mutter/cogl/driver/gl/cogl-attribute-gl.c
Robert Bragg 01937201e4 Unify a lot of gles2 vs gl glsl code
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)
2013-01-22 17:48:01 +00:00

413 lines
14 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010,2011,2012 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/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include "cogl-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-error-private.h"
#include "cogl-context-private.h"
#include "cogl-attribute.h"
#include "cogl-attribute-private.h"
#include "cogl-attribute-gl-private.h"
#include "cogl-pipeline-progend-glsl-private.h"
#include "cogl-buffer-gl-private.h"
typedef struct _ForeachChangedBitState
{
CoglContext *context;
const CoglBitmask *new_bits;
CoglPipeline *pipeline;
} ForeachChangedBitState;
static CoglBool
toggle_builtin_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GLenum cap;
switch (bit_num)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
cap = GL_COLOR_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
cap = GL_VERTEX_ARRAY;
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
cap = GL_NORMAL_ARRAY;
break;
}
if (enabled)
GE (context, glEnableClientState (cap));
else
GE (context, glDisableClientState (cap));
}
#endif
return TRUE;
}
static CoglBool
toggle_texcood_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglContext *context = state->context;
_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES1,
FALSE);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
{
CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
GE( context, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
if (enabled)
GE( context, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
else
GE( context, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
}
#endif
return TRUE;
}
static CoglBool
toggle_custom_attribute_enabled_cb (int bit_num, void *user_data)
{
ForeachChangedBitState *state = user_data;
CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
CoglContext *context = state->context;
if (enabled)
GE( context, glEnableVertexAttribArray (bit_num) );
else
GE( context, glDisableVertexAttribArray (bit_num) );
return TRUE;
}
static void
foreach_changed_bit_and_save (CoglContext *context,
CoglBitmask *current_bits,
const CoglBitmask *new_bits,
CoglBitmaskForeachFunc callback,
ForeachChangedBitState *state)
{
/* Get the list of bits that are different */
_cogl_bitmask_clear_all (&context->changed_bits_tmp);
_cogl_bitmask_set_bits (&context->changed_bits_tmp, current_bits);
_cogl_bitmask_xor_bits (&context->changed_bits_tmp, new_bits);
/* Iterate over each bit to change */
state->new_bits = new_bits;
_cogl_bitmask_foreach (&context->changed_bits_tmp,
callback,
state);
/* Store the new values */
_cogl_bitmask_clear_all (current_bits);
_cogl_bitmask_set_bits (current_bits, new_bits);
}
#ifdef COGL_PIPELINE_PROGEND_GLSL
static void
setup_generic_attribute (CoglContext *context,
CoglPipeline *pipeline,
CoglAttribute *attribute,
uint8_t *base)
{
int name_index = attribute->name_state->name_index;
int attrib_location =
_cogl_pipeline_progend_glsl_get_attrib_location (pipeline, name_index);
if (attrib_location != -1)
{
GE( context, glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&context->enable_custom_attributes_tmp,
attrib_location, TRUE);
}
}
#endif /* COGL_PIPELINE_PROGEND_GLSL */
static void
apply_attribute_enable_updates (CoglContext *context,
CoglPipeline *pipeline)
{
ForeachChangedBitState changed_bits_state;
changed_bits_state.context = context;
changed_bits_state.new_bits = &context->enable_builtin_attributes_tmp;
changed_bits_state.pipeline = pipeline;
foreach_changed_bit_and_save (context,
&context->enabled_builtin_attributes,
&context->enable_builtin_attributes_tmp,
toggle_builtin_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_texcoord_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_texcoord_attributes,
&context->enable_texcoord_attributes_tmp,
toggle_texcood_attribute_enabled_cb,
&changed_bits_state);
changed_bits_state.new_bits = &context->enable_custom_attributes_tmp;
foreach_changed_bit_and_save (context,
&context->enabled_custom_attributes,
&context->enable_custom_attributes_tmp,
toggle_custom_attribute_enabled_cb,
&changed_bits_state);
}
void
_cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglFlushLayerState *layers_state,
CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes)
{
CoglContext *ctx = framebuffer->context;
int i;
CoglBool skip_gl_color = FALSE;
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
/* Iterate the attributes to work out whether blending needs to be
enabled and how many texture coords there are. We need to do this
before flushing the pipeline. */
for (i = 0; i < n_attributes; i++)
switch (attributes[i]->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
!_cogl_pipeline_get_real_blend_enabled (pipeline))
{
CoglPipelineBlendEnable blend_enable =
COGL_PIPELINE_BLEND_ENABLE_ENABLED;
copy = cogl_pipeline_copy (pipeline);
_cogl_pipeline_set_blend_enabled (copy, blend_enable);
pipeline = copy;
}
skip_gl_color = TRUE;
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
if (G_UNLIKELY (layers_state->options.flags))
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (pipeline);
pipeline = copy;
}
_cogl_pipeline_apply_overrides (pipeline, &layers_state->options);
/* TODO:
* overrides = cogl_pipeline_get_data (pipeline,
* last_overrides_key);
* if (overrides)
* {
* age = cogl_pipeline_get_age (pipeline);
* XXX: actually we also need to check for legacy_state
* and blending overrides for use of glColorPointer...
* if (overrides->ags != age ||
* memcmp (&overrides->options, &options,
* sizeof (options) != 0)
* {
* cogl_object_unref (overrides->weak_pipeline);
* g_slice_free (Overrides, overrides);
* overrides = NULL;
* }
* }
* if (!overrides)
* {
* overrides = g_slice_new (Overrides);
* overrides->weak_pipeline =
* cogl_pipeline_weak_copy (pipeline);
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
* &options);
*
* cogl_pipeline_set_data (pipeline, last_overrides_key,
* weak_overrides,
* free_overrides_cb,
* NULL);
* }
* pipeline = overrides->weak_pipeline;
*/
}
_cogl_pipeline_flush_gl_state (pipeline,
framebuffer,
skip_gl_color,
n_tex_coord_attribs);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* Bind the attribute pointers. We need to do this after the
* pipeline is flushed because when using GLSL that is the only
* point when we can determine the attribute locations */
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
CoglAttributeBuffer *attribute_buffer;
CoglBuffer *buffer;
uint8_t *base;
attribute_buffer = cogl_attribute_get_buffer (attribute);
buffer = COGL_BUFFER (attribute_buffer);
base = _cogl_buffer_gl_bind (buffer, COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER);
switch (attribute->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY, TRUE);
GE (ctx, glColorPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY, TRUE);
GE (ctx, glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
attribute->name_state->texture_unit, TRUE);
GE (ctx,
glClientActiveTexture (GL_TEXTURE0 +
attribute->name_state->texture_unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
{
_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY, TRUE);
GE (ctx, glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
#endif
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_gl_unbind (buffer);
}
apply_attribute_enable_updates (ctx, pipeline);
if (copy)
cogl_object_unref (copy);
}
void
_cogl_gl_disable_all_attributes (CoglContext *ctx)
{
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
/* XXX: we can pass a NULL source pipeline here because we know a
* source pipeline only needs to be referenced when enabling
* attributes. */
apply_attribute_enable_updates (ctx, NULL);
}