/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 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
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-debug.h"
#include "cogl-material-private.h"
#ifdef COGL_MATERIAL_BACKEND_ARBFP
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#include "cogl-program-private.h"
#include
#include
#include
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
#ifdef HAVE_COGL_GL
#define glProgramString ctx->drv.pf_glProgramString
#define glBindProgram ctx->drv.pf_glBindProgram
#define glDeletePrograms ctx->drv.pf_glDeletePrograms
#define glGenPrograms ctx->drv.pf_glGenPrograms
#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
#define glUseProgram ctx->drv.pf_glUseProgram
#endif
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int sampled:1;
} UnitState;
typedef struct _ArbfpProgramState
{
int ref_count;
CoglHandle user_program;
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
/* Age of the program the last time the uniforms were flushed. This
is used to detect when we need to flush all of the uniforms */
unsigned int user_program_age;
/* We need to track the last material that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
CoglMaterial *last_used_for_material;
} ArbfpProgramState;
typedef struct _CoglMaterialBackendARBfpPrivate
{
ArbfpProgramState *arbfp_program_state;
} CoglMaterialBackendARBfpPrivate;
const CoglMaterialBackend _cogl_material_arbfp_backend;
static ArbfpProgramState *
arbfp_program_state_new (int n_layers)
{
ArbfpProgramState *state = g_slice_new0 (ArbfpProgramState);
state->ref_count = 1;
state->unit_state = g_new0 (UnitState, n_layers);
return state;
}
static ArbfpProgramState *
arbfp_program_state_ref (ArbfpProgramState *state)
{
state->ref_count++;
return state;
}
void
arbfp_program_state_unref (ArbfpProgramState *state)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (state->ref_count > 0);
state->ref_count--;
if (state->ref_count == 0)
{
if (state->gl_program)
{
GE (glDeletePrograms (1, &state->gl_program));
state->gl_program = 0;
}
g_free (state->unit_state);
g_slice_free (ArbfpProgramState, state);
}
}
static int
_cogl_material_backend_arbfp_get_max_texture_units (void)
{
return _cogl_get_max_texture_image_units ();
}
typedef struct
{
int i;
CoglMaterialLayer **layers;
} AddLayersToArrayState;
static gboolean
add_layer_to_array_cb (CoglMaterialLayer *layer,
void *user_data)
{
AddLayersToArrayState *state = user_data;
state->layers[state->i++] = layer;
return TRUE;
}
static gboolean
layers_arbfp_would_differ (CoglMaterialLayer **material0_layers,
CoglMaterialLayer **material1_layers,
int n_layers)
{
int i;
/* The layer state that affects arbfp codegen... */
unsigned long arbfp_codegen_modifiers =
COGL_MATERIAL_LAYER_STATE_COMBINE |
COGL_MATERIAL_LAYER_STATE_UNIT;
for (i = 0; i < n_layers; i++)
{
CoglMaterialLayer *layer0 = material0_layers[i];
CoglMaterialLayer *layer1 = material1_layers[i];
unsigned long layer_differences;
if (layer0 == layer1)
continue;
layer_differences =
_cogl_material_layer_compare_differences (layer0, layer1);
if (layer_differences & arbfp_codegen_modifiers)
{
/* When it comes to texture differences the only thing that
* affects the arbfp is the target enum... */
if (layer_differences == COGL_MATERIAL_LAYER_STATE_TEXTURE)
{
CoglHandle tex0 = _cogl_material_layer_get_texture (layer0);
CoglHandle tex1 = _cogl_material_layer_get_texture (layer1);
GLenum gl_target0;
GLenum gl_target1;
cogl_texture_get_gl_texture (tex0, NULL, &gl_target0);
cogl_texture_get_gl_texture (tex1, NULL, &gl_target1);
if (gl_target0 == gl_target1)
continue;
}
return TRUE;
}
}
return FALSE;
}
/* This tries to find the oldest ancestor whos state would generate
* the same arbfp program as the current material. This is a simple
* mechanism for reducing the number of arbfp programs we have to
* generate.
*/
static CoglMaterial *
find_arbfp_authority (CoglMaterial *material, CoglHandle user_program)
{
CoglMaterial *authority0;
CoglMaterial *authority1;
int n_layers;
CoglMaterialLayer **authority0_layers;
CoglMaterialLayer **authority1_layers;
/* XXX: we'll need to update this when we add fog support to the
* arbfp codegen */
if (user_program != COGL_INVALID_HANDLE)
return material;
/* Find the first material that modifies state that affects the
* arbfp codegen... */
authority0 = _cogl_material_get_authority (material,
COGL_MATERIAL_STATE_LAYERS);
/* Find the next ancestor after that, that also modifies state
* affecting arbfp codegen... */
if (_cogl_material_get_parent (authority0))
{
authority1 =
_cogl_material_get_authority (_cogl_material_get_parent (authority0),
COGL_MATERIAL_STATE_LAYERS);
}
else
return authority0;
n_layers = authority0->n_layers;
for (;;)
{
AddLayersToArrayState state;
if (authority0->n_layers != authority1->n_layers)
return authority0;
authority0_layers =
g_alloca (sizeof (CoglMaterialLayer *) * n_layers);
state.i = 0;
state.layers = authority0_layers;
_cogl_material_foreach_layer_internal (authority0,
add_layer_to_array_cb,
&state);
authority1_layers =
g_alloca (sizeof (CoglMaterialLayer *) * n_layers);
state.i = 0;
state.layers = authority1_layers;
_cogl_material_foreach_layer_internal (authority1,
add_layer_to_array_cb,
&state);
if (layers_arbfp_would_differ (authority0_layers, authority1_layers,
n_layers))
return authority0;
/* Find the next ancestor after that, that also modifies state
* affecting arbfp codegen... */
if (!_cogl_material_get_parent (authority1))
break;
authority0 = authority1;
authority1 =
_cogl_material_get_authority (_cogl_material_get_parent (authority1),
COGL_MATERIAL_STATE_LAYERS);
if (authority1 == authority0)
break;
}
return authority1;
}
static CoglMaterialBackendARBfpPrivate *
get_arbfp_priv (CoglMaterial *material)
{
if (!(material->backend_priv_set_mask & COGL_MATERIAL_BACKEND_ARBFP_MASK))
return NULL;
return material->backend_privs[COGL_MATERIAL_BACKEND_ARBFP];
}
static void
set_arbfp_priv (CoglMaterial *material, CoglMaterialBackendARBfpPrivate *priv)
{
if (priv)
{
material->backend_privs[COGL_MATERIAL_BACKEND_ARBFP] = priv;
material->backend_priv_set_mask |= COGL_MATERIAL_BACKEND_ARBFP_MASK;
}
else
material->backend_priv_set_mask &= ~COGL_MATERIAL_BACKEND_ARBFP_MASK;
}
static ArbfpProgramState *
get_arbfp_program_state (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = get_arbfp_priv (material);
if (!priv)
return NULL;
return priv->arbfp_program_state;
}
static gboolean
_cogl_material_backend_arbfp_start (CoglMaterial *material,
int n_layers,
unsigned long materials_difference)
{
CoglMaterialBackendARBfpPrivate *priv;
CoglMaterial *authority;
CoglMaterialBackendARBfpPrivate *authority_priv;
CoglHandle user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
/* First validate that we can handle the current state using ARBfp
*/
if (!cogl_features_available (COGL_FEATURE_SHADERS_ARBFP))
return FALSE;
/* TODO: support fog */
if (ctx->legacy_fog_state.enabled)
return FALSE;
user_program = cogl_material_get_user_program (material);
if (user_program != COGL_INVALID_HANDLE &&
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
/* Now lookup our ARBfp backend private state (allocating if
* necessary) */
priv = get_arbfp_priv (material);
if (!priv)
{
priv = g_slice_new0 (CoglMaterialBackendARBfpPrivate);
set_arbfp_priv (material, priv);
}
/* If we have a valid arbfp_program_state pointer then we are all
* set and don't need to generate a new program. */
if (priv->arbfp_program_state)
return TRUE;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
* the same program being generated as for this material).
*
* We always make sure to associate new programs with the
* arbfp-authority to maximize the chance that other materials can
* share it.
*/
authority = find_arbfp_authority (material, user_program);
authority_priv = get_arbfp_priv (authority);
if (!authority_priv)
{
authority_priv = g_slice_new0 (CoglMaterialBackendARBfpPrivate);
set_arbfp_priv (authority, authority_priv);
}
/* If we don't have an existing program associated with the
* arbfp-authority then start generating code for a new program...
*/
if (!authority_priv->arbfp_program_state)
{
ArbfpProgramState *arbfp_program_state =
arbfp_program_state_new (n_layers);
authority_priv->arbfp_program_state = arbfp_program_state;
arbfp_program_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
int i;
/* We reuse a single grow-only GString for ARBfp code-gen */
g_string_set_size (ctx->arbfp_source_buffer, 0);
arbfp_program_state->source = ctx->arbfp_source_buffer;
g_string_append (arbfp_program_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
for (i = 0; i < n_layers; i++)
{
arbfp_program_state->unit_state[i].sampled = FALSE;
arbfp_program_state->unit_state[i].dirty_combine_constant = FALSE;
}
arbfp_program_state->next_constant_id = 0;
}
}
/* Finally, if the material isn't actually its own arbfp-authority
* then steal a reference to the program state associated with the
* arbfp-authority... */
if (authority != material)
priv->arbfp_program_state =
arbfp_program_state_ref (authority_priv->arbfp_program_state);
return TRUE;
}
/* Determines if we need to handle the RGB and A texture combining
* separately or is the same function used for both channel masks and
* with the same arguments...
*/
static gboolean
need_texture_combine_separate (CoglMaterialLayer *combine_authority)
{
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
int n_args;
int i;
if (big_state->texture_combine_rgb_func !=
big_state->texture_combine_alpha_func)
return TRUE;
n_args = _cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if (big_state->texture_combine_rgb_src[i] !=
big_state->texture_combine_alpha_src[i])
return TRUE;
/*
* We can allow some variation of the source operands without
* needing a separation...
*
* "A = REPLACE (CONSTANT[A])" + either of the following...
* "RGB = REPLACE (CONSTANT[RGB])"
* "RGB = REPLACE (CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (CONSTANT)" or
* "RGBA = REPLACE (CONSTANT[A])" or
*
* And "A = REPLACE (1-CONSTANT[A])" + either of the following...
* "RGB = REPLACE (1-CONSTANT)" or
* "RGB = REPLACE (1-CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (1-CONSTANT)" or
* "RGBA = REPLACE (1-CONSTANT[A])"
*/
switch (big_state->texture_combine_alpha_op[i])
{
case GL_SRC_ALPHA:
switch (big_state->texture_combine_rgb_op[i])
{
case GL_SRC_COLOR:
case GL_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
case GL_ONE_MINUS_SRC_ALPHA:
switch (big_state->texture_combine_rgb_op[i])
{
case GL_ONE_MINUS_SRC_COLOR:
case GL_ONE_MINUS_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
default:
return FALSE; /* impossible */
}
}
return FALSE;
}
static const char *
gl_target_to_arbfp_string (GLenum gl_target)
{
#ifndef HAVE_COGL_GLES2
if (gl_target == GL_TEXTURE_1D)
return "1D";
else
#endif
if (gl_target == GL_TEXTURE_2D)
return "2D";
#ifdef GL_ARB_texture_rectangle
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
return "RECT";
#endif
else if (gl_target == GL_TEXTURE_3D)
return "3D";
else
return "2D";
}
static void
setup_texture_source (ArbfpProgramState *arbfp_program_state,
int unit_index,
GLenum gl_target)
{
if (!arbfp_program_state->unit_state[unit_index].sampled)
{
g_string_append_printf (arbfp_program_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
gl_target_to_arbfp_string (gl_target));
arbfp_program_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglMaterialBackendARBfpArgType
{
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE
} CoglMaterialBackendARBfpArgType;
typedef struct _CoglMaterialBackendARBfpArg
{
const char *name;
CoglMaterialBackendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
GLenum texture_target;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglMaterialBackendARBfpArg;
static void
append_arg (GString *source, const CoglMaterialBackendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglMaterialBackendARBfpArg mechanism. */
static void
setup_arg (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
GLint src,
GLint op,
CoglMaterialBackendARBfpArg *arg)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
GLenum gl_target;
CoglHandle texture;
switch (src)
{
case GL_TEXTURE:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = _cogl_material_layer_get_unit_index (layer);
texture = _cogl_material_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (arbfp_program_state, arg->texture_unit, gl_target);
break;
case GL_CONSTANT:
{
int unit_index = _cogl_material_layer_get_unit_index (layer);
UnitState *unit_state = &arbfp_program_state->unit_state[unit_index];
unit_state->constant_id = arbfp_program_state->next_constant_id++;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case GL_PRIMARY_COLOR:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case GL_PREVIOUS:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
if (_cogl_material_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* GL_TEXTURE0..N */
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit = src - GL_TEXTURE0;
texture = _cogl_material_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (arbfp_program_state, arg->texture_unit, gl_target);
}
arg->swizzle = "";
switch (op)
{
case GL_SRC_COLOR:
break;
case GL_ONE_MINUS_SRC_COLOR:
g_string_append_printf (arbfp_program_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (arbfp_program_state->source, arg);
g_string_append_printf (arbfp_program_state->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case GL_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case GL_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (arbfp_program_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (arbfp_program_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (arbfp_program_state->source, ".a;\n");
else
g_string_append_printf (arbfp_program_state->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
backend_arbfp_args_equal (CoglMaterialBackendARBfpArg *arg0,
CoglMaterialBackendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg0->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglMaterial *material,
CoglBlendStringChannelMask mask,
GLint function,
CoglMaterialBackendARBfpArg *args,
int n_args)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case GL_ADD:
g_string_append_printf (arbfp_program_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case GL_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (arbfp_program_state->source, "MUL output%s, ",
mask_name);
break;
case GL_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (arbfp_program_state->source, "MOV output%s, ",
mask_name);
break;
case GL_SUBTRACT:
g_string_append_printf (arbfp_program_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case GL_ADD_SIGNED:
g_string_append_printf (arbfp_program_state->source, "ADD tmp3%s, ",
mask_name);
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
g_string_append (arbfp_program_state->source, ";\n");
g_string_append_printf (arbfp_program_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case GL_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case GL_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (arbfp_program_state->source, "MAD tmp3, two, ");
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", minus_one;\n");
if (!backend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (arbfp_program_state->source, "MAD tmp4, two, ");
append_arg (arbfp_program_state->source, &args[1]);
g_string_append (arbfp_program_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (arbfp_program_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case GL_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (arbfp_program_state->source, "LRP output%s, ",
mask_name);
append_arg (arbfp_program_state->source, &args[2]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (arbfp_program_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (arbfp_program_state->source, &args[0]);
if (n_args > 1)
{
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
}
g_string_append (arbfp_program_state->source, ";\n");
}
static void
append_masked_combine (CoglMaterial *arbfp_authority,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
GLint function,
GLint *src,
GLint *op)
{
int i;
int n_args;
CoglMaterialBackendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_material_backend_arbfp_add_layer (CoglMaterial *material,
CoglMaterialLayer *layer,
unsigned long layers_difference)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
CoglMaterialLayer *combine_authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_COMBINE);
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!arbfp_program_state->source)
return TRUE;
if (!need_texture_combine_separate (combine_authority))
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func == GL_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_material_backend_arbfp_passthrough (CoglMaterial *material)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
if (!arbfp_program_state->source)
return TRUE;
g_string_append (arbfp_program_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
gboolean update_all;
ArbfpProgramState *arbfp_program_state;
} UpdateConstantsState;
static gboolean
update_constants_cb (CoglMaterial *material,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
ArbfpProgramState *arbfp_program_state = state->arbfp_program_state;
UnitState *unit_state = &arbfp_program_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (state->update_all || unit_state->dirty_combine_constant)
{
float constant[4];
_cogl_material_get_layer_combine_constant (material,
layer_index,
constant);
GE (glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static gboolean
_cogl_material_backend_arbfp_end (CoglMaterial *material,
unsigned long materials_difference)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (arbfp_program_state->source)
{
GLenum gl_error;
COGL_STATIC_COUNTER (backend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, backend_arbfp_compile_counter);
g_string_append (arbfp_program_state->source,
"MOV result.color,output;\n");
g_string_append (arbfp_program_state->source, "END\n");
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
g_message ("material program:\n%s", arbfp_program_state->source->str);
GE (glGenPrograms (1, &arbfp_program_state->gl_program));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
arbfp_program_state->gl_program));
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
arbfp_program_state->source->len,
arbfp_program_state->source->str);
if (glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
arbfp_program_state->source->str,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
arbfp_program_state->source = NULL;
}
if (arbfp_program_state->user_program != COGL_INVALID_HANDLE)
{
/* An arbfp program should contain exactly one shader which we
can use directly */
CoglProgram *program = arbfp_program_state->user_program;
CoglShader *shader = program->attached_shaders->data;
gl_program = shader->gl_handle;
}
else
gl_program = arbfp_program_state->gl_program;
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_program (0, COGL_MATERIAL_PROGRAM_TYPE_ARBFP);
if (arbfp_program_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
state.arbfp_program_state = arbfp_program_state;
/* If this arbfp program was last used with a different material
* then we need to ensure we update all program.local params */
state.update_all =
material != arbfp_program_state->last_used_for_material;
cogl_material_foreach_layer (material,
update_constants_cb,
&state);
}
else
{
CoglProgram *program = arbfp_program_state->user_program;
gboolean program_changed;
/* If the shader has changed since it was last flushed then we
need to update all uniforms */
program_changed = program->age != arbfp_program_state->user_program_age;
_cogl_program_flush_uniforms (program, gl_program, program_changed);
arbfp_program_state->user_program_age = program->age;
}
/* We need to track what material used this arbfp program last since
* we will need to update program.local params when switching
* between different materials. */
arbfp_program_state->last_used_for_material = material;
return TRUE;
}
static void
dirty_arbfp_program_state (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
priv = get_arbfp_priv (material);
if (!priv)
return;
if (priv->arbfp_program_state)
{
arbfp_program_state_unref (priv->arbfp_program_state);
priv->arbfp_program_state = NULL;
}
}
static void
_cogl_material_backend_arbfp_material_pre_change_notify (
CoglMaterial *material,
CoglMaterialState change,
const CoglColor *new_color)
{
static const unsigned long fragment_op_changes =
COGL_MATERIAL_STATE_LAYERS |
COGL_MATERIAL_STATE_USER_SHADER;
/* TODO: COGL_MATERIAL_STATE_FOG */
if (!(change & fragment_op_changes))
return;
dirty_arbfp_program_state (material);
}
/* NB: layers are considered immutable once they have any dependants
* so although multiple materials can end up depending on a single
* static layer, we can guarantee that if a layer is being *changed*
* then it can only have one material depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_material_backend_arbfp_layer_pre_change_notify (
CoglMaterial *owner,
CoglMaterialLayer *layer,
CoglMaterialLayerState change)
{
CoglMaterialBackendARBfpPrivate *priv;
static const unsigned long not_fragment_op_changes =
COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
COGL_MATERIAL_LAYER_STATE_TEXTURE;
priv = get_arbfp_priv (owner);
if (!priv)
return;
if (!(change & not_fragment_op_changes))
{
dirty_arbfp_program_state (owner);
return;
}
if (change & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT)
{
ArbfpProgramState *arbfp_program_state =
get_arbfp_program_state (owner);
int unit_index = _cogl_material_layer_get_unit_index (layer);
arbfp_program_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* TODO: we could be saving snippets of texture combine code along
* with each layer and then when a layer changes we would just free
* the snippet. */
return;
}
static void
_cogl_material_backend_arbfp_free_priv (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = get_arbfp_priv (material);
if (priv)
{
if (priv->arbfp_program_state)
arbfp_program_state_unref (priv->arbfp_program_state);
g_slice_free (CoglMaterialBackendARBfpPrivate, priv);
set_arbfp_priv (material, NULL);
}
}
const CoglMaterialBackend _cogl_material_arbfp_backend =
{
_cogl_material_backend_arbfp_get_max_texture_units,
_cogl_material_backend_arbfp_start,
_cogl_material_backend_arbfp_add_layer,
_cogl_material_backend_arbfp_passthrough,
_cogl_material_backend_arbfp_end,
_cogl_material_backend_arbfp_material_pre_change_notify,
NULL,
_cogl_material_backend_arbfp_layer_pre_change_notify,
_cogl_material_backend_arbfp_free_priv,
NULL
};
#endif /* COGL_MATERIAL_BACKEND_ARBFP */