mutter/cogl/deprecated/cogl-shader.c
Robert Bragg a0441778ad This re-licenses Cogl 1.18 under the MIT license
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.

This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html

Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)

For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10  0bbf50f905..HEAD

We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html

Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January

As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.

This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
2014-02-22 02:02:53 +00:00

378 lines
10 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-shader-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.h"
#include <glib.h>
#include <string.h>
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
g_slice_free (CoglShader, shader);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
switch (type)
{
case COGL_SHADER_TYPE_VERTEX:
case COGL_SHADER_TYPE_FRAGMENT:
break;
default:
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
shader->compilation_pipeline = NULL;
shader->type = type;
return _cogl_shader_handle_new (shader);
}
static void
delete_shader (CoglShader *shader)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
{
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0;
if (shader->compilation_pipeline)
{
cogl_object_unref (shader->compilation_pipeline);
shader->compilation_pipeline = NULL;
}
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
CoglShaderLanguage language;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = handle;
#ifdef HAVE_COGL_GL
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
language = COGL_SHADER_LANGUAGE_ARBFP;
else
#endif
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language) &&
shader->gl_handle)
delete_shader (shader);
shader->source = g_strdup (source);
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
shader = handle;
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_cogl_shader_compile_real (handle, NULL);
#endif
/* XXX: For GLSL we don't actually compile anything until the shader
* gets used so we have an opportunity to add some boilerplate to
* the shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
* so thinly wrap the OpenGL shader API and the current plan is to
* replace it with a pipeline snippets API. */
}
void
_cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
#ifdef COGL_GL_DEBUG
GLenum gl_error;
#endif
if (shader->gl_handle)
return;
GE (ctx, glGenPrograms (1, &shader->gl_handle));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("user ARBfp program:\n%s", shader->source);
#ifdef COGL_GL_DEBUG
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
;
#endif
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source),
shader->source);
#ifdef COGL_GL_DEBUG
gl_error = ctx->glGetError ();
if (gl_error != GL_NO_ERROR)
{
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
shader->source,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
}
else
#endif
{
GLenum gl_type;
GLint status;
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
/* XXX: currently the only things that will affect the
* boilerplate for user shaders, apart from driver features,
* are the pipeline layer-indices and texture-unit-indices
*/
if (pipeline == prev ||
_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
return;
}
if (shader->gl_handle)
delete_shader (shader);
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = ctx->glCreateShader (gl_type);
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
shader->gl_handle,
gl_type,
pipeline,
1,
(const char **)
&shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
shader->compilation_pipeline = cogl_object_ref (pipeline);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (!status)
{
char buffer[512];
int len = 0;
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
g_warning ("Failed to compile GLSL program:\n"
"src:\n%s\n"
"error:\n%s\n",
shader->source,
buffer);
}
}
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
if (!cogl_is_shader (handle))
return NULL;
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The way this API was originally designed as a very thin wrapper
* over the GL api was a mistake and it's now very difficult to
* make the API work in a meaningful way given how the rest of Cogl
* has evolved.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
return g_strdup ("");
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
shader = handle;
return shader->type;
}
CoglBool
cogl_shader_is_compiled (CoglHandle handle)
{
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
if (!cogl_is_shader (handle))
return FALSE;
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility and blatantly lies to the
* user about whether their shader has been compiled.
*
* I suppose we could say we're stretching the definition of
* "compile" and are deferring any related errors to be "linker"
* errors.
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
return TRUE;
#else
return FALSE;
#endif
}