Show compile errors and go back to GLSL V120.

This commit is contained in:
Jeff Young 2018-10-13 12:39:09 +01:00
parent 9df7626e31
commit 6a5744adb1
6 changed files with 85 additions and 71 deletions

View File

@ -60,18 +60,18 @@ const char kicad_vertex_shader[] = R"SHADER_SOURCE(
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/ */
#version 130 #version 120
// Shader types // Shader types
const int SHADER_FILLED_CIRCLE = 2; const float SHADER_FILLED_CIRCLE = 2.0;
const int SHADER_STROKED_CIRCLE = 3; const float SHADER_STROKED_CIRCLE = 3.0;
const int SHADER_FONT = 4; const float SHADER_FONT = 4.0;
const int SHADER_LINE_A = 5; const float SHADER_LINE_A = 5.0;
const int SHADER_LINE_B = 6; const float SHADER_LINE_B = 6.0;
const int SHADER_LINE_C = 7; const float SHADER_LINE_C = 7.0;
const int SHADER_LINE_D = 8; const float SHADER_LINE_D = 8.0;
const int SHADER_LINE_E = 9; const float SHADER_LINE_E = 9.0;
const int SHADER_LINE_F = 10; const float SHADER_LINE_F = 10.0;
// Minimum line width // Minimum line width
const float MIN_WIDTH = 1.0; const float MIN_WIDTH = 1.0;
@ -83,7 +83,7 @@ uniform float worldPixelSize;
void computeLineCoords( bool posture, vec2 offset, vec2 texcoord, vec2 dir ) void computeLineCoords( bool posture, vec2 offset, vec2 texcoord, vec2 dir )
{ {
float w = length(offset); float w = length( offset );
if( w > worldPixelSize ) if( w > worldPixelSize )
{ {
@ -94,7 +94,7 @@ void computeLineCoords( bool posture, vec2 offset, vec2 texcoord, vec2 dir )
else else
{ {
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.xy += (posture ? dir : dir.yx ) * worldPixelSize / 2.0; pos.xy += ( posture ? dir : dir.yx ) * worldPixelSize / 2.0;
gl_Position = gl_ModelViewProjectionMatrix * pos; gl_Position = gl_ModelViewProjectionMatrix * pos;
shaderParams[0] = SHADER_LINE_B; shaderParams[0] = SHADER_LINE_B;
} }
@ -103,7 +103,7 @@ void computeLineCoords( bool posture, vec2 offset, vec2 texcoord, vec2 dir )
void main() void main()
{ {
int mode = int( attrShaderParams[0] ); float mode = attrShaderParams[0];
// Pass attributes to the fragment shader // Pass attributes to the fragment shader
shaderParams = attrShaderParams; shaderParams = attrShaderParams;
@ -113,50 +113,51 @@ void main()
vec2 vp = vec2(-vs.y, vs.x); vec2 vp = vec2(-vs.y, vs.x);
bool posture = abs( vs.x ) < abs(vs.y); bool posture = abs( vs.x ) < abs(vs.y);
switch( mode ) if( mode == SHADER_LINE_A )
computeLineCoords( posture, vp - vs, vec2( -aspect, -1 ), vec2( -1, 0 ) );
else if( mode == SHADER_LINE_B )
computeLineCoords( posture, -vp - vs, vec2( -aspect, 1 ), vec2( 1, 0 ) );
else if( mode == SHADER_LINE_C )
computeLineCoords( posture, -vp + vs, vec2( aspect, 1 ), vec2( 1, 0 ) );
else if( mode == SHADER_LINE_D )
computeLineCoords( posture, -vp + vs, vec2( -aspect, -1 ), vec2( 1, 0 ) );
else if( mode == SHADER_LINE_E )
computeLineCoords( posture, vp + vs, vec2( -aspect, 1 ), vec2( -1, 0 ) );
else if( mode == SHADER_LINE_F )
computeLineCoords( posture, vp - vs, vec2( aspect, 1 ), vec2( -1, 0 ) );
else if( mode == SHADER_STROKED_CIRCLE ||
mode == SHADER_FILLED_CIRCLE )
{ {
case SHADER_LINE_A: computeLineCoords( posture, vp - vs, vec2( -aspect, -1 ), vec2(-1,0) ); break; // Compute relative circle coordinates basing on indices
case SHADER_LINE_B: computeLineCoords( posture, -vp - vs, vec2( -aspect, 1 ), vec2(1,0) ); break; // Circle
case SHADER_LINE_C: computeLineCoords( posture, -vp + vs, vec2( aspect, 1 ), vec2(1,0) ); break; if( shaderParams[1] == 1.0 )
case SHADER_LINE_D: computeLineCoords( posture, -vp + vs, vec2( -aspect, -1), vec2(1,0) ); break; circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
case SHADER_LINE_E: computeLineCoords( posture, vp + vs, vec2( -aspect, 1 ), vec2(-1,0) ); break; else if( shaderParams[1] == 2.0 )
case SHADER_LINE_F: computeLineCoords( posture, vp - vs, vec2( aspect, 1 ), vec2(-1,0) ); break; circleCoords = vec2( sqrt( 3.0 ), -1.0 );
case SHADER_STROKED_CIRCLE: else if( shaderParams[1] == 3.0 )
case SHADER_FILLED_CIRCLE: circleCoords = vec2( 0.0, 2.0 );
{
// Compute relative circle coordinates basing on indices
// Circle
if( shaderParams[1] == 1.0 )
circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 2.0 )
circleCoords = vec2( sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 3.0 )
circleCoords = vec2( 0.0, 2.0 );
// Semicircle // Semicircle
else if( shaderParams[1] == 4.0 ) else if( shaderParams[1] == 4.0 )
circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 ); circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 5.0 ) else if( shaderParams[1] == 5.0 )
circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 ); circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 6.0 ) else if( shaderParams[1] == 6.0 )
circleCoords = vec2( 0.0, 2.0 ); circleCoords = vec2( 0.0, 2.0 );
// Make the line appear to be at least 1 pixel wide // Make the line appear to be at least 1 pixel wide
float lineWidth = shaderParams[3]; float lineWidth = shaderParams[3];
float worldScale = abs( gl_ModelViewMatrix[0][0] ); float worldScale = abs( gl_ModelViewMatrix[0][0] );
if( worldScale * lineWidth < MIN_WIDTH ) if( worldScale * lineWidth < MIN_WIDTH )
shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth ); shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
gl_Position = ftransform(); gl_Position = ftransform();
}
break; else
} {
default: // Pass through the coordinates like in the fixed pipeline
{ gl_Position = ftransform();
gl_Position = ftransform();
break;
}
} }
gl_FrontColor = gl_Color; gl_FrontColor = gl_Color;
@ -193,7 +194,7 @@ const char kicad_fragment_shader[] = R"SHADER_SOURCE(
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/ */
#version 130 #version 120
// Multi-channel signed distance field // Multi-channel signed distance field
#define USE_MSDF #define USE_MSDF
@ -223,7 +224,7 @@ void filledCircle( vec2 aCoord )
float pixelSegDistance( vec2 aCoord ) float pixelSegDistance( vec2 aCoord )
{ {
if (shaderParams[0] == SHADER_LINE_B) if( shaderParams[0] == SHADER_LINE_B )
{ {
gl_FragColor = gl_Color; gl_FragColor = gl_Color;
return 0.0; return 0.0;
@ -231,15 +232,15 @@ float pixelSegDistance( vec2 aCoord )
float aspect = shaderParams[1]; float aspect = shaderParams[1];
float dist; float dist;
vec2 v = vec2( 1.0 - (aspect - abs(aCoord.s)), aCoord.t); vec2 v = vec2( 1.0 - ( aspect - abs( aCoord.s ) ), aCoord.t );
if( v.x <= 0.0 ) if( v.x <= 0.0 )
{ {
dist = abs(aCoord.t); dist = abs( aCoord.t );
} }
else else
{ {
dist = length(v); dist = length( v );
} }
return dist; return dist;
@ -247,7 +248,7 @@ float pixelSegDistance( vec2 aCoord )
int isPixelInSegment( vec2 aCoord ) int isPixelInSegment( vec2 aCoord )
{ {
return pixelSegDistance(aCoord) <= 1.0 ? 1 : 0; return pixelSegDistance( aCoord ) <= 1.0 ? 1 : 0;
} }

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@ -322,7 +322,7 @@ bool OPENGL_GAL::updatedGalDisplayOptions( const GAL_DISPLAY_OPTIONS& aOptions )
double OPENGL_GAL::getWorldPixelSize() const double OPENGL_GAL::getWorldPixelSize() const
{ {
auto matrix = GetScreenWorldMatrix(); auto matrix = GetScreenWorldMatrix();
return std::min(std::abs(matrix.GetScale().x), std::abs(matrix.GetScale().y ) ); return std::min( std::abs( matrix.GetScale().x ), std::abs( matrix.GetScale().y ) );
} }
void OPENGL_GAL::BeginDrawing() void OPENGL_GAL::BeginDrawing()
@ -1160,7 +1160,7 @@ void OPENGL_GAL::DrawGrid()
compositor->SetBuffer( mainBuffer ); compositor->SetBuffer( mainBuffer );
// sub-pixel lines all render the same // sub-pixel lines all render the same
double minorLineWidth = std::max(1.0, gridLineWidth) * getWorldPixelSize(); double minorLineWidth = std::max( 1.0, gridLineWidth ) * getWorldPixelSize();
double majorLineWidth = minorLineWidth * 2.0; double majorLineWidth = minorLineWidth * 2.0;
// Draw the axis and grid // Draw the axis and grid
@ -1222,7 +1222,7 @@ void OPENGL_GAL::DrawGrid()
glStencilFunc( GL_ALWAYS, 1, 1 ); glStencilFunc( GL_ALWAYS, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); glStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
glColor4d( 0.0, 0.0, 0.0, 0.0 ); glColor4d( 0.0, 0.0, 0.0, 0.0 );
SetStrokeColor( COLOR4D(0.0, 0.0, 0.0, 0.0 ) ); SetStrokeColor( COLOR4D( 0.0, 0.0, 0.0, 0.0 ) );
} }
else else
{ {
@ -1316,7 +1316,7 @@ void OPENGL_GAL::DrawGrid()
|| gridScreenSizeDense > gridThreshold ) || gridScreenSizeDense > gridThreshold )
{ {
VECTOR2D a ( x, gridStartY * gridSize.y + gridOrigin.y ); VECTOR2D a ( x, gridStartY * gridSize.y + gridOrigin.y );
VECTOR2D b ( x, gridEndY * gridSize.y + gridOrigin.y ); VECTOR2D b ( x, gridEndY * gridSize.y + gridOrigin.y );
DrawLine( a, b ); DrawLine( a, b );
} }
} }

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@ -34,6 +34,7 @@
#include <cassert> #include <cassert>
#include <gal/opengl/shader.h> #include <gal/opengl/shader.h>
#include <vector>
using namespace KIGFX; using namespace KIGFX;
@ -258,7 +259,19 @@ bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aA
if( status != GL_TRUE ) if( status != GL_TRUE )
{ {
shaderInfo( shaderNumber ); shaderInfo( shaderNumber );
throw std::runtime_error( "Shader compilation error" );
GLint maxLength = 0;
glGetShaderiv( shaderNumber, GL_INFO_LOG_LENGTH, &maxLength );
// The maxLength includes the NULL character
std::vector<GLchar> errorLog( (size_t) maxLength );
glGetShaderInfoLog( shaderNumber, maxLength, &maxLength, &errorLog[0] );
// Provide the infolog in whatever manor you deem best.
// Exit with failure.
glDeleteShader( shaderNumber ); // Don't leak the shader.
throw std::runtime_error( &errorLog[0] );
} }
glAttachShader( programNumber, shaderNumber ); glAttachShader( programNumber, shaderNumber );

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@ -108,7 +108,7 @@ void GERBVIEW_FRAME::ReCreateHToolbar( void )
void GERBVIEW_FRAME::ReCreateAuxiliaryToolbar() void GERBVIEW_FRAME::ReCreateAuxiliaryToolbar()
{ {
wxWindowUpdateLocker dummy( this ); //wxWindowUpdateLocker dummy( this );
wxStaticText* text; wxStaticText* text;
if( !m_auxiliaryToolBar ) if( !m_auxiliaryToolBar )

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@ -177,10 +177,10 @@ public:
* @param aParam2 is the optional parameter for a shader. * @param aParam2 is the optional parameter for a shader.
* @param aParam3 is the optional parameter for a shader. * @param aParam3 is the optional parameter for a shader.
*/ */
inline void Shader( int aShaderType, GLfloat aParam1 = 0.0f, inline void Shader( GLfloat aShaderType, GLfloat aParam1 = 0.0f,
GLfloat aParam2 = 0.0f, GLfloat aParam3 = 0.0f ) GLfloat aParam2 = 0.0f, GLfloat aParam3 = 0.0f )
{ {
m_shader[0] = (float) aShaderType; m_shader[0] = aShaderType;
m_shader[1] = aParam1; m_shader[1] = aParam1;
m_shader[2] = aParam2; m_shader[2] = aParam2;
m_shader[3] = aParam3; m_shader[3] = aParam3;

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@ -234,7 +234,7 @@ void PCB_EDIT_FRAME::ReCreateHToolbar()
{ {
wxString msg; wxString msg;
wxWindowUpdateLocker dummy( this ); //wxWindowUpdateLocker dummy( this );
if( m_mainToolBar ) if( m_mainToolBar )
m_mainToolBar->Clear(); m_mainToolBar->Clear();
@ -337,7 +337,7 @@ void PCB_EDIT_FRAME::ReCreateHToolbar()
void PCB_EDIT_FRAME::ReCreateOptToolbar() void PCB_EDIT_FRAME::ReCreateOptToolbar()
{ {
wxWindowUpdateLocker dummy( this ); //wxWindowUpdateLocker dummy( this );
if( m_optionsToolBar ) if( m_optionsToolBar )
m_optionsToolBar->Clear(); m_optionsToolBar->Clear();
@ -425,7 +425,7 @@ void PCB_EDIT_FRAME::ReCreateOptToolbar()
void PCB_EDIT_FRAME::ReCreateVToolbar() void PCB_EDIT_FRAME::ReCreateVToolbar()
{ {
wxWindowUpdateLocker dummy( this ); //wxWindowUpdateLocker dummy( this );
if( m_drawToolBar ) if( m_drawToolBar )
m_drawToolBar->Clear(); m_drawToolBar->Clear();
@ -516,7 +516,7 @@ void PCB_EDIT_FRAME::ReCreateVToolbar()
*/ */
void PCB_EDIT_FRAME::ReCreateMicrowaveVToolbar() void PCB_EDIT_FRAME::ReCreateMicrowaveVToolbar()
{ {
wxWindowUpdateLocker dummy(this); //wxWindowUpdateLocker dummy(this);
if( m_microWaveToolBar ) if( m_microWaveToolBar )
m_microWaveToolBar->Clear(); m_microWaveToolBar->Clear();
@ -559,7 +559,7 @@ void PCB_EDIT_FRAME::ReCreateMicrowaveVToolbar()
void PCB_EDIT_FRAME::ReCreateAuxiliaryToolbar() void PCB_EDIT_FRAME::ReCreateAuxiliaryToolbar()
{ {
wxWindowUpdateLocker dummy( this ); //wxWindowUpdateLocker dummy( this );
if( m_auxiliaryToolBar ) if( m_auxiliaryToolBar )
{ {