42ed195f01
now stored in a separate struct so they can be stored for application program objects as well. * clutter/cogl/gles/cogl.c: Moved stub shader functions into separate files. (_cogl_features_init): Report support for the shaders feature on GLES 2 * clutter/cogl/gles/cogl-shader.h: * clutter/cogl/gles/cogl-shader.c: * clutter/cogl/gles/cogl-program.h: * clutter/cogl/gles/cogl-program.c: Separate files to handle shaders on programs on GLES. If version 1.1 is being used then the stub functions which all fail are still used. * clutter/cogl/gles/cogl-gles2-wrapper.c (cogl_gles2_wrapper_init, cogl_gles2_wrapper_bind_attributes), (cogl_gles2_wrapper_get_uniforms): Move the uniforms and attribute bindings into a separate function so they can be used to bind on application shaders as well. (cogl_gles2_wrapper_update_matrix): Now takes a parameter and is no longer static so that it can be used to update all of the matrices when a new shader is bound. * clutter/cogl/gles/cogl-defines.h.in: Use GL_COMPILE_STATUS for CGL_OBJECT_COMPILE_STATUS if the latter isn't available (for example on GLES 2). * clutter/cogl/gles/cogl-context.h (CoglContext): Added handle arrays for programs and shaders. * clutter/cogl/gles/cogl-context.c (cogl_create_context) (cogl_destroy_context): Initialize and destroy program and shader handle array. * clutter/cogl/gles/Makefile.am (libclutter_cogl_la_SOURCES): Add cogl-{shader,program}.{c,h}
258 lines
6.1 KiB
C
258 lines
6.1 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2008 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#ifdef HAVE_COGL_GLES2
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#include "cogl-shader.h"
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#include "cogl-program.h"
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program, program_handles);
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static void
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_cogl_program_free (CoglProgram *program)
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{
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/* Frees program resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glDeleteProgram (program->gl_handle);
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}
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CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, 0);
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program = g_slice_new (CoglProgram);
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program->ref_count = 1;
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program->gl_handle = glCreateProgram ();
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program->attached_vertex_shader = FALSE;
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program->attached_fragment_shader = FALSE;
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program->attached_fixed_vertex_shader = FALSE;
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program->attached_fixed_fragment_shader = FALSE;
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COGL_HANDLE_DEBUG_NEW (program, program);
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return _cogl_program_handle_new (program);
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
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return;
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program = _cogl_program_pointer_from_handle (program_handle);
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shader = _cogl_shader_pointer_from_handle (shader_handle);
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if (shader->type == GL_VERTEX_SHADER)
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{
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if (program->attached_fixed_vertex_shader)
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{
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glDetachShader (program->gl_handle, ctx->gles2.vertex_shader);
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program->attached_fixed_vertex_shader = FALSE;
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}
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program->attached_vertex_shader = TRUE;
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}
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else if (shader->type == GL_FRAGMENT_SHADER)
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{
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if (program->attached_fixed_fragment_shader)
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{
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glDetachShader (program->gl_handle, ctx->gles2.fragment_shader);
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program->attached_fixed_fragment_shader = FALSE;
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}
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program->attached_fragment_shader = TRUE;
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}
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glAttachShader (program->gl_handle, shader->gl_handle);
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}
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void
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cogl_program_link (CoglHandle handle)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (handle))
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return;
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program = _cogl_program_pointer_from_handle (handle);
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if (!program->attached_vertex_shader
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&& !program->attached_fixed_vertex_shader)
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{
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glAttachShader (program->gl_handle, ctx->gles2.vertex_shader);
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program->attached_fixed_vertex_shader = TRUE;
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}
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if (!program->attached_fragment_shader
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&& !program->attached_fixed_fragment_shader)
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{
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glAttachShader (program->gl_handle, ctx->gles2.fragment_shader);
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program->attached_fixed_fragment_shader = TRUE;
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}
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/* Set the attributes so that the wrapper functions will still work */
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cogl_gles2_wrapper_bind_attributes (program->gl_handle);
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glLinkProgram (program->gl_handle);
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/* Retrieve the uniforms */
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cogl_gles2_wrapper_get_uniforms (program->gl_handle,
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&program->uniforms);
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}
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void
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cogl_program_use (CoglHandle handle)
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{
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CoglProgram *program;
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GLuint gl_handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
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return;
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if (handle == COGL_INVALID_HANDLE)
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{
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/* Go back to the fixed-functionality emulator program */
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gl_handle = ctx->gles2.program;
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ctx->gles2.uniforms = &ctx->gles2.fixed_uniforms;
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}
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else
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{
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program = _cogl_program_pointer_from_handle (handle);
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gl_handle = program->gl_handle;
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/* Use the uniforms in the program */
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ctx->gles2.uniforms = &program->uniforms;
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}
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glUseProgram (gl_handle);
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/* Update all of the matrix attributes */
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cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_MODELVIEW);
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cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_PROJECTION);
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cogl_gles2_wrapper_update_matrix (&ctx->gles2, GL_TEXTURE);
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}
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COGLint
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cogl_program_get_uniform_location (CoglHandle handle,
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const gchar *uniform_name)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, 0);
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if (!cogl_is_program (handle))
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return 0;
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program = _cogl_program_pointer_from_handle (handle);
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return glGetUniformLocation (program->gl_handle, uniform_name);
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}
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glUniform1f (uniform_no, value);
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}
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#else /* HAVE_COGL_GLES2 */
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/* No support on regular OpenGL 1.1 */
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CoglHandle
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cogl_create_program (void)
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{
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return COGL_INVALID_HANDLE;
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}
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gboolean
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cogl_is_program (CoglHandle handle)
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{
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return FALSE;
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}
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CoglHandle
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cogl_program_ref (CoglHandle handle)
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{
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return COGL_INVALID_HANDLE;
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}
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void
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cogl_program_unref (CoglHandle handle)
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{
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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}
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void
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cogl_program_link (CoglHandle program_handle)
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{
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}
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void
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cogl_program_use (CoglHandle program_handle)
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{
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}
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COGLint
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cogl_program_get_uniform_location (CoglHandle program_handle,
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const gchar *uniform_name)
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{
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return 0;
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}
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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