diff --git a/cogl/Makefile.am b/cogl/Makefile.am index aa3f2f656..0cbe5c37e 100644 --- a/cogl/Makefile.am +++ b/cogl/Makefile.am @@ -336,6 +336,9 @@ cogl_sources_c = \ $(srcdir)/cogl-pipeline-layer-state.c \ $(srcdir)/cogl-pipeline-state-private.h \ $(srcdir)/cogl-pipeline-debug.c \ + $(srcdir)/cogl-glsl-shader.c \ + $(srcdir)/cogl-glsl-shader-private.h \ + $(srcdir)/cogl-glsl-shader-boilerplate.h \ $(srcdir)/cogl-pipeline-snippet-private.h \ $(srcdir)/cogl-pipeline-snippet.c \ $(srcdir)/cogl-pipeline-cache.h \ @@ -384,7 +387,6 @@ cogl_sources_c = \ $(srcdir)/cogl-flags.h \ $(srcdir)/cogl-bitmask.h \ $(srcdir)/cogl-bitmask.c \ - $(srcdir)/cogl-shader-boilerplate.h \ $(srcdir)/cogl-shader-private.h \ $(srcdir)/cogl-shader.c \ $(srcdir)/cogl-gtype-private.h \ diff --git a/cogl/cogl-shader-boilerplate.h b/cogl/cogl-glsl-shader-boilerplate.h similarity index 100% rename from cogl/cogl-shader-boilerplate.h rename to cogl/cogl-glsl-shader-boilerplate.h diff --git a/cogl/cogl-glsl-shader-private.h b/cogl/cogl-glsl-shader-private.h new file mode 100644 index 000000000..9d5065068 --- /dev/null +++ b/cogl/cogl-glsl-shader-private.h @@ -0,0 +1,35 @@ +/* + * Cogl + * + * An object oriented GL/GLES Abstraction/Utility Layer + * + * Copyright (C) 2012 Intel Corporation. + * + * 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 + * . + */ + +#ifndef _COGL_GLSL_SHADER_PRIVATE_H_ +#define _COGL_GLSL_SHADER_PRIVATE_H_ + +void +_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx, + GLuint shader_gl_handle, + GLenum shader_gl_type, + int n_tex_coord_attribs, + GLsizei count_in, + const char **strings_in, + const GLint *lengths_in); + +#endif /* _COGL_GLSL_SHADER_PRIVATE_H_ */ diff --git a/cogl/cogl-glsl-shader.c b/cogl/cogl-glsl-shader.c new file mode 100644 index 000000000..ae9794232 --- /dev/null +++ b/cogl/cogl-glsl-shader.c @@ -0,0 +1,154 @@ +/* + * Cogl + * + * An object oriented GL/GLES Abstraction/Utility Layer + * + * Copyright (C) 2012 Intel Corporation. + * + * 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 + * . + * + * + * + * Authors: + * Robert Bragg + * Neil Roberts + */ + +#ifdef HAVE_CONFIG_H +#include "config.h" +#endif + +#include "cogl-context-private.h" +#include "cogl-glsl-shader-private.h" +#include "cogl-glsl-shader-boilerplate.h" +#include "cogl-internal.h" + +#include + +#include + +void +_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx, + GLuint shader_gl_handle, + GLenum shader_gl_type, + int n_tex_coord_attribs, + GLsizei count_in, + const char **strings_in, + const GLint *lengths_in) +{ + const char *vertex_boilerplate; + const char *fragment_boilerplate; + + const char **strings = g_alloca (sizeof (char *) * (count_in + 3)); + GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3)); + int count = 0; + char *tex_coord_declarations = NULL; + + if (ctx->driver == COGL_DRIVER_GLES2) + { + vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2; + fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2; + } + else + { + vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL; + fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL; + } + + if (ctx->driver == COGL_DRIVER_GLES2 && + cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D)) + { + static const char texture_3d_extension[] = + "#extension GL_OES_texture_3D : enable\n"; + strings[count] = texture_3d_extension; + lengths[count++] = sizeof (texture_3d_extension) - 1; + } + + if (shader_gl_type == GL_VERTEX_SHADER) + { + strings[count] = vertex_boilerplate; + lengths[count++] = strlen (vertex_boilerplate); + } + else if (shader_gl_type == GL_FRAGMENT_SHADER) + { + strings[count] = fragment_boilerplate; + lengths[count++] = strlen (fragment_boilerplate); + } + + if (ctx->driver == COGL_DRIVER_GLES2 && + n_tex_coord_attribs) + { + GString *declarations = g_string_new (NULL); + + g_string_append_printf (declarations, + "varying vec4 _cogl_tex_coord[%d];\n", + n_tex_coord_attribs); + + if (shader_gl_type == GL_VERTEX_SHADER) + { + int i; + + g_string_append_printf (declarations, + "uniform mat4 cogl_texture_matrix[%d];\n", + n_tex_coord_attribs); + + for (i = 0; i < n_tex_coord_attribs; i++) + g_string_append_printf (declarations, + "attribute vec4 cogl_tex_coord%d_in;\n", + i); + } + + tex_coord_declarations = g_string_free (declarations, FALSE); + strings[count] = tex_coord_declarations; + lengths[count++] = -1; /* null terminated */ + } + + memcpy (strings + count, strings_in, sizeof (char *) * count_in); + if (lengths_in) + memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in); + else + { + int i; + + for (i = 0; i < count_in; i++) + lengths[count + i] = -1; /* null terminated */ + } + count += count_in; + + if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) + { + GString *buf = g_string_new (NULL); + int i; + + g_string_append_printf (buf, + "%s shader:\n", + shader_gl_type == GL_VERTEX_SHADER ? + "vertex" : "fragment"); + for (i = 0; i < count; i++) + if (lengths[i] != -1) + g_string_append_len (buf, strings[i], lengths[i]); + else + g_string_append (buf, strings[i]); + + g_message ("%s", buf->str); + + g_string_free (buf, TRUE); + } + + GE( ctx, glShaderSource (shader_gl_handle, count, + (const char **) strings, lengths) ); + + g_free (tex_coord_declarations); +} diff --git a/cogl/cogl-shader.c b/cogl/cogl-shader.c index d82c773a8..aa4995ecf 100644 --- a/cogl/cogl-shader.c +++ b/cogl/cogl-shader.c @@ -26,10 +26,11 @@ #endif #include "cogl-shader-private.h" -#include "cogl-shader-boilerplate.h" #include "cogl-internal.h" #include "cogl-context-private.h" #include "cogl-object-private.h" +#include "cogl-glsl-shader-private.h" +#include "cogl-glsl-shader-boilerplate.h" #include @@ -172,121 +173,6 @@ cogl_shader_compile (CoglHandle handle) * replace it with a pipeline snippets API. */ } -void -_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle, - GLenum shader_gl_type, - int n_tex_coord_attribs, - GLsizei count_in, - const char **strings_in, - const GLint *lengths_in) -{ - const char *vertex_boilerplate; - const char *fragment_boilerplate; - - const char **strings = g_alloca (sizeof (char *) * (count_in + 3)); - GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3)); - int count = 0; - char *tex_coord_declarations = NULL; - - _COGL_GET_CONTEXT (ctx, NO_RETVAL); - - if (ctx->driver == COGL_DRIVER_GLES2) - { - vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2; - fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2; - } - else - { - vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL; - fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL; - } - - if (ctx->driver == COGL_DRIVER_GLES2 && - cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D)) - { - static const char texture_3d_extension[] = - "#extension GL_OES_texture_3D : enable\n"; - strings[count] = texture_3d_extension; - lengths[count++] = sizeof (texture_3d_extension) - 1; - } - - if (shader_gl_type == GL_VERTEX_SHADER) - { - strings[count] = vertex_boilerplate; - lengths[count++] = strlen (vertex_boilerplate); - } - else if (shader_gl_type == GL_FRAGMENT_SHADER) - { - strings[count] = fragment_boilerplate; - lengths[count++] = strlen (fragment_boilerplate); - } - - if (ctx->driver == COGL_DRIVER_GLES2 && - n_tex_coord_attribs) - { - GString *declarations = g_string_new (NULL); - - g_string_append_printf (declarations, - "varying vec4 _cogl_tex_coord[%d];\n", - n_tex_coord_attribs); - - if (shader_gl_type == GL_VERTEX_SHADER) - { - int i; - - g_string_append_printf (declarations, - "uniform mat4 cogl_texture_matrix[%d];\n", - n_tex_coord_attribs); - - for (i = 0; i < n_tex_coord_attribs; i++) - g_string_append_printf (declarations, - "attribute vec4 cogl_tex_coord%d_in;\n", - i); - } - - tex_coord_declarations = g_string_free (declarations, FALSE); - strings[count] = tex_coord_declarations; - lengths[count++] = -1; /* null terminated */ - } - - memcpy (strings + count, strings_in, sizeof (char *) * count_in); - if (lengths_in) - memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in); - else - { - int i; - - for (i = 0; i < count_in; i++) - lengths[count + i] = -1; /* null terminated */ - } - count += count_in; - - if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) - { - GString *buf = g_string_new (NULL); - int i; - - g_string_append_printf (buf, - "%s shader:\n", - shader_gl_type == GL_VERTEX_SHADER ? - "vertex" : "fragment"); - for (i = 0; i < count; i++) - if (lengths[i] != -1) - g_string_append_len (buf, strings[i], lengths[i]); - else - g_string_append (buf, strings[i]); - - g_message ("%s", buf->str); - - g_string_free (buf, TRUE); - } - - GE( ctx, glShaderSource (shader_gl_handle, count, - (const char **) strings, lengths) ); - - g_free (tex_coord_declarations); -} - void _cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs) @@ -364,12 +250,14 @@ _cogl_shader_compile_real (CoglHandle handle, shader->gl_handle = ctx->glCreateShader (gl_type); - _cogl_shader_set_source_with_boilerplate (shader->gl_handle, - gl_type, - n_tex_coord_attribs, - 1, - (const char **) &shader->source, - NULL); + _cogl_glsl_shader_set_source_with_boilerplate (ctx, + shader->gl_handle, + gl_type, + n_tex_coord_attribs, + 1, + (const char **) + &shader->source, + NULL); GE (ctx, glCompileShader (shader->gl_handle)); diff --git a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c index e66bf4711..0eeb93a28 100644 --- a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c +++ b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c @@ -47,6 +47,7 @@ #include "cogl-program-private.h" #include "cogl-pipeline-cache.h" #include "cogl-pipeline-fragend-glsl-private.h" +#include "cogl-glsl-shader-private.h" #include @@ -1074,11 +1075,12 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline, lengths[1] = shader_state->source->len; source_strings[1] = shader_state->source->str; - _cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER, - shader_state - ->n_tex_coord_attribs, - 2, /* count */ - source_strings, lengths); + _cogl_glsl_shader_set_source_with_boilerplate (ctx, + shader, GL_FRAGMENT_SHADER, + shader_state + ->n_tex_coord_attribs, + 2, /* count */ + source_strings, lengths); GE( ctx, glCompileShader (shader) ); GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) ); diff --git a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c index 16f037cbe..202b8083d 100644 --- a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c +++ b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c @@ -43,6 +43,7 @@ #include "cogl-program-private.h" #include "cogl-pipeline-vertend-glsl-private.h" #include "cogl-pipeline-state-private.h" +#include "cogl-glsl-shader-private.h" const CoglPipelineVertend _cogl_pipeline_glsl_vertend; @@ -462,11 +463,12 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline, lengths[1] = shader_state->source->len; source_strings[1] = shader_state->source->str; - _cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER, - shader_state - ->n_tex_coord_attribs, - 2, /* count */ - source_strings, lengths); + _cogl_glsl_shader_set_source_with_boilerplate (ctx, + shader, GL_VERTEX_SHADER, + shader_state + ->n_tex_coord_attribs, + 2, /* count */ + source_strings, lengths); GE( ctx, glCompileShader (shader) ); GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );