d38ae0284b
This adds two new public experimental functions for attaching CoglSnippets to two hook points on a CoglPipeline: void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *) void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *) The hooks are intended to be around the entire vertex or fragment processing. That means the pre string in the snippet will be inserted at the very top of the main function and the post function will be inserted at the very end. The declarations get inserted in the global scope. The snippets are stored in two separate linked lists with a structure containing an enum representing the hook point and a pointer to the snippet. The lists are meant to be for hooks that affect the vertex shader and fragment shader respectively. Although there are currently only two hooks and the names match these two lists, the intention is *not* that each new hook will be in a separate list. The separation of the lists is just to make it easier to determine which shader needs to be regenerated when a new snippet is added. When a pipeline becomes the authority for either the vertex or fragment snipper state, it simply copies the entire list from the previous authority (although of course the shader snippet objects are referenced instead of copied so it doesn't duplicate the source strings). Each string is inserted into its own block in the shader. This means that each string has its own scope so it doesn't need to worry about name collisions with variables in other snippets. However it does mean that the pre and post strings can't share variables. It could be possible to wrap both parts in one block and then wrap the actual inner hook code in another block, however this would mean that any further snippets within the outer snippet would be able to see those variables. Perhaps something to consider would be to put each snippet into its own function which calls another function between the pre and post strings to do further processing. The pipeline cache for generated programs was previously shared with the fragment shader cache because the state that affects vertex shaders was a subset of the state that affects fragment shaders. This is no longer the case because there is a separate state mask for vertex snippets so the program cache now has its own hash table. Reviewed-by: Robert Bragg <robert@linux.intel.com>
513 lines
16 KiB
C
513 lines
16 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) 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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* Neil Roberts <neil@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-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_VERTEND_GLSL
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-program-private.h"
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#include "cogl-pipeline-vertend-glsl-private.h"
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const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
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typedef struct
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{
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unsigned int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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/* Age of the user program that was current when the shader was
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generated. We need to keep track of this because if the user
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program changes then we may need to redecide whether to generate
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a shader at all */
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unsigned int user_program_age;
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/* The number of tex coord attributes that the shader was generated
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for. If this changes on GLES2 then we need to regenerate the
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shader */
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int n_tex_coord_attribs;
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} CoglPipelineShaderState;
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static CoglUserDataKey shader_state_key;
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static CoglPipelineShaderState *
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shader_state_new (void)
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{
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CoglPipelineShaderState *shader_state;
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shader_state = g_slice_new0 (CoglPipelineShaderState);
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shader_state->ref_count = 1;
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return shader_state;
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}
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static CoglPipelineShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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}
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static void
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destroy_shader_state (void *user_data)
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{
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CoglPipelineShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (--shader_state->ref_count == 0)
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{
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if (shader_state->gl_shader)
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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g_slice_free (CoglPipelineShaderState, shader_state);
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}
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}
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static void
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set_shader_state (CoglPipeline *pipeline,
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CoglPipelineShaderState *shader_state)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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}
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static void
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dirty_shader_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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NULL,
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NULL);
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}
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GLuint
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_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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if (shader_state)
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return shader_state->gl_shader;
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else
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return 0;
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}
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static CoglPipelineSnippetList *
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get_vertex_snippets (CoglPipeline *pipeline)
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{
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pipeline =
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_cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
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return &pipeline->big_state->vertex_snippets;
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}
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static gboolean
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_cogl_pipeline_vertend_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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CoglPipelineShaderState *shader_state;
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CoglPipeline *template_pipeline = NULL;
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CoglPipelineSnippet *snippet;
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CoglProgram *user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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/* If the user program has a vertex shader that isn't GLSL then the
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appropriate vertend for that language should handle it */
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if (user_program &&
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_cogl_program_has_vertex_shader (user_program) &&
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE;
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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shader_state = get_shader_state (pipeline);
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if (shader_state == NULL)
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{
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CoglPipeline *authority;
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/* Get the authority for anything affecting vertex shader
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state */
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
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~COGL_PIPELINE_STATE_LAYERS,
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COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
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shader_state = get_shader_state (authority);
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if (shader_state == NULL)
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{
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/* Check if there is already a similar cached pipeline whose
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shader state we can share */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED
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(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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template_pipeline =
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_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (template_pipeline);
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}
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if (shader_state)
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shader_state->ref_count++;
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else
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shader_state = shader_state_new ();
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set_shader_state (authority, shader_state);
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if (template_pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (template_pipeline, shader_state);
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}
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}
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if (authority != pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (pipeline, shader_state);
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}
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}
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if (shader_state->gl_shader)
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{
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/* If we already have a valid GLSL shader then we don't need to
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generate a new one. However if there's a user program and it
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has changed since the last link then we do need a new
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shader. If the number of tex coord attribs changes on GLES2
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then we need to regenerate the shader with a different boiler
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plate */
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if ((user_program == NULL ||
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shader_state->user_program_age == user_program->age)
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&& (ctx->driver != COGL_DRIVER_GLES2 ||
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shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
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return TRUE;
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/* We need to recreate the shader so destroy the existing one */
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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shader_state->gl_shader = 0;
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}
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/* If we make it here then we have a shader_state struct without a gl_shader
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either because this is the first time we've encountered it or
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because the user program has changed */
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if (user_program)
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shader_state->user_program_age = user_program->age;
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shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
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/* If the user program contains a vertex shader then we don't need
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to generate one */
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if (user_program &&
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_cogl_program_has_vertex_shader (user_program))
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return TRUE;
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/* We reuse two grow-only GStrings for code-gen. One string
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contains the uniform and attribute declarations while the
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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g_string_append (shader_state->source,
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"void\n"
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"main ()\n"
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"{\n");
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COGL_LIST_FOREACH (snippet, get_vertex_snippets (pipeline), list_node)
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{
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const char *declarations =
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cogl_snippet_get_declarations (snippet->snippet);
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/* Add all of the declarations for vertex snippets */
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if (declarations)
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{
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g_string_append (shader_state->header, declarations);
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g_string_append_c (shader_state->header, '\n');
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}
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/* Add all of the pre-hooks for vertex processing */
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if (snippet->hook == COGL_PIPELINE_SNIPPET_HOOK_VERTEX)
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{
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const char *pre =
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cogl_snippet_get_pre (snippet->snippet);
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if (pre)
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{
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g_string_append (shader_state->source, " {\n");
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g_string_append (shader_state->source, pre);
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g_string_append (shader_state->source, " }\n");
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}
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}
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}
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/* Enclose the generated vertex processing in a block so that any
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variables declared in it won't be in the scope of the snippets */
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g_string_append (shader_state->source, " {\n");
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if (ctx->driver == COGL_DRIVER_GLES2)
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/* There is no builtin uniform for the pointsize on GLES2 so we need
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to copy it from the custom uniform in the vertex shader */
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g_string_append (shader_state->source,
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" cogl_point_size_out = cogl_point_size_in;\n");
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/* On regular OpenGL we'll just flush the point size builtin */
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else if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
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if (ctx->point_size_cache != authority->big_state->point_size)
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{
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GE( ctx, glPointSize (authority->big_state->point_size) );
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ctx->point_size_cache = authority->big_state->point_size;
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}
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}
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_vertend_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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CoglPipelineShaderState *shader_state;
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int unit_index;
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_COGL_GET_CONTEXT (ctx, FALSE);
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shader_state = get_shader_state (pipeline);
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unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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if (ctx->driver != COGL_DRIVER_GLES2)
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{
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/* We are using the fixed function uniforms for the user matrices
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and the only way to set them is with the fixed function API so we
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still need to flush them here */
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
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{
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CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer, state);
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CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
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_cogl_matrix_stack_set (unit->matrix_stack,
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&authority->big_state->matrix);
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_cogl_set_active_texture_unit (unit_index);
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_cogl_matrix_stack_flush_to_gl (ctx,
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unit->matrix_stack,
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COGL_MATRIX_TEXTURE);
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}
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}
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if (shader_state->source == NULL)
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return TRUE;
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/* Transform the texture coordinates by the layer's user matrix.
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*
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* FIXME: this should avoid doing the transform if there is no user
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* matrix set. This might need a separate layer state flag for
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* whether there is a user matrix
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*
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* FIXME: we could be more clever here and try to detect if the
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* fragment program is going to use the texture coordinates and
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* avoid setting them if not
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*/
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g_string_append_printf (shader_state->source,
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" cogl_tex_coord_out[%i] = "
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"cogl_texture_matrix[%i] * cogl_tex_coord%i_in;\n",
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unit_index, unit_index, unit_index);
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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CoglPipelineShaderState *shader_state;
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_COGL_GET_CONTEXT (ctx, FALSE);
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shader_state = get_shader_state (pipeline);
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if (shader_state->source)
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{
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const char *source_strings[2];
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GLint lengths[2];
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GLint compile_status;
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GLuint shader;
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CoglPipelineSnippet *snippet;
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COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
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"glsl vertex compile counter",
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"Increments each time a new GLSL "
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"vertex shader is compiled",
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0 /* no application private data */);
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COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
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g_string_append (shader_state->source,
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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" cogl_color_out = cogl_color_in;\n"
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" }\n");
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/* Add all of the post-hooks for vertex processing */
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COGL_LIST_FOREACH (snippet, get_vertex_snippets (pipeline), list_node)
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if (snippet->hook == COGL_PIPELINE_SNIPPET_HOOK_VERTEX)
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{
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const char *post =
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cogl_snippet_get_post (snippet->snippet);
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if (post)
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{
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g_string_append (shader_state->source, " {\n");
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g_string_append (shader_state->source, post);
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g_string_append (shader_state->source, " }\n");
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}
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}
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g_string_append (shader_state->source, "}\n");
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GE_RET( shader, ctx, glCreateShader (GL_VERTEX_SHADER) );
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lengths[0] = shader_state->header->len;
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source_strings[0] = shader_state->header->str;
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lengths[1] = shader_state->source->len;
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source_strings[1] = shader_state->source->str;
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_cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER,
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shader_state
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->n_tex_coord_attribs,
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2, /* count */
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source_strings, lengths);
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GE( ctx, glCompileShader (shader) );
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GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
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if (!compile_status)
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{
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GLint len = 0;
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char *shader_log;
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GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
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shader_log = g_alloca (len);
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GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
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g_warning ("Shader compilation failed:\n%s", shader_log);
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}
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shader_state->header = NULL;
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shader_state->source = NULL;
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shader_state->gl_shader = shader;
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}
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return TRUE;
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}
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static void
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_cogl_pipeline_vertend_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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if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
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dirty_shader_state (pipeline);
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}
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/* NB: layers are considered immutable once they have any dependants
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* so although multiple pipelines can end up depending on a single
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* static layer, we can guarantee that if a layer is being *changed*
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* then it can only have one pipeline depending on it.
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*
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* XXX: Don't forget this is *pre* change, we can't read the new value
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* yet!
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*/
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static void
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_cogl_pipeline_vertend_glsl_layer_pre_change_notify (
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CoglPipeline *owner,
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CoglPipelineLayer *layer,
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CoglPipelineLayerState change)
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{
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CoglPipelineShaderState *shader_state;
|
|
|
|
shader_state = get_shader_state (owner);
|
|
if (!shader_state)
|
|
return;
|
|
|
|
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
|
|
{
|
|
dirty_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
/* TODO: we could be saving snippets of texture combine code along
|
|
* with each layer and then when a layer changes we would just free
|
|
* the snippet. */
|
|
}
|
|
|
|
const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
|
|
{
|
|
_cogl_pipeline_vertend_glsl_start,
|
|
_cogl_pipeline_vertend_glsl_add_layer,
|
|
_cogl_pipeline_vertend_glsl_end,
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify,
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_VERTEND_GLSL */
|