eb179d4b67
*** WARNING: THIS COMMIT CHANGES THE BUILD *** Do not recurse into the backend directories to build private, internal libraries. We only recurse from clutter/ into the cogl sub-directory; from there, we don't recurse any further. All the backend-specific code in Cogl and Clutter is compiled conditionally depending on the macros defined by the configure script. We still recurse from the top-level directory into doc, clutter and tests, because gtk-doc and tests do not deal nicely with non-recursive layouts. This change makes Clutter compile slightly faster, and cleans up the build system, especially when dealing with introspection data. Ideally, we also want to make Cogl part of the top-level build, so that we can finally drop the sed trick to change the shared library from the GIR before compiling it. Currently disabled: ‣ OSX backend ‣ Fruity backend Currently enabled but untested: ‣ EGL backend ‣ Windows backend
438 lines
11 KiB
C
438 lines
11 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 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 <http://www.gnu.org/licenses/>.
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*
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*
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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 <string.h>
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#include "cogl-shader-private.h"
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#include "cogl-program-gles.h"
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
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static void
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_cogl_program_free (CoglProgram *program)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Unref all of the attached shaders */
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g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
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/* Destroy the list */
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g_slist_free (program->attached_shaders);
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_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
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if (ctx->drv.gles2.settings.user_program == (CoglHandle) program)
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{
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ctx->drv.gles2.settings.user_program = COGL_INVALID_HANDLE;
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ctx->drv.gles2.settings_dirty = TRUE;
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}
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for (i = 0; i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS; i++)
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{
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if (program->custom_uniform_names[i])
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g_free (program->custom_uniform_names[i]);
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if (program->custom_uniforms[i].count > 1)
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g_free (program->custom_uniforms[i].v.array);
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}
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g_slice_free (CoglProgram, program);
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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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program = g_slice_new0 (CoglProgram);
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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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_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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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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cogl_handle_ref (shader_handle));
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/* Whenever the shader changes we will need to relink the program
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with the fixed functionality shaders so we should forget the
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cached programs */
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_cogl_gles2_clear_cache_for_program (program);
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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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/* There's no point in linking the program here because it will have
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to be relinked with a different fixed functionality shader
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whenever the settings change */
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (handle == COGL_INVALID_HANDLE ||
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cogl_is_program (handle));
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if (ctx->current_program == 0 && handle != 0)
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ctx->legacy_state_set++;
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else if (handle == 0 && ctx->current_program != 0)
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ctx->legacy_state_set--;
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if (handle != COGL_INVALID_HANDLE)
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cogl_handle_ref (handle);
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if (ctx->current_program != COGL_INVALID_HANDLE)
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cogl_handle_unref (ctx->current_program);
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ctx->current_program = handle;
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}
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int
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cogl_program_get_uniform_location (CoglHandle handle,
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const char *uniform_name)
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{
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int i;
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CoglProgram *program;
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if (!cogl_is_program (handle))
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return -1;
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program = _cogl_program_pointer_from_handle (handle);
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/* We can't just ask the GL program object for the uniform location
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directly because it will change every time the program is linked
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with a new fixed functionality shader. Instead we make our own
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mapping of uniform numbers and cache the names */
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for (i = 0; program->custom_uniform_names[i]
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&& i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS; i++)
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if (!strcmp (program->custom_uniform_names[i], uniform_name))
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return i;
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if (i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS)
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{
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program->custom_uniform_names[i] = g_strdup (uniform_name);
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return i;
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}
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else
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/* We've run out of space for new uniform names so just pretend it
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isn't there */
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return -1;
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}
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static void
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cogl_program_uniform_x (CoglHandle handle,
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int uniform_no,
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int size,
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int count,
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CoglBoxedType type,
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gsize value_size,
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gconstpointer value)
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{
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CoglProgram *program = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_program (handle));
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g_return_if_fail (program != NULL);
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if (uniform_no >= 0 && uniform_no < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS
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&& size >= 1 && size <= 4 && count >= 1)
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{
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CoglBoxedValue *bv = program->custom_uniforms + uniform_no;
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if (count == 1)
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{
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if (bv->count > 1)
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g_free (bv->v.array);
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memcpy (bv->v.float_value, value, value_size);
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}
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else
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{
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if (bv->count > 1)
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{
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if (bv->count != count || bv->size != size || bv->type != type)
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{
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g_free (bv->v.array);
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bv->v.array = g_malloc (count * value_size);
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}
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}
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else
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bv->v.array = g_malloc (count * value_size);
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memcpy (bv->v.array, value, count * value_size);
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}
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bv->type = type;
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bv->size = size;
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bv->count = count;
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program->dirty_custom_uniforms |= 1 << uniform_no;
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}
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}
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void
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cogl_program_uniform_1f (int uniform_no,
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float value)
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{
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cogl_program_uniform_float (uniform_no, 1, 1, &value);
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}
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void
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cogl_program_set_uniform_1f (CoglHandle handle,
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int uniform_location,
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float value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value);
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}
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void
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cogl_program_uniform_1i (int uniform_no,
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int value)
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{
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cogl_program_uniform_int (uniform_no, 1, 1, &value);
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}
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void
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cogl_program_set_uniform_1i (CoglHandle handle,
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int uniform_location,
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int value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value);
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}
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void
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cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const GLfloat *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_FLOAT,
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sizeof (float) * size, value);
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}
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void
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cogl_program_set_uniform_float (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const float *value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_FLOAT,
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sizeof (float) * n_components, value);
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}
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const GLint *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_INT,
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sizeof (int) * size, value);
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}
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void
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cogl_program_set_uniform_int (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const int *value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_INT,
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sizeof (int) * n_components, value);
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}
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void
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cogl_program_set_uniform_matrix (CoglHandle handle,
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int uniform_location,
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int dimensions,
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int count,
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gboolean transpose,
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const float *value)
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{
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CoglProgram *program = handle;
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CoglBoxedValue *bv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_program (handle));
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bv = program->custom_uniforms + uniform_location;
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cogl_program_uniform_x (ctx->current_program,
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uniform_location, dimensions, count,
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COGL_BOXED_MATRIX,
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sizeof (float) * dimensions * dimensions , value);
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bv->transpose = transpose;
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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gboolean transpose,
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const float *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_set_uniform_matrix (ctx->current_program,
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uniform_no, size, count, transpose, 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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int
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cogl_program_get_uniform_location (CoglHandle program_handle,
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const char *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 (int uniform_no,
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float value)
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{
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}
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void
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cogl_program_uniform_1i (int uniform_no,
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int value)
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{
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}
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void
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cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const GLfloat *value)
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{
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}
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const int *value)
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{
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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gboolean transpose,
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const GLfloat *value)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle)
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{
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return COGL_SHADER_LANGUAGE_GLSL;
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}
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