
Both the fragend and vertend shader state was called "CoglPipelineShaderState", which was rather annoying, especially when the type needs to be exposed outside of the .c file as part of moving out unit tests. Make the types unique. This also avoids confusing what type one is looking at. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2555>
795 lines
27 KiB
C
795 lines
27 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010,2013 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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*/
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#include "cogl-config.h"
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#include <string.h>
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#include <test-fixtures/test-unit.h>
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#include "cogl-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "driver/gl/cogl-util-gl-private.h"
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#include "driver/gl/cogl-pipeline-opengl-private.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-pipeline-state-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include "driver/gl/cogl-pipeline-vertend-glsl-private.h"
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#include "deprecated/cogl-program-private.h"
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const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
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typedef struct
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{
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unsigned int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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CoglPipelineCacheEntry *cache_entry;
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} CoglPipelineVertendShaderState;
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static CoglUserDataKey shader_state_key;
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static CoglPipelineVertendShaderState *
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shader_state_new (CoglPipelineCacheEntry *cache_entry)
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{
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CoglPipelineVertendShaderState *shader_state;
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shader_state = g_new0 (CoglPipelineVertendShaderState, 1);
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shader_state->ref_count = 1;
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shader_state->cache_entry = cache_entry;
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return shader_state;
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}
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static CoglPipelineVertendShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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}
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static void
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destroy_shader_state (void *user_data,
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void *instance)
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{
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CoglPipelineVertendShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader_state->cache_entry &&
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shader_state->cache_entry->pipeline != instance)
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shader_state->cache_entry->usage_count--;
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if (--shader_state->ref_count == 0)
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{
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if (shader_state->gl_shader)
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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g_free (shader_state);
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}
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}
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static void
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set_shader_state (CoglPipeline *pipeline,
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CoglPipelineVertendShaderState *shader_state)
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{
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if (shader_state)
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{
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shader_state->ref_count++;
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/* If we're not setting the state on the template pipeline then
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* mark it as a usage of the pipeline cache entry */
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if (shader_state->cache_entry &&
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shader_state->cache_entry->pipeline != pipeline)
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shader_state->cache_entry->usage_count++;
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}
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_cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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}
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static void
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dirty_shader_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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NULL,
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NULL);
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}
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static gboolean
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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 gboolean
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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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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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{
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const char *vertex_boilerplate;
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const char *fragment_boilerplate;
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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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char *version_string;
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int count = 0;
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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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version_string = g_strdup_printf ("#version %i\n\n",
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ctx->glsl_version_to_use);
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strings[count] = version_string;
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lengths[count++] = -1;
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if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_EGL_IMAGE_EXTERNAL))
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{
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static const char image_external_extension[] =
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"#extension GL_OES_EGL_image_external : require\n";
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strings[count] = image_external_extension;
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lengths[count++] = sizeof (image_external_extension) - 1;
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}
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = strlen (vertex_boilerplate);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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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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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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{
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GString *buf = g_string_new (NULL);
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int i;
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g_string_append_printf (buf,
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"%s shader:\n",
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shader_gl_type == GL_VERTEX_SHADER ?
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"vertex" : "fragment");
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for (i = 0; i < count; i++)
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if (lengths[i] != -1)
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g_string_append_len (buf, strings[i], lengths[i]);
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else
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g_string_append (buf, strings[i]);
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g_message ("%s", buf->str);
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g_string_free (buf, TRUE);
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}
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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 (version_string);
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}
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GLuint
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_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
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{
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CoglPipelineVertendShaderState *shader_state = get_shader_state (pipeline);
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if (shader_state)
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return shader_state->gl_shader;
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else
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return 0;
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}
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static CoglPipelineSnippetList *
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get_vertex_snippets (CoglPipeline *pipeline)
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{
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pipeline =
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_cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
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return &pipeline->big_state->vertex_snippets;
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}
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static CoglPipelineSnippetList *
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get_layer_vertex_snippets (CoglPipelineLayer *layer)
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{
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unsigned long state = COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS;
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layer = _cogl_pipeline_layer_get_authority (layer, state);
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return &layer->big_state->vertex_snippets;
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}
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static gboolean
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add_layer_declaration_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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CoglPipelineVertendShaderState *shader_state = user_data;
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g_string_append_printf (shader_state->header,
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"uniform sampler2D cogl_sampler%i;\n",
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layer->index);
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return TRUE;
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}
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static void
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add_layer_declarations (CoglPipeline *pipeline,
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CoglPipelineVertendShaderState *shader_state)
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{
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/* We always emit sampler uniforms in case there will be custom
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* layer snippets that want to sample arbitrary layers. */
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_declaration_cb,
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shader_state);
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}
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static void
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add_global_declarations (CoglPipeline *pipeline,
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CoglPipelineVertendShaderState *shader_state)
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{
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CoglSnippetHook hook = COGL_SNIPPET_HOOK_VERTEX_GLOBALS;
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CoglPipelineSnippetList *snippets = get_vertex_snippets (pipeline);
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/* Add the global data hooks. All of the code in these snippets is
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* always added and only the declarations data is used */
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_cogl_pipeline_snippet_generate_declarations (shader_state->header,
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hook,
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snippets);
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}
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static void
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_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference)
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{
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CoglPipelineVertendShaderState *shader_state;
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CoglPipelineCacheEntry *cache_entry = NULL;
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CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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shader_state = get_shader_state (pipeline);
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if (shader_state == NULL)
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{
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CoglPipeline *authority;
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/* Get the authority for anything affecting vertex shader
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state */
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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_cogl_pipeline_get_state_for_vertex_codegen (ctx) &
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~COGL_PIPELINE_STATE_LAYERS,
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COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
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shader_state = get_shader_state (authority);
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if (shader_state == NULL)
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{
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/* Check if there is already a similar cached pipeline whose
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shader state we can share */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED
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(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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cache_entry =
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_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (cache_entry->pipeline);
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}
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if (shader_state)
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shader_state->ref_count++;
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else
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shader_state = shader_state_new (cache_entry);
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set_shader_state (authority, shader_state);
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shader_state->ref_count--;
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if (cache_entry)
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set_shader_state (cache_entry->pipeline, shader_state);
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}
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if (authority != pipeline)
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set_shader_state (pipeline, shader_state);
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}
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if (user_program)
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{
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/* If the user program contains a vertex shader then we don't need
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to generate one */
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if (_cogl_program_has_vertex_shader (user_program))
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{
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if (shader_state->gl_shader)
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{
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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shader_state->gl_shader = 0;
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}
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return;
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}
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}
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|
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if (shader_state->gl_shader)
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return;
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|
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/* If we make it here then we have a shader_state struct without a gl_shader
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either because this is the first time we've encountered it or
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because the user program has changed */
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/* We reuse two grow-only GStrings for code-gen. One string
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|
contains the uniform and attribute declarations while the
|
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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add_layer_declarations (pipeline, shader_state);
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add_global_declarations (pipeline, shader_state);
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g_string_append (shader_state->source,
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"void\n"
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"cogl_generated_source ()\n"
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"{\n");
|
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if (cogl_pipeline_get_per_vertex_point_size (pipeline))
|
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g_string_append (shader_state->header,
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"attribute float cogl_point_size_in;\n");
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else
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{
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/* There is no builtin uniform for the point size on GLES2 so we
|
|
need to copy it from the custom uniform in the vertex shader
|
|
if we're not using per-vertex point sizes, however we'll only
|
|
do this if the point-size is non-zero. Toggle the point size
|
|
between zero and non-zero causes a state change which
|
|
generates a new program */
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if (cogl_pipeline_get_point_size (pipeline) > 0.0f)
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{
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g_string_append (shader_state->header,
|
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"uniform float cogl_point_size_in;\n");
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g_string_append (shader_state->source,
|
|
" cogl_point_size_out = cogl_point_size_in;\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference,
|
|
CoglFramebuffer *framebuffer)
|
|
{
|
|
CoglPipelineVertendShaderState *shader_state;
|
|
CoglPipelineSnippetData snippet_data;
|
|
int layer_index = layer->index;
|
|
|
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_COGL_GET_CONTEXT (ctx, FALSE);
|
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shader_state = get_shader_state (pipeline);
|
|
|
|
if (shader_state->source == NULL)
|
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return TRUE;
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|
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/* Transform the texture coordinates by the layer's user matrix.
|
|
*
|
|
* FIXME: this should avoid doing the transform if there is no user
|
|
* matrix set. This might need a separate layer state flag for
|
|
* whether there is a user matrix
|
|
*
|
|
* FIXME: we could be more clever here and try to detect if the
|
|
* fragment program is going to use the texture coordinates and
|
|
* avoid setting them if not
|
|
*/
|
|
|
|
g_string_append_printf (shader_state->header,
|
|
"vec4\n"
|
|
"cogl_real_transform_layer%i (mat4 matrix, "
|
|
"vec4 tex_coord)\n"
|
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"{\n"
|
|
" return matrix * tex_coord;\n"
|
|
"}\n",
|
|
layer_index);
|
|
|
|
/* Wrap the layer code in any snippets that have been hooked */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = get_layer_vertex_snippets (layer);
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM;
|
|
snippet_data.chain_function = g_strdup_printf ("cogl_real_transform_layer%i",
|
|
layer_index);
|
|
snippet_data.final_name = g_strdup_printf ("cogl_transform_layer%i",
|
|
layer_index);
|
|
snippet_data.function_prefix = g_strdup_printf ("cogl_transform_layer%i",
|
|
layer_index);
|
|
snippet_data.return_type = "vec4";
|
|
snippet_data.return_variable = "cogl_tex_coord";
|
|
snippet_data.return_variable_is_argument = TRUE;
|
|
snippet_data.arguments = "cogl_matrix, cogl_tex_coord";
|
|
snippet_data.argument_declarations = "mat4 cogl_matrix, vec4 cogl_tex_coord";
|
|
snippet_data.source_buf = shader_state->header;
|
|
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
g_free ((char *) snippet_data.chain_function);
|
|
g_free ((char *) snippet_data.final_name);
|
|
g_free ((char *) snippet_data.function_prefix);
|
|
|
|
g_string_append_printf (shader_state->source,
|
|
" cogl_tex_coord%i_out = "
|
|
"cogl_transform_layer%i (cogl_texture_matrix%i,\n"
|
|
" "
|
|
" cogl_tex_coord%i_in);\n",
|
|
layer_index,
|
|
layer_index,
|
|
layer_index,
|
|
layer_index);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
CoglPipelineVertendShaderState *shader_state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
shader_state = get_shader_state (pipeline);
|
|
|
|
if (shader_state->source)
|
|
{
|
|
const char *source_strings[2];
|
|
GLint lengths[2];
|
|
GLint compile_status;
|
|
GLuint shader;
|
|
CoglPipelineSnippetData snippet_data;
|
|
CoglPipelineSnippetList *vertex_snippets;
|
|
gboolean has_per_vertex_point_size =
|
|
cogl_pipeline_get_per_vertex_point_size (pipeline);
|
|
|
|
COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
|
|
"glsl vertex compile counter",
|
|
"Increments each time a new GLSL "
|
|
"vertex shader is compiled",
|
|
0 /* no application private data */);
|
|
COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
|
|
|
|
g_string_append (shader_state->header,
|
|
"void\n"
|
|
"cogl_real_vertex_transform ()\n"
|
|
"{\n"
|
|
" cogl_position_out = "
|
|
"cogl_modelview_projection_matrix * "
|
|
"cogl_position_in;\n"
|
|
"}\n");
|
|
|
|
g_string_append (shader_state->source,
|
|
" cogl_vertex_transform ();\n");
|
|
|
|
if (has_per_vertex_point_size)
|
|
{
|
|
g_string_append (shader_state->header,
|
|
"void\n"
|
|
"cogl_real_point_size_calculation ()\n"
|
|
"{\n"
|
|
" cogl_point_size_out = cogl_point_size_in;\n"
|
|
"}\n");
|
|
g_string_append (shader_state->source,
|
|
" cogl_point_size_calculation ();\n");
|
|
}
|
|
|
|
g_string_append (shader_state->source,
|
|
" cogl_color_out = cogl_color_in;\n"
|
|
"}\n");
|
|
|
|
vertex_snippets = get_vertex_snippets (pipeline);
|
|
|
|
/* Add hooks for the vertex transform part */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = vertex_snippets;
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX_TRANSFORM;
|
|
snippet_data.chain_function = "cogl_real_vertex_transform";
|
|
snippet_data.final_name = "cogl_vertex_transform";
|
|
snippet_data.function_prefix = "cogl_vertex_transform";
|
|
snippet_data.source_buf = shader_state->header;
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
/* Add hooks for the point size calculation part */
|
|
if (has_per_vertex_point_size)
|
|
{
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = vertex_snippets;
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_POINT_SIZE;
|
|
snippet_data.chain_function = "cogl_real_point_size_calculation";
|
|
snippet_data.final_name = "cogl_point_size_calculation";
|
|
snippet_data.function_prefix = "cogl_point_size_calculation";
|
|
snippet_data.source_buf = shader_state->header;
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
}
|
|
|
|
/* Add all of the hooks for vertex processing */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = vertex_snippets;
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX;
|
|
snippet_data.chain_function = "cogl_generated_source";
|
|
snippet_data.final_name = "cogl_vertex_hook";
|
|
snippet_data.function_prefix = "cogl_vertex_hook";
|
|
snippet_data.source_buf = shader_state->source;
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
g_string_append (shader_state->source,
|
|
"void\n"
|
|
"main ()\n"
|
|
"{\n"
|
|
" cogl_vertex_hook ();\n");
|
|
|
|
/* If there are any snippets then we can't rely on the
|
|
projection matrix to flip the rendering for offscreen buffers
|
|
so we'll need to flip it using an extra statement and a
|
|
uniform */
|
|
if (_cogl_pipeline_has_vertex_snippets (pipeline))
|
|
{
|
|
g_string_append (shader_state->header,
|
|
"uniform vec4 _cogl_flip_vector;\n");
|
|
g_string_append (shader_state->source,
|
|
" cogl_position_out *= _cogl_flip_vector;\n");
|
|
}
|
|
|
|
g_string_append (shader_state->source,
|
|
"}\n");
|
|
|
|
GE_RET( shader, ctx, glCreateShader (GL_VERTEX_SHADER) );
|
|
|
|
lengths[0] = shader_state->header->len;
|
|
source_strings[0] = shader_state->header->str;
|
|
lengths[1] = shader_state->source->len;
|
|
source_strings[1] = shader_state->source->str;
|
|
|
|
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
|
|
shader, GL_VERTEX_SHADER,
|
|
pipeline,
|
|
2, /* count */
|
|
source_strings, lengths);
|
|
|
|
GE( ctx, glCompileShader (shader) );
|
|
GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
|
|
|
if (!compile_status)
|
|
{
|
|
GLint len = 0;
|
|
char *shader_log;
|
|
|
|
GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
|
shader_log = g_alloca (len);
|
|
GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
}
|
|
|
|
shader_state->header = NULL;
|
|
shader_state->source = NULL;
|
|
shader_state->gl_shader = shader;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if ((change & _cogl_pipeline_get_state_for_vertex_codegen (ctx)))
|
|
dirty_shader_state (pipeline);
|
|
}
|
|
|
|
/* NB: layers are considered immutable once they have any dependants
|
|
* so although multiple pipelines 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 pipeline depending on it.
|
|
*
|
|
* XXX: Don't forget this is *pre* change, we can't read the new value
|
|
* yet!
|
|
*/
|
|
static void
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
CoglPipelineVertendShaderState *shader_state;
|
|
|
|
shader_state = get_shader_state (owner);
|
|
if (!shader_state)
|
|
return;
|
|
|
|
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
|
|
{
|
|
dirty_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
/* 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. */
|
|
}
|
|
|
|
const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
|
|
{
|
|
_cogl_pipeline_vertend_glsl_start,
|
|
_cogl_pipeline_vertend_glsl_add_layer,
|
|
_cogl_pipeline_vertend_glsl_end,
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify,
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify
|
|
};
|
|
|
|
UNIT_TEST (check_point_size_shader,
|
|
0 /* no requirements */,
|
|
0 /* no failure cases */)
|
|
{
|
|
CoglPipeline *pipelines[4];
|
|
CoglPipelineVertendShaderState *shader_states[G_N_ELEMENTS (pipelines)];
|
|
int i;
|
|
|
|
/* Default pipeline with zero point size */
|
|
pipelines[0] = cogl_pipeline_new (test_ctx);
|
|
|
|
/* Point size 1 */
|
|
pipelines[1] = cogl_pipeline_new (test_ctx);
|
|
cogl_pipeline_set_point_size (pipelines[1], 1.0f);
|
|
|
|
/* Point size 2 */
|
|
pipelines[2] = cogl_pipeline_new (test_ctx);
|
|
cogl_pipeline_set_point_size (pipelines[2], 2.0f);
|
|
|
|
/* Same as the first pipeline, but reached by restoring the old
|
|
* state from a copy */
|
|
pipelines[3] = cogl_pipeline_copy (pipelines[1]);
|
|
cogl_pipeline_set_point_size (pipelines[3], 0.0f);
|
|
|
|
/* Draw something with all of the pipelines to make sure their state
|
|
* is flushed */
|
|
for (i = 0; i < G_N_ELEMENTS (pipelines); i++)
|
|
cogl_framebuffer_draw_rectangle (test_fb,
|
|
pipelines[i],
|
|
0.0f, 0.0f,
|
|
10.0f, 10.0f);
|
|
cogl_framebuffer_finish (test_fb);
|
|
|
|
/* Get all of the shader states. These might be NULL if the driver
|
|
* is not using GLSL */
|
|
for (i = 0; i < G_N_ELEMENTS (pipelines); i++)
|
|
shader_states[i] = get_shader_state (pipelines[i]);
|
|
|
|
/* If the first two pipelines are using GLSL then they should have
|
|
* the same shader unless there is no builtin uniform for the point
|
|
* size */
|
|
if (shader_states[0])
|
|
{
|
|
g_assert (shader_states[0] != shader_states[1]);
|
|
}
|
|
|
|
/* The second and third pipelines should always have the same shader
|
|
* state because only toggling between zero and non-zero should
|
|
* change the shader */
|
|
g_assert (shader_states[1] == shader_states[2]);
|
|
|
|
/* The fourth pipeline should be exactly the same as the first */
|
|
g_assert (shader_states[0] == shader_states[3]);
|
|
}
|