gles2-context: Don't split the wrapper snippet into two
We don't need to split the wrapper snippet into two separate parts because it should be ok to declare the flip uniform in the middle of the shader as long as it is somewhere in the global scope. Therefore we can just declare it right before the definition for the replacement main function. This is important because we don't want to put anything at the top of the application's shader in case it is using a '#version' directive. In that case moving it to anything other than the first line would break things. This patch also adds a marker in a comment around the wrapper snippet so that we can easily locate the snippet when glGetShaderSource is called and remove it. The wrapper for glGetAttachedShaders has been removed because there are no longer any additional shaders attached to the program so we can just let GL handle it directly. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit dbd92e24ae61dcbe7ef26f61c9117c5516a7fa87)
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@ -59,24 +59,27 @@ static CoglUserDataKey offscreen_wrapper_key;
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/* This uniform is used to flip the rendering or not depending on
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* whether we are rendering to an offscreen buffer or not */
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#define MAIN_WRAPPER_FLIP_UNIFORM "_cogl_flip_vector"
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/* These comments are used to delimit the added wrapper snippet so
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* that we can remove it again when the shader source is requested via
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* glGetShaderSource */
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#define MAIN_WRAPPER_BEGIN "/*_COGL_WRAPPER_BEGIN*/"
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#define MAIN_WRAPPER_END "/*_COGL_WRAPPER_END*/"
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/* This wrapper function around 'main' is appended to every vertex shader
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* so that we can add some extra code to flip the rendering when
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* rendering to an offscreen buffer */
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static const char
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main_wrapper_prelude[] =
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"uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
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"\n";
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static const char
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main_wrapper_function[] =
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MAIN_WRAPPER_BEGIN "\n"
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"uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
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"\n"
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"void\n"
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"main ()\n"
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"{\n"
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" " MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
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" gl_Position *= " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
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"}\n";
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"}\n"
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MAIN_WRAPPER_END;
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enum {
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RESTORE_FB_NONE,
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@ -827,13 +830,10 @@ gl_shader_source_wrapper (GLuint shader,
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GINT_TO_POINTER (shader))) &&
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shader_data->type == GL_VERTEX_SHADER)
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{
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char **string_copy = g_alloca ((count + 2) * sizeof (char *));
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int *length_copy = g_alloca ((count +2) * sizeof (int));
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char **string_copy = g_alloca ((count + 1) * sizeof (char *));
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int *length_copy = g_alloca ((count + 1) * sizeof (int));
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int i;
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string_copy[0] = main_wrapper_prelude;
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length_copy[0] = -1;
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/* Replace any occurences of the symbol 'main' with a different
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* symbol so that we can provide our own wrapper main
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* function */
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@ -847,28 +847,27 @@ gl_shader_source_wrapper (GLuint shader,
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else
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string_length = length[i];
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string_copy[i + 1] = g_memdup (string[i], string_length);
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string_copy[i] = g_memdup (string[i], string_length);
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replace_token (string_copy[i],
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"main",
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MAIN_WRAPPER_REPLACEMENT_NAME,
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string_length);
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length_copy[i + 1] = string_length;
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length_copy[i] = string_length;
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}
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string_copy[count + 1] = main_wrapper_function;
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length_copy[count + 1] = -1;
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string_copy[count] = (char *) main_wrapper_function;
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length_copy[count] = sizeof (main_wrapper_function) - 1;
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gles2_ctx->context->glShaderSource (shader,
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count + 2,
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count + 1,
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(const char *const *) string_copy,
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length_copy);
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/* Note: we don't need to free the first and last entries in
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* string_copy[] which are our prelude and wrapper strings
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* respectively... */
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for (i = 1; i < count; i++)
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/* Note: we don't need to free the last entry in string_copy[]
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* because it is our static wrapper string... */
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for (i = 0; i < count; i++)
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g_free (string_copy[i]);
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}
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else
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@ -895,6 +894,23 @@ gl_get_shader_source_wrapper (GLuint shader,
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shader_data->type == GL_VERTEX_SHADER)
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{
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GLsizei copy_length = MIN (length, buf_size - 1);
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static const char wrapper_marker[] = MAIN_WRAPPER_BEGIN;
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char *wrapper_start;
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/* Strip out the wrapper snippet we added when the source was
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* specified */
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wrapper_start = _cogl_util_memmem (source,
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copy_length,
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wrapper_marker,
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sizeof (wrapper_marker) - 1);
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if (wrapper_start)
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{
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length = wrapper_start - source;
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copy_length = length;
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*wrapper_start = '\0';
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}
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/* Correct the name of the main function back to its original */
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replace_token (source,
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MAIN_WRAPPER_REPLACEMENT_NAME,
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"main",
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@ -949,36 +965,6 @@ gl_get_program_iv_wrapper (GLuint program,
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}
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}
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static void
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gl_get_attached_shaders_wrapper (GLuint program,
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GLsizei max_count,
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GLsizei *count_ret,
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GLuint *obj)
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{
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CoglGLES2Context *gles2_ctx = current_gles2_context;
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GLuint *tmp_buf;
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GLsizei count, count_out;
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int i;
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/* We need to remove the wrapper shader we added from this list */
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/* Allocate a temporary buffer that is one larger than the buffer
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* passed in in case the application allocated exactly the size
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* returned by GL_ATTACHED_SHADERS. */
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tmp_buf = g_alloca (sizeof (GLuint) * (max_count + 1));
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gles2_ctx->context->glGetAttachedShaders (program,
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max_count + 1,
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&count,
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tmp_buf);
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for (i = 0, count_out = 0; i < count; i++)
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obj[count_out++] = tmp_buf[i];
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if (count_ret)
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*count_ret = count_out;
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}
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static void
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flush_viewport_state (CoglGLES2Context *gles2_ctx)
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{
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@ -1636,7 +1622,6 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
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gles2_ctx->vtable->glGetShaderSource = gl_get_shader_source_wrapper;
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gles2_ctx->vtable->glLinkProgram = gl_link_program_wrapper;
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gles2_ctx->vtable->glGetProgramiv = gl_get_program_iv_wrapper;
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gles2_ctx->vtable->glGetAttachedShaders = gl_get_attached_shaders_wrapper;
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gles2_ctx->vtable->glGetProgramInfoLog = gl_get_program_info_log_wrapper;
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gles2_ctx->vtable->glGetShaderInfoLog = gl_get_shader_info_log_wrapper;
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gles2_ctx->vtable->glClear = gl_clear_wrapper;
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