Revert "cogl: Remove the generated array size for cogl_tex_coord_in"

This reverts commit 4cfe90bde2.

GLSL 1.00 on GLES doesn't support unsized arrays so the whole idea
can't work.

Conflicts:

	clutter/cogl/cogl/cogl-pipeline-glsl.c
This commit is contained in:
Neil Roberts
2010-12-02 21:08:30 +00:00
parent f54cc7abd4
commit f8449582c8
13 changed files with 265 additions and 90 deletions

View File

@ -101,52 +101,33 @@ cogl_create_shader (CoglShaderType type)
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = 0;
#endif
shader->type = type;
return _cogl_shader_handle_new (shader);
}
void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in)
static void
delete_shader (CoglShader *shader)
{
static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
const char **strings = g_alloca (sizeof (char *) * (count_in + 2));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2));
int count = 0;
GET_CONTEXT (ctx, NO_RETVAL);
if (shader_gl_type == GL_VERTEX_SHADER)
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
strings[count] = vertex_boilerplate;
lengths[count++] = sizeof (vertex_boilerplate) - 1;
if (shader->gl_handle)
GE (glDeletePrograms (1, &shader->gl_handle));
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
}
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
else
#endif
{
int i;
for (i = 0; i < count_in; i++)
lengths[count + i] = -1; /* null terminated */
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
}
count += count_in;
GE( glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
shader->gl_handle = 0;
}
void
@ -171,31 +152,120 @@ cogl_shader_source (CoglHandle handle,
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language))
{
if (G_UNLIKELY (language != shader->language) &&
shader->gl_handle)
delete_shader (shader);
shader->source = g_strdup (source);
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (glDeletePrograms (1, &shader->gl_handle));
}
else
CoglShader *shader = handle;
#endif
{
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
}
}
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
if (language == COGL_SHADER_LANGUAGE_ARBFP)
_cogl_shader_compile_real (shader, 0 /* ignored */);
#endif
/* XXX: For GLES2 we don't actually compile anything until the
* shader gets used so we have an opportunity to add some
* boilerplate to the shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
* so thinly wrap the OpenGL shader API and the current plan is to
* 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)
{
static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
const char **strings = g_alloca (sizeof (char *) * (count_in + 2));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2));
int count = 0;
#ifdef HAVE_COGL_GLES2
char *tex_coords_declaration = NULL;
#endif
GET_CONTEXT (ctx, NO_RETVAL);
if (shader_gl_type == GL_VERTEX_SHADER)
{
strings[count] = vertex_boilerplate;
lengths[count++] = sizeof (vertex_boilerplate) - 1;
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
}
#ifdef HAVE_COGL_GLES2
if (n_tex_coord_attribs)
{
tex_coords_declaration =
g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
n_tex_coord_attribs);
strings[count] = tex_coords_declaration;
lengths[count++] = -1; /* null terminated */
}
#endif
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;
GE( glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
#ifdef HAVE_COGL_GLES2
g_free (tex_coords_declaration);
#endif
}
void
_cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
#ifdef COGL_GL_DEBUG
GLenum gl_error;
#endif
if (shader->gl_handle == 0)
GE (glGenPrograms (1, &shader->gl_handle));
if (shader->gl_handle)
return;
GE (glGenPrograms (1, &shader->gl_handle));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
@ -205,8 +275,8 @@ cogl_shader_source (CoglHandle handle,
#endif
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (source),
source);
strlen (shader->source),
shader->source);
#ifdef COGL_GL_DEBUG
gl_error = glGetError ();
if (gl_error != GL_NO_ERROR)
@ -214,7 +284,7 @@ cogl_shader_source (CoglHandle handle,
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
source,
shader->source,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
@ -224,6 +294,16 @@ cogl_shader_source (CoglHandle handle,
{
GLenum gl_type;
if (shader->gl_handle
#ifdef HAVE_COGL_GLES2
&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
#endif
)
return;
if (shader->gl_handle)
delete_shader (shader);
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
@ -237,30 +317,31 @@ cogl_shader_source (CoglHandle handle,
break;
}
if (!shader->gl_handle)
shader->gl_handle = glCreateShader (gl_type);
shader->gl_handle = glCreateShader (gl_type);
_cogl_shader_set_source_with_boilerplate (shader->gl_handle,
gl_type,
1, &source, NULL);
n_tex_coord_attribs,
1,
(const char **) &shader->source,
NULL);
GE (glCompileShader (shader->gl_handle));
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = n_tex_coord_attribs;
#endif
#ifdef COGL_GL_DEBUG
if (!cogl_shader_is_compiled (handle))
{
char *log = cogl_shader_get_info_log (handle);
g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
shader->source,
log);
}
#endif
}
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
GE (glCompileShader (shader->gl_handle));
}
char *
@ -288,6 +369,21 @@ cogl_shader_get_info_log (CoglHandle handle)
{
char buffer[512];
int len = 0;
/* We don't normally compile the shader when the user calls
* cogl_shader_compile() because we want to be able to add
* boilerplate code that depends on how it ends up finally being
* used.
*
* Here we force an early compile if the user is interested in
* log information to increase the chance that the log will be
* useful! We have to guess the number of texture coordinate
* attributes that may be used (normally less than 4) since that
* affects the boilerplate.
*/
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
@ -330,6 +426,24 @@ cogl_shader_is_compiled (CoglHandle handle)
else
#endif
{
/* FIXME: We currently have an arbitrary limit of 4 texture
* coordinate attributes since our API means we have to add
* some boilerplate to the users GLSL program (for GLES2)
* before we actually know how many attributes are in use.
*
* 4 will probably be enough (or at least that limitation should
* be enough until we can replace this API with the pipeline
* 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);
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
@ -395,3 +509,4 @@ cogl_shader_is_compiled (CoglHandle handle)
}
#endif /* HAVE_COGL_GLES */