[gtk/matthiasc/glshader-node: 1/9] Add GskGLShaderNode




commit 111dfdf3f53ad6cbdb89a5a1b4165555e36bf590
Author: Alexander Larsson <alexl redhat com>
Date:   Fri Sep 18 17:46:57 2020 +0200

    Add GskGLShaderNode
    
    This is a rendernode that is supposed to run a GLSL fragment
    shader with a set of inputs and produce outputs.
    The inputs are:
     * A GskGLShader object with the source and uniforms definitions
       computed from the source.
     * A the data for the uniforms, formated according to the GskGLShader
     * a list of render nodes that are rendered to textures
    
    Additionally there is a fallback node which is used in case
    OpenGL is not supported or there is some kind of failure
    with the shader code.

 gsk/gskenums.h             |   32 +-
 gsk/gskglshader.c          | 1134 ++++++++++++++++++++++++++++++++++++++++++++
 gsk/gskglshader.h          |  153 ++++++
 gsk/gskglshaderprivate.h   |   19 +
 gsk/gskrendernode.h        |   25 +
 gsk/gskrendernodeimpl.c    |  240 ++++++++++
 gsk/gskrendernodeparser.c  |  408 +++++++++++++++-
 gsk/gskrendernodeprivate.h |    2 +-
 gsk/meson.build            |    2 +
 gtk/inspector/recorder.c   |  136 ++++++
 10 files changed, 2148 insertions(+), 3 deletions(-)
---
diff --git a/gsk/gskenums.h b/gsk/gskenums.h
index 24aafec502..3db02599db 100644
--- a/gsk/gskenums.h
+++ b/gsk/gskenums.h
@@ -48,6 +48,7 @@
  * @GSK_TEXT_NODE: A node containing a glyph string
  * @GSK_BLUR_NODE: A node that applies a blur
  * @GSK_DEBUG_NODE: Debug information that does not affect the rendering
+ * @GSK_GL_SHADER_NODE: A node that uses OpenGL fragment shaders to render
  
  * The type of a node determines what the node is rendering.
  */
@@ -75,7 +76,8 @@ typedef enum {
   GSK_CROSS_FADE_NODE,
   GSK_TEXT_NODE,
   GSK_BLUR_NODE,
-  GSK_DEBUG_NODE
+  GSK_DEBUG_NODE,
+  GSK_GL_SHADER_NODE
 } GskRenderNodeType;
 
 /**
@@ -218,4 +220,32 @@ typedef enum
   GSK_TRANSFORM_CATEGORY_IDENTITY
 } GskTransformCategory;
 
+/**
+ * GskGLUniformType:
+ * @GSK_GLUNIFORM_TYPE_NONE: No type, used for uninitialized or unspecified values.
+ * @GSK_GLUNIFORM_TYPE_FLOAT: A float uniform
+ * @GSK_GLUNIFORM_TYPE_INT: A GLSL int / gint32 uniform
+ * @GSK_GLUNIFORM_TYPE_UINT: A GLSL uint / guint32 uniform
+ * @GSK_GLUNIFORM_TYPE_BOOL: A GLSL bool / gboolean uniform
+ * @GSK_GLUNIFORM_TYPE_VEC2: A GLSL vec2 / graphene_vec2_t uniform
+ * @GSK_GLUNIFORM_TYPE_VEC3: A GLSL vec3 / graphene_vec3_t uniform
+ * @GSK_GLUNIFORM_TYPE_VEC4: A GLSL vec4 / graphene_vec4_t uniform
+ *
+ * This defines the types of the uniforms that #GskGLShaders
+ * declare. It defines both what the type is called in the GLSL shader
+ * code, and what the corresponding C type is on the Gtk side.
+ */
+typedef enum
+{
+  GSK_GLUNIFORM_TYPE_NONE,
+  GSK_GLUNIFORM_TYPE_FLOAT,
+  GSK_GLUNIFORM_TYPE_INT,
+  GSK_GLUNIFORM_TYPE_UINT,
+  GSK_GLUNIFORM_TYPE_BOOL,
+  GSK_GLUNIFORM_TYPE_VEC2,
+  GSK_GLUNIFORM_TYPE_VEC3,
+  GSK_GLUNIFORM_TYPE_VEC4,
+} GskGLUniformType;
+
+
 #endif /* __GSK_TYPES_H__ */
diff --git a/gsk/gskglshader.c b/gsk/gskglshader.c
new file mode 100644
index 0000000000..cf392160ae
--- /dev/null
+++ b/gsk/gskglshader.c
@@ -0,0 +1,1134 @@
+/* GSK - The GTK Scene Kit
+ *
+ * Copyright 2020, Red Hat Inc
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/**
+ * SECTION:GskGLShader
+ * @Title: GskGLShader
+ * @Short_description: A description of GskGLShader
+ *
+ * A #GskGLShader is a snippet of GLSL that is meant to run in the
+ * fragment shader of the rendering pipeline. A fragment shader it
+ * gets the coordinates being rendered as input and produces the
+ * pixel values for that particular pixel. Additionally the
+ * shader can declare a set of other input arguments, called
+ * uniforms (as they are uniform over all the calls to your shader in
+ * each instance of use). A shader can also receive up to 4
+ * textures that it can use as input when producing the pixel data.
+ *
+ * The typical way a #GskGLShader is used is as an argument to a
+ * #GskGLShaderNode in the rendering hierarchy, and then the textures
+ * it gets as input are constructed by rendering the child nodes to
+ * textures before rendering the shader node itself. (Although you can
+ * also pass texture nodes as children if you want to directly use a
+ * texture as input). Note that the #GskGLShaderNode API is a bit
+ * lowlevel, and highlevel code normally uses
+ * gtk_snapshot_push_glshader() to produce the nodes.
+ *
+ * The actual shader code is GLSL code that gets combined with
+ * some other code into the fragment shader. Since the exact
+ * capabilities of the GPU driver differs between different OpenGL
+ * drivers and hardware, GTK adds some defines that you can use
+ * to ensure your GLSL code runs on as many drivers as it can.
+ *
+ * If the OpenGL driver is GLES, then the shader language version
+ * is set to 100, and GSK_GLES will be defined in the shader.
+ *
+ * Otherwise, if the OpenGL driver does not support the 3.2 core profile,
+ * then the shader will run with language version 110 for GL2 and 130 for GL3,
+ * and GSK_LEGACY will be defined in the shader.
+ *
+ * If the OpenGL driver supports the 3.2 code profile, it will be used,
+ * the shader language version is set to 150, and GSK_GL3 will be defined
+ * in the shader.
+ *
+ * The main function the shader should implement is:
+ *
+ * |[<!-- language="plain" -->
+ *  void mainImage(out vec4 fragColor,
+ *                 in vec2 fragCoord,
+ *                 in vec2 resolution,
+ *                 in vec2 uv)
+ * ]|
+ * 
+ * Where the input @fragCoord is the coordinate of the pixel we're
+ * currently rendering, relative to the boundary rectangle that was
+ * specified in the #GskGLShaderNode, and @resolution is the width and
+ * height of that rectangle. This is in the typical GTK coordinate
+ * system with the origin in the top left. @uv contains the u and v
+ * coordinates that can be used to index a texture at the
+ * corresponding point. These coordinates are in the [0..1]x[0..1]
+ * region, with 0, 0 being in the lower left cornder (which is typical
+ * for OpenGL).
+ *
+ * The output @fragColor should be a RGBA color (with
+ * non-premultiplied alpha) that will be used as the output for the
+ * specified pixel location. Note that this output will be
+ * automatically clipped to the clip region of the glshader node.
+ *
+ * In addition to the function arguments the shader can define
+ * up to 4 uniforms for tetxures which must be called u_textureN
+ * (i.e. u_texture1 to u_texture4) as well as any custom uniforms
+ * you want of types int, uint, bool, float, vec2, vec3 or vec4.
+ *
+ * Note that GTK parses the uniform declarations, so each uniform has to
+ * be on a line by itself with no other code, like so:
+ *
+ * |[<!-- language="plain" -->
+ * uniform float u_time;
+ * uniform vec3 u_color;
+ * uniform sampler2D u_texture1;
+ * uniform sampler2D u_texture2;
+ * ]|
+ *
+ * GTK uses the the "gsk" namespace in the symbols it uses in the
+ * shader, so your code should not use any symbols with the prefix gsk
+ * or GSK. There are some helper functions declared that you can use:
+ *
+ * |[<!-- language="plain" -->
+ * vec4 GskTexture(sampler2D sampler, vec2 texCoords);
+ * ]|
+ *
+ * This samples a texture (e.g. u_texture1) at the specified
+ * coordinates, and containes some helper ifdefs to ensure that
+ * it works on all OpenGL versions.
+ */
+
+#include "config.h"
+#include "gskglshader.h"
+#include "gskglshaderprivate.h"
+
+static GskGLUniformType
+uniform_type_from_glsl (const char *str)
+{
+  if (strcmp (str, "int") == 0)
+    return GSK_GLUNIFORM_TYPE_INT;
+  if (strcmp (str, "uint") == 0)
+    return GSK_GLUNIFORM_TYPE_UINT;
+  if (strcmp (str, "bool") == 0)
+    return GSK_GLUNIFORM_TYPE_BOOL;
+  if (strcmp (str, "float") == 0)
+    return GSK_GLUNIFORM_TYPE_FLOAT;
+  if (strcmp (str, "vec2") == 0)
+    return GSK_GLUNIFORM_TYPE_VEC2;
+  if (strcmp (str, "vec3") == 0)
+    return GSK_GLUNIFORM_TYPE_VEC3;
+  if (strcmp (str, "vec4") == 0)
+    return GSK_GLUNIFORM_TYPE_VEC4;
+
+  return  GSK_GLUNIFORM_TYPE_NONE;
+}
+
+static int
+uniform_type_size (GskGLUniformType type)
+{
+  switch (type)
+    {
+    case GSK_GLUNIFORM_TYPE_FLOAT:
+      return sizeof (float);
+
+    case GSK_GLUNIFORM_TYPE_INT:
+      return sizeof (gint32);
+
+    case GSK_GLUNIFORM_TYPE_UINT:
+    case GSK_GLUNIFORM_TYPE_BOOL:
+      return sizeof (guint32);
+
+    case GSK_GLUNIFORM_TYPE_VEC2:
+      return sizeof (float) * 2;
+
+    case GSK_GLUNIFORM_TYPE_VEC3:
+      return sizeof (float) * 3;
+
+    case GSK_GLUNIFORM_TYPE_VEC4:
+      return sizeof (float) * 4;
+
+    case GSK_GLUNIFORM_TYPE_NONE:
+    default:
+      g_assert_not_reached ();
+      return 0;
+    }
+}
+
+struct _GskGLShader
+{
+  GObject parent_instance;
+  GBytes *bytes;
+  char *resource;
+  int n_required_textures;
+  int uniforms_size;
+  GArray *uniforms;
+};
+
+G_DEFINE_TYPE (GskGLShader, gsk_gl_shader, G_TYPE_OBJECT)
+
+enum {
+  GLSHADER_PROP_0,
+  GLSHADER_PROP_BYTES,
+  GLSHADER_PROP_RESOURCE,
+  GLSHADER_N_PROPS
+};
+static GParamSpec *gsk_gl_shader_properties[GLSHADER_N_PROPS];
+
+static void
+gsk_gl_shader_get_property (GObject    *object,
+                            guint       prop_id,
+                            GValue     *value,
+                            GParamSpec *pspec)
+{
+  GskGLShader *shader = GSK_GL_SHADER (object);
+
+  switch (prop_id)
+    {
+    case GLSHADER_PROP_BYTES:
+      g_value_set_boxed (value, shader->bytes);
+      break;
+
+    case GLSHADER_PROP_RESOURCE:
+      g_value_set_string (value, shader->resource);
+      break;
+
+    default:
+      g_assert_not_reached ();
+    }
+}
+
+static void
+gsk_gl_shader_set_property (GObject      *object,
+                            guint         prop_id,
+                            const GValue *value,
+                            GParamSpec   *pspec)
+{
+  GskGLShader *shader = GSK_GL_SHADER (object);
+
+  switch (prop_id)
+    {
+    case GLSHADER_PROP_BYTES:
+      g_clear_pointer (&shader->bytes, g_bytes_unref);
+      shader->bytes = g_value_dup_boxed (value);
+      break;
+
+    case GLSHADER_PROP_RESOURCE:
+      {
+        GError *error = NULL;
+        GBytes *bytes;
+        const char *resource;
+
+        resource = g_value_get_string (value);
+        if (resource == NULL)
+          break;
+
+        bytes = g_resources_lookup_data (resource, 0, &error);
+        if (bytes)
+          {
+            g_clear_pointer (&shader->bytes, g_bytes_unref);
+            shader->bytes = bytes;
+            shader->resource = g_strdup (resource);
+          }
+        else
+          {
+            g_critical ("Unable to load resource %s for glshader: %s", resource, error->message);
+            g_error_free (error);
+            if (shader->bytes == NULL)
+              shader->bytes = g_bytes_new_static ("", 1);
+          }
+      }
+      break;
+
+    default:
+      g_assert_not_reached ();
+    }
+}
+
+static void
+gsk_gl_shader_finalize (GObject *object)
+{
+  GskGLShader *shader = GSK_GL_SHADER (object);
+
+  g_bytes_unref (shader->bytes);
+  g_free (shader->resource);
+  for (int i = 0; i < shader->uniforms->len; i ++)
+    g_free (g_array_index (shader->uniforms, GskGLUniform, i).name);
+  g_array_free (shader->uniforms, TRUE);
+
+  G_OBJECT_CLASS (gsk_gl_shader_parent_class)->finalize (object);
+}
+
+static GRegex *uniform_regexp = NULL; /* Initialized in class_init */
+
+
+static void
+gsk_gl_shader_add_uniform (GskGLShader     *shader,
+                           const char      *name,
+                           GskGLUniformType type)
+{
+  GskGLUniform uniform = {
+    g_strdup (name),
+    type,
+    shader->uniforms_size
+  };
+
+  shader->uniforms_size += uniform_type_size (type);
+
+  g_array_append_val (shader->uniforms, uniform);
+}
+
+static void
+gsk_gl_shader_constructed (GObject *object)
+{
+  GskGLShader *shader = GSK_GL_SHADER (object);
+  gsize string_len;
+  const char *string = g_bytes_get_data (shader->bytes, &string_len);
+  GMatchInfo *match_info;
+  int max_texture_seen = 0;
+
+  g_regex_match_full (uniform_regexp,
+                      string, string_len, 0, 0,
+                      &match_info, NULL);
+  while (g_match_info_matches (match_info))
+    {
+      char *type = g_match_info_fetch (match_info, 1);
+      char *name = g_match_info_fetch (match_info, 2);
+
+      if (strcmp (type, "sampler2D") == 0)
+        {
+          /* Textures are special cased */
+
+          if (g_str_has_prefix (name, "u_texture") &&
+              strlen (name) == strlen ("u_texture")+1)
+            {
+              char digit = name[strlen("u_texture")];
+              if (digit >= '1' && digit <= '9')
+                max_texture_seen = MAX(max_texture_seen, digit - '0');
+            }
+          else
+            g_debug ("Unhandled shader texture uniform '%s', use uniforms of name 'u_texture[1..9]'", name);
+        }
+      else
+        {
+          GskGLUniformType utype = uniform_type_from_glsl (type);
+          g_assert (utype != GSK_GLUNIFORM_TYPE_NONE); // Shouldn't have matched the regexp
+          gsk_gl_shader_add_uniform (shader, name, utype);
+        }
+
+      g_free (type);
+      g_free (name);
+
+      g_match_info_next (match_info, NULL);
+    }
+
+  g_match_info_free (match_info);
+
+  shader->n_required_textures = max_texture_seen;
+}
+
+#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
+#define OPT_SPACE_RE "[ \\t]*"
+#define UNIFORM_TYPE_RE "(int|uint|bool|float|vec2|vec3|vec4|sampler2D)"
+#define UNIFORM_NAME_RE "([\\w]+)"
+#define OPT_INIT_VALUE_RE "[\\w(),. ]+" // This is a bit simple, but will match most initializers
+#define OPT_INITIALIZER_RE  "(" OPT_SPACE_RE "=" OPT_SPACE_RE  OPT_INIT_VALUE_RE ")?"
+#define UNIFORM_MATCHER_RE "^uniform" SPACE_RE UNIFORM_TYPE_RE SPACE_RE UNIFORM_NAME_RE OPT_INITIALIZER_RE 
OPT_SPACE_RE ";" OPT_SPACE_RE "$"
+
+static void
+gsk_gl_shader_class_init (GskGLShaderClass *klass)
+{
+   GObjectClass *object_class = G_OBJECT_CLASS (klass);
+   uniform_regexp = g_regex_new (UNIFORM_MATCHER_RE,
+                                 G_REGEX_MULTILINE | G_REGEX_RAW | G_REGEX_OPTIMIZE,
+                                 0, NULL);
+
+  object_class->get_property = gsk_gl_shader_get_property;
+  object_class->set_property = gsk_gl_shader_set_property;
+  object_class->finalize = gsk_gl_shader_finalize;
+  object_class->constructed = gsk_gl_shader_constructed;
+
+  /**
+   * GskGLShader:sourcecode:
+   *
+   * The source code for the shader, as a #GBytes.
+   */
+  gsk_gl_shader_properties[GLSHADER_PROP_BYTES] =
+    g_param_spec_boxed ("bytes",
+                        "Bytes",
+                        "The sourcecode code for the shader",
+                        G_TYPE_BYTES,
+                        G_PARAM_READWRITE |
+                        G_PARAM_CONSTRUCT_ONLY |
+                        G_PARAM_STATIC_STRINGS);
+
+  /**
+   * GskGLShader:resource:
+   *
+   * resource containing the source code for the shader.
+   */
+  gsk_gl_shader_properties[GLSHADER_PROP_RESOURCE] =
+    g_param_spec_string ("resource",
+                         "Resources",
+                         "Resource path to the source code",
+                         NULL,
+                         G_PARAM_READWRITE |
+                         G_PARAM_CONSTRUCT_ONLY |
+                         G_PARAM_STATIC_STRINGS);
+
+  g_object_class_install_properties (object_class, GLSHADER_N_PROPS, gsk_gl_shader_properties);
+}
+
+static void
+gsk_gl_shader_init (GskGLShader *shader)
+{
+  shader->uniforms = g_array_new (FALSE, FALSE, sizeof (GskGLUniform));
+}
+
+/**
+ * gsk_gl_shader_new_from_bytes:
+ * @sourcecode: The sourcecode for the shader, as a #GBytes
+ *
+ * Creates a #GskGLShader that will render pixels using the specified code.
+ *
+ * Returns: (transfer full): A new #GskGLShader
+ */
+GskGLShader *
+gsk_gl_shader_new_from_bytes (GBytes *sourcecode)
+{
+  g_return_val_if_fail (sourcecode != NULL, NULL);
+
+  return g_object_new (GSK_TYPE_GLSHADER,
+                       "bytes", sourcecode,
+                       NULL);
+}
+
+/**
+ * gsk_gl_shader_new_from_resource:
+ * @resource_path: valid path to a resource that contains the sourcecode for the shader
+ *
+ * Creates a #GskGLShader that will render pixels using the specified code.
+ *
+ * Returns: (transfer full): A new #GskGLShader
+ */
+GskGLShader *
+gsk_gl_shader_new_from_resource (const char      *resource_path)
+{
+  g_return_val_if_fail (resource_path != NULL, NULL);
+
+  return g_object_new (GSK_TYPE_GLSHADER,
+                       "resource", resource_path,
+                       NULL);
+}
+
+/**
+ * gsk_gl_shader_get_sourcecode:
+ * @shader: A #GskGLShader
+ *
+ * Get the source code being used to render this shader.
+ *
+ * Returns: (transfer none): The source code for the shader
+ */
+GBytes *
+gsk_gl_shader_get_bytes (GskGLShader *shader)
+{
+  return shader->bytes;
+}
+
+/**
+ * gsk_gl_shader_get_n_required_textures:
+ * @shader: A #GskGLShader
+ *
+ * Returns the number of textures that the shader requires. This can be used
+ * to check that the a passed shader works in your usecase. This
+ * is determined by looking at the highest u_textureN value that the
+ * shader defines.
+ *
+ * Returns: The nr of texture input this shader requires.
+ */
+int
+gsk_gl_shader_get_n_required_textures (GskGLShader  *shader)
+{
+  return shader->n_required_textures;
+}
+
+/**
+ * gsk_gl_shader_get_n_uniforms:
+ * @shader: A #GskGLShader
+ *
+ * Get the number of declared uniforms for this shader.
+ *
+ * Returns: The nr of declared uniforms
+ */
+int
+gsk_gl_shader_get_n_uniforms (GskGLShader     *shader)
+{
+  return shader->uniforms->len;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_name:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the name of a declared uniforms for this shader at index @indx.
+ *
+ * Returns: (transfer none): The name of the declared uniform
+ */
+const char *
+gsk_gl_shader_get_uniform_name (GskGLShader     *shader,
+                                int              idx)
+{
+  return g_array_index (shader->uniforms, GskGLUniform, idx).name;
+}
+
+/**
+ * gsk_gl_shader_find_uniform_by_name:
+ * @shader: A #GskGLShader
+ * @name: A uniform name
+ *
+ * Looks for a uniform by the name @name, and returns the index
+ * of the unifor, or -1 if it was not found.
+ *
+ * Returns: The index of the uniform, or -1
+ */
+int
+gsk_gl_shader_find_uniform_by_name (GskGLShader      *shader,
+                                    const char       *name)
+{
+  for (int i = 0; i < shader->uniforms->len; i++)
+    {
+      const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
+      if (strcmp (u->name, name) == 0)
+        return i;
+    }
+
+  return -1;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_type:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the type of a declared uniforms for this shader at index @indx.
+ *
+ * Returns: The type of the declared uniform
+ */
+GskGLUniformType
+gsk_gl_shader_get_uniform_type (GskGLShader     *shader,
+                                int              idx)
+{
+  return g_array_index (shader->uniforms, GskGLUniform, idx).type;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_offset:
+ * @shader: A #GskGLShader
+ * @idx: A zero-based index of the uniforms
+ *
+ * Get the offset into the data block where data for this uniforms is stored.
+ *
+ * Returns: The data offset
+ */
+int
+gsk_gl_shader_get_uniform_offset (GskGLShader     *shader,
+                                  int              idx)
+{
+  return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
+}
+
+const GskGLUniform *
+gsk_gl_shader_get_uniforms (GskGLShader *shader,
+                            int         *n_uniforms)
+{
+  *n_uniforms = shader->uniforms->len;
+  return &g_array_index (shader->uniforms, GskGLUniform, 0);
+}
+
+/**
+ * gsk_gl_shader_get_uniforms_size:
+ * @shader: A #GskGLShader
+ *
+ * Get the size of the data block used to specify uniform data for this shader.
+ *
+ * Returns: The size of the data block
+ */
+int
+gsk_gl_shader_get_uniforms_size (GskGLShader *shader)
+{
+  return shader->uniforms_size;
+}
+
+static const GskGLUniform *
+gsk_gl_shader_find_uniform (GskGLShader *shader,
+                            const char *name)
+{
+  for (int i = 0; i < shader->uniforms->len; i++)
+    {
+      const GskGLUniform *u = &g_array_index (shader->uniforms, GskGLUniform, i);
+      if (strcmp (u->name, name) == 0)
+        return u;
+    }
+
+  return NULL;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_float:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of float type.
+ *
+ * Returns: The value
+ */
+float
+gsk_gl_shader_get_uniform_data_float (GskGLShader *shader,
+                                      GBytes       *uniform_data,
+                                      int          idx)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_src = data + u->offset;
+  return *(float *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_int:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of int type.
+ *
+ * Returns: The value
+ */
+gint32
+gsk_gl_shader_get_uniform_data_int (GskGLShader *shader,
+                                    GBytes       *uniform_data,
+                                    int          idx)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_INT);
+
+  args_src = data + u->offset;
+  return *(gint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_uint:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of uint type.
+ *
+ * Returns: The value
+ */
+guint32
+gsk_gl_shader_get_uniform_data_uint (GskGLShader *shader,
+                                     GBytes       *uniform_data,
+                                     int          idx)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_UINT);
+
+  args_src = data + u->offset;
+  return *(guint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_bool:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of bool type.
+ *
+ * Returns: The value
+ */
+gboolean
+gsk_gl_shader_get_uniform_data_bool (GskGLShader *shader,
+                                     GBytes       *uniform_data,
+                                     int          idx)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_BOOL);
+
+  args_src = data + u->offset;
+  return *(guint32 *)args_src;
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_vec2:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of vec2 type.
+ */
+void
+gsk_gl_shader_get_uniform_data_vec2 (GskGLShader           *shader,
+                                     GBytes                *uniform_data,
+                                     int                    idx,
+                                     graphene_vec2_t       *out_value)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_src = data + u->offset;
+  graphene_vec2_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_vec3:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of vec3 type.
+ */
+void
+gsk_gl_shader_get_uniform_data_vec3 (GskGLShader           *shader,
+                                     GBytes                *uniform_data,
+                                     int                    idx,
+                                     graphene_vec3_t       *out_value)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_src = data + u->offset;
+  graphene_vec3_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_get_uniform_data_vec4:
+ * @shader: A #GskGLShader
+ * @uniform_data: The uniform data block
+ * @idx: The index of the uniform
+ * @out_value: Location to store set the uniform value too
+ *
+ * Gets the value of the uniform @idx in the @uniform_data block.
+ * The uniform must be of vec4 type.
+ */
+void
+gsk_gl_shader_get_uniform_data_vec4 (GskGLShader           *shader,
+                                     GBytes                *uniform_data,
+                                     int                    idx,
+                                     graphene_vec4_t       *out_value)
+{
+  const GskGLUniform *u;
+  const guchar *args_src;
+  gsize size;
+  const guchar *data = g_bytes_get_data (uniform_data, &size);
+
+  g_assert (size == shader->uniforms_size);
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_src = data + u->offset;
+  graphene_vec4_init_from_float (out_value, (float *)args_src);
+}
+
+/**
+ * gsk_gl_shader_format_uniform_data_va:
+ * @shader: A #GskGLShader
+ * @uniforms: Name-Value pairs for the uniforms of @shader, ending with a %NULL name, all values are passed 
by reference.
+ *
+ * Formats the uniform data as needed for feeding the named uniforms values into the shader.
+ * The argument list is a list of pairs of names, and pointers to data of the types
+ * that match the declared uniforms (i.e. `float *` for float uniforms and `graphene_vec4_t *` f
+ * or vec3 uniforms).
+ *
+ * Returns: (transfer full): A newly allocated block of data which can be passed to gsk_gl_shader_node_new().
+ */
+GBytes *
+gsk_gl_shader_format_uniform_data_va (GskGLShader *shader,
+                                      va_list uniforms)
+{
+  guchar *args = g_malloc0 (shader->uniforms_size);
+  const char *name;
+
+  while ((name = va_arg (uniforms, const char *)) != NULL)
+    {
+      const GskGLUniform *u;
+      gpointer value = va_arg (uniforms, gpointer);
+      guchar *args_dest;
+
+      u = gsk_gl_shader_find_uniform (shader, name);
+      if (u == NULL)
+        {
+          /* This isn't really an error, because we can easily imaging
+             a shader interface that have input which isn't needed for
+             a particular shader */
+          g_debug ("No uniform named `%s` in shader", name);
+          continue;
+        }
+
+      args_dest = args + u->offset;
+
+      /* We use pointers-to-value so that all values are the same
+         size, otherwise we couldn't handle the missing uniform case above */
+
+      switch (u->type)
+        {
+        case GSK_GLUNIFORM_TYPE_FLOAT:
+          *(float *)args_dest = *(float *)value;
+          break;
+
+        case GSK_GLUNIFORM_TYPE_INT:
+          *(gint32 *)args_dest = *(gint32 *)value;
+          break;
+
+        case GSK_GLUNIFORM_TYPE_UINT:
+          *(guint32 *)args_dest = *(guint32 *)value;
+          break;
+
+        case GSK_GLUNIFORM_TYPE_BOOL:
+          *(guint32 *)args_dest = *(gboolean *)value;
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC2:
+          graphene_vec2_to_float ((const graphene_vec2_t *)value,
+                                  (float *)args_dest);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC3:
+          graphene_vec3_to_float ((const graphene_vec3_t *)value,
+                                  (float *)args_dest);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC4:
+          graphene_vec4_to_float ((const graphene_vec4_t *)value,
+                                  (float *)args_dest);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_NONE:
+        default:
+          g_assert_not_reached ();
+        }
+    }
+
+  return g_bytes_new_take (args, shader->uniforms_size);
+}
+
+struct _GskUniformDataBuilder {
+  GskGLShader *shader;
+  guchar *data;
+};
+
+G_DEFINE_BOXED_TYPE (GskUniformDataBuilder, gsk_uniform_data_builder,
+                     gsk_uniform_data_builder_copy,
+                     gsk_uniform_data_builder_free);
+
+
+/**
+ * gsk_gl_shader_build_uniform_data:
+ * @shader: A #GskGLShader
+ *
+ * Allocates a builder that can be used to construct a new uniform data
+ * chunk.
+ *
+ * Returns: (transfer full): The newly allocated builder, free with gsk_uniform_data_builder_free()
+ */
+GskUniformDataBuilder *
+gsk_gl_shader_build_uniform_data (GskGLShader *shader)
+{
+  GskUniformDataBuilder *builder = g_new0 (GskUniformDataBuilder, 1);
+  builder->shader = g_object_ref (shader);
+  builder->data = g_malloc0 (shader->uniforms_size);
+
+  return builder;
+}
+
+/**
+ * gsk_uniform_data_builder_finish:
+ * @builder: A #GskUniformDataBuilder
+ *
+ * Finishes building the uniform data and returns it as a GBytes. Once this
+ * is called the builder can not be used anymore.
+ *
+ * Returns: (transfer full): The newly allocated builder, free with gsk_uniform_data_builder_free()
+ */
+GBytes *
+gsk_uniform_data_builder_finish (GskUniformDataBuilder *builder)
+{
+  return g_bytes_new_take (g_steal_pointer (&builder->data),
+                           builder->shader->uniforms_size);
+}
+
+/**
+ * gsk_uniform_data_builder_free:
+ * @builder: A #GskUniformDataBuilder
+ *
+ * Frees the builder.
+ */
+void
+gsk_uniform_data_builder_free (GskUniformDataBuilder *builder)
+{
+  g_object_unref (builder->shader);
+  g_free (builder->data);
+  g_free (builder);
+}
+
+/**
+ * gsk_uniform_data_builder_copy:
+ * @builder: A #GskUniformDataBuilder
+ *
+ * Makes a copy of the builder.
+ *
+ * Returns: (transfer full): A copy of the builder, free with gsk_uniform_data_builder_free().
+ */
+GskUniformDataBuilder *
+gsk_uniform_data_builder_copy (GskUniformDataBuilder *builder)
+{
+  GskUniformDataBuilder *new = g_new0 (GskUniformDataBuilder, 1);
+  new->data = g_memdup (builder->data, builder->shader->uniforms_size);
+  new->shader = g_object_ref (builder->shader);
+  return new;
+}
+
+/**
+ * gsk_uniform_data_builder_set_float:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of float type.
+ */
+void
+gsk_uniform_data_builder_set_float (GskUniformDataBuilder *builder,
+                                    int                    idx,
+                                    float                  value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_dest = builder->data + u->offset;
+  *(float *)args_dest = value;
+}
+
+/**
+ * gsk_uniform_data_builder_set_int:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of int type.
+ */
+void
+gsk_uniform_data_builder_set_int (GskUniformDataBuilder *builder,
+                                  int                    idx,
+                                  gint32                 value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_INT);
+
+  args_dest = builder->data + u->offset;
+  *(gint32 *)args_dest = value;
+}
+
+/**
+ * gsk_uniform_data_builder_set_uint:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of uint type.
+ */
+void
+gsk_uniform_data_builder_set_uint (GskUniformDataBuilder *builder,
+                                   int                    idx,
+                                   guint32                value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_UINT);
+
+  args_dest = builder->data + u->offset;
+  *(guint32 *)args_dest = value;
+}
+
+/**
+ * gsk_uniform_data_builder_set_bool:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of bool type.
+ */
+void
+gsk_uniform_data_builder_set_bool (GskUniformDataBuilder *builder,
+                                   int                    idx,
+                                   gboolean               value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_BOOL);
+
+  args_dest = builder->data + u->offset;
+  *(guint32 *)args_dest = !!value;
+}
+
+/**
+ * gsk_uniform_data_builder_set_vec2:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec2 type.
+ */
+void
+gsk_uniform_data_builder_set_vec2 (GskUniformDataBuilder *builder,
+                                   int                    idx,
+                                   const graphene_vec2_t *value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_dest = builder->data + u->offset;
+  graphene_vec2_to_float (value, (float *)args_dest);
+}
+
+/**
+ * gsk_uniform_data_builder_set_vec3:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec3 type.
+ */
+void
+gsk_uniform_data_builder_set_vec3 (GskUniformDataBuilder *builder,
+                                   int                    idx,
+                                   const graphene_vec3_t *value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_dest = builder->data + u->offset;
+  graphene_vec3_to_float (value, (float *)args_dest);
+}
+
+/**
+ * gsk_uniform_data_builder_set_vec4:
+ * @builder: A #GskUniformDataBuilder
+ * @idx: The index of the uniform
+ * @value: The value to set the uniform too
+ *
+ * Sets the value of the uniform @idx.
+ * The uniform must be of vec4 type.
+ */
+void
+gsk_uniform_data_builder_set_vec4 (GskUniformDataBuilder *builder,
+                                   int                    idx,
+                                   const graphene_vec4_t *value)
+{
+  GskGLShader *shader = builder->shader;
+  const GskGLUniform *u;
+  guchar *args_dest;
+
+  g_assert (idx < shader->uniforms->len);
+  u = &g_array_index (shader->uniforms, GskGLUniform, idx);
+  g_assert (u->type == GSK_GLUNIFORM_TYPE_FLOAT);
+
+  args_dest = builder->data + u->offset;
+  graphene_vec4_to_float (value, (float *)args_dest);
+}
diff --git a/gsk/gskglshader.h b/gsk/gskglshader.h
new file mode 100644
index 0000000000..26f21ee694
--- /dev/null
+++ b/gsk/gskglshader.h
@@ -0,0 +1,153 @@
+/* GSK - The GTK Scene Kit
+ *
+ * Copyright 2020  Red Hat Inc
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef __GSK_GL_SHADER_H__
+#define __GSK_GL_SHADER_H__
+
+#if !defined (__GSK_H_INSIDE__) && !defined (GTK_COMPILATION)
+#error "Only <gsk/gsk.h> can be included directly."
+#endif
+
+#include <stdarg.h>
+
+#include <gsk/gsktypes.h>
+#include <gsk/gskenums.h>
+
+G_BEGIN_DECLS
+
+#define GSK_TYPE_GLSHADER (gsk_gl_shader_get_type ())
+
+GDK_AVAILABLE_IN_ALL
+G_DECLARE_FINAL_TYPE (GskGLShader, gsk_gl_shader, GSK, GL_SHADER, GObject)
+
+GDK_AVAILABLE_IN_ALL
+GskGLShader *    gsk_gl_shader_new_from_bytes          (GBytes           *sourcecode);
+GDK_AVAILABLE_IN_ALL
+GskGLShader *    gsk_gl_shader_new_from_resource       (const char       *resource_path);
+GDK_AVAILABLE_IN_ALL
+GBytes *         gsk_gl_shader_get_bytes               (GskGLShader      *shader);
+GDK_AVAILABLE_IN_ALL
+int              gsk_gl_shader_get_n_required_textures (GskGLShader      *shader);
+GDK_AVAILABLE_IN_ALL
+int              gsk_gl_shader_get_n_uniforms          (GskGLShader      *shader);
+GDK_AVAILABLE_IN_ALL
+const char *     gsk_gl_shader_get_uniform_name        (GskGLShader      *shader,
+                                                       int               idx);
+GDK_AVAILABLE_IN_ALL
+int              gsk_gl_shader_find_uniform_by_name    (GskGLShader      *shader,
+                                                       const char       *name);
+GDK_AVAILABLE_IN_ALL
+GskGLUniformType gsk_gl_shader_get_uniform_type        (GskGLShader      *shader,
+                                                       int               idx);
+GDK_AVAILABLE_IN_ALL
+int              gsk_gl_shader_get_uniform_offset      (GskGLShader      *shader,
+                                                       int               idx);
+GDK_AVAILABLE_IN_ALL
+int              gsk_gl_shader_get_uniforms_size       (GskGLShader      *shader);
+
+
+/* Helpers for managing uniform data */
+
+GDK_AVAILABLE_IN_ALL
+float    gsk_gl_shader_get_uniform_data_float (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx);
+GDK_AVAILABLE_IN_ALL
+gint32   gsk_gl_shader_get_uniform_data_int   (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx);
+GDK_AVAILABLE_IN_ALL
+guint32  gsk_gl_shader_get_uniform_data_uint  (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx);
+GDK_AVAILABLE_IN_ALL
+gboolean gsk_gl_shader_get_uniform_data_bool  (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx);
+GDK_AVAILABLE_IN_ALL
+void     gsk_gl_shader_get_uniform_data_vec2  (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx,
+                                               graphene_vec2_t *out_value);
+GDK_AVAILABLE_IN_ALL
+void     gsk_gl_shader_get_uniform_data_vec3  (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx,
+                                               graphene_vec3_t *out_value);
+GDK_AVAILABLE_IN_ALL
+void     gsk_gl_shader_get_uniform_data_vec4  (GskGLShader     *shader,
+                                               GBytes          *uniform_data,
+                                               int              idx,
+                                               graphene_vec4_t *out_value);
+GDK_AVAILABLE_IN_ALL
+GBytes * gsk_gl_shader_format_uniform_data_va (GskGLShader     *shader,
+                                               va_list          uniforms);
+
+typedef struct _GskUniformDataBuilder GskUniformDataBuilder;
+
+GDK_AVAILABLE_IN_ALL
+GskUniformDataBuilder *gsk_gl_shader_build_uniform_data (GskGLShader *shader);
+
+
+#define GSK_TYPE_UNIFORM_DATA_BUILDER    (gsk_uniform_data_builder_get_type ())
+
+GDK_AVAILABLE_IN_ALL
+GType   gsk_uniform_data_builder_get_type  (void) G_GNUC_CONST;
+
+GDK_AVAILABLE_IN_ALL
+GBytes *               gsk_uniform_data_builder_finish (GskUniformDataBuilder *builder);
+GDK_AVAILABLE_IN_ALL
+void                   gsk_uniform_data_builder_free   (GskUniformDataBuilder *builder);
+GDK_AVAILABLE_IN_ALL
+GskUniformDataBuilder *gsk_uniform_data_builder_copy   (GskUniformDataBuilder *builder);
+
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_float (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            float                  value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_int   (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            gint32                 value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_uint  (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            guint32                value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_bool  (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            gboolean               value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_vec2  (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            const graphene_vec2_t *value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_vec3  (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            const graphene_vec3_t *value);
+GDK_AVAILABLE_IN_ALL
+void    gsk_uniform_data_builder_set_vec4  (GskUniformDataBuilder *builder,
+                                            int                    idx,
+                                            const graphene_vec4_t *value);
+
+
+
+
+G_END_DECLS
+
+#endif /* __GSK_GL_SHADER_H__ */
diff --git a/gsk/gskglshaderprivate.h b/gsk/gskglshaderprivate.h
new file mode 100644
index 0000000000..3dc82c35dc
--- /dev/null
+++ b/gsk/gskglshaderprivate.h
@@ -0,0 +1,19 @@
+#ifndef __GSK_GLSHADER_PRIVATE_H__
+#define __GSK_GLSHADER_PRIVATE_H__
+
+#include <gsk/gskglshader.h>
+
+G_BEGIN_DECLS
+
+typedef struct {
+  char *name;
+  GskGLUniformType type;
+  gsize offset;
+} GskGLUniform;
+
+const GskGLUniform *gsk_gl_shader_get_uniforms (GskGLShader *shader,
+                                                int         *n_uniforms);
+
+G_END_DECLS
+
+#endif /* __GSK_GLSHADER_PRIVATE_H__ */
diff --git a/gsk/gskrendernode.h b/gsk/gskrendernode.h
index 424039753a..f554ef56a5 100644
--- a/gsk/gskrendernode.h
+++ b/gsk/gskrendernode.h
@@ -25,6 +25,7 @@
 
 #include <gsk/gskroundedrect.h>
 #include <gsk/gsktypes.h>
+#include <gsk/gskglshader.h>
 #include <gtk/css/gtkcss.h>
 
 G_BEGIN_DECLS
@@ -122,6 +123,7 @@ GskRenderNode *         gsk_render_node_deserialize             (GBytes
 #define GSK_TYPE_CROSS_FADE_NODE                (gsk_cross_fade_node_get_type())
 #define GSK_TYPE_TEXT_NODE                      (gsk_text_node_get_type())
 #define GSK_TYPE_BLUR_NODE                      (gsk_blur_node_get_type())
+#define GSK_TYPE_GLSHADER_NODE                  (gsk_gl_shader_node_get_type())
 
 typedef struct _GskDebugNode                    GskDebugNode;
 typedef struct _GskColorNode                    GskColorNode;
@@ -146,6 +148,7 @@ typedef struct _GskBlendNode                    GskBlendNode;
 typedef struct _GskCrossFadeNode                GskCrossFadeNode;
 typedef struct _GskTextNode                     GskTextNode;
 typedef struct _GskBlurNode                     GskBlurNode;
+typedef struct _GskGLShaderNode                 GskGLShaderNode;
 
 GDK_AVAILABLE_IN_ALL
 GType                   gsk_debug_node_get_type                 (void) G_GNUC_CONST;
@@ -451,6 +454,28 @@ GskRenderNode *         gsk_blur_node_get_child                 (GskRenderNode
 GDK_AVAILABLE_IN_ALL
 float                   gsk_blur_node_get_radius                (GskRenderNode            *node);
 
+GDK_AVAILABLE_IN_ALL
+GType                   gsk_gl_shader_node_get_type              (void) G_GNUC_CONST;
+GDK_AVAILABLE_IN_ALL
+GskRenderNode *         gsk_gl_shader_node_new                  (GskGLShader              *shader,
+                                                                 const graphene_rect_t    *bounds,
+                                                                 GBytes                   *uniform_data,
+                                                                 GskRenderNode            *fallback,
+                                                                 GskRenderNode           **children,
+                                                                 int                       n_children);
+GDK_AVAILABLE_IN_ALL
+GskRenderNode *         gsk_gl_shader_node_get_fallback_child   (GskRenderNode            *node);
+GDK_AVAILABLE_IN_ALL
+guint                   gsk_gl_shader_node_get_n_children       (GskRenderNode            *node);
+GDK_AVAILABLE_IN_ALL
+GskRenderNode *         gsk_gl_shader_node_get_child            (GskRenderNode            *node,
+                                                                 int                       idx);
+GDK_AVAILABLE_IN_ALL
+GBytes *                gsk_gl_shader_node_get_uniform_data     (GskRenderNode            *node);
+GDK_AVAILABLE_IN_ALL
+GskGLShader *           gsk_gl_shader_node_get_shader           (GskRenderNode            *node);
+
+
 G_END_DECLS
 
 #endif /* __GSK_RENDER_NODE_H__ */
diff --git a/gsk/gskrendernodeimpl.c b/gsk/gskrendernodeimpl.c
index 76d2d774bb..8b0ba45350 100644
--- a/gsk/gskrendernodeimpl.c
+++ b/gsk/gskrendernodeimpl.c
@@ -4470,6 +4470,229 @@ gsk_debug_node_get_message (GskRenderNode *node)
   return self->message;
 }
 
+/*** GSK_GL_SHADER_NODE ***/
+
+struct _GskGLShaderNode
+{
+  GskRenderNode render_node;
+
+  GskGLShader *shader;
+  GBytes *uniform_data;
+  GskRenderNode *fallback;
+  GskRenderNode **children;
+  guint n_children;
+};
+
+static void
+gsk_gl_shader_node_finalize (GskRenderNode *node)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+  GskRenderNodeClass *parent_class = g_type_class_peek (g_type_parent (GSK_TYPE_GLSHADER_NODE));
+
+  for (guint i = 0; i < self->n_children; i++)
+    gsk_render_node_unref (self->children[i]);
+  g_free (self->children);
+
+  gsk_render_node_unref (self->fallback);
+  g_bytes_unref (self->uniform_data);
+
+  g_object_unref (self->shader);
+
+  parent_class->finalize (node);
+}
+
+static void
+gsk_gl_shader_node_draw (GskRenderNode *node,
+                         cairo_t       *cr)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  gsk_render_node_draw (self->fallback, cr);
+}
+
+static void
+gsk_gl_shader_node_diff (GskRenderNode  *node1,
+                         GskRenderNode  *node2,
+                         cairo_region_t *region)
+{
+  GskGLShaderNode *self1 = (GskGLShaderNode *) node1;
+  GskGLShaderNode *self2 = (GskGLShaderNode *) node2;
+
+  if (graphene_rect_equal (&node1->bounds, &node2->bounds) &&
+      self1->shader == self2->shader &&
+      g_bytes_compare (self1->uniform_data, self2->uniform_data) == 0 &&
+      self1->n_children == self2->n_children)
+    {
+      gsk_render_node_diff (self1->fallback, self2->fallback, region);
+
+      for (guint i = 0; i < self1->n_children; i++)
+        {
+          if (self1->children[i] != self2->children[i])
+            {
+              gsk_render_node_diff_impossible (node1, node2, region);
+              break;
+            }
+        }
+    }
+  else
+    {
+      gsk_render_node_diff_impossible (node1, node2, region);
+    }
+}
+
+/**
+ * gsk_gl_shader_node_new:
+ * @shader: the #GskGLShader
+ * @bounds: the rectangle to render the shader into
+ * @uniform_data: Data for the uniforms
+ * @fallback: Render node to use if OpenGL is not supported
+ * @children: List of child nodes, these will be rendered to textures and used as input.
+ * @n_children: Length of @children (currenly the GL backend only supports max 4 children)
+ *
+ * Creates a #GskRenderNode that will render the given @gl_program into the area given by @bounds.
+ * The @uniform_data is a block of data to use for uniform input, as per types and offsets
+ * defined by the @shader. Normally this is generated by gsk_gl_shader_format_uniform_data_va().
+ *
+ * See #GskGLShader for details about how the shader should be written.
+ *
+ * All the children will be rendered into textures, if they aren't already #GskTextureNode:s
+ * then they will be used directly. These textures will be sent as input to the shader.
+ *
+ * If the backend doesn't support GL shaders, or if there is any problem when compiling
+ * the shader, then the fallback shader node will be used instead.
+ *
+ * Returns: (transfer full) (type GskGLShaderNode): A new #GskRenderNode
+ */
+GskRenderNode *
+gsk_gl_shader_node_new (GskGLShader           *shader,
+                        const graphene_rect_t *bounds,
+                        GBytes                *uniform_data,
+                        GskRenderNode         *fallback,
+                        GskRenderNode        **children,
+                        int                    n_children)
+{
+  GskGLShaderNode *self;
+  GskRenderNode *node;
+  int uniforms_size;
+
+  g_return_val_if_fail (bounds != NULL, NULL);
+
+  self = gsk_render_node_alloc (GSK_GL_SHADER_NODE);
+  node = (GskRenderNode *) self;
+
+  graphene_rect_init_from_rect (&node->bounds, bounds);
+  self->shader = g_object_ref (shader);
+
+  uniforms_size = gsk_gl_shader_get_uniforms_size (shader);
+  g_assert (g_bytes_get_size (uniform_data) == uniforms_size);
+
+  self->uniform_data = g_bytes_ref (uniform_data);
+  self->fallback = gsk_render_node_ref (fallback);
+
+  self->n_children = n_children;
+  if (n_children > 0)
+    {
+      self->children = g_malloc_n (n_children, sizeof (GskRenderNode *));
+      for (guint i = 0; i < n_children; i++)
+        self->children[i] = gsk_render_node_ref (children[i]);
+    }
+
+  return node;
+}
+
+/**
+ * gsk_gl_shader_node_get_fallback_child:
+ * @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
+ *
+ * Gets the fallback child node
+ *
+ * Returns: (transfer none): The fallback node
+ */
+GskRenderNode *
+gsk_gl_shader_node_get_fallback_child (GskRenderNode *node)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GL_SHADER_NODE), NULL);
+
+  return self->fallback;
+}
+
+/**
+ * gsk_gl_shader_node_get_n_children:
+ * @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
+ *
+ * Returns the number of (non-fallback) children
+ *
+ * Returns: The number of children
+ */
+guint
+gsk_gl_shader_node_get_n_children (GskRenderNode *node)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GL_SHADER_NODE), 0);
+
+  return self->n_children;
+}
+
+/**
+ * gsk_gl_shader_node_get_child:
+ * @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
+ * @idx: the position of the child to get
+ *
+ * Gets one of the (non-fallback) children.
+ *
+ * Returns: (transfer none): the @idx'th child of @node
+ */
+GskRenderNode *
+gsk_gl_shader_node_get_child (GskRenderNode *node,
+                              int            idx)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GL_SHADER_NODE), NULL);
+  g_return_val_if_fail (idx < self->n_children, NULL);
+
+  return self->children[idx];
+}
+
+/**
+ * gsk_gl_shader_node_get_shader:
+ * @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
+ *
+ * Gets shader code for the node.
+ *
+ * Returns: (transfer none): the #GskGLShader shader
+ */
+GskGLShader *
+gsk_gl_shader_node_get_shader (GskRenderNode *node)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GL_SHADER_NODE), 0);
+
+  return self->shader;
+}
+
+/**
+ * gsk_gl_shader_node_get_uniform_data:
+ * @node: (type GskGLShaderNode): a #GskRenderNode for a gl shader
+ *
+ * Gets args for the node.
+ *
+ * Returns: (transfer none): A #GBytes with the uniform data
+ */
+GBytes *
+gsk_gl_shader_node_get_uniform_data (GskRenderNode *node)
+{
+  GskGLShaderNode *self = (GskGLShaderNode *) node;
+
+  g_return_val_if_fail (GSK_IS_RENDER_NODE_TYPE (node, GSK_GL_SHADER_NODE), NULL);
+
+  return self->uniform_data;
+}
+
 GType gsk_render_node_types[GSK_RENDER_NODE_TYPE_N_TYPES];
 
 #ifndef I_
@@ -4506,6 +4729,7 @@ GSK_DEFINE_RENDER_NODE_TYPE (gsk_blend_node, GSK_BLEND_NODE)
 GSK_DEFINE_RENDER_NODE_TYPE (gsk_cross_fade_node, GSK_CROSS_FADE_NODE)
 GSK_DEFINE_RENDER_NODE_TYPE (gsk_text_node, GSK_TEXT_NODE)
 GSK_DEFINE_RENDER_NODE_TYPE (gsk_blur_node, GSK_BLUR_NODE)
+GSK_DEFINE_RENDER_NODE_TYPE (gsk_gl_shader_node, GSK_GL_SHADER_NODE)
 GSK_DEFINE_RENDER_NODE_TYPE (gsk_debug_node, GSK_DEBUG_NODE)
 
 static void
@@ -4863,6 +5087,22 @@ gsk_render_node_init_types_once (void)
     gsk_render_node_types[GSK_BLUR_NODE] = node_type;
   }
 
+  {
+    const GskRenderNodeTypeInfo node_info =
+    {
+      GSK_GL_SHADER_NODE,
+      sizeof (GskGLShaderNode),
+      NULL,
+      gsk_gl_shader_node_finalize,
+      gsk_gl_shader_node_draw,
+      NULL,
+      gsk_gl_shader_node_diff,
+    };
+
+    GType node_type = gsk_render_node_type_register_static (I_("GskGLShaderNode"), &node_info);
+    gsk_render_node_types[GSK_GL_SHADER_NODE] = node_type;
+  }
+
   {
     const GskRenderNodeTypeInfo node_info =
     {
diff --git a/gsk/gskrendernodeparser.c b/gsk/gskrendernodeparser.c
index 870ce8818b..ca447e4a8d 100644
--- a/gsk/gskrendernodeparser.c
+++ b/gsk/gskrendernodeparser.c
@@ -824,9 +824,9 @@ clear_node (gpointer inout_node)
 static GskRenderNode *
 parse_container_node (GtkCssParser *parser)
 {
-  GskRenderNode *node;
   GPtrArray *nodes;
   const GtkCssToken *token;
+  GskRenderNode *node;
 
   nodes = g_ptr_array_new_with_free_func ((GDestroyNotify) gsk_render_node_unref);
 
@@ -1089,6 +1089,235 @@ parse_inset_shadow_node (GtkCssParser *parser)
   return gsk_inset_shadow_node_new (&outline, &color, dx, dy, spread, blur);
 }
 
+typedef union {
+    gint32 i;
+    double v[4];
+} UniformValue;
+
+typedef struct {
+  GskGLShader *shader;
+  GArray *uniform_values;
+} ShaderInfo;
+
+static void
+clear_shader_info (gpointer data)
+{
+  ShaderInfo *info = data;
+  g_array_set_size (info->uniform_values, 0);
+}
+
+static gboolean
+parse_shader (GtkCssParser *parser,
+              gpointer      out_shader_info)
+{
+  ShaderInfo *shader_info = out_shader_info;
+  char *sourcecode = NULL;
+  GBytes *bytes;
+  GskGLShader *shader;
+
+  if (!parse_string (parser, &sourcecode))
+    return FALSE;
+
+  bytes = g_bytes_new_take (sourcecode, strlen (sourcecode));
+  shader = gsk_gl_shader_new_from_bytes (bytes);
+  g_bytes_unref (bytes);
+
+  shader_info->shader = shader;
+
+  return TRUE;
+}
+
+static gboolean
+parse_uniform_value (GtkCssParser *parser,
+                     GskGLUniformType uniform_type,
+                     UniformValue *value)
+{
+  switch (uniform_type)
+    {
+    case GSK_GLUNIFORM_TYPE_FLOAT:
+      if (!gtk_css_parser_consume_number (parser, &value->v[0]))
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_INT:
+      if (!gtk_css_parser_consume_integer (parser, &value->i))
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_UINT:
+      if (!gtk_css_parser_consume_integer (parser, &value->i) ||
+          value->i < 0)
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_BOOL:
+      if (!gtk_css_parser_consume_integer (parser, &value->i) ||
+          (value->i != 0 && value->i != 1))
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_VEC2:
+      if (!gtk_css_parser_consume_number (parser, &value->v[0]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[1]))
+          return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_VEC3:
+      if (!gtk_css_parser_consume_number (parser, &value->v[0]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[1]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[2]))
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_VEC4:
+      if (!gtk_css_parser_consume_number (parser, &value->v[0]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[1]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[2]) ||
+          !gtk_css_parser_consume_number (parser, &value->v[3]))
+        return FALSE;
+      break;
+
+    case GSK_GLUNIFORM_TYPE_NONE:
+    default:
+      g_assert_not_reached ();
+      break;
+    }
+
+  gtk_css_parser_try_token (parser, GTK_CSS_TOKEN_COMMA);
+
+  return TRUE;
+}
+
+static gboolean
+parse_uniform_data (GtkCssParser *parser, gpointer data)
+{
+  ShaderInfo *shader_info = data;
+  int n_uniforms = gsk_gl_shader_get_n_uniforms (shader_info->shader);
+  int i;
+
+  g_array_set_size (shader_info->uniform_values, n_uniforms);
+
+  for (i = 0; i < n_uniforms; i++)
+    {
+      GskGLUniformType uniform_type = gsk_gl_shader_get_uniform_type (shader_info->shader, i);
+      UniformValue *uniform_value = &g_array_index (shader_info->uniform_values, UniformValue, i);
+
+      if (!parse_uniform_value (parser, uniform_type, uniform_value))
+        return FALSE;
+    }
+
+  return TRUE;
+}
+
+static GskRenderNode *
+parse_glshader_node (GtkCssParser *parser)
+{
+  graphene_rect_t bounds = GRAPHENE_RECT_INIT (0, 0, 50, 50);
+  GskRenderNode *fallback = NULL;
+  GskRenderNode *child[4] = { NULL, };
+  ShaderInfo shader_info = {
+    NULL,
+    g_array_new (FALSE, FALSE, sizeof (UniformValue))
+  };
+  const Declaration declarations[] = {
+    { "bounds", parse_rect, NULL, &bounds },
+    { "sourcecode", parse_shader, NULL, &shader_info },
+    { "uniform-data", parse_uniform_data, clear_shader_info, &shader_info },
+    { "fallback", parse_node, clear_node, &fallback },
+    { "child1", parse_node, clear_node, &child[0] },
+    { "child2", parse_node, clear_node, &child[1] },
+    { "child3", parse_node, clear_node, &child[2] },
+    { "child4", parse_node, clear_node, &child[3] },
+  };
+  GskGLShader *shader;
+  GskRenderNode *node;
+  GskUniformDataBuilder *builder;
+  GBytes *uniform_data = NULL;
+  int len, i;
+
+  parse_declarations (parser, declarations, G_N_ELEMENTS(declarations));
+
+  for (len = 0; len < 4; len++)
+    {
+      if (child[len] == NULL)
+        break;
+    }
+
+  shader = shader_info.shader;
+
+  builder = gsk_gl_shader_build_uniform_data (shader);
+  for (i = 0; i < shader_info.uniform_values->len; i++)
+    {
+      GskGLUniformType uniform_type = gsk_gl_shader_get_uniform_type (shader, i);
+      UniformValue *value = &g_array_index (shader_info.uniform_values, UniformValue, i);
+
+      switch (uniform_type)
+        {
+        case GSK_GLUNIFORM_TYPE_FLOAT:
+          gsk_uniform_data_builder_set_float (builder, i, value->v[0]);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_INT:
+          gsk_uniform_data_builder_set_int (builder, i, value->i);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_UINT:
+          gsk_uniform_data_builder_set_uint (builder, i, value->i);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_BOOL:
+          gsk_uniform_data_builder_set_bool (builder, i, value->i);
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC2:
+          {
+            graphene_vec2_t v;
+            graphene_vec2_init (&v, value->v[0], value->v[1]);
+            gsk_uniform_data_builder_set_vec2 (builder, i, &v);
+          }
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC3:
+          {
+            graphene_vec3_t v;
+            graphene_vec3_init (&v, value->v[0], value->v[1], value->v[2]);
+            gsk_uniform_data_builder_set_vec3 (builder, i, &v);
+          }
+          break;
+
+        case GSK_GLUNIFORM_TYPE_VEC4:
+          {
+            graphene_vec4_t v;
+            graphene_vec4_init (&v, value->v[0], value->v[1], value->v[2], value->v[3]);
+            gsk_uniform_data_builder_set_vec4 (builder, i, &v);
+          }
+          break;
+
+        case GSK_GLUNIFORM_TYPE_NONE:
+        default:
+          g_assert_not_reached ();
+        }
+    }
+
+  uniform_data = gsk_uniform_data_builder_finish (builder);
+  gsk_uniform_data_builder_free (builder);
+
+  node = gsk_gl_shader_node_new (shader, &bounds, uniform_data,
+                                fallback, child, len);
+
+  g_array_unref (shader_info.uniform_values);
+  g_bytes_unref (uniform_data);
+  g_object_unref (shader);
+
+  for (i = 0; i < 4; i++)
+    {
+      if (child[i])
+        gsk_render_node_unref (child[i]);
+    }
+
+  return node;
+}
+
 static GskRenderNode *
 parse_border_node (GtkCssParser *parser)
 {
@@ -1603,6 +1832,7 @@ parse_node (GtkCssParser *parser,
     { "text", parse_text_node },
     { "texture", parse_texture_node },
     { "transform", parse_transform_node },
+    { "glshader", parse_glshader_node },
   };
   GskRenderNode **node_p = out_node;
   guint i;
@@ -1837,6 +2067,51 @@ append_point (GString                *str,
   string_append_double (str, p->y);
 }
 
+static void
+append_string (GString    *str,
+               const char *string)
+{
+  gsize len;
+
+  g_return_if_fail (str != NULL);
+  g_return_if_fail (string != NULL);
+
+  g_string_append_c (str, '"');
+
+  do {
+    len = strcspn (string, "\\\"\n\r\f");
+    g_string_append_len (str, string, len);
+    string += len;
+    switch (*string)
+      {
+      case '\0':
+        goto out;
+      case '\n':
+        g_string_append (str, "\\A ");
+        break;
+      case '\r':
+        g_string_append (str, "\\D ");
+        break;
+      case '\f':
+        g_string_append (str, "\\C ");
+        break;
+      case '\"':
+        g_string_append (str, "\\\"");
+        break;
+      case '\\':
+        g_string_append (str, "\\\\");
+        break;
+      default:
+        g_assert_not_reached ();
+        break;
+      }
+    string++;
+  } while (*string);
+
+out:
+  g_string_append_c (str, '"');
+}
+
 static void
 append_vec4 (GString               *str,
              const graphene_vec4_t *v)
@@ -1914,6 +2189,18 @@ append_point_param (Printer                *p,
   g_string_append_c (p->str, '\n');
 }
 
+static void
+append_string_param (Printer    *p,
+                     const char *param_name,
+                     const char *value)
+{
+  _indent (p);
+  g_string_append_printf (p->str, "%s: ", param_name);
+  append_string (p->str, value);
+  g_string_append_c (p->str, ';');
+  g_string_append_c (p->str, '\n');
+}
+
 static void
 append_vec4_param (Printer               *p,
                    const char            *param_name,
@@ -2441,6 +2728,125 @@ render_node_print (Printer       *p,
       }
       break;
 
+    case GSK_GL_SHADER_NODE:
+      {
+        GskGLShader *shader = gsk_gl_shader_node_get_shader (node);
+        GBytes *uniform_data = gsk_gl_shader_node_get_uniform_data (node);
+
+        start_node (p, "glshader");
+
+        append_rect_param (p, "bounds", &node->bounds);
+
+        GBytes *bytes = gsk_gl_shader_get_bytes (shader);
+        /* Ensure we are zero-terminated */
+        char *sourcecode = g_strndup (g_bytes_get_data (bytes, NULL), g_bytes_get_size (bytes));
+        append_string_param (p, "sourcecode", sourcecode);
+        g_free (sourcecode);
+
+        if (gsk_gl_shader_get_n_uniforms (shader) > 0)
+          {
+            GString *data = g_string_new ("");
+
+            for (guint i = 0; i < gsk_gl_shader_get_n_uniforms (shader); i++)
+              {
+                if (i > 0)
+                  g_string_append (data, ", ");
+
+                switch (gsk_gl_shader_get_uniform_type (shader, i))
+                  {
+                  case GSK_GLUNIFORM_TYPE_NONE:
+                  default:
+                    g_assert_not_reached ();
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_FLOAT:
+                    {
+                      float value = gsk_gl_shader_get_uniform_data_float (shader, uniform_data, i);
+                      string_append_double (data, value);
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_INT:
+                    {
+                      gint32 value = gsk_gl_shader_get_uniform_data_int (shader, uniform_data, i);
+                      g_string_append_printf (data, "%d", value);
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_UINT:
+                    {
+                      guint32 value = gsk_gl_shader_get_uniform_data_uint (shader, uniform_data, i);
+                      g_string_append_printf (data, "%u", value);
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_BOOL:
+                    {
+                      gboolean value = gsk_gl_shader_get_uniform_data_bool (shader, uniform_data, i);
+                      g_string_append_printf (data, "%d", value);
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_VEC2:
+                    {
+                      graphene_vec2_t value;
+                      gsk_gl_shader_get_uniform_data_vec2 (shader, uniform_data, i,
+                                                          &value);
+                      string_append_double (data, graphene_vec2_get_x (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec2_get_y (&value));
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_VEC3:
+                    {
+                      graphene_vec3_t value;
+                      gsk_gl_shader_get_uniform_data_vec3 (shader, uniform_data, i,
+                                                          &value);
+                      string_append_double (data, graphene_vec3_get_x (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec3_get_y (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec3_get_z (&value));
+                    }
+                    break;
+
+                  case GSK_GLUNIFORM_TYPE_VEC4:
+                    {
+                      graphene_vec4_t value;
+                      gsk_gl_shader_get_uniform_data_vec4 (shader, uniform_data, i,
+                                                          &value);
+                      string_append_double (data, graphene_vec4_get_x (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec4_get_y (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec4_get_z (&value));
+                      g_string_append (data, " ");
+                      string_append_double (data, graphene_vec4_get_w (&value));
+                    }
+                    break;
+                  }
+              }
+            _indent (p);
+            g_string_append_printf (p->str, "uniform-data: %s;\n", data->str);
+            g_string_free (data, TRUE);
+          }
+
+        append_node_param (p, "fallback", gsk_gl_shader_node_get_fallback_child (node));
+        for (guint i = 0; i < gsk_gl_shader_node_get_n_children (node); i ++)
+          {
+            GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
+            char *name;
+
+            name = g_strdup_printf ("child%d", i + 1);
+            append_node_param (p, name, child);
+            g_free (name);
+          }
+
+        end_node (p);
+      }
+      break;
+
     case GSK_REPEAT_NODE:
       {
         GskRenderNode *child = gsk_repeat_node_get_child (node);
diff --git a/gsk/gskrendernodeprivate.h b/gsk/gskrendernodeprivate.h
index d75a2c68b1..7e11a14b8f 100644
--- a/gsk/gskrendernodeprivate.h
+++ b/gsk/gskrendernodeprivate.h
@@ -13,7 +13,7 @@ typedef struct _GskRenderNodeClass GskRenderNodeClass;
  * We don't add an "n-types" value to avoid having to handle
  * it in every single switch.
  */
-#define GSK_RENDER_NODE_TYPE_N_TYPES    (GSK_DEBUG_NODE + 1)
+#define GSK_RENDER_NODE_TYPE_N_TYPES    (GSK_GL_SHADER_NODE + 1)
 
 extern GType gsk_render_node_types[];
 
diff --git a/gsk/meson.build b/gsk/meson.build
index c3567d78ed..b52d379eb9 100644
--- a/gsk/meson.build
+++ b/gsk/meson.build
@@ -21,6 +21,7 @@ gsk_private_gl_shaders = [
 gsk_public_sources = files([
   'gskdiff.c',
   'gskcairorenderer.c',
+  'gskglshader.c',
   'gskrenderer.c',
   'gskrendernode.c',
   'gskrendernodeimpl.c',
@@ -52,6 +53,7 @@ gsk_private_sources = files([
 gsk_public_headers = files([
   'gskcairorenderer.h',
   'gskenums.h',
+  'gskglshader.h',
   'gskrenderer.h',
   'gskrendernode.h',
   'gskroundedrect.h',
diff --git a/gtk/inspector/recorder.c b/gtk/inspector/recorder.c
index 8b42de031e..59747d625a 100644
--- a/gtk/inspector/recorder.c
+++ b/gtk/inspector/recorder.c
@@ -171,6 +171,25 @@ create_list_model_for_render_node (GskRenderNode *node)
       return create_render_node_list_model ((GskRenderNode *[2]) { gsk_cross_fade_node_get_start_child 
(node),
                                                                    gsk_cross_fade_node_get_end_child (node) 
}, 2);
 
+    case GSK_GL_SHADER_NODE:
+      {
+        GListStore *store = G_LIST_STORE (create_render_node_list_model ((GskRenderNode *[1]) { 
gsk_gl_shader_node_get_fallback_child (node) }, 1));
+
+        for (guint i = 0; i < gsk_gl_shader_node_get_n_children (node); i++)
+          {
+            GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
+            graphene_rect_t bounds;
+            GdkPaintable *paintable;
+
+            gsk_render_node_get_bounds (child, &bounds);
+            paintable = gtk_render_node_paintable_new (child, &bounds);
+            g_list_store_append (store, paintable);
+            g_object_unref (paintable);
+          }
+
+        return G_LIST_MODEL (store);
+      }
+
     case GSK_CONTAINER_NODE:
       {
         GListStore *store;
@@ -270,6 +289,8 @@ node_type_name (GskRenderNodeType type)
       return "Text";
     case GSK_BLUR_NODE:
       return "Blur";
+    case GSK_GL_SHADER_NODE:
+      return "GL Shader";
     }
 }
 
@@ -301,6 +322,7 @@ node_name (GskRenderNode *node)
     case GSK_CROSS_FADE_NODE:
     case GSK_TEXT_NODE:
     case GSK_BLUR_NODE:
+    case GSK_GL_SHADER_NODE:
       return g_strdup (node_type_name (gsk_render_node_get_node_type (node)));
 
     case GSK_DEBUG_NODE:
@@ -511,6 +533,34 @@ add_color_row (GtkListStore  *store,
   g_object_unref (texture);
 }
 
+static void
+add_int_row (GtkListStore  *store,
+             const char    *name,
+             int            value)
+{
+  char *text = g_strdup_printf ("%d", value);
+  add_text_row (store, name, text);
+  g_free (text);
+}
+
+static void
+add_uint_row (GtkListStore  *store,
+              const char    *name,
+              guint          value)
+{
+  char *text = g_strdup_printf ("%u", value);
+  add_text_row (store, name, text);
+  g_free (text);
+}
+
+static void
+add_boolean_row (GtkListStore  *store,
+                 const char    *name,
+                 gboolean       value)
+{
+  add_text_row (store, name, value ? "TRUE" : "FALSE");
+}
+
 static void
 add_float_row (GtkListStore  *store,
                const char    *name,
@@ -759,6 +809,92 @@ populate_render_node_properties (GtkListStore  *store,
       add_float_row (store, "Radius", gsk_blur_node_get_radius (node));
       break;
 
+    case GSK_GL_SHADER_NODE:
+      {
+        GskGLShader *shader = gsk_gl_shader_node_get_shader (node);
+        GBytes *uniform_data = gsk_gl_shader_node_get_uniform_data (node);
+        int i;
+
+        add_int_row (store, "Required textures", gsk_gl_shader_get_n_required_textures (shader));
+        for (i = 0; i < gsk_gl_shader_get_n_uniforms (shader); i++)
+          {
+            const char *name;
+            char *title;
+
+            name = gsk_gl_shader_get_uniform_name (shader, i);
+            title = g_strdup_printf ("Uniform %s", name);
+
+            switch (gsk_gl_shader_get_uniform_type (shader, i))
+              {
+              case GSK_GLUNIFORM_TYPE_NONE:
+              default:
+                g_assert_not_reached ();
+                break;
+
+              case GSK_GLUNIFORM_TYPE_FLOAT:
+                add_float_row (store, title,
+                               gsk_gl_shader_get_uniform_data_float (shader, uniform_data, i));
+                break;
+
+              case GSK_GLUNIFORM_TYPE_INT:
+                add_int_row (store, title,
+                             gsk_gl_shader_get_uniform_data_int (shader, uniform_data, i));
+                break;
+
+              case GSK_GLUNIFORM_TYPE_UINT:
+                add_uint_row (store, title,
+                              gsk_gl_shader_get_uniform_data_uint (shader, uniform_data, i));
+                break;
+
+              case GSK_GLUNIFORM_TYPE_BOOL:
+                add_boolean_row (store, title,
+                                 gsk_gl_shader_get_uniform_data_bool (shader, uniform_data, i));
+                break;
+
+              case GSK_GLUNIFORM_TYPE_VEC2:
+                {
+                  graphene_vec2_t v;
+                  gsk_gl_shader_get_uniform_data_vec2 (shader, uniform_data, i, &v);
+                  float x = graphene_vec2_get_x (&v);
+                  float y = graphene_vec2_get_x (&v);
+                  char *s = g_strdup_printf ("%.2f %.2f", x, y);
+                  add_text_row (store, title, s);
+                  g_free (s);
+                }
+                break;
+
+              case GSK_GLUNIFORM_TYPE_VEC3:
+                {
+                  graphene_vec3_t v;
+                  gsk_gl_shader_get_uniform_data_vec3 (shader, uniform_data, i, &v);
+                  float x = graphene_vec3_get_x (&v);
+                  float y = graphene_vec3_get_y (&v);
+                  float z = graphene_vec3_get_z (&v);
+                  char *s = g_strdup_printf ("%.2f %.2f %.2f", x, y, z);
+                  add_text_row (store, title, s);
+                  g_free (s);
+                }
+                break;
+
+              case GSK_GLUNIFORM_TYPE_VEC4:
+                {
+                  graphene_vec4_t v;
+                  gsk_gl_shader_get_uniform_data_vec4 (shader, uniform_data, i, &v);
+                  float x = graphene_vec4_get_x (&v);
+                  float y = graphene_vec4_get_y (&v);
+                  float z = graphene_vec4_get_z (&v);
+                  float w = graphene_vec4_get_w (&v);
+                  char *s = g_strdup_printf ("%.2f %.2f %.2f %.2f", x, y, z, w);
+                  add_text_row (store, title, s);
+                  g_free (s);
+                }
+                break;
+              }
+            g_free (title);
+          }
+      }
+      break;
+
     case GSK_INSET_SHADOW_NODE:
       {
         const GdkRGBA *color = gsk_inset_shadow_node_peek_color (node);


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