mutter/cogl/cogl-pipeline-fragend-arbfp.c
Neil Roberts d69d49fada pipeline: Unify how the backends store private data
Previously the fragends had a separate private data pointer which was
used by the GLSL and ARBfp fragends to store a tiny struct containing
a single pointer to the ref-counted shader state. The space for the
private data pointer is reserved in all of the pipelines for all of
the potential backends. The vertends and progends however did this
differently by directly storing the pointer to the ref counted data
using cogl_object_set_user_data. This patch unifies the different
methods so that they all use cogl_object_set_user_data and the
fragends don't bother with the separate tiny allocation for the
private data. The private data pointer array has been removed from
CoglPipeline and the corresponding fragend virtual to free the private
data has also been removed because this can instead be done with the
destroy notify from the object user data.

The variable names used have been unified so that all of the vertends
and fragends name their data struct CoglPipelineShaderState and use a
variable called shader_state to refer to it. The progend uses
CoglPipelineProgramState and a variable called program_state.

This should also fix two potential bugs. the ARBfp fragend was
apprently leaking a reference to the private state when it creates the
private data because it was adding a reference before stroring the
pointer to the newly allocated data but the ref count is already set
to 1 on creation. The other potential bug is that the free function
for CoglPipeline was only calling the free_priv virtual for the
currently used fragend of the pipeline. The design of the fragends is
meant to allow a pipeline to have multiple fragend priv datas because
a child pipeline could be attaching its fragend data to the ancestor
and its allowed to pick a different fragend.
2011-07-13 12:30:07 +01:00

1053 lines
34 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-debug.h"
#include "cogl-pipeline-private.h"
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#include "cogl-program-private.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int sampled:1;
} UnitState;
typedef struct
{
int ref_count;
/* XXX: only valid during codegen */
CoglPipeline *arbfp_authority;
CoglHandle user_program;
/* XXX: only valid during codegen */
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
/* Age of the program the last time the uniforms were flushed. This
is used to detect when we need to flush all of the uniforms */
unsigned int user_program_age;
/* We need to track the last pipeline that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
CoglPipeline *last_used_for_pipeline;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
static CoglPipelineShaderState *
shader_state_new (int n_layers)
{
CoglPipelineShaderState *shader_state;
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
shader_state->unit_state = g_new0 (UnitState, n_layers);
return shader_state;
}
static CoglPipelineShaderState *
get_shader_state (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
}
static void
destroy_shader_state (void *user_data)
{
CoglPipelineShaderState *shader_state = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (--shader_state->ref_count == 0)
{
if (shader_state->gl_program)
{
GE (ctx, glDeletePrograms (1, &shader_state->gl_program));
shader_state->gl_program = 0;
}
g_free (shader_state->unit_state);
g_slice_free (CoglPipelineShaderState, shader_state);
}
}
static void
set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
shader_state,
destroy_shader_state);
}
static void
dirty_shader_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
NULL,
NULL);
}
static gboolean
_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *authority;
CoglHandle user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
/* First validate that we can handle the current state using ARBfp
*/
if (!cogl_features_available (COGL_FEATURE_SHADERS_ARBFP))
return FALSE;
/* TODO: support fog */
if (ctx->legacy_fog_state.enabled)
return FALSE;
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE)
{
/* If the program doesn't have a fragment shader then some other
vertend will handle the vertex shader state and we still need
to generate a fragment program */
if (!_cogl_program_has_fragment_shader (user_program))
user_program = COGL_INVALID_HANDLE;
/* If the user program does have a fragment shader then we can
only handle it if it's in ARBfp */
else if (_cogl_program_get_language (user_program) !=
COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
}
/* Now lookup our ARBfp backend private state (allocating if
* necessary) */
shader_state = get_shader_state (pipeline);
/* If we have a valid shader_state then we are all set and don't
* need to generate a new program. */
if (shader_state)
return TRUE;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
* the same program being generated as for this pipeline).
*
* We always make sure to associate new programs with the
* arbfp-authority to maximize the chance that other pipelines can
* share it.
*/
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
~COGL_PIPELINE_STATE_LAYERS,
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
shader_state = get_shader_state (authority);
if (shader_state)
{
/* If we are going to share our program state with an arbfp-authority
* then add a reference to the program state associated with that
* arbfp-authority... */
shader_state->ref_count++;
set_shader_state (pipeline, shader_state);
return TRUE;
}
/* If we haven't yet found an existing program then before we resort to
* generating a new arbfp program we see if we can find a suitable
* program in the arbfp_cache. */
if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
shader_state = g_hash_table_lookup (ctx->arbfp_cache, authority);
if (shader_state)
{
shader_state->ref_count++;
set_shader_state (pipeline, shader_state);
/* Since we have already resolved the arbfp-authority at this point
* we might as well also associate any program we find from the cache
* with the authority too... */
if (authority != pipeline)
{
shader_state->ref_count++;
set_shader_state (authority, shader_state);
}
return TRUE;
}
}
/* If we still haven't found an existing program then start
* generating code for a new program...
*/
shader_state = shader_state_new (n_layers);
set_shader_state (pipeline, shader_state);
/* Since we have already resolved the arbfp-authority at this point we might
* as well also associate any program we generate with the authority too...
*/
if (authority != pipeline)
{
shader_state->ref_count++;
set_shader_state (authority, shader_state);
}
shader_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
int i;
/* We reuse a single grow-only GString for code-gen */
g_string_set_size (ctx->codegen_source_buffer, 0);
shader_state->source = ctx->codegen_source_buffer;
g_string_append (shader_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
/* At the end of code-gen we'll add the program to a cache and
* we'll use the authority pipeline as the basis for key into
* that cache... */
shader_state->arbfp_authority = authority;
for (i = 0; i < n_layers; i++)
{
shader_state->unit_state[i].sampled = FALSE;
shader_state->unit_state[i].dirty_combine_constant = FALSE;
}
shader_state->next_constant_id = 0;
}
return TRUE;
}
unsigned int
_cogl_pipeline_fragend_arbfp_hash (const void *data)
{
unsigned int fragment_state;
unsigned int layer_fragment_state;
_COGL_GET_CONTEXT (ctx, 0);
fragment_state =
_cogl_pipeline_get_state_for_fragment_codegen (ctx);
layer_fragment_state =
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);
return _cogl_pipeline_hash ((CoglPipeline *)data,
fragment_state, layer_fragment_state,
0);
}
gboolean
_cogl_pipeline_fragend_arbfp_equal (const void *a, const void *b)
{
unsigned int fragment_state;
unsigned int layer_fragment_state;
_COGL_GET_CONTEXT (ctx, 0);
fragment_state =
_cogl_pipeline_get_state_for_fragment_codegen (ctx);
layer_fragment_state =
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);
return _cogl_pipeline_equal ((CoglPipeline *)a, (CoglPipeline *)b,
fragment_state, layer_fragment_state,
0);
}
static const char *
gl_target_to_arbfp_string (GLenum gl_target)
{
if (gl_target == GL_TEXTURE_1D)
return "1D";
else if (gl_target == GL_TEXTURE_2D)
return "2D";
#ifdef GL_ARB_texture_rectangle
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
return "RECT";
#endif
else if (gl_target == GL_TEXTURE_3D)
return "3D";
else
return "2D";
}
static void
setup_texture_source (CoglPipelineShaderState *shader_state,
int unit_index,
GLenum gl_target)
{
if (!shader_state->unit_state[unit_index].sampled)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"MOV texel%d, one;\n",
unit_index,
unit_index);
else
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
gl_target_to_arbfp_string (gl_target));
shader_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglPipelineFragendARBfpArgType
{
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE
} CoglPipelineFragendARBfpArgType;
typedef struct _CoglPipelineFragendARBfpArg
{
const char *name;
CoglPipelineFragendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
GLenum texture_target;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglPipelineFragendARBfpArg;
static void
append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglPipelineFragendARBfpArg mechanism. */
static void
setup_arg (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
GLint src,
GLint op,
CoglPipelineFragendARBfpArg *arg)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
GLenum gl_target;
CoglHandle texture;
switch (src)
{
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer);
texture = _cogl_pipeline_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (shader_state, arg->texture_unit, gl_target);
break;
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
UnitState *unit_state = &shader_state->unit_state[unit_index];
unit_state->constant_id = shader_state->next_constant_id++;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
if (_cogl_pipeline_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* GL_TEXTURE0..N */
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit = src - GL_TEXTURE0;
texture = _cogl_pipeline_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (shader_state, arg->texture_unit, gl_target);
}
arg->swizzle = "";
switch (op)
{
case COGL_PIPELINE_COMBINE_OP_SRC_COLOR:
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (shader_state->source, ".a;\n");
else
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0,
CoglPipelineFragendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg1->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglPipeline *pipeline,
CoglBlendStringChannelMask mask,
GLint function,
CoglPipelineFragendARBfpArg *args,
int n_args)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case COGL_PIPELINE_COMBINE_FUNC_ADD:
g_string_append_printf (shader_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (shader_state->source, "MUL output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (shader_state->source, "MOV output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
g_string_append_printf (shader_state->source, "ADD tmp3%s, ",
mask_name);
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ";\n");
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (shader_state->source, "MAD tmp3, two, ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", minus_one;\n");
if (!fragend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (shader_state->source, "MAD tmp4, two, ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (shader_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (shader_state->source, "LRP output%s, ",
mask_name);
append_arg (shader_state->source, &args[2]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (shader_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (shader_state->source, &args[0]);
if (n_args > 1)
{
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
}
g_string_append (shader_state->source, ";\n");
}
static void
append_masked_combine (CoglPipeline *arbfp_authority,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
CoglPipelineCombineFunc function,
CoglPipelineCombineSource *src,
CoglPipelineCombineOp *op)
{
int i;
int n_args;
CoglPipelineFragendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
CoglPipelineLayer *combine_authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_COMBINE);
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!shader_state->source)
return TRUE;
if (!_cogl_pipeline_need_texture_combine_separate (combine_authority))
{
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func ==
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else
{
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
if (!shader_state->source)
return TRUE;
g_string_append (shader_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
gboolean update_all;
CoglPipelineShaderState *shader_state;
} UpdateConstantsState;
static gboolean
update_constants_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
CoglPipelineShaderState *shader_state = state->shader_state;
UnitState *unit_state = &shader_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (state->update_all || unit_state->dirty_combine_constant)
{
float constant[4];
_cogl_pipeline_get_layer_combine_constant (pipeline,
layer_index,
constant);
GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static gboolean
_cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (shader_state->source)
{
GLenum gl_error;
COGL_STATIC_COUNTER (fragend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter);
g_string_append (shader_state->source,
"MOV result.color,output;\n");
g_string_append (shader_state->source, "END\n");
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("pipeline program:\n%s", shader_state->source->str);
GE (ctx, glGenPrograms (1, &shader_state->gl_program));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
shader_state->gl_program));
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
;
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
shader_state->source->len,
shader_state->source->str);
if (ctx->glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
shader_state->source->str,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
shader_state->source = NULL;
if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
CoglPipeline *key;
/* XXX: I wish there was a way to insert into a GHashTable
* with a pre-calculated hash value since there is a cost to
* calculating the hash of a CoglPipeline and in this case
* we know we have already called _cogl_pipeline_hash during
* _cogl_pipeline_fragend_arbfp_backend_start so we could pass the
* value through to here to avoid hashing it again.
*/
/* XXX: Any keys referenced by the hash table need to remain
* valid all the while that there are corresponding values,
* so for now we simply make a copy of the current authority
* pipeline.
*
* FIXME: A problem with this is that our key into the cache
* may hold references to some arbitrary user textures which
* will now be kept alive indefinitly which is a shame. A
* better solution will be to derive a special "key
* pipeline" from the authority which derives from the base
* Cogl pipeline (to avoid affecting the lifetime of any
* other pipelines) and only takes a copy of the state that
* relates to the arbfp program and references small dummy
* textures instead of potentially large user textures. */
key = cogl_pipeline_copy (shader_state->arbfp_authority);
shader_state->ref_count++;
g_hash_table_insert (ctx->arbfp_cache, key, shader_state);
if (G_UNLIKELY (g_hash_table_size (ctx->arbfp_cache) > 50))
{
static gboolean seen = FALSE;
if (!seen)
g_warning ("Over 50 separate ARBfp programs have been "
"generated which is very unusual, so something "
"is probably wrong!\n");
seen = TRUE;
}
}
/* The authority is only valid during codegen since the program
* state may have a longer lifetime than the original authority
* it is created for. */
shader_state->arbfp_authority = NULL;
}
if (shader_state->user_program != COGL_INVALID_HANDLE)
{
/* An arbfp program should contain exactly one shader which we
can use directly */
CoglProgram *program = shader_state->user_program;
CoglShader *shader = program->attached_shaders->data;
gl_program = shader->gl_handle;
}
else
gl_program = shader_state->gl_program;
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
if (shader_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
state.shader_state = shader_state;
/* If this arbfp program was last used with a different pipeline
* then we need to ensure we update all program.local params */
state.update_all =
pipeline != shader_state->last_used_for_pipeline;
cogl_pipeline_foreach_layer (pipeline,
update_constants_cb,
&state);
}
else
{
CoglProgram *program = shader_state->user_program;
gboolean program_changed;
/* If the shader has changed since it was last flushed then we
need to update all uniforms */
program_changed = program->age != shader_state->user_program_age;
_cogl_program_flush_uniforms (program, gl_program, program_changed);
shader_state->user_program_age = program->age;
}
/* We need to track what pipeline used this arbfp program last since
* we will need to update program.local params when switching
* between different pipelines. */
shader_state->last_used_for_pipeline = pipeline;
return TRUE;
}
static void
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify (
CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
dirty_shader_state (pipeline);
}
/* NB: layers are considered immutable once they have any dependants
* so although multiple pipelines can end up depending on a single
* static layer, we can guarantee that if a layer is being *changed*
* then it can only have one pipeline depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify (
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
CoglPipelineShaderState *shader_state = get_shader_state (owner);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!shader_state)
return;
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
{
dirty_shader_state (owner);
return;
}
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
shader_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* 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. */
return;
}
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend =
{
_cogl_pipeline_fragend_arbfp_start,
_cogl_pipeline_fragend_arbfp_add_layer,
_cogl_pipeline_fragend_arbfp_passthrough,
_cogl_pipeline_fragend_arbfp_end,
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify,
NULL,
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify
};
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */