mutter/cogl/driver/gles/cogl-gles2-wrapper.c
Neil Roberts c50cb72748 Remove the fragment shader generation from the GLES2 wrapper
The GLES2 wrapper no longer needs to generate any fragment shader
state because the GLSL pipeline backend will always give the wrapper a
custom fragment shader. This simplifies a lot of the state comparison
done by the wrapper. The fog generation is also removed even though
it's actually part of the vertex shader because only the fixed
function pipeline backend actually calls the fog functions so it would
be disabled when using any of the other backends anyway. We can fix
this when the two shader backends also start generating vertex
shaders.
2010-11-24 18:06:44 +00:00

1002 lines
27 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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 <string.h>
#include <math.h>
/* We don't want to get the remaps from the gl* functions to the
cogl_wrap_gl* functions in this file because we need to be able to
call the base version */
#define COGL_GLES2_WRAPPER_NO_REMAP 1
#include "cogl.h"
#include "cogl-gles2-wrapper.h"
#include "cogl-fixed-vertex-shader.h"
#include "cogl-context.h"
#include "cogl-shader-private.h"
#include "cogl-shader.h"
#include "cogl-internal.h"
#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
CoglGles2Wrapper *wvar; \
{ \
CoglContext *__ctxvar = _cogl_context_get_default (); \
if (__ctxvar == NULL) return retval; \
wvar = &__ctxvar->drv.gles2; \
}
#define _COGL_GLES2_CHANGE_SETTING(w, var, val) \
do \
if ((w)->settings.var != (val)) \
{ \
(w)->settings.var = (val); \
(w)->settings_dirty = TRUE; \
} \
while (0)
#define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \
do \
if ((w)->var != (val)) \
{ \
(w)->var = (val); \
(w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \
} \
while (0)
#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 1
#define COGL_GLES2_WRAPPER_NORMAL_ATTRIB 2
static GLuint
cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
{
GLuint shader;
GLint source_len = strlen (source);
GLint status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &source, &source_len);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char shader_log[1024];
GLint len;
glGetShaderInfoLog (shader, sizeof (shader_log) - 1, &len, shader_log);
shader_log[len] = '\0';
g_critical ("%s", shader_log);
glDeleteShader (shader);
return 0;
}
return shader;
}
static void
initialize_texture_units (CoglGles2Wrapper *w)
{
/* We save the active texture unit since we may need to temporarily
* change this to initialise each new texture unit and we want to
* restore the active unit afterwards */
int initial_active_unit = w->active_texture_unit;
GLint prev_mode;
int i;
/* We will need to set the matrix mode to GL_TEXTURE to
* initialise any new texture units, so we save the current
* mode for restoring afterwards */
GE( _cogl_wrap_glGetIntegerv (GL_MATRIX_MODE, &prev_mode));
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{
CoglGles2WrapperTextureUnit *new_unit;
new_unit = w->texture_units + i;
memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit));
w->active_texture_unit = i;
GE( _cogl_wrap_glMatrixMode (GL_TEXTURE));
GE( _cogl_wrap_glLoadIdentity ());
}
GE( _cogl_wrap_glMatrixMode ((GLenum) prev_mode));
w->settings.texture_units = 0;
w->active_texture_unit = initial_active_unit;
}
void
_cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
{
memset (wrapper, 0, sizeof (CoglGles2Wrapper));
/* Initialize the stacks */
_cogl_wrap_glMatrixMode (GL_PROJECTION);
_cogl_wrap_glLoadIdentity ();
_cogl_wrap_glMatrixMode (GL_MODELVIEW);
_cogl_wrap_glLoadIdentity ();
/* The gl*ActiveTexture wrappers will initialise the texture
* stack for the texture unit when it's first activated */
_cogl_wrap_glActiveTexture (GL_TEXTURE0);
_cogl_wrap_glClientActiveTexture (GL_TEXTURE0);
/* Initialize the point size */
_cogl_wrap_glPointSize (1.0f);
initialize_texture_units (wrapper);
}
static gboolean
cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
const CoglGles2WrapperSettings *b)
{
if (a->texture_units != b->texture_units)
return FALSE;
return TRUE;
}
static CoglGles2WrapperShader *
cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
{
GString *shader_source;
GLuint shader_obj;
CoglGles2WrapperShader *shader;
GSList *node;
int i;
int n_texture_units = 0;
_COGL_GET_GLES2_WRAPPER (w, NULL);
/* Check if we already have a vertex shader for these settings */
for (node = w->compiled_vertex_shaders; node; node = node->next)
if (cogl_gles2_settings_equal (settings,
&((CoglGles2WrapperShader *)
node->data)->settings))
return (CoglGles2WrapperShader *) node->data;
/* Otherwise create a new shader */
shader_source = g_string_new (_cogl_fixed_vertex_shader_per_vertex_attribs);
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
g_string_append_printf (shader_source,
"attribute vec4 cogl_tex_coord%d_in;\n",
i);
/* Find the biggest enabled texture unit index */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
n_texture_units = i + 1;
g_string_append (shader_source, _cogl_fixed_vertex_shader_transform_matrices);
g_string_append (shader_source, _cogl_fixed_vertex_shader_output_variables);
if (n_texture_units > 0)
{
g_string_append_printf (shader_source,
"uniform mat4 cogl_texture_matrix[%d];\n",
n_texture_units);
g_string_append_printf (shader_source,
"varying vec2 _cogl_tex_coord[%d];",
n_texture_units);
}
g_string_append (shader_source, _cogl_fixed_vertex_shader_fogging_options);
g_string_append (shader_source, _cogl_fixed_vertex_shader_main_start);
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
{
g_string_append_printf (shader_source,
"transformed_tex_coord = "
"cogl_texture_matrix[%d] "
" * cogl_tex_coord%d_in;\n",
i, i);
g_string_append_printf (shader_source,
"_cogl_tex_coord[%d] = transformed_tex_coord.st "
" / transformed_tex_coord.q;\n",
i);
}
g_string_append (shader_source, _cogl_fixed_vertex_shader_frag_color_start);
g_string_append (shader_source, _cogl_fixed_vertex_shader_end);
shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
shader_source->str);
g_string_free (shader_source, TRUE);
if (shader_obj == 0)
return NULL;
shader = g_slice_new (CoglGles2WrapperShader);
shader->shader = shader_obj;
shader->settings = *settings;
w->compiled_vertex_shaders = g_slist_prepend (w->compiled_vertex_shaders,
shader);
return shader;
}
static void
cogl_gles2_wrapper_get_locations (GLuint program,
CoglGles2WrapperSettings *settings,
CoglGles2WrapperUniforms *uniforms,
CoglGles2WrapperAttributes *attribs)
{
int i;
uniforms->mvp_matrix_uniform
= glGetUniformLocation (program, "cogl_modelview_projection_matrix");
uniforms->modelview_matrix_uniform
= glGetUniformLocation (program, "cogl_modelview_matrix");
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
{
char *matrix_var_name = g_strdup_printf ("cogl_texture_matrix[%d]", i);
char *tex_coord_var_name =
g_strdup_printf ("cogl_tex_coord%d_in", i);
uniforms->texture_matrix_uniforms[i]
= glGetUniformLocation (program, matrix_var_name);
attribs->multi_texture_coords[i]
= glGetAttribLocation (program, tex_coord_var_name);
g_free (tex_coord_var_name);
g_free (matrix_var_name);
}
else
{
uniforms->texture_matrix_uniforms[i] = -1;
attribs->multi_texture_coords[i] = -1;
}
uniforms->point_size_uniform
= glGetUniformLocation (program, "cogl_point_size_in");
}
static void
cogl_gles2_wrapper_bind_attributes (GLuint program)
{
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
"cogl_position_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
"cogl_color_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
"cogl_normal_in");
}
static CoglGles2WrapperProgram *
cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
{
GSList *node;
CoglGles2WrapperProgram *program;
CoglGles2WrapperShader *vertex_shader;
GLint status;
gboolean custom_vertex_shader = FALSE, custom_fragment_shader = FALSE;
GLuint shaders[16];
GLsizei n_shaders = 0;
int i;
_COGL_GET_GLES2_WRAPPER (w, NULL);
/* Check if we've already got a program for these settings */
for (node = w->compiled_programs; node; node = node->next)
{
program = (CoglGles2WrapperProgram *) node->data;
if (cogl_gles2_settings_equal (settings, &program->settings)
&& program->settings.user_program == settings->user_program)
return (CoglGles2WrapperProgram *) node->data;
}
/* Otherwise create a new program */
if (settings->user_program)
{
/* We work out whether the program contains a vertex and
fragment shader by looking at the list of attached shaders */
glGetAttachedShaders (settings->user_program,
G_N_ELEMENTS (shaders),
&n_shaders, shaders);
for (i = 0; i < n_shaders; i++)
{
GLint shader_type;
glGetShaderiv (shaders[i], GL_SHADER_TYPE, &shader_type);
if (shader_type == GL_VERTEX_SHADER)
custom_vertex_shader = TRUE;
else if (shader_type == GL_FRAGMENT_SHADER)
custom_fragment_shader = TRUE;
}
}
/* We should always have a custom fragment shader because the
pipeline backend should create one for us */
g_assert (custom_fragment_shader);
/* Get or create the fixed functionality shaders for these settings
if there is no custom replacement */
if (!custom_vertex_shader)
{
vertex_shader = cogl_gles2_get_vertex_shader (settings);
if (vertex_shader == NULL)
return NULL;
}
program = g_slice_new (CoglGles2WrapperProgram);
program->program = glCreateProgram ();
if (!custom_vertex_shader)
glAttachShader (program->program, vertex_shader->shader);
/* Attach all the shaders stolen from the user program */
for (i = 0; i < n_shaders; i++)
glAttachShader (program->program, shaders[i]);
cogl_gles2_wrapper_bind_attributes (program->program);
glLinkProgram (program->program);
glGetProgramiv (program->program, GL_LINK_STATUS, &status);
if (!status)
{
char shader_log[1024];
GLint len;
glGetProgramInfoLog (program->program, sizeof (shader_log) - 1, &len, shader_log);
shader_log[len] = '\0';
g_critical ("%s", shader_log);
glDeleteProgram (program->program);
g_slice_free (CoglGles2WrapperProgram, program);
return NULL;
}
program->settings = *settings;
cogl_gles2_wrapper_get_locations (program->program,
&program->settings,
&program->uniforms,
&program->attributes);
w->compiled_programs = g_slist_append (w->compiled_programs, program);
return program;
}
void
_cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
{
GSList *node, *next;
for (node = wrapper->compiled_programs; node; node = next)
{
next = node->next;
glDeleteProgram (((CoglGles2WrapperProgram *) node->data)->program);
g_slist_free1 (node);
}
wrapper->compiled_programs = NULL;
for (node = wrapper->compiled_vertex_shaders; node; node = next)
{
next = node->next;
glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
g_slist_free1 (node);
}
wrapper->compiled_vertex_shaders = NULL;
}
static void
cogl_gles2_wrapper_notify_matrix_changed (CoglGles2Wrapper *wrapper,
GLenum mode)
{
CoglGles2WrapperTextureUnit *texture_unit;
switch (mode)
{
case GL_MODELVIEW:
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
break;
case GL_PROJECTION:
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX;
break;
case GL_TEXTURE:
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES;
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
texture_unit->dirty_matrix = 1;
break;
default:
g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, mode);
}
}
void
_cogl_wrap_glMatrixMode (GLenum mode)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
w->matrix_mode = mode;
}
static CoglMatrix *
cogl_gles2_get_current_matrix (CoglGles2Wrapper *wrapper)
{
CoglGles2WrapperTextureUnit *texture_unit;
switch (wrapper->matrix_mode)
{
default:
g_critical ("%s: Unexpected matrix mode %d\n",
G_STRFUNC, wrapper->matrix_mode);
/* flow through */
case GL_MODELVIEW:
return &wrapper->modelview_matrix;
case GL_PROJECTION:
return &wrapper->projection_matrix;
case GL_TEXTURE:
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
return &texture_unit->texture_matrix;
}
}
void
_cogl_wrap_glLoadIdentity (void)
{
CoglMatrix *matrix;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
matrix = cogl_gles2_get_current_matrix (w);
cogl_matrix_init_identity (matrix);
cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
}
void
_cogl_wrap_glLoadMatrixf (const GLfloat *m)
{
CoglMatrix *matrix;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
matrix = cogl_gles2_get_current_matrix (w);
cogl_matrix_init_from_array (matrix, m);
cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
}
void
_cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type,
GL_FALSE, stride, pointer);
}
void
_cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
int active_unit;
CoglGles2WrapperTextureUnit *texture_unit;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
active_unit = w->active_client_texture_unit;
texture_unit = w->texture_units + active_unit;
texture_unit->texture_coords_size = size;
texture_unit->texture_coords_type = type;
texture_unit->texture_coords_stride = stride;
texture_unit->texture_coords_pointer = pointer;
w->dirty_attribute_pointers
|= COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB;
}
void
_cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
GL_TRUE, stride, pointer);
}
void
_cogl_wrap_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_NORMAL_ATTRIB, 1, type,
GL_FALSE, stride, pointer);
}
static void
_cogl_wrap_prepare_for_draw (void)
{
CoglGles2WrapperProgram *program;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
/* Check if we need to switch programs */
if (w->settings_dirty)
{
/* Find or create a program for the current settings */
program = cogl_gles2_wrapper_get_program (&w->settings);
if (program == NULL)
/* Can't compile a shader so there is nothing we can do */
return;
/* Start using it if we aren't already */
if (w->current_program != program)
{
w->current_program = program;
/* All of the uniforms are probably now out of date */
w->dirty_uniforms = COGL_GLES2_DIRTY_ALL;
}
w->settings_dirty = FALSE;
}
else
program = w->current_program;
/* We always have to reassert the program even if it hasn't changed
because the fixed-function material backend disables the program
again in the _start function. This should go away once the GLSL
code is generated in the GLSL material backend so it's probably
not worth worrying about now */
_cogl_use_program (program->program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
/* Make sure all of the uniforms are up to date */
if (w->dirty_uniforms)
{
if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
{
CoglMatrix mvp_matrix;
CoglMatrix *modelview_matrix = &w->modelview_matrix;
CoglMatrix *projection_matrix = &w->projection_matrix;
/* FIXME: we should have a cogl_matrix_copy () function */
memcpy (&mvp_matrix, projection_matrix, sizeof (CoglMatrix));
cogl_matrix_multiply (&mvp_matrix, &mvp_matrix, modelview_matrix);
if (program->uniforms.mvp_matrix_uniform != -1)
glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
GL_FALSE, (float *) &mvp_matrix);
if (program->uniforms.modelview_matrix_uniform != -1)
glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
GL_FALSE, (float *) &modelview_matrix);
}
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES))
{
int i;
/* TODO - we should probably have a per unit dirty flag too */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{
CoglGles2WrapperTextureUnit *texture_unit;
GLint uniform = program->uniforms.texture_matrix_uniforms[i];
texture_unit = w->texture_units + i;
if (uniform != -1)
glUniformMatrix4fv (uniform, 1, GL_FALSE,
(float *) &texture_unit->texture_matrix);
}
}
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_POINT_SIZE))
glUniform1f (program->uniforms.point_size_uniform,
w->point_size);
w->dirty_uniforms = 0;
}
if (w->dirty_attribute_pointers
& COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB)
{
int i;
/* TODO - coverage test */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, i))
{
GLint tex_coord_var_index;
CoglGles2WrapperTextureUnit *texture_unit;
texture_unit = w->texture_units + i;
if (!texture_unit->texture_coords_enabled)
continue;
/* TODO - we should probably have a per unit dirty flag too */
/* TODO - coverage test */
tex_coord_var_index = program->attributes.multi_texture_coords[i];
glVertexAttribPointer (tex_coord_var_index,
texture_unit->texture_coords_size,
texture_unit->texture_coords_type,
GL_FALSE,
texture_unit->texture_coords_stride,
texture_unit->texture_coords_pointer);
}
}
if (w->dirty_vertex_attrib_enables)
{
int i;
/* TODO - coverage test */
/* TODO - we should probably have a per unit dirty flag too */
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
{
CoglGles2WrapperTextureUnit *texture_unit = w->texture_units + i;
GLint attrib = program->attributes.multi_texture_coords[i];
if (attrib != -1)
{
if (texture_unit->texture_coords_enabled)
glEnableVertexAttribArray (attrib);
else
glDisableVertexAttribArray (attrib);
}
}
w->dirty_vertex_attrib_enables = 0;
}
}
void
_cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
{
_cogl_wrap_prepare_for_draw ();
glDrawArrays (mode, first, count);
}
void
_cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
_cogl_wrap_prepare_for_draw ();
glDrawElements (mode, count, type, indices);
}
void
_cogl_wrap_glClientActiveTexture (GLenum texture)
{
int texture_unit_index = texture - GL_TEXTURE0;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
w->active_client_texture_unit = texture_unit_index;
}
void
_cogl_wrap_glActiveTexture (GLenum texture)
{
int texture_unit_index = texture - GL_TEXTURE0;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
glActiveTexture (texture);
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
w->active_texture_unit = texture_unit_index;
}
void
_cogl_wrap_glEnable (GLenum cap)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (cap)
{
case GL_TEXTURE_2D:
case GL_TEXTURE_3D_OES:
if (!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
w->active_texture_unit))
{
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
w->active_texture_unit,
TRUE);
w->settings_dirty = TRUE;
}
break;
default:
glEnable (cap);
}
}
void
_cogl_wrap_glDisable (GLenum cap)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (cap)
{
case GL_TEXTURE_2D:
case GL_TEXTURE_3D_OES:
/* If this was the last enabled texture target then we'll
completely disable the unit */
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
w->active_texture_unit))
{
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
w->active_texture_unit,
FALSE);
w->settings_dirty = TRUE;
}
break;
default:
glDisable (cap);
}
}
void
_cogl_wrap_glEnableClientState (GLenum array)
{
CoglGles2WrapperTextureUnit *texture_unit;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (array)
{
case GL_VERTEX_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
break;
case GL_TEXTURE_COORD_ARRAY:
/* TODO - review if this should be in w->settings? */
texture_unit = w->texture_units + w->active_client_texture_unit;
if (texture_unit->texture_coords_enabled != 1)
{
texture_unit->texture_coords_enabled = 1;
w->dirty_vertex_attrib_enables
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
}
break;
case GL_COLOR_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
break;
case GL_NORMAL_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB);
break;
}
}
void
_cogl_wrap_glDisableClientState (GLenum array)
{
CoglGles2WrapperTextureUnit *texture_unit;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (array)
{
case GL_VERTEX_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
break;
case GL_TEXTURE_COORD_ARRAY:
texture_unit = w->texture_units + w->active_texture_unit;
/* TODO - review if this should be in w->settings? */
if (texture_unit->texture_coords_enabled != 0)
{
texture_unit->texture_coords_enabled = 0;
w->dirty_vertex_attrib_enables
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
}
break;
case GL_COLOR_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
break;
case GL_NORMAL_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB);
break;
}
}
void
_cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a)
{
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r, g, b, a);
}
void
_cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a)
{
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
r/255.0, g/255.0, b/255.0, a/255.0);
}
void
_cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation)
{
/* FIXME */
}
void
_cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (pname)
{
case GL_MAX_CLIP_PLANES:
*params = 0;
break;
case GL_MATRIX_MODE:
*params = w->matrix_mode;
break;
case GL_MAX_TEXTURE_UNITS:
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, params);
if (*params > COGL_GLES2_MAX_TEXTURE_UNITS)
*params = COGL_GLES2_MAX_TEXTURE_UNITS;
break;
default:
glGetIntegerv (pname, params);
break;
}
}
void
_cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params)
{
CoglGles2WrapperTextureUnit *texture_unit;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (pname)
{
case GL_MODELVIEW_MATRIX:
memcpy (params, &w->modelview_matrix, sizeof (GLfloat) * 16);
break;
case GL_PROJECTION_MATRIX:
memcpy (params, &w->projection_matrix, sizeof (GLfloat) * 16);
break;
case GL_TEXTURE_MATRIX:
texture_unit = w->texture_units + w->active_texture_unit;
memcpy (params, &texture_unit->texture_matrix, sizeof (GLfloat) * 16);
break;
case GL_VIEWPORT:
glGetFloatv (GL_VIEWPORT, params);
break;
}
}
void
_cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
{
if (pname != GL_GENERATE_MIPMAP)
glTexParameteri (target, pname, param);
}
void
_cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
{
/* FIXME: the GLES 2 backend doesn't yet support lighting so this
function can't do anything */
}
void
_cogl_wrap_glPointSize (GLfloat size)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
w->point_size = size;
w->dirty_uniforms |= COGL_GLES2_DIRTY_POINT_SIZE;
}
/* This function is a massive hack to get custom GLSL programs to
work. It's only necessary until we move the GLSL shader generation
into the CoglMaterial. The gl_program specifies the user program to
be used. The list of shaders will be extracted out of this and
compiled into a new program containing any fixed function shaders
that need to be generated. The new program will be returned. */
GLuint
_cogl_gles2_use_program (GLuint gl_program)
{
_COGL_GET_GLES2_WRAPPER (w, 0);
_COGL_GLES2_CHANGE_SETTING (w, user_program, gl_program);
/* We need to bind the program immediately so that the GLSL material
backend can update the custom uniforms */
_cogl_wrap_prepare_for_draw ();
return w->current_program->program;
}
void
_cogl_gles2_clear_cache_for_program (GLuint gl_program)
{
GSList *node, *next, *last = NULL;
CoglGles2WrapperProgram *program;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (w->settings.user_program == gl_program)
{
w->settings.user_program = 0;
w->settings_dirty = TRUE;
}
/* Remove any cached programs that link against this custom program */
for (node = w->compiled_programs; node; node = next)
{
next = node->next;
program = (CoglGles2WrapperProgram *) node->data;
if (program->settings.user_program == gl_program)
{
glDeleteProgram (program->program);
if (last)
last->next = next;
else
w->compiled_programs = next;
g_slist_free1 (node);
}
else
last = node;
}
}