mutter/cogl/cogl-shader.c
Robert Bragg 1c449c67f6 Remove the varying array for tex_coords
This removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.

Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.

We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.

This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.

Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)

Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.

The intention is to follow up with another patch to add back
CoglShader compatibility.
2013-01-22 17:48:06 +00:00

391 lines
10 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-internal.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.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;
shader->n_tex_coord_attribs = 0;
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)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
/* XXX: 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_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
CoglShader *shader = handle;
const char *version;
_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 &&
shader->n_tex_coord_attribs == n_tex_coord_attribs)
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);
if ((ctx->driver == COGL_DRIVER_GL ||
ctx->driver == COGL_DRIVER_GL3 ) &&
ctx->glsl_major == 1 &&
ctx->glsl_minor >= 2)
{
version = "#version 120\n";
}
else
version = NULL;
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version,
shader->gl_handle,
gl_type,
1,
(const char **)
&shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
shader->n_tex_coord_attribs = n_tex_coord_attribs;
#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);
g_free (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;
}
CoglBool
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
}