b2e735ff7f
The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
599 lines
17 KiB
C
599 lines
17 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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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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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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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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/* 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: ctx->glUniform1iv (location, value->count, ptr); break;
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case 2: ctx->glUniform2iv (location, value->count, ptr); break;
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case 3: ctx->glUniform3iv (location, value->count, ptr); break;
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case 4: ctx->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: ctx->glUniform1fv (location, value->count, ptr); break;
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case 2: ctx->glUniform2fv (location, value->count, ptr); break;
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case 3: ctx->glUniform3fv (location, value->count, ptr); break;
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case 4: ctx->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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ctx->glUniformMatrix2fv (location, value->count,
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value->transpose, ptr);
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break;
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case 3:
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ctx->glUniformMatrix3fv (location, value->count,
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value->transpose, ptr);
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break;
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case 4:
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ctx->glUniformMatrix4fv (location, value->count,
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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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#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( ctx, 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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CoglProgramUniform *uniform;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (ctx->driver != COGL_DRIVER_GLES1);
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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 (gl_program_changed || uniform->dirty)
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{
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if (gl_program_changed || !uniform->location_valid)
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{
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if (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL)
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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else
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uniform->location =
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get_local_param_index (uniform->name);
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uniform->location_valid = TRUE;
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}
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/* If the uniform isn't really in the program then there's
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no need to actually set it */
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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;
|
|
|
|
case COGL_SHADER_LANGUAGE_ARBFP:
|
|
#ifdef HAVE_COGL_GL
|
|
_cogl_program_flush_uniform_arbfp (uniform->location,
|
|
&uniform->value);
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
uniform->dirty = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|