop, cursor, damage, 24-bit, downscale, CAS, and FSR
rendering paths to the new APIs. Also ensure framebuffer objects are
released correctly.
2026-07-17 21:05:47 +10:00

116 lines
3.5 KiB
C

/**
* Looking Glass
* Copyright © 2017-2026 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program 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 General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include <stdbool.h>
#include <stddef.h>
#include <GLES3/gl3.h>
typedef struct EGL_Shader EGL_Shader;
typedef struct EGL_Uniform EGL_Uniform;
enum EGL_UniformType
{
EGL_UNIFORM_TYPE_1F,
EGL_UNIFORM_TYPE_2F,
EGL_UNIFORM_TYPE_3F,
EGL_UNIFORM_TYPE_4F,
EGL_UNIFORM_TYPE_1I,
EGL_UNIFORM_TYPE_2I,
EGL_UNIFORM_TYPE_3I,
EGL_UNIFORM_TYPE_4I,
EGL_UNIFORM_TYPE_1UI,
EGL_UNIFORM_TYPE_2UI,
EGL_UNIFORM_TYPE_3UI,
EGL_UNIFORM_TYPE_4UI,
// vectors
EGL_UNIFORM_TYPE_1FV,
EGL_UNIFORM_TYPE_2FV,
EGL_UNIFORM_TYPE_3FV,
EGL_UNIFORM_TYPE_4FV,
EGL_UNIFORM_TYPE_1IV,
EGL_UNIFORM_TYPE_2IV,
EGL_UNIFORM_TYPE_3IV,
EGL_UNIFORM_TYPE_4IV,
EGL_UNIFORM_TYPE_1UIV,
EGL_UNIFORM_TYPE_2UIV,
EGL_UNIFORM_TYPE_3UIV,
EGL_UNIFORM_TYPE_4UIV,
// matrices
EGL_UNIFORM_TYPE_M2FV,
EGL_UNIFORM_TYPE_M3FV,
EGL_UNIFORM_TYPE_M4FV,
EGL_UNIFORM_TYPE_M2x3FV,
EGL_UNIFORM_TYPE_M3x2FV,
EGL_UNIFORM_TYPE_M2x4FV,
EGL_UNIFORM_TYPE_M4x2FV,
EGL_UNIFORM_TYPE_M3x4FV,
EGL_UNIFORM_TYPE_M4x3FV
};
typedef struct EGL_ShaderDefine
{
const char * name;
const char * value;
}
EGL_ShaderDefine;
bool egl_shaderInit(EGL_Shader ** shader);
void egl_shaderFree(EGL_Shader ** shader);
bool egl_shaderLoad(EGL_Shader * shader, const char * vertex_file,
const char * fragment_file, bool useDMA,
const EGL_ShaderDefine * defines);
bool egl_shaderCompile(EGL_Shader * shader, const char * vertex_code,
size_t vertex_size, const char * fragment_code, size_t fragment_size,
bool useDMA, const EGL_ShaderDefine * defines);
/*
* Uniform handles remain valid when a shader is recompiled. Values are copied
* into the shader and are only uploaded when they have changed or the program
* has been relinked. count is the number of vectors or matrices in data.
*/
EGL_Uniform * egl_shaderGetUniform(EGL_Shader * shader, const char * name);
bool egl_uniformSet(EGL_Uniform * uniform, enum EGL_UniformType type,
GLsizei count, GLboolean transpose, const void * data);
bool egl_uniform1f (EGL_Uniform * uniform, GLfloat x);
bool egl_uniform2f (EGL_Uniform * uniform, GLfloat x, GLfloat y);
bool egl_uniform3f (EGL_Uniform * uniform, GLfloat x, GLfloat y, GLfloat z);
bool egl_uniform4f (EGL_Uniform * uniform, GLfloat x, GLfloat y, GLfloat z,
GLfloat w);
bool egl_uniform1i (EGL_Uniform * uniform, GLint x);
bool egl_uniform1ui(EGL_Uniform * uniform, GLuint x);
bool egl_uniform4ui(EGL_Uniform * uniform, GLuint x, GLuint y, GLuint z,
GLuint w);
bool egl_uniform4uiv(EGL_Uniform * uniform, GLsizei count,
const GLuint * value);
bool egl_uniformMatrix3x2fv(EGL_Uniform * uniform, GLsizei count,
GLboolean transpose, const GLfloat * value);
void egl_shaderUse(EGL_Shader * shader);
void egl_shaderAssocTextures(EGL_Shader * shader, int count);