mutter/cogl/driver/gl/cogl-pipeline-vertend-glsl.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

527 lines
18 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#ifdef COGL_PIPELINE_VERTEND_GLSL
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-program-private.h"
#include "cogl-pipeline-vertend-glsl-private.h"
#include "cogl-pipeline-state-private.h"
#include "cogl-glsl-shader-private.h"
const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
typedef struct
{
unsigned int ref_count;
GLuint gl_shader;
GString *header, *source;
/* Age of the user program that was current when the shader was
generated. We need to keep track of this because if the user
program changes then we may need to redecide whether to generate
a shader at all */
unsigned int user_program_age;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
static CoglPipelineShaderState *
shader_state_new (void)
{
CoglPipelineShaderState *shader_state;
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
return shader_state;
}
static CoglPipelineShaderState *
get_shader_state (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
}
static void
destroy_shader_state (void *user_data)
{
CoglPipelineShaderState *shader_state = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (--shader_state->ref_count == 0)
{
if (shader_state->gl_shader)
GE( ctx, glDeleteShader (shader_state->gl_shader) );
g_slice_free (CoglPipelineShaderState, shader_state);
}
}
static void
set_shader_state (CoglPipeline *pipeline,
CoglPipelineShaderState *shader_state)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
shader_state,
destroy_shader_state);
}
static void
dirty_shader_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
NULL,
NULL);
}
GLuint
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
if (shader_state)
return shader_state->gl_shader;
else
return 0;
}
static CoglPipelineSnippetList *
get_vertex_snippets (CoglPipeline *pipeline)
{
pipeline =
_cogl_pipeline_get_authority (pipeline,
COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
return &pipeline->big_state->vertex_snippets;
}
static CoglPipelineSnippetList *
get_layer_vertex_snippets (CoglPipelineLayer *layer)
{
unsigned long state = COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS;
layer = _cogl_pipeline_layer_get_authority (layer, state);
return &layer->big_state->vertex_snippets;
}
static void
_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *template_pipeline = NULL;
CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Now lookup our glsl backend private state (allocating if
* necessary) */
shader_state = get_shader_state (pipeline);
if (shader_state == NULL)
{
CoglPipeline *authority;
/* Get the authority for anything affecting vertex shader
state */
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
~COGL_PIPELINE_STATE_LAYERS,
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
shader_state = get_shader_state (authority);
if (shader_state == NULL)
{
/* Check if there is already a similar cached pipeline whose
shader state we can share */
if (G_LIKELY (!(COGL_DEBUG_ENABLED
(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
template_pipeline =
_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
authority);
shader_state = get_shader_state (template_pipeline);
}
if (shader_state)
shader_state->ref_count++;
else
shader_state = shader_state_new ();
set_shader_state (authority, shader_state);
if (template_pipeline)
{
shader_state->ref_count++;
set_shader_state (template_pipeline, shader_state);
}
}
if (authority != pipeline)
{
shader_state->ref_count++;
set_shader_state (pipeline, shader_state);
}
}
if (shader_state->gl_shader)
{
/* If we already have a valid GLSL shader then we don't need to
* generate a new one. However if there's a user program and it
* has changed since the last link then we do need a new shader.
*/
if (user_program == NULL ||
shader_state->user_program_age == user_program->age)
return;
/* We need to recreate the shader so destroy the existing one */
GE( ctx, glDeleteShader (shader_state->gl_shader) );
shader_state->gl_shader = 0;
}
/* If we make it here then we have a shader_state struct without a gl_shader
either because this is the first time we've encountered it or
because the user program has changed */
if (user_program)
{
shader_state->user_program_age = user_program->age;
/* If the user program contains a vertex shader then we don't need
to generate one */
if (_cogl_program_has_vertex_shader (user_program))
return;
}
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
other contains the main function. We need two strings
because we need to dynamically declare attributes as the
add_layer callback is invoked */
g_string_set_size (ctx->codegen_header_buffer, 0);
g_string_set_size (ctx->codegen_source_buffer, 0);
shader_state->header = ctx->codegen_header_buffer;
shader_state->source = ctx->codegen_source_buffer;
g_string_append (shader_state->source,
"void\n"
"cogl_generated_source ()\n"
"{\n");
if (!(ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM))
/* There is no builtin uniform for the pointsize on GLES2 so we need
to copy it from the custom uniform in the vertex shader */
g_string_append (shader_state->source,
" cogl_point_size_out = cogl_point_size_in;\n");
}
static CoglBool
_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference,
CoglFramebuffer *framebuffer)
{
CoglPipelineShaderState *shader_state;
CoglPipelineSnippetData snippet_data;
int layer_index = layer->index;
_COGL_GET_CONTEXT (ctx, FALSE);
shader_state = get_shader_state (pipeline);
if (shader_state->source == NULL)
return TRUE;
g_string_append_printf (shader_state->header,
"uniform mat4 cogl_texture_matrix%i;\n"
"attribute vec4 cogl_tex_coord%i_in;\n"
"varying vec4 _cogl_tex_coord%i;\n"
"#define cogl_tex_coord%i_out _cogl_tex_coord%i\n",
layer_index,
layer_index,
layer_index,
layer_index,
layer_index);
/* 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"
"{\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 CoglBool
_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *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;
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"
" 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 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,
NULL,
shader, GL_VERTEX_SHADER,
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;
}
if ((ctx->private_feature_flags &
COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM) &&
(pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE))
{
CoglPipeline *authority =
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
GE( ctx, glPointSize (authority->big_state->point_size) );
}
return TRUE;
}
static void
_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
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)
{
CoglPipelineShaderState *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
};
#endif /* COGL_PIPELINE_VERTEND_GLSL */