diff --git a/libs/ui/opengl/kis_opengl_shader_loader.cpp b/libs/ui/opengl/kis_opengl_shader_loader.cpp index 663a8b9131..ed0a55a182 100644 --- a/libs/ui/opengl/kis_opengl_shader_loader.cpp +++ b/libs/ui/opengl/kis_opengl_shader_loader.cpp @@ -1,207 +1,207 @@ /* This file is part of the KDE project * Copyright (C) Julian Thijssen , (C) 2016 * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "kis_opengl_shader_loader.h" #include "opengl/kis_opengl.h" #include "kis_config.h" #include #include #include #define PROGRAM_VERTEX_ATTRIBUTE 0 #define PROGRAM_TEXCOORD_ATTRIBUTE 1 // Mapping of uniforms to uniform names std::map KisShaderProgram::names = { {ModelViewProjection, "modelViewProjection"}, {TextureMatrix, "textureMatrix"}, {ViewportScale, "viewportScale"}, {TexelSize, "texelSize"}, {Texture0, "texture0"}, {Texture1, "texture1"}, {FixedLodLevel, "fixedLodLevel"}, {FragmentColor, "fragColor"} }; /** * Generic shader loading function that will compile a shader program given * a vertex shader and fragment shader resource path. Extra code can be prepended * to each shader respectively using the header parameters. * * @param vertPath Resource path to a vertex shader * @param fragPath Resource path to a fragment shader * @param vertHeader Extra code which will be prepended to the vertex shader * @param fragHeader Extra code which will be prepended to the fragment shader */ KisShaderProgram *KisOpenGLShaderLoader::loadShader(QString vertPath, QString fragPath, QByteArray vertHeader, QByteArray fragHeader) { bool result; KisShaderProgram *shader = new KisShaderProgram(); // Load vertex shader QByteArray vertSource; // XXX Check can be removed and set to the MAC version after we move to Qt5.7 #ifdef Q_OS_OSX vertSource.append(KisOpenGL::hasOpenGL3() ? "#version 150 core\n" : "#version 120\n"); // OpenColorIO doesn't support the new GLSL version yet. vertSource.append("#define texture2D texture\n"); vertSource.append("#define texture3D texture\n"); #else if (KisOpenGL::hasOpenGLES()) { vertSource.append("#version 300 es\n"); } else { vertSource.append(KisOpenGL::supportsLoD() ? "#version 130\n" : "#version 120\n"); } #endif vertSource.append(vertHeader); QFile vertexShaderFile(":/" + vertPath); vertexShaderFile.open(QIODevice::ReadOnly); vertSource.append(vertexShaderFile.readAll()); result = shader->addShaderFromSourceCode(QOpenGLShader::Vertex, vertSource); if (!result) throw ShaderLoaderException(QString("%1: %2 - Cause: %3").arg("Failed to add vertex shader source from file", vertPath, shader->log())); // Load fragment shader QByteArray fragSource; // XXX Check can be removed and set to the MAC version after we move to Qt5.7 #ifdef Q_OS_OSX fragSource.append(KisOpenGL::hasOpenGL3() ? "#version 150 core\n" : "#version 120\n"); // OpenColorIO doesn't support the new GLSL version yet. fragSource.append("#define texture2D texture\n"); fragSource.append("#define texture3D texture\n"); #else if (KisOpenGL::hasOpenGLES()) { fragSource.append( "#version 300 es\n" - "precision mediump float;" - "precision mediump sampler3D;"); + "precision mediump float;\n" + "precision mediump sampler3D;\n"); } else { fragSource.append(KisOpenGL::supportsLoD() ? "#version 130\n" : "#version 120\n"); } #endif fragSource.append(fragHeader); QFile fragmentShaderFile(":/" + fragPath); fragmentShaderFile.open(QIODevice::ReadOnly); fragSource.append(fragmentShaderFile.readAll()); result = shader->addShaderFromSourceCode(QOpenGLShader::Fragment, fragSource); if (!result) throw ShaderLoaderException(QString("%1: %2 - Cause: %3").arg("Failed to add fragment shader source from file", fragPath, shader->log())); // Bind attributes shader->bindAttributeLocation("a_vertexPosition", PROGRAM_VERTEX_ATTRIBUTE); shader->bindAttributeLocation("a_textureCoordinate", PROGRAM_TEXCOORD_ATTRIBUTE); // Link result = shader->link(); if (!result) throw ShaderLoaderException(QString("Failed to link shader: ").append(vertPath)); Q_ASSERT(shader->isLinked()); return shader; } /** * Specific display shader loading function. It adds the appropriate extra code * to the fragment shader depending on what is available on the target machine. * Additionally, it picks the appropriate shader files depending on the availability * of OpenGL3. */ KisShaderProgram *KisOpenGLShaderLoader::loadDisplayShader(QSharedPointer displayFilter, bool useHiQualityFiltering) { QByteArray fragHeader; if (KisOpenGL::supportsLoD()) { fragHeader.append("#define DIRECT_LOD_FETCH\n"); if (useHiQualityFiltering) { fragHeader.append("#define HIGHQ_SCALING\n"); } } // If we have an OCIO display filter and it contains a function we add // it to our shader header which will sit on top of the fragment code. bool haveDisplayFilter = displayFilter && !displayFilter->program().isEmpty(); if (haveDisplayFilter) { fragHeader.append("#define USE_OCIO\n"); fragHeader.append(displayFilter->program().toLatin1()); } QString vertPath, fragPath; // Select appropriate shader files if (KisOpenGL::supportsLoD()) { vertPath = "matrix_transform.vert"; fragPath = "highq_downscale.frag"; } else { vertPath = "matrix_transform_legacy.vert"; fragPath = "simple_texture_legacy.frag"; } KisShaderProgram *shader = loadShader(vertPath, fragPath, QByteArray(), fragHeader); return shader; } /** * Specific checker shader loading function. It picks the appropriate shader * files depending on the availability of OpenGL3 on the target machine. */ KisShaderProgram *KisOpenGLShaderLoader::loadCheckerShader() { QString vertPath, fragPath; // Select appropriate shader files if (KisOpenGL::supportsLoD()) { vertPath = "matrix_transform.vert"; fragPath = "simple_texture.frag"; } else { vertPath = "matrix_transform_legacy.vert"; fragPath = "simple_texture_legacy.frag"; } KisShaderProgram *shader = loadShader(vertPath, fragPath, QByteArray(), QByteArray()); return shader; } /** * Specific uniform shader loading function. It picks the appropriate shader * files depending on the availability of OpenGL3 on the target machine. */ KisShaderProgram *KisOpenGLShaderLoader::loadSolidColorShader() { QString vertPath, fragPath; // Select appropriate shader files if (KisOpenGL::supportsLoD()) { vertPath = "matrix_transform.vert"; fragPath = "solid_color.frag"; } else { vertPath = "matrix_transform_legacy.vert"; fragPath = "solid_color_legacy.frag"; } KisShaderProgram *shader = loadShader(vertPath, fragPath, QByteArray(), QByteArray()); return shader; }