185630085c
This option to GCC makes it give a warning whenever a global function is defined without a declaration. This should catch cases were we've defined a function but forgot to put it in a header. In that case it is either only used within one file so we should make it static or we should declare it in a header. The following changes where made to fix problems: • Some functions were made static • cogl-path.h (the one containing the 1.0 API) was split into two files, one defining the functions and one defining the enums so that cogl-path.c can include the enum and function declarations from the 2.0 API as well as the function declarations from the 1.0 API. • cogl2-clip-state has been removed. This only had one experimental function called cogl_clip_push_from_path but as this is unstable we might as well remove it favour of the equivalent cogl_framebuffer_* API. • The GLX, SDL and WGL winsys's now have a private header to define their get_vtable function instead of directly declaring in the C file where it is called. • All places that were calling COGL_OBJECT_DEFINE need to have the cogl_is_whatever function declared so these have been added either as a public function or in a private header. • Some files that were not including the header containing their function declarations have been fixed to do so. • Any unused error quark functions have been removed. If we later want them we should add them back one by one and add a declaration for them in a header. • _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and made a public function with a declaration in cogl-framebuffer.h • Similarly for CoglOnscreen. • cogl_vdraw_indexed_attributes is called cogl_framebuffer_vdraw_indexed_attributes in the header. The definition has been changed to match the header. • cogl_index_buffer_allocate has been removed. This had no declaration and I'm not sure what it's supposed to do. • CoglJournal has been changed to use the internal CoglObject macro so that it won't define an exported cogl_is_journal symbol. • The _cogl_blah_pointer_from_handle functions have been removed. CoglHandle isn't used much anymore anyway and in the few places where it is used I think it's safe to just use the implicit cast from void* to the right type. • The test-utils.h header for the conformance tests explicitly disables the -Wmissing-declaration option using a pragma because all of the tests declare their main function without a header. Any mistakes relating to missing declarations aren't really important for the tests. • cogl_quaternion_init_from_quaternion and init_from_matrix have been given declarations in cogl-quaternion.h Reviewed-by: Robert Bragg <robert@linux.intel.com>
505 lines
14 KiB
C
505 lines
14 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* An object oriented GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Copyright (C) 2007,2008,2009,2010 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
*
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include "cogl-shader-private.h"
|
|
#include "cogl-shader-boilerplate.h"
|
|
#include "cogl-internal.h"
|
|
#include "cogl-context-private.h"
|
|
#include "cogl-handle.h"
|
|
|
|
#include <glib.h>
|
|
|
|
#include <string.h>
|
|
|
|
static void _cogl_shader_free (CoglShader *shader);
|
|
|
|
COGL_HANDLE_DEFINE (Shader, shader);
|
|
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
|
|
|
|
#ifndef GL_FRAGMENT_SHADER
|
|
#define GL_FRAGMENT_SHADER 0x8B30
|
|
#endif
|
|
#ifndef GL_VERTEX_SHADER
|
|
#define GL_VERTEX_SHADER 0x8B31
|
|
#endif
|
|
|
|
static void
|
|
_cogl_shader_free (CoglShader *shader)
|
|
{
|
|
/* Frees shader resources but its handle is not
|
|
released! Do that separately before this! */
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
|
{
|
|
if (shader->gl_handle)
|
|
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
|
|
}
|
|
else
|
|
#endif
|
|
if (shader->gl_handle)
|
|
GE (ctx, glDeleteShader (shader->gl_handle));
|
|
|
|
g_slice_free (CoglShader, shader);
|
|
}
|
|
|
|
CoglHandle
|
|
cogl_create_shader (CoglShaderType type)
|
|
{
|
|
CoglShader *shader;
|
|
|
|
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
|
|
|
switch (type)
|
|
{
|
|
case COGL_SHADER_TYPE_VERTEX:
|
|
case COGL_SHADER_TYPE_FRAGMENT:
|
|
break;
|
|
default:
|
|
g_warning ("Unexpected shader type (0x%08lX) given to "
|
|
"cogl_create_shader", (unsigned long) type);
|
|
return COGL_INVALID_HANDLE;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
static void
|
|
delete_shader (CoglShader *shader)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
|
{
|
|
if (shader->gl_handle)
|
|
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (shader->gl_handle)
|
|
GE (ctx, glDeleteShader (shader->gl_handle));
|
|
}
|
|
|
|
shader->gl_handle = 0;
|
|
}
|
|
|
|
void
|
|
cogl_shader_source (CoglHandle handle,
|
|
const char *source)
|
|
{
|
|
CoglShader *shader;
|
|
CoglShaderLanguage language;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (!cogl_is_shader (handle))
|
|
return;
|
|
|
|
shader = handle;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
|
|
language = COGL_SHADER_LANGUAGE_ARBFP;
|
|
else
|
|
#endif
|
|
language = COGL_SHADER_LANGUAGE_GLSL;
|
|
|
|
/* Delete the old object if the language is changing... */
|
|
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)
|
|
{
|
|
CoglShader *shader = handle;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (!cogl_is_shader (handle))
|
|
return;
|
|
|
|
if (ctx->driver == COGL_DRIVER_GL)
|
|
_cogl_shader_compile_real (shader, 0 /* ignored */);
|
|
|
|
/* 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)
|
|
{
|
|
const char *vertex_boilerplate;
|
|
const char *fragment_boilerplate;
|
|
|
|
const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
|
|
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
|
|
int count = 0;
|
|
char *tex_coord_declarations = NULL;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->driver == COGL_DRIVER_GLES2)
|
|
{
|
|
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
|
|
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
|
|
}
|
|
else
|
|
{
|
|
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
|
|
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
|
|
}
|
|
|
|
if (ctx->driver == COGL_DRIVER_GLES2 &&
|
|
cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
|
|
{
|
|
static const char texture_3d_extension[] =
|
|
"#extension GL_OES_texture_3D : enable\n";
|
|
strings[count] = texture_3d_extension;
|
|
lengths[count++] = sizeof (texture_3d_extension) - 1;
|
|
}
|
|
|
|
if (shader_gl_type == GL_VERTEX_SHADER)
|
|
{
|
|
strings[count] = vertex_boilerplate;
|
|
lengths[count++] = strlen (vertex_boilerplate);
|
|
}
|
|
else if (shader_gl_type == GL_FRAGMENT_SHADER)
|
|
{
|
|
strings[count] = fragment_boilerplate;
|
|
lengths[count++] = strlen (fragment_boilerplate);
|
|
}
|
|
|
|
if (ctx->driver == COGL_DRIVER_GLES2 &&
|
|
n_tex_coord_attribs)
|
|
{
|
|
GString *declarations = g_string_new (NULL);
|
|
|
|
g_string_append_printf (declarations,
|
|
"varying vec4 _cogl_tex_coord[%d];\n",
|
|
n_tex_coord_attribs);
|
|
|
|
if (shader_gl_type == GL_VERTEX_SHADER)
|
|
{
|
|
int i;
|
|
|
|
g_string_append_printf (declarations,
|
|
"uniform mat4 cogl_texture_matrix[%d];\n",
|
|
n_tex_coord_attribs);
|
|
|
|
for (i = 0; i < n_tex_coord_attribs; i++)
|
|
g_string_append_printf (declarations,
|
|
"attribute vec4 cogl_tex_coord%d_in;\n",
|
|
i);
|
|
}
|
|
|
|
tex_coord_declarations = g_string_free (declarations, FALSE);
|
|
strings[count] = tex_coord_declarations;
|
|
lengths[count++] = -1; /* null terminated */
|
|
}
|
|
|
|
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;
|
|
|
|
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
|
|
{
|
|
GString *buf = g_string_new (NULL);
|
|
int i;
|
|
|
|
g_string_append_printf (buf,
|
|
"%s shader:\n",
|
|
shader_gl_type == GL_VERTEX_SHADER ?
|
|
"vertex" : "fragment");
|
|
for (i = 0; i < count; i++)
|
|
if (lengths[i] != -1)
|
|
g_string_append_len (buf, strings[i], lengths[i]);
|
|
else
|
|
g_string_append (buf, strings[i]);
|
|
|
|
g_message ("%s", buf->str);
|
|
|
|
g_string_free (buf, TRUE);
|
|
}
|
|
|
|
GE( ctx, glShaderSource (shader_gl_handle, count,
|
|
(const char **) strings, lengths) );
|
|
|
|
g_free (tex_coord_declarations);
|
|
}
|
|
|
|
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)
|
|
return;
|
|
|
|
GE (ctx, glGenPrograms (1, &shader->gl_handle));
|
|
|
|
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
|
|
|
|
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
|
|
g_message ("user ARBfp program:\n%s", shader->source);
|
|
|
|
#ifdef COGL_GL_DEBUG
|
|
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
|
|
;
|
|
#endif
|
|
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
|
|
GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
strlen (shader->source),
|
|
shader->source);
|
|
#ifdef COGL_GL_DEBUG
|
|
gl_error = ctx->glGetError ();
|
|
if (gl_error != GL_NO_ERROR)
|
|
{
|
|
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
|
|
G_STRLOC,
|
|
gl_error,
|
|
shader->source,
|
|
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
GLenum gl_type;
|
|
|
|
if (shader->gl_handle
|
|
#ifdef HAVE_COGL_GLES2
|
|
&&
|
|
(ctx->driver != COGL_DRIVER_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:
|
|
gl_type = GL_VERTEX_SHADER;
|
|
break;
|
|
case COGL_SHADER_TYPE_FRAGMENT:
|
|
gl_type = GL_FRAGMENT_SHADER;
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
shader->gl_handle = ctx->glCreateShader (gl_type);
|
|
|
|
_cogl_shader_set_source_with_boilerplate (shader->gl_handle,
|
|
gl_type,
|
|
n_tex_coord_attribs,
|
|
1,
|
|
(const char **) &shader->source,
|
|
NULL);
|
|
|
|
GE (ctx, 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
|
|
}
|
|
}
|
|
|
|
char *
|
|
cogl_shader_get_info_log (CoglHandle handle)
|
|
{
|
|
CoglShader *shader;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
if (!cogl_is_shader (handle))
|
|
return NULL;
|
|
|
|
shader = handle;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
|
{
|
|
/* ARBfp exposes a program error string, but since cogl_program
|
|
* doesn't have any API to query an error log it is not currently
|
|
* exposed. */
|
|
return g_strdup ("");
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
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 since that affects the
|
|
* boilerplate. We use four so that the shader will still
|
|
* compile if the user is using more than one
|
|
* layer. Unfortunately this is likely to end up causing it to
|
|
* be compiled again when we know the actual number of layers */
|
|
if (!shader->gl_handle)
|
|
_cogl_shader_compile_real (handle, 4);
|
|
|
|
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
|
|
buffer[len] = '\0';
|
|
return g_strdup (buffer);
|
|
}
|
|
}
|
|
|
|
CoglShaderType
|
|
cogl_shader_get_type (CoglHandle handle)
|
|
{
|
|
CoglShader *shader;
|
|
|
|
_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
|
|
|
|
if (!cogl_is_shader (handle))
|
|
{
|
|
g_warning ("Non shader handle type passed to cogl_shader_get_type");
|
|
return COGL_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
shader = handle;
|
|
return shader->type;
|
|
}
|
|
|
|
gboolean
|
|
cogl_shader_is_compiled (CoglHandle handle)
|
|
{
|
|
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
|
|
GLint status;
|
|
CoglShader *shader;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (!cogl_is_shader (handle))
|
|
return FALSE;
|
|
|
|
shader = handle;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
|
return TRUE;
|
|
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 (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
|
|
if (status == GL_TRUE)
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
#else
|
|
return FALSE;
|
|
#endif
|
|
}
|