353ea5299b
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
491 lines
14 KiB
C
491 lines
14 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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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, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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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-pipeline-private.h"
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#include "cogl-shader-private.h"
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#ifdef COGL_PIPELINE_BACKEND_GLSL
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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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#include "cogl-shader-private.h"
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#include "cogl-program-private.h"
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#ifndef HAVE_COGL_GLES2
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#define glCreateProgram ctx->drv.pf_glCreateProgram
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#define glAttachShader ctx->drv.pf_glAttachShader
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#define glUseProgram ctx->drv.pf_glUseProgram
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#define glLinkProgram ctx->drv.pf_glLinkProgram
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#define glDeleteProgram ctx->drv.pf_glDeleteProgram
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#define glGetProgramInfoLog ctx->drv.pf_glGetProgramInfoLog
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#define glGetProgramiv ctx->drv.pf_glGetProgramiv
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#endif /* HAVE_COGL_GLES2 */
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#include <glib.h>
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/*
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* GL/GLES compatability defines for pipeline thingies:
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*/
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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typedef struct _GlslProgramState
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{
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int ref_count;
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/* Age of the user program that was current when the gl_program was
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linked. This is used to detect when we need to relink a new
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program */
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unsigned int user_program_age;
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GLuint gl_program;
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#ifdef HAVE_COGL_GLES2
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/* To allow writing shaders that are portable between GLES 2 and
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* OpenGL Cogl prepends a number of boilerplate #defines and
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* declarations to user shaders. One of those declarations is an
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* array of texture coordinate varyings, but to know how to emit the
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* declaration we need to know how many texture coordinate
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* attributes are in use. The boilerplate also needs to be changed
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* if this increases. */
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int n_tex_coord_attribs;
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#endif
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/* This is set to TRUE if the program has changed since we last
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flushed the uniforms */
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gboolean gl_program_changed;
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#ifdef HAVE_COGL_GLES2
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/* The GLES2 generated program that was generated from the user
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program. This is used to detect when the GLES2 backend generates
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a different program which would mean we need to flush all of the
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custom uniforms. This is a massive hack but it can go away once
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this GLSL backend starts generating its own shaders */
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GLuint gles2_program;
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#endif
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} GlslProgramState;
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typedef struct _CoglPipelineBackendGlslPrivate
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{
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GlslProgramState *glsl_program_state;
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} CoglPipelineBackendGlslPrivate;
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const CoglPipelineBackend _cogl_pipeline_glsl_backend;
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static int
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_cogl_pipeline_backend_glsl_get_max_texture_units (void)
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{
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return _cogl_get_max_texture_image_units ();
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}
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static GlslProgramState *
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glsl_program_state_new (int n_layers)
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{
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GlslProgramState *state = g_slice_new0 (GlslProgramState);
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state->ref_count = 1;
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return state;
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}
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static GlslProgramState *
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glsl_program_state_ref (GlslProgramState *state)
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{
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state->ref_count++;
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return state;
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}
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static void
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delete_program (GLuint program)
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{
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#ifdef HAVE_COGL_GLES2
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/* This hack can go away once this GLSL backend replaces the GLES2
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wrapper */
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_cogl_gles2_clear_cache_for_program (program);
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#else
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#endif
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GE (glDeleteProgram (program));
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}
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void
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glsl_program_state_unref (GlslProgramState *state)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (state->ref_count > 0);
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state->ref_count--;
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if (state->ref_count == 0)
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{
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if (state->gl_program)
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{
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delete_program (state->gl_program);
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state->gl_program = 0;
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}
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g_slice_free (GlslProgramState, state);
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}
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}
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/* This tries to find the oldest ancestor whos state would generate
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* the same glsl program as the current pipeline. This is a simple
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* mechanism for reducing the number of glsl programs we have to
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* generate.
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*/
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static CoglPipeline *
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find_glsl_authority (CoglPipeline *pipeline, CoglHandle user_program)
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{
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/* Find the first pipeline that modifies the user shader */
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return _cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_USER_SHADER);
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}
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static CoglPipelineBackendGlslPrivate *
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get_glsl_priv (CoglPipeline *pipeline)
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{
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if (!(pipeline->backend_priv_set_mask & COGL_PIPELINE_BACKEND_GLSL_MASK))
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return NULL;
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return pipeline->backend_privs[COGL_PIPELINE_BACKEND_GLSL];
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}
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static void
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set_glsl_priv (CoglPipeline *pipeline, CoglPipelineBackendGlslPrivate *priv)
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{
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if (priv)
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{
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pipeline->backend_privs[COGL_PIPELINE_BACKEND_GLSL] = priv;
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pipeline->backend_priv_set_mask |= COGL_PIPELINE_BACKEND_GLSL_MASK;
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}
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else
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pipeline->backend_priv_set_mask &= ~COGL_PIPELINE_BACKEND_GLSL_MASK;
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}
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static GlslProgramState *
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get_glsl_program_state (CoglPipeline *pipeline)
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{
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CoglPipelineBackendGlslPrivate *priv = get_glsl_priv (pipeline);
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if (!priv)
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return NULL;
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return priv->glsl_program_state;
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}
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static void
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dirty_glsl_program_state (CoglPipeline *pipeline)
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{
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CoglPipelineBackendGlslPrivate *priv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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priv = get_glsl_priv (pipeline);
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if (!priv)
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return;
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if (priv->glsl_program_state)
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{
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glsl_program_state_unref (priv->glsl_program_state);
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priv->glsl_program_state = NULL;
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}
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}
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static void
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link_program (GLint gl_program)
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{
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/* On GLES2 we'll let the backend link the program. This hack can go
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away once this backend replaces the GLES2 wrapper */
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#ifndef HAVE_COGL_GLES2
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GLint link_status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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GE( glLinkProgram (gl_program) );
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GE( glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) );
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if (!link_status)
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{
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GLint log_length;
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GLsizei out_log_length;
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char *log;
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GE( glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) );
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log = g_malloc (log_length);
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GE( glGetProgramInfoLog (gl_program, log_length,
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&out_log_length, log) );
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g_warning ("Failed to link GLSL program:\n%.*s\n",
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log_length, log);
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g_free (log);
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}
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#endif /* HAVE_COGL_GLES2 */
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}
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static gboolean
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_cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglPipelineBackendGlslPrivate *priv;
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CoglPipeline *authority;
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CoglPipelineBackendGlslPrivate *authority_priv;
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CoglProgram *user_program;
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GLuint gl_program;
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GSList *l;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program == COGL_INVALID_HANDLE ||
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE; /* XXX: change me when we support code generation here */
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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priv = get_glsl_priv (pipeline);
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if (!priv)
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{
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priv = g_slice_new0 (CoglPipelineBackendGlslPrivate);
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set_glsl_priv (pipeline, priv);
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}
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/* If we already have a valid GLSL program then we don't need to
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relink a new one */
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if (priv->glsl_program_state)
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{
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/* However if the program has changed since the last link then we do
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* need to relink
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*
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* Also if the number of texture coordinate attributes in use has
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* increased, then delete the program so we can prepend a new
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* _cogl_tex_coord[] varying array declaration. */
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if (priv->glsl_program_state->user_program_age == user_program->age
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#ifdef HAVE_COGL_GLES2
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&& priv->glsl_program_state->n_tex_coord_attribs >=
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n_tex_coord_attribs
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#endif
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)
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return TRUE;
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/* Destroy the existing program. We can't just dirty the whole
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glsl state because otherwise if we are not the authority on
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the user program then we'll just find the same state again */
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delete_program (priv->glsl_program_state->gl_program);
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priv->glsl_program_state->gl_program = 0;
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}
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else
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{
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/* If we don't have an associated glsl program yet then find the
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* glsl-authority (the oldest ancestor whose state will result in
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* the same program being generated as for this pipeline).
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*
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* We always make sure to associate new programs with the
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* glsl-authority to maximize the chance that other pipelines can
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* share it.
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*/
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authority = find_glsl_authority (pipeline, user_program);
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authority_priv = get_glsl_priv (authority);
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if (!authority_priv)
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{
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authority_priv = g_slice_new0 (CoglPipelineBackendGlslPrivate);
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set_glsl_priv (authority, authority_priv);
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}
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/* If we don't have an existing program associated with the
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* glsl-authority then start generating code for a new program...
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*/
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if (!authority_priv->glsl_program_state)
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{
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GlslProgramState *glsl_program_state =
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glsl_program_state_new (n_layers);
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authority_priv->glsl_program_state = glsl_program_state;
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/* If the pipeline isn't actually its own glsl-authority
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* then take a reference to the program state associated
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* with the glsl-authority... */
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if (authority != pipeline)
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priv->glsl_program_state =
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glsl_program_state_ref (authority_priv->glsl_program_state);
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}
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}
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/* If we make it here then we have a glsl_program_state struct
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without a gl_program either because this is the first time we've
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encountered it or because the user program has changed since it
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was last linked */
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priv->glsl_program_state->gl_program_changed = TRUE;
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GE_RET( gl_program, glCreateProgram () );
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#ifdef HAVE_COGL_GLES2
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/* Find the largest count of texture coordinate attributes
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* associated with each of the shaders so we can ensure a consistent
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* _cogl_tex_coord[] array declaration across all of the shaders.*/
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
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n_tex_coord_attribs);
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}
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#endif
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/* Add all of the shaders from the user program */
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
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_cogl_shader_compile_real (shader, n_tex_coord_attribs);
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GE( glAttachShader (gl_program, shader->gl_handle) );
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}
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priv->glsl_program_state->gl_program = gl_program;
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priv->glsl_program_state->user_program_age = user_program->age;
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#ifdef HAVE_COGL_GLES2
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priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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link_program (gl_program);
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return TRUE;
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}
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gboolean
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_cogl_pipeline_backend_glsl_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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return TRUE;
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}
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gboolean
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_cogl_pipeline_backend_glsl_passthrough (CoglPipeline *pipeline)
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{
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return TRUE;
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}
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gboolean
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_cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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GlslProgramState *glsl_program_state = get_glsl_program_state (pipeline);
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GLuint gl_program;
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gboolean gl_program_changed;
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gl_program = glsl_program_state->gl_program;
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gl_program_changed = glsl_program_state->gl_program_changed;
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#ifdef HAVE_COGL_GLES2
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/* This function is a massive hack to get the GLES2 backend to
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work. It should only be neccessary until we move the GLSL
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generation into this file instead of the GLES2 driver backend */
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gl_program = _cogl_gles2_use_program (gl_program);
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/* We need to detect when the GLES2 backend gives us a different
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program from last time */
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if (gl_program != glsl_program_state->gles2_program)
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{
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glsl_program_state->gles2_program = gl_program;
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gl_program_changed = TRUE;
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}
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#else
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_cogl_use_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
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#endif
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_cogl_program_flush_uniforms (cogl_pipeline_get_user_program (pipeline),
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gl_program, gl_program_changed);
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glsl_program_state->gl_program_changed = FALSE;
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return TRUE;
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}
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static void
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_cogl_pipeline_backend_glsl_pre_change_notify (CoglPipeline *pipeline,
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CoglPipelineState change,
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const CoglColor *new_color)
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{
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static const unsigned long glsl_op_changes =
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COGL_PIPELINE_STATE_USER_SHADER;
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if (!(change & glsl_op_changes))
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return;
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dirty_glsl_program_state (pipeline);
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}
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static void
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_cogl_pipeline_backend_glsl_free_priv (CoglPipeline *pipeline)
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{
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CoglPipelineBackendGlslPrivate *priv = get_glsl_priv (pipeline);
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if (priv)
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{
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if (priv->glsl_program_state)
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glsl_program_state_unref (priv->glsl_program_state);
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g_slice_free (CoglPipelineBackendGlslPrivate, priv);
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set_glsl_priv (pipeline, NULL);
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}
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}
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const CoglPipelineBackend _cogl_pipeline_glsl_backend =
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{
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_cogl_pipeline_backend_glsl_get_max_texture_units,
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_cogl_pipeline_backend_glsl_start,
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_cogl_pipeline_backend_glsl_add_layer,
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_cogl_pipeline_backend_glsl_passthrough,
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_cogl_pipeline_backend_glsl_end,
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_cogl_pipeline_backend_glsl_pre_change_notify,
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NULL, /* pipeline_set_parent_notify */
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NULL, /* layer_pre_change_notify */
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_cogl_pipeline_backend_glsl_free_priv,
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NULL /* free_layer_priv */
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};
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#endif /* COGL_PIPELINE_BACKEND_GLSL */
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