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 removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.
Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.
We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.
This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.
Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)
Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.
The intention is to follow up with another patch to add back
CoglShader compatibility.
Since we used to support hybrid fixed-function + glsl pipelines when
running with OpenGL there were numerous differences in how we handled
codegen and uniform updates between GLES2 and full OpenGL. Now that we
only support end-to-end glsl pipelines this patch can largely unify how
we handle GLES2 and OpenGL.
Most notably we now never use the builtin attribute names. This should
also make it easy for us to support creating strict OpenGL 3.1 contexts
where the builtin names have been removed.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
(cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
To aid with backporting patches from master made after the deprecated
CoglShader api was removed this patch adds the cogl-glsl- files that
have been added on master so we should get less conflicts when cherry
picking.