Adds back tex_coord array for CoglShader compatibility
This adds back compatibility for CoglShaders that reference the cogl_tex_coord_in[] or cogl_tex_coord_out[] varyings. Unlike the previous way this was done this patch maintains the use of layer numbers for attributes and maintains forwards compatibility by letting shaders alternatively access the per-layer tex_coord varyings via cogl_tex_coord%i_in/out defines that index into the array.
This commit is contained in:
parent
1c449c67f6
commit
7fa04bb1a6
@ -140,6 +140,7 @@ struct _CoglContext
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CoglPipeline *texture_pipeline; /* used for set_source_texture */
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GString *codegen_header_buffer;
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GString *codegen_source_buffer;
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GString *codegen_boilerplate_buffer;
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GList *source_stack;
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int legacy_state_set;
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@ -293,6 +293,7 @@ cogl_context_new (CoglDisplay *display,
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context->texture_pipeline = cogl_pipeline_new (context);
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context->codegen_header_buffer = g_string_new ("");
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context->codegen_source_buffer = g_string_new ("");
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context->codegen_boilerplate_buffer = g_string_new ("");
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context->source_stack = NULL;
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context->legacy_state_set = 0;
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@ -44,6 +44,7 @@
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_out _cogl_color\n" \
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"varying vec4 _cogl_color;\n" \
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"#define cogl_tex_coord_out _cogl_tex_coord\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"\n" \
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@ -61,6 +62,7 @@
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"varying vec4 _cogl_color;\n" \
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"\n" \
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"#define cogl_color_in _cogl_color\n" \
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"#define cogl_tex_coord_in _cogl_tex_coord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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@ -28,6 +28,7 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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const char *version_string,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in);
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@ -39,11 +39,42 @@
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#include <glib.h>
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static CoglBool
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add_layer_vertex_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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g_string_append_printf (layer_declarations,
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"attribute vec4 cogl_tex_coord%d_in;\n"
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"#define cogl_texture_matrix%i cogl_texture_matrix[%i]\n"
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"#define cogl_tex_coord%i_out _cogl_tex_coord[%i]\n",
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layer->index,
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layer->index,
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unit_index,
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layer->index,
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unit_index);
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return TRUE;
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}
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static CoglBool
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add_layer_fragment_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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g_string_append_printf (layer_declarations,
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"#define cogl_tex_coord%i_in _cogl_tex_coord[%i]\n",
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layer->index,
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_cogl_pipeline_layer_get_unit_index (layer));
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return TRUE;
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}
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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const char *version_string,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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@ -54,7 +85,8 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
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int count = 0;
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char *tex_coord_declarations = NULL;
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int n_layers;
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vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
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fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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@ -85,6 +117,37 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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lengths[count++] = strlen (fragment_boilerplate);
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}
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n_layers = cogl_pipeline_get_n_layers (pipeline);
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if (n_layers)
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{
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GString *layer_declarations = ctx->codegen_boilerplate_buffer;
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g_string_set_size (layer_declarations, 0);
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g_string_append_printf (layer_declarations,
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"varying vec4 _cogl_tex_coord[%d];\n",
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n_layers);
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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g_string_append_printf (layer_declarations,
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"uniform mat4 cogl_texture_matrix[%d];\n",
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n_layers);
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_vertex_boilerplate_cb,
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layer_declarations);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_fragment_boilerplate_cb,
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layer_declarations);
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}
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strings[count] = layer_declarations->str;
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lengths[count++] = -1; /* null terminated */
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}
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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@ -119,6 +182,4 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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GE( ctx, glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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g_free (tex_coord_declarations);
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}
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@ -929,6 +929,10 @@ CoglBool
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_cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
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CoglPipeline *pipeline1);
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CoglBool
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_cogl_pipeline_layer_and_unit_numbers_equal (CoglPipeline *pipeline0,
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CoglPipeline *pipeline1);
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CoglBool
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_cogl_pipeline_need_texture_combine_separate
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(CoglPipelineLayer *combine_authority);
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@ -646,6 +646,41 @@ _cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
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return TRUE;
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}
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CoglBool
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_cogl_pipeline_layer_and_unit_numbers_equal (CoglPipeline *pipeline0,
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CoglPipeline *pipeline1)
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{
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CoglPipeline *authority0 =
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_cogl_pipeline_get_authority (pipeline0, COGL_PIPELINE_STATE_LAYERS);
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CoglPipeline *authority1 =
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_cogl_pipeline_get_authority (pipeline1, COGL_PIPELINE_STATE_LAYERS);
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int n_layers = authority0->n_layers;
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int i;
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if (authority1->n_layers != n_layers)
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return FALSE;
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_cogl_pipeline_update_layers_cache (authority0);
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_cogl_pipeline_update_layers_cache (authority1);
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for (i = 0; i < n_layers; i++)
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{
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CoglPipelineLayer *layer0 = authority0->layers_cache[i];
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CoglPipelineLayer *layer1 = authority1->layers_cache[i];
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int unit0, unit1;
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if (layer0->index != layer1->index)
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return FALSE;
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unit0 = _cogl_pipeline_layer_get_unit_index (layer0);
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unit1 = _cogl_pipeline_layer_get_unit_index (layer1);
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if (unit0 != unit1)
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return FALSE;
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}
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return TRUE;
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}
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typedef struct
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{
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int i;
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@ -27,6 +27,7 @@
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#include "cogl-object-private.h"
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#include "cogl-shader.h"
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#include "cogl-gl-header.h"
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#include "cogl-pipeline.h"
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typedef struct _CoglShader CoglShader;
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@ -38,16 +39,17 @@ typedef enum
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struct _CoglShader
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{
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CoglHandleObject _parent;
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GLuint gl_handle;
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int n_tex_coord_attribs;
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CoglShaderType type;
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CoglHandleObject _parent;
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GLuint gl_handle;
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CoglPipeline *compilation_pipeline;
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CoglShaderType type;
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CoglShaderLanguage language;
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char *source;
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char *source;
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};
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void
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_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline);
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle);
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@ -90,7 +90,7 @@ cogl_create_shader (CoglShaderType type)
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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shader->n_tex_coord_attribs = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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@ -115,6 +115,12 @@ delete_shader (CoglShader *shader)
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}
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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void
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@ -151,14 +157,22 @@ cogl_shader_source (CoglHandle handle,
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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/* XXX: We don't actually compile anything until the shader gets
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* used so we have an opportunity to add some boilerplate to the
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* shader.
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#ifdef HAVE_COGL_GL
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shader = handle;
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_cogl_shader_compile_real (handle, NULL);
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#endif
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/* XXX: For GLSL we don't actually compile anything until the shader
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* gets used so we have an opportunity to add some boilerplate to
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* the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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@ -168,7 +182,7 @@ cogl_shader_compile (CoglHandle handle)
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void
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_cogl_shader_compile_real (CoglHandle handle,
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int n_tex_coord_attribs)
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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const char *version;
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@ -216,10 +230,20 @@ _cogl_shader_compile_real (CoglHandle handle,
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#endif
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{
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GLenum gl_type;
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GLint status;
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if (shader->gl_handle &&
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shader->n_tex_coord_attribs == n_tex_coord_attribs)
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return;
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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}
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if (shader->gl_handle)
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delete_shader (shader);
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@ -253,6 +277,7 @@ _cogl_shader_compile_real (CoglHandle handle,
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version,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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@ -260,67 +285,51 @@ _cogl_shader_compile_real (CoglHandle handle,
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->n_tex_coord_attribs = n_tex_coord_attribs;
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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#ifdef COGL_GL_DEBUG
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if (!cogl_shader_is_compiled (handle))
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char *log = cogl_shader_get_info_log (handle);
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g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
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"src:\n%s\n"
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"error:\n%s\n",
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shader->source,
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log);
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g_free (log);
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buffer);
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}
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#endif
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}
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NULL);
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if (!cogl_is_shader (handle))
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return NULL;
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shader = handle;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The way this API was originally designed as a very thin wrapper
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* over the GL api was a mistake and it's now very difficult to
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* make the API work in a meaningful way given how the rest of Cogl
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* has evolved.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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/* ARBfp exposes a program error string, but since cogl_program
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* doesn't have any API to query an error log it is not currently
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* exposed. */
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return g_strdup ("");
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}
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else
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#endif
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{
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char buffer[512];
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int len = 0;
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/* We don't normally compile the shader when the user calls
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* cogl_shader_compile() because we want to be able to add
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* boilerplate code that depends on how it ends up finally being
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* used.
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*
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* Here we force an early compile if the user is interested in
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* log information to increase the chance that the log will be
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* useful! We have to guess the number of texture coordinate
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* attributes that may be used since that affects the
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* boilerplate. We use four so that the shader will still
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* compile if the user is using more than one
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* layer. Unfortunately this is likely to end up causing it to
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* be compiled again when we know the actual number of layers */
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if (!shader->gl_handle)
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_cogl_shader_compile_real (handle, 4);
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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return g_strdup (buffer);
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}
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return g_strdup ("");
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}
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CoglShaderType
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@ -344,46 +353,29 @@ CoglBool
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cogl_shader_is_compiled (CoglHandle handle)
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{
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
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GLint status;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_is_shader (handle))
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return FALSE;
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shader = handle;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility and blatantly lies to the
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* user about whether their shader has been compiled.
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*
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* I suppose we could say we're stretching the definition of
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* "compile" and are deferring any related errors to be "linker"
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* errors.
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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return TRUE;
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else
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#endif
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{
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/* FIXME: We currently have an arbitrary limit of 4 texture
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* coordinate attributes since our API means we have to add
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* some boilerplate to the users GLSL program (for GLES2)
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* before we actually know how many attributes are in use.
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*
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* 4 will probably be enough (or at least that limitation should
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* be enough until we can replace this API with the pipeline
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||||
* snippets API) but if it isn't then the shader won't compile,
|
||||
* through no fault of the user.
|
||||
*
|
||||
* To some extent this is just a symptom of bad API design; it
|
||||
* was a mistake for Cogl to so thinly wrap the OpenGL shader
|
||||
* API. Eventually we plan for this whole API will be deprecated
|
||||
* by the pipeline snippets framework.
|
||||
*/
|
||||
if (!shader->gl_handle)
|
||||
_cogl_shader_compile_real (handle, 4);
|
||||
return TRUE;
|
||||
|
||||
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
|
||||
if (status == GL_TRUE)
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
}
|
||||
#else
|
||||
return FALSE;
|
||||
#endif
|
||||
|
@ -101,12 +101,6 @@ typedef struct
|
||||
again */
|
||||
LayerDataList layers;
|
||||
|
||||
/* Age of the user program that was current when the shader was
|
||||
generated. We need to keep track of this because if the user
|
||||
program changes then we may need to redecide whether to generate
|
||||
a shader at all */
|
||||
unsigned int user_program_age;
|
||||
|
||||
} CoglPipelineShaderState;
|
||||
|
||||
static CoglUserDataKey shader_state_key;
|
||||
@ -288,34 +282,28 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
if (shader_state->gl_shader)
|
||||
if (user_program)
|
||||
{
|
||||
/* If we already have a valid GLSL shader then we don't need to generate
|
||||
* a new one. However if there's a user program and it has changed since
|
||||
* the last link then we do need a new shader. */
|
||||
if (user_program == NULL ||
|
||||
shader_state->user_program_age == user_program->age)
|
||||
return;
|
||||
|
||||
/* We need to recreate the shader so destroy the existing one */
|
||||
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
||||
shader_state->gl_shader = 0;
|
||||
/* If the user program contains a fragment shader then we don't need
|
||||
to generate one */
|
||||
if (_cogl_program_has_fragment_shader (user_program))
|
||||
{
|
||||
if (shader_state->gl_shader)
|
||||
{
|
||||
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
||||
shader_state->gl_shader = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (shader_state->gl_shader)
|
||||
return;
|
||||
|
||||
/* If we make it here then we have a glsl_shader_state struct
|
||||
without a gl_shader either because this is the first time we've
|
||||
encountered it or because the user program has changed */
|
||||
|
||||
if (user_program)
|
||||
{
|
||||
shader_state->user_program_age = user_program->age;
|
||||
|
||||
/* If the user program contains a fragment shader then we don't need
|
||||
to generate one */
|
||||
if (_cogl_program_has_fragment_shader (user_program))
|
||||
return;
|
||||
}
|
||||
|
||||
/* We reuse two grow-only GStrings for code-gen. One string
|
||||
contains the uniform and attribute declarations while the
|
||||
other contains the main function. We need two strings
|
||||
@ -1017,12 +1005,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
|
||||
get_texture_target_string (texture_type, &target_string, NULL);
|
||||
|
||||
g_string_append_printf (shader_state->header,
|
||||
"varying vec4 _cogl_tex_coord%i;\n"
|
||||
"#define cogl_tex_coord%i_in _cogl_tex_coord%i\n"
|
||||
"uniform sampler%s cogl_sampler%i;\n",
|
||||
layer->index,
|
||||
layer->index,
|
||||
layer->index,
|
||||
target_string,
|
||||
layer->index);
|
||||
}
|
||||
@ -1077,6 +1060,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
|
||||
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
|
||||
version_string,
|
||||
shader, GL_FRAGMENT_SHADER,
|
||||
pipeline,
|
||||
2, /* count */
|
||||
source_strings, lengths);
|
||||
|
||||
|
@ -377,7 +377,7 @@ get_uniform_cb (CoglPipeline *pipeline,
|
||||
|
||||
g_string_set_size (ctx->codegen_source_buffer, 0);
|
||||
g_string_append_printf (ctx->codegen_source_buffer,
|
||||
"cogl_texture_matrix%i", layer_index);
|
||||
"cogl_texture_matrix[%i]", layer_index);
|
||||
|
||||
GE_RET( uniform_location,
|
||||
ctx, glGetUniformLocation (state->gl_program,
|
||||
@ -725,7 +725,7 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
|
||||
{
|
||||
CoglShader *shader = l->data;
|
||||
|
||||
_cogl_shader_compile_real (shader, 4);
|
||||
_cogl_shader_compile_real (shader, pipeline);
|
||||
|
||||
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
|
||||
|
||||
|
@ -54,12 +54,6 @@ typedef struct
|
||||
GLuint gl_shader;
|
||||
GString *header, *source;
|
||||
|
||||
/* Age of the user program that was current when the shader was
|
||||
generated. We need to keep track of this because if the user
|
||||
program changes then we may need to redecide whether to generate
|
||||
a shader at all */
|
||||
unsigned int user_program_age;
|
||||
|
||||
} CoglPipelineShaderState;
|
||||
|
||||
static CoglUserDataKey shader_state_key;
|
||||
@ -210,35 +204,28 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
if (shader_state->gl_shader)
|
||||
if (user_program)
|
||||
{
|
||||
/* If we already have a valid GLSL shader then we don't need to
|
||||
* generate a new one. However if there's a user program and it
|
||||
* has changed since the last link then we do need a new shader.
|
||||
*/
|
||||
if (user_program == NULL ||
|
||||
shader_state->user_program_age == user_program->age)
|
||||
return;
|
||||
|
||||
/* We need to recreate the shader so destroy the existing one */
|
||||
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
||||
shader_state->gl_shader = 0;
|
||||
/* If the user program contains a vertex shader then we don't need
|
||||
to generate one */
|
||||
if (_cogl_program_has_vertex_shader (user_program))
|
||||
{
|
||||
if (shader_state->gl_shader)
|
||||
{
|
||||
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
||||
shader_state->gl_shader = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (shader_state->gl_shader)
|
||||
return;
|
||||
|
||||
/* If we make it here then we have a shader_state struct without a gl_shader
|
||||
either because this is the first time we've encountered it or
|
||||
because the user program has changed */
|
||||
|
||||
if (user_program)
|
||||
{
|
||||
shader_state->user_program_age = user_program->age;
|
||||
|
||||
/* If the user program contains a vertex shader then we don't need
|
||||
to generate one */
|
||||
if (_cogl_program_has_vertex_shader (user_program))
|
||||
return;
|
||||
}
|
||||
|
||||
/* We reuse two grow-only GStrings for code-gen. One string
|
||||
contains the uniform and attribute declarations while the
|
||||
other contains the main function. We need two strings
|
||||
@ -279,17 +266,6 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
|
||||
if (shader_state->source == NULL)
|
||||
return TRUE;
|
||||
|
||||
g_string_append_printf (shader_state->header,
|
||||
"uniform mat4 cogl_texture_matrix%i;\n"
|
||||
"attribute vec4 cogl_tex_coord%i_in;\n"
|
||||
"varying vec4 _cogl_tex_coord%i;\n"
|
||||
"#define cogl_tex_coord%i_out _cogl_tex_coord%i\n",
|
||||
layer_index,
|
||||
layer_index,
|
||||
layer_index,
|
||||
layer_index,
|
||||
layer_index);
|
||||
|
||||
/* Transform the texture coordinates by the layer's user matrix.
|
||||
*
|
||||
* FIXME: this should avoid doing the transform if there is no user
|
||||
@ -439,6 +415,7 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
|
||||
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
|
||||
NULL,
|
||||
shader, GL_VERTEX_SHADER,
|
||||
pipeline,
|
||||
2, /* count */
|
||||
source_strings, lengths);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user