Index: client/deps/glbench/src/shaders.cc |
diff --git a/client/deps/glbench/src/shaders.cc b/client/deps/glbench/src/shaders.cc |
index 983c57c5c9b612a06b4e84f9becea80e7f38ed2c..b414e77270315e07a02290037d1ff97a735cdc68 100644 |
--- a/client/deps/glbench/src/shaders.cc |
+++ b/client/deps/glbench/src/shaders.cc |
@@ -80,7 +80,6 @@ ShaderProgram AttributeFetchShaderProgram(int attribute_count, |
return program; |
} |
- |
#define I915_WORKAROUND 1 |
#if I915_WORKAROUND |
@@ -107,6 +106,175 @@ ShaderProgram AttributeFetchShaderProgram(int attribute_count, |
#define DDY "ddy" |
#endif |
+const char *basic_texture_vertex_shader = |
+"attribute vec4 c1;" |
+"attribute vec4 c2;" |
+"varying vec2 v1;" |
+"void main() {" |
+" gl_Position = c1;" |
+" " V1 " = c2;" |
+"}"; |
+ |
+const char *basic_texture_fragment_shader = |
+"uniform sampler2D texture_sampler;" |
+"varying vec2 v1;" |
+"void main() {" |
+" gl_FragColor = texture2D(texture_sampler, " V1 ".xy);" |
+"}"; |
+ |
+ShaderProgram BasicTextureShaderProgram(GLuint vertex_buffer, |
+ GLuint texture_buffer) { |
+ ShaderProgram program = |
+ InitShaderProgram(basic_texture_vertex_shader, |
+ basic_texture_fragment_shader); |
+ |
+ // Set up the texture sampler |
+ int textureSampler = glGetUniformLocation(program, "texture_sampler"); |
+ glUniform1i(textureSampler, 0); |
+ |
+ // Set up vertex attribute |
+ int attribute_index = glGetAttribLocation(program, "c1"); |
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ // Set up texture attribute |
+ attribute_index = glGetAttribLocation(program, "c2"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ return program; |
+} |
+ |
+const char *double_texture_blend_vertex_shader = |
+"attribute vec4 c1;" |
+"attribute vec4 c2;" |
+"attribute vec4 c3;" |
+"varying vec2 v1;" |
+"varying vec2 v2;" |
+"void main() {" |
+" gl_Position = c1;" |
+" " V1 " = c2;" |
+" " V2 " = c3;" |
+"}"; |
+ |
+const char *double_texture_blend_fragment_shader = |
+"uniform sampler2D texture_sampler_0;" |
+"uniform sampler2D texture_sampler_1;" |
+"varying vec2 v1;" |
+"varying vec2 v2;" |
+"void main() {" |
+" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" |
+" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" |
+" gl_FragColor = mix(one, two, 0.5);" |
+"}"; |
+ |
+// This shader blends the three textures |
+ShaderProgram DoubleTextureBlendShaderProgram(GLuint vertex_buffer, |
+ GLuint texture_buffer_0, |
+ GLuint texture_buffer_1) { |
+ ShaderProgram program = |
+ InitShaderProgram(double_texture_blend_vertex_shader, |
+ double_texture_blend_fragment_shader); |
+ |
+ // Set up the texture sampler |
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); |
+ glUniform1i(textureSampler0, 0); |
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); |
+ glUniform1i(textureSampler1, 1); |
+ |
+ // Set up vertex attribute |
+ int attribute_index = glGetAttribLocation(program, "c1"); |
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ // Set up texture attributes |
+ attribute_index = glGetAttribLocation(program, "c2"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ attribute_index = glGetAttribLocation(program, "c3"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ return program; |
+} |
+ |
+const char *triple_texture_blend_vertex_shader = |
+"attribute vec4 c1;" |
+"attribute vec4 c2;" |
+"attribute vec4 c3;" |
+"attribute vec4 c4;" |
+"varying vec2 v1;" |
+"varying vec2 v2;" |
+"varying vec2 v3;" |
+"void main() {" |
+" gl_Position = c1;" |
+" " V1 " = c2;" |
+" " V2 " = c3;" |
+" " V3 " = c4;" |
+"}"; |
+ |
+const char *triple_texture_blend_fragment_shader = |
+"uniform sampler2D texture_sampler_0;" |
+"uniform sampler2D texture_sampler_1;" |
+"uniform sampler2D texture_sampler_2;" |
+"varying vec2 v1;" |
+"varying vec2 v2;" |
+"varying vec2 v3;" |
+"void main() {" |
+" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" |
+" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" |
+" vec4 three = texture2D(texture_sampler_2, " V3 ".xy);" |
+" gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);" |
+"}"; |
+ |
+// This shader blends the three textures |
+ShaderProgram TripleTextureBlendShaderProgram(GLuint vertex_buffer, |
+ GLuint texture_buffer_0, |
+ GLuint texture_buffer_1, |
+ GLuint texture_buffer_2) { |
+ ShaderProgram program = |
+ InitShaderProgram(triple_texture_blend_vertex_shader, |
+ triple_texture_blend_fragment_shader); |
+ |
+ // Set up the texture sampler |
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); |
+ glUniform1i(textureSampler0, 0); |
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); |
+ glUniform1i(textureSampler1, 1); |
+ int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2"); |
+ glUniform1i(textureSampler2, 2); |
+ |
+ // Set up vertex attribute |
+ int attribute_index = glGetAttribLocation(program, "c1"); |
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ // Set up texture attributes |
+ attribute_index = glGetAttribLocation(program, "c2"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ attribute_index = glGetAttribLocation(program, "c3"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ attribute_index = glGetAttribLocation(program, "c4"); |
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2); |
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
+ glEnableVertexAttribArray(attribute_index); |
+ |
+ return program; |
+} |
+ |
const char *vertex_shader_1_varying = |
"attribute vec4 c;" |
"varying vec4 v1;" |