mutter/cogl/driver/gl/cogl-program.c
Robert Bragg acc44161c1 material: Adds backend abstraction for fragment processing
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.

There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)

The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.

This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
2010-06-09 17:15:59 +01:00

292 lines
7.7 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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.h"
#include "cogl-program.h"
#include "cogl-shader-private.h"
#include "cogl-internal.h"
#include "cogl-handle.h"
#include "cogl-context.h"
#include "cogl-journal-private.h"
#include <glib.h>
#define glCreateProgram ctx->drv.pf_glCreateProgram
#define glAttachShader ctx->drv.pf_glAttachShader
#define glUseProgram ctx->drv.pf_glUseProgram
#define glLinkProgram ctx->drv.pf_glLinkProgram
#define glGetUniformLocation ctx->drv.pf_glGetUniformLocation
#define glUniform1f ctx->drv.pf_glUniform1f
#define glUniform2f ctx->drv.pf_glUniform2f
#define glUniform3f ctx->drv.pf_glUniform3f
#define glUniform4f ctx->drv.pf_glUniform4f
#define glUniform1fv ctx->drv.pf_glUniform1fv
#define glUniform2fv ctx->drv.pf_glUniform2fv
#define glUniform3fv ctx->drv.pf_glUniform3fv
#define glUniform4fv ctx->drv.pf_glUniform4fv
#define glUniform1i ctx->drv.pf_glUniform1i
#define glUniform2i ctx->drv.pf_glUniform2i
#define glUniform3i ctx->drv.pf_glUniform3i
#define glUniform4i ctx->drv.pf_glUniform4i
#define glUniform1iv ctx->drv.pf_glUniform1iv
#define glUniform2iv ctx->drv.pf_glUniform2iv
#define glUniform3iv ctx->drv.pf_glUniform3iv
#define glUniform4iv ctx->drv.pf_glUniform4iv
#define glUniformMatrix2fv ctx->drv.pf_glUniformMatrix2fv
#define glUniformMatrix3fv ctx->drv.pf_glUniformMatrix3fv
#define glUniformMatrix4fv ctx->drv.pf_glUniformMatrix4fv
#define glDeleteProgram ctx->drv.pf_glDeleteProgram
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program);
static void
_cogl_program_free (CoglProgram *program)
{
/* Frees program resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE (glDeleteProgram (program->gl_handle));
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NULL);
program = g_slice_new (CoglProgram);
program->gl_handle = glCreateProgram ();
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
shader = _cogl_shader_pointer_from_handle (shader_handle);
GE (glAttachShader (program->gl_handle, shader->gl_handle));
}
void
cogl_program_link (CoglHandle handle)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (handle))
return;
program = _cogl_program_pointer_from_handle (handle);
GE (glLinkProgram (program->gl_handle));
}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (handle == COGL_INVALID_HANDLE ||
cogl_is_program (handle));
if (ctx->current_program == 0 && handle != 0)
ctx->legacy_state_set++;
else if (handle == 0 && ctx->current_program != 0)
ctx->legacy_state_set--;
if (handle != COGL_INVALID_HANDLE)
cogl_handle_ref (handle);
if (ctx->current_program != COGL_INVALID_HANDLE)
cogl_handle_unref (ctx->current_program);
ctx->current_program = handle;
}
int
cogl_program_get_uniform_location (CoglHandle handle,
const char *uniform_name)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, 0);
if (!cogl_is_program (handle))
return 0;
program = _cogl_program_pointer_from_handle (handle);
return glGetUniformLocation (program->gl_handle, uniform_name);
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
program = ctx->current_program;
g_return_if_fail (program != NULL);
_cogl_gl_use_program_wrapper (program->gl_handle);
GE (glUniform1f (uniform_no, value));
}
void
cogl_program_uniform_1i (int uniform_no,
int value)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
program = ctx->current_program;
g_return_if_fail (program != NULL);
_cogl_gl_use_program_wrapper (program->gl_handle);
GE (glUniform1i (uniform_no, value));
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const GLfloat *value)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
program = ctx->current_program;
g_return_if_fail (program != NULL);
_cogl_gl_use_program_wrapper (program->gl_handle);
switch (size)
{
case 1:
GE (glUniform1fv (uniform_no, count, value));
break;
case 2:
GE (glUniform2fv (uniform_no, count, value));
break;
case 3:
GE (glUniform3fv (uniform_no, count, value));
break;
case 4:
GE (glUniform4fv (uniform_no, count, value));
break;
default:
g_warning ("%s called with invalid size parameter", G_STRFUNC);
}
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const int *value)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
program = ctx->current_program;
g_return_if_fail (program != NULL);
_cogl_gl_use_program_wrapper (program->gl_handle);
switch (size)
{
case 1:
glUniform1iv (uniform_no, count, value);
break;
case 2:
glUniform2iv (uniform_no, count, value);
break;
case 3:
glUniform3iv (uniform_no, count, value);
break;
case 4:
glUniform4iv (uniform_no, count, value);
break;
default:
g_warning ("%s called with invalid size parameter", G_STRFUNC);
}
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const GLfloat *value)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
program = ctx->current_program;
g_return_if_fail (program != NULL);
_cogl_gl_use_program_wrapper (program->gl_handle);
switch (size)
{
case 2 :
GE (glUniformMatrix2fv (uniform_no, count, transpose, value));
break;
case 3 :
GE (glUniformMatrix3fv (uniform_no, count, transpose, value));
break;
case 4 :
GE (glUniformMatrix4fv (uniform_no, count, transpose, value));
break;
default :
g_warning ("%s called with invalid size parameter", G_STRFUNC);
}
}