dae02a99a5
Instead of storing all of the feature function pointers in the driver specific data of the CoglContext they are now all stored directly in CoglContext. There is a single header containing the description of the functions which gets included by cogl-context.h. There is a single function in cogl-feature-private.c to check for all of these functions. The name of the function pointer variables have been changed from ctx->drv.pf_glWhatever to just ctx->glWhatever. The feature flags that get set when an extension is available are now separated from the table of extensions. This is necessary because different extensions can mean different things on GLES and GL. For example, having access to glMapBuffer implies read and write support on GL but only write support on GLES. The flags are instead set in the driver specific init function by checking whether the function pointers were successfully resolved. _cogl_feature_check has been changed to assume the feature is supported if any of the listed extensions are available instead of requiring all of them. This makes it more convenient to specify alternate names for the extension. Nothing else had previously listed more than one name for an extension so this shouldn't cause any problems.
634 lines
18 KiB
C
634 lines
18 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) 2008,2009,2010 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 <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-private.h"
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#include "cogl-handle.h"
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#include "cogl-shader-private.h"
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#include "cogl-program-private.h"
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#include <string.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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/* A CoglProgram is effectively just a list of shaders that will be
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used together and a set of values for the custom uniforms. No
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actual GL program is created - instead this is the responsibility
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of the GLSL material backend. The uniform values are collected in
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an array and then flushed whenever the material backend requests
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it. */
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#ifndef HAVE_COGL_GLES2
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#define glGetUniformLocation ctx->glGetUniformLocation
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#define glUniform1f ctx->glUniform1f
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#define glUniform2f ctx->glUniform2f
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#define glUniform3f ctx->glUniform3f
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#define glUniform4f ctx->glUniform4f
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#define glUniform1fv ctx->glUniform1fv
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#define glUniform2fv ctx->glUniform2fv
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#define glUniform3fv ctx->glUniform3fv
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#define glUniform4fv ctx->glUniform4fv
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#define glUniform1i ctx->glUniform1i
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#define glUniform2i ctx->glUniform2i
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#define glUniform3i ctx->glUniform3i
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#define glUniform4i ctx->glUniform4i
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#define glUniform1iv ctx->glUniform1iv
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#define glUniform2iv ctx->glUniform2iv
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#define glUniform3iv ctx->glUniform3iv
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#define glUniform4iv ctx->glUniform4iv
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#define glUniformMatrix2fv ctx->glUniformMatrix2fv
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#define glUniformMatrix3fv ctx->glUniformMatrix3fv
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#define glUniformMatrix4fv ctx->glUniformMatrix4fv
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#define glProgramLocalParameter4fv ctx->glProgramLocalParameter4fv
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#endif /* HAVE_COGL_GLES2 */
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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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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
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g_free (uniform->name);
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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}
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g_array_free (program->custom_uniforms, TRUE);
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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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program->custom_uniforms =
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g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
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program->age = 0;
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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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CoglShader *shader;
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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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shader = _cogl_shader_pointer_from_handle (shader_handle);
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/* Only one shader is allowed if the type is ARBfp */
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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g_return_if_fail (program->attached_shaders == NULL);
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else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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g_return_if_fail (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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#endif
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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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program->age++;
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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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CoglProgramUniform *uniform;
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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 different shader. Instead we make our own mapping of
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uniform numbers and cache the names */
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (!strcmp (uniform->name, uniform_name))
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return i;
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}
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/* Create a new uniform with the given name */
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g_array_set_size (program->custom_uniforms,
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program->custom_uniforms->len + 1);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform,
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program->custom_uniforms->len - 1);
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uniform->name = g_strdup (uniform_name);
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memset (&uniform->value, 0, sizeof (CoglBoxedValue));
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uniform->dirty = TRUE;
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uniform->location_valid = FALSE;
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return program->custom_uniforms->len - 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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gboolean transpose)
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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 < program->custom_uniforms->len &&
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size >= 1 && size <= 4 && count >= 1)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms,
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CoglProgramUniform, uniform_no);
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if (count == 1)
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{
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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memcpy (uniform->value.v.float_value, value, value_size);
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}
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else
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{
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if (uniform->value.count > 1)
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{
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if (uniform->value.count != count ||
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uniform->value.size != size ||
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uniform->value.type != type)
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{
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g_free (uniform->value.v.array);
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uniform->value.v.array = g_malloc (count * value_size);
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}
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}
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else
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uniform->value.v.array = g_malloc (count * value_size);
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memcpy (uniform->value.v.array, value, count * value_size);
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}
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uniform->value.type = type;
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uniform->value.size = size;
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uniform->value.count = count;
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uniform->dirty = TRUE;
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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_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value, FALSE);
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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, FALSE);
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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_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value, FALSE);
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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, FALSE);
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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, FALSE);
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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, FALSE);
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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, FALSE);
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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, FALSE);
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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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g_return_if_fail (cogl_is_program (handle));
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cogl_program_uniform_x (handle,
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uniform_location, dimensions, count,
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COGL_BOXED_MATRIX,
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sizeof (float) * dimensions * dimensions,
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value,
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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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#ifndef HAVE_COGL_GLES
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/* ARBfp local parameters can be referenced like:
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*
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* "program.local[5]"
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* ^14char offset (after whitespace is stripped)
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*/
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static int
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get_local_param_index (const char *uniform_name)
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{
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char *input = g_strdup (uniform_name);
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int i;
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char *p = input;
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char *endptr;
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int _index;
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for (i = 0; input[i] != '\0'; i++)
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if (input[i] != '_' && input[i] != '\t')
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*p++ = input[i];
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input[i] = '\0';
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g_return_val_if_fail (strncmp ("program.local[", input, 14) == 0, -1);
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_index = g_ascii_strtoull (input + 14, &endptr, 10);
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g_return_val_if_fail (endptr != input + 14, -1);
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g_return_val_if_fail (*endptr == ']', -1);
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g_return_val_if_fail (_index >= 0, -1);
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g_free (input);
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return _index;
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}
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static void
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_cogl_program_flush_uniform_glsl (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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switch (value->type)
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{
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case COGL_BOXED_NONE:
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break;
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case COGL_BOXED_INT:
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{
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int *ptr;
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if (value->count == 1)
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ptr = value->v.int_value;
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else
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ptr = value->v.int_array;
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switch (value->size)
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{
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case 1: glUniform1iv (location, value->count, ptr); break;
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case 2: glUniform2iv (location, value->count, ptr); break;
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case 3: glUniform3iv (location, value->count, ptr); break;
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case 4: glUniform4iv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_FLOAT:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.float_value;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 1: glUniform1fv (location, value->count, ptr); break;
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case 2: glUniform2fv (location, value->count, ptr); break;
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case 3: glUniform3fv (location, value->count, ptr); break;
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case 4: glUniform4fv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_MATRIX:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.matrix;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 2:
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glUniformMatrix2fv (location, value->count, value->transpose, ptr);
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break;
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case 3:
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glUniformMatrix3fv (location, value->count, value->transpose, ptr);
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break;
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case 4:
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glUniformMatrix4fv (location, value->count, value->transpose, ptr);
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break;
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}
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}
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break;
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}
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}
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#endif /* HAVE_COGL_GLES */
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#ifdef HAVE_COGL_GL
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static void
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_cogl_program_flush_uniform_arbfp (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (value->type != COGL_BOXED_NONE)
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{
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g_return_if_fail (value->type == COGL_BOXED_FLOAT);
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g_return_if_fail (value->size == 4);
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g_return_if_fail (value->count == 1);
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GE( glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
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value->v.float_value) );
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}
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}
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#endif /* HAVE_COGL_GL */
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void
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_cogl_program_flush_uniforms (CoglProgram *program,
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GLuint gl_program,
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gboolean gl_program_changed)
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{
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#ifdef HAVE_COGL_GLES
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g_return_if_reached ();
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#else /* HAVE_COGL_GLES */
|
|
|
|
CoglProgramUniform *uniform;
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (i = 0; i < program->custom_uniforms->len; i++)
|
|
{
|
|
uniform = &g_array_index (program->custom_uniforms,
|
|
CoglProgramUniform, i);
|
|
|
|
if (gl_program_changed || uniform->dirty)
|
|
{
|
|
if (gl_program_changed || !uniform->location_valid)
|
|
{
|
|
if (_cogl_program_get_language (program) ==
|
|
COGL_SHADER_LANGUAGE_GLSL)
|
|
uniform->location =
|
|
glGetUniformLocation (gl_program, uniform->name);
|
|
else
|
|
uniform->location =
|
|
get_local_param_index (uniform->name);
|
|
|
|
uniform->location_valid = TRUE;
|
|
}
|
|
|
|
/* If the uniform isn't really in the program then there's
|
|
no need to actually set it */
|
|
if (uniform->location != -1)
|
|
{
|
|
switch (_cogl_program_get_language (program))
|
|
{
|
|
case COGL_SHADER_LANGUAGE_GLSL:
|
|
_cogl_program_flush_uniform_glsl (uniform->location,
|
|
&uniform->value);
|
|
break;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
case COGL_SHADER_LANGUAGE_ARBFP:
|
|
_cogl_program_flush_uniform_arbfp (uniform->location,
|
|
&uniform->value);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
uniform->dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
#endif /* HAVE_COGL_GLES */
|
|
}
|
|
|
|
CoglShaderLanguage
|
|
_cogl_program_get_language (CoglHandle handle)
|
|
{
|
|
CoglProgram *program = handle;
|
|
|
|
/* Use the language of the first shader */
|
|
|
|
if (program->attached_shaders)
|
|
{
|
|
CoglShader *shader = program->attached_shaders->data;
|
|
return shader->language;
|
|
}
|
|
else
|
|
return COGL_SHADER_LANGUAGE_GLSL;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_program_has_shader_type (CoglProgram *program,
|
|
CoglShaderType type)
|
|
{
|
|
GSList *l;
|
|
|
|
for (l = program->attached_shaders; l; l = l->next)
|
|
{
|
|
CoglShader *shader = l->data;
|
|
|
|
if (shader->type == type)
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_fragment_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_vertex_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
|
|
}
|