wayland/streams: Don't open-code glamor_compile_glsl_prog
Reviewed-by: Emma Anholt <emma@anholt.net>
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22772f0068
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abda3f4233
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@ -99,37 +99,6 @@ xwl_eglstream_get(struct xwl_screen *xwl_screen)
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&xwl_eglstream_private_key);
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&xwl_eglstream_private_key);
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}
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}
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static GLint
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xwl_eglstream_compile_glsl_prog(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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if (info) {
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glGetShaderInfoLog(prog, size, NULL, info);
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ErrorF("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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ErrorF("Program source:\n%s", source);
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free(info);
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}
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else
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ErrorF("Failed to get shader compilation info.\n");
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FatalError("GLSL compile failure\n");
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}
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return prog;
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}
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static GLuint
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static GLuint
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xwl_eglstream_build_glsl_prog(GLuint vs, GLuint fs)
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xwl_eglstream_build_glsl_prog(GLuint vs, GLuint fs)
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{
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{
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@ -775,8 +744,8 @@ xwl_eglstream_init_shaders(struct xwl_screen *xwl_screen)
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0, 0,
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0, 0,
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};
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};
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vs = xwl_eglstream_compile_glsl_prog(GL_VERTEX_SHADER, blit_vs_src);
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vs = glamor_compile_glsl_prog(GL_VERTEX_SHADER, blit_vs_src);
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fs = xwl_eglstream_compile_glsl_prog(GL_FRAGMENT_SHADER, blit_fs_src);
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fs = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, blit_fs_src);
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xwl_eglstream->blit_prog = xwl_eglstream_build_glsl_prog(vs, fs);
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xwl_eglstream->blit_prog = xwl_eglstream_build_glsl_prog(vs, fs);
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glDeleteShader(vs);
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glDeleteShader(vs);
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