mutter/clutter/clutter-shader.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
* Øyvind Kolås <pippin@o-hand.com>
*
* Copyright (C) 2007 OpenedHand
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-shader
* @short_description: Programmable pipeline abstraction
*
* #ClutterShader is an object providing an abstraction over the
* OpenGL programmable pipeline. By using #ClutterShader<!-- -->s is
* possible to override the drawing pipeline by using small programs
* also known as "shaders".
*
* #ClutterShader is available since Clutter 0.6
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include <stdlib.h>
#ifdef HAVE_UNISTD_H
#include <unistd.h>
#endif
#include <glib.h>
#include <cogl/cogl.h>
#include "clutter-debug.h"
#include "clutter-private.h"
#include "clutter-shader.h"
static GList *clutter_shaders_list = NULL;
#define CLUTTER_SHADER_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
typedef enum {
CLUTTER_VERTEX_SHADER,
CLUTTER_FRAGMENT_SHADER
} ClutterShaderType;
struct _ClutterShaderPrivate
{
guint bound : 1; /* Shader is bound to the GL context */
guint is_enabled : 1;
guint vertex_is_glsl : 1;
guint fragment_is_glsl : 1;
gchar *vertex_source; /* GLSL source for vertex shader */
gchar *fragment_source; /* GLSL source for fragment shader */
COGLhandle program;
COGLhandle vertex_shader;
COGLhandle fragment_shader;
};
enum
{
PROP_0,
PROP_VERTEX_SOURCE,
PROP_FRAGMENT_SOURCE,
PROP_BOUND,
PROP_ENABLED
};
G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
G_CONST_RETURN gchar *clutter_shader_get_source (ClutterShader *shader,
ClutterShaderType type);
static void
clutter_shader_finalize (GObject *object)
{
ClutterShader *shader;
ClutterShaderPrivate *priv;
shader = CLUTTER_SHADER (object);
priv = shader->priv;
clutter_shader_release (shader);
clutter_shaders_list = g_list_remove (clutter_shaders_list, object);
g_free (priv->fragment_source);
g_free (priv->vertex_source);
G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
}
static void
clutter_shader_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterShader *shader = CLUTTER_SHADER(object);
switch (prop_id)
{
case PROP_VERTEX_SOURCE:
clutter_shader_set_vertex_source (shader,
g_value_get_string (value), -1);
break;
case PROP_FRAGMENT_SOURCE:
clutter_shader_set_fragment_source (shader,
g_value_get_string (value), -1);
break;
case PROP_ENABLED:
clutter_shader_set_is_enabled (shader, g_value_get_boolean (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_shader_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterShader *shader;
ClutterShaderPrivate *priv;
shader = CLUTTER_SHADER(object);
priv = shader->priv;
switch (prop_id)
{
case PROP_VERTEX_SOURCE:
g_value_set_string (value, priv->vertex_source);
break;
case PROP_FRAGMENT_SOURCE:
g_value_set_string (value, priv->fragment_source);
break;
case PROP_BOUND:
g_value_set_boolean (value, priv->bound);
break;
case PROP_ENABLED:
g_value_set_boolean (value, priv->is_enabled);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static GObject *
clutter_shader_constructor (GType type,
guint n_params,
GObjectConstructParam *params)
{
GObjectClass *parent_class;
GObject *object;
parent_class = G_OBJECT_CLASS (clutter_shader_parent_class);
object = parent_class->constructor (type, n_params, params);
/* add this instance to the global list of shaders */
clutter_shaders_list = g_list_prepend (clutter_shaders_list, object);
return object;
}
static void
clutter_shader_class_init (ClutterShaderClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->finalize = clutter_shader_finalize;
object_class->set_property = clutter_shader_set_property;
object_class->get_property = clutter_shader_get_property;
object_class->constructor = clutter_shader_constructor;
g_type_class_add_private (klass, sizeof (ClutterShaderPrivate));
/**
* ClutterShader:vertex-source:
*
* GLSL source code for the vertex shader part of the shader program, if any.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_VERTEX_SOURCE,
g_param_spec_string ("vertex-source",
"Vertex Source",
"Source of vertex shader",
NULL,
CLUTTER_PARAM_READWRITE));
/**
* ClutterShader:fragment-source:
*
* GLSL source code for the fragment shader part of the shader program.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_FRAGMENT_SOURCE,
g_param_spec_string ("fragment-source",
"Fragment Source",
"Source of fragment shader",
NULL,
CLUTTER_PARAM_READWRITE));
/**
* ClutterShader:bound:
*
* Whether the shader is bound (compiled and linked, ready for use
* in the GL context).
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_BOUND,
g_param_spec_boolean ("bound",
"Bound",
"Whether the shader is bound",
FALSE,
CLUTTER_PARAM_READABLE));
/**
* ClutterShader:enabled:
*
* Whether the shader is currently used in the GL rendering pipeline.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ENABLED,
g_param_spec_boolean ("enabled",
"Enabled",
"Whether the shader is enabled",
FALSE,
CLUTTER_PARAM_READWRITE));
}
static void
clutter_shader_init (ClutterShader *self)
{
ClutterShaderPrivate *priv;
priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
priv->bound = FALSE;
priv->vertex_source = NULL;
priv->fragment_source = NULL;
priv->program = 0;
priv->vertex_shader = 0;
priv->fragment_shader = 0;
}
/**
* clutter_shader_new:
*
* Create a new #ClutterShader instance.
*
* Return value: a new #ClutterShader.
*
* Since: 0.6
*/
ClutterShader *
clutter_shader_new (void)
{
return g_object_new (CLUTTER_TYPE_SHADER, NULL);
}
/**
* clutter_shader_set_fragment_source:
* @shader: a #ClutterShader
* @data: GLSL source code.
* @length: length of source buffer (currently ignored)
*
* Sets the GLSL source code to be used by a #ClutterShader for the fragment
* program.
*
* Since: 0.6
*/
void
clutter_shader_set_fragment_source (ClutterShader *shader,
const gchar *data,
gssize length)
{
ClutterShaderPrivate *priv;
gboolean is_glsl;
/* FIXME: do not ignore length, since we are exposing it in the API */
if (shader == NULL)
g_error ("quack!");
g_return_if_fail (CLUTTER_IS_SHADER (shader));
g_return_if_fail (data != NULL);
priv = shader->priv;
/* release shader if bound when changing the source, the shader will
* automatically be rebound on the next use.
*/
if (clutter_shader_is_bound (shader))
clutter_shader_release (shader);
is_glsl = !g_str_has_prefix (data, "!!ARBfp");
g_free (priv->fragment_source);
CLUTTER_NOTE (SHADER, "setting fragment shader (GLSL:%s, len:%"
G_GSSIZE_FORMAT ")",
is_glsl ? "yes" : "no",
length);
priv->fragment_source = g_strdup (data);
priv->fragment_is_glsl = is_glsl;
}
/**
* clutter_shader_set_vertex_source:
* @shader: a #ClutterShader
* @data: GLSL source code.
* @length: length of source buffer (currently ignored)
*
* Sets the GLSL source code to be used by a #ClutterShader for the vertex
* program.
*
* Since: 0.6
*/
void
clutter_shader_set_vertex_source (ClutterShader *shader,
const gchar *data,
gssize length)
{
ClutterShaderPrivate *priv;
gboolean is_glsl;
if (shader == NULL)
g_error ("quack!");
g_return_if_fail (CLUTTER_IS_SHADER (shader));
g_return_if_fail (data != NULL);
priv = shader->priv;
/* release shader if bound when changing the source, the shader will
* automatically be rebound on the next use.
*/
if (clutter_shader_is_bound (shader))
clutter_shader_release (shader);
is_glsl = !g_str_has_prefix (data, "!!ARBvp");
g_free (priv->vertex_source);
CLUTTER_NOTE (SHADER, "setting vertex shader (GLSL:%s, len:%"
G_GSSIZE_FORMAT ")",
is_glsl ? "yes" : "no",
length);
priv->vertex_source = g_strdup (data);
priv->vertex_is_glsl = is_glsl;
}
static gboolean
bind_glsl_shader (ClutterShader *self,
GError **error)
{
ClutterShaderPrivate *priv;
priv = self->priv;
cogl_enable (CGL_FRAGMENT_SHADER);
cogl_enable (CGL_VERTEX_SHADER);
priv->program = cogl_create_program ();
if (priv->vertex_is_glsl && priv->vertex_source)
{
priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
cogl_shader_source (priv->vertex_shader, priv->vertex_source);
cogl_shader_compile (priv->vertex_shader);
cogl_program_attach_shader (priv->program, priv->vertex_shader);
}
if (priv->fragment_is_glsl && priv->fragment_source)
{
GLint compiled = CGL_FALSE;
priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
cogl_shader_source (priv->fragment_shader, priv->fragment_source);
cogl_shader_compile (priv->fragment_shader);
cogl_shader_get_parameteriv (priv->fragment_shader,
CGL_OBJECT_COMPILE_STATUS,
&compiled);
if (compiled != CGL_TRUE)
{
gchar error_buf[512];
cogl_shader_get_info_log (priv->fragment_shader, 512, error_buf);
g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_COMPILE,
"Shader compilation failed: %s",
error_buf);
return FALSE;
}
else
cogl_program_attach_shader (priv->program, priv->fragment_shader);
}
cogl_program_link (priv->program);
return TRUE;
}
/**
* clutter_shader_bind:
* @shader: a #ClutterShader
* @error: return location for a #GError, or %NULL
*
* Compile and link GLSL sources set for vertex and fragment shaders for
* a #ClutterShader. If the compilation fails and a #GError return location is
* provided the error will contain the errors from the compiler, if any.
*
* Return value: returns TRUE if the shader was succesfully bound.
*
* Since: 0.6
*/
gboolean
clutter_shader_bind (ClutterShader *shader,
GError **error)
{
ClutterShaderPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
priv = shader->priv;
if (priv->bound)
return priv->bound;
if ((priv->vertex_source && !priv->vertex_is_glsl) ||
(priv->fragment_source && !priv->fragment_is_glsl))
{
/* XXX: Could remove this check, since we only advertise support for GLSL
* shaders anyways. */
g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_NO_ASM,
"ASM shaders not supported");
priv->bound = FALSE;
return priv->bound;
}
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_NO_GLSL,
"GLSL shaders not supported");
priv->bound = FALSE;
return priv->bound;
}
priv->bound = bind_glsl_shader (shader, error);
if (priv->bound)
g_object_notify (G_OBJECT (shader), "bound");
return priv->bound;
}
/**
* clutter_shader_release:
* @shader: a #ClutterShader
*
* Free up any GL context resources held by the shader.
*
* Since: 0.6
*/
void
clutter_shader_release (ClutterShader *shader)
{
ClutterShaderPrivate *priv;
g_return_if_fail (CLUTTER_IS_SHADER (shader));
priv = shader->priv;
if (!priv->bound)
return;
g_assert (priv->program);
if (priv->vertex_is_glsl && priv->vertex_shader)
cogl_shader_destroy (priv->vertex_shader);
if (priv->fragment_is_glsl && priv->fragment_shader)
cogl_shader_destroy (priv->fragment_shader);
if (priv->program)
cogl_program_destroy (priv->program);
priv->vertex_shader = 0;
priv->fragment_shader = 0;
priv->program = 0;
priv->bound = FALSE;
g_object_notify (G_OBJECT (shader), "bound");
}
/**
* clutter_shader_is_bound:
* @shader: a #ClutterShader
*
* Checks whether @shader is is currently compiled, linked and bound
* to the GL context.
*
* Return value: %TRUE if the shader is compiled, linked and ready for use.
*
* Since: 0.6
*/
gboolean
clutter_shader_is_bound (ClutterShader *shader)
{
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
return shader->priv->bound;
}
/**
* clutter_shader_set_is_enabled:
* @shader: a #ClutterShader
* @enabled: The new state of the shader.
*
* Enable a shader, will attempt to bind the shader if it isn't already bound.
* When FALSE is passed in the default state of the GL pipeline will be used
* instead.
*
* Since: 0.6
*/
void
clutter_shader_set_is_enabled (ClutterShader *shader,
gboolean enabled)
{
ClutterShaderPrivate *priv;
g_return_if_fail (CLUTTER_IS_SHADER (shader));
priv = shader->priv;
if (priv->is_enabled != enabled)
{
GError *error = NULL;
gboolean res;
res = clutter_shader_bind (shader, &error);
if (!res)
{
g_warning ("Unable to bind the shader: %s",
error ? error->message : "unknown error");
if (error)
g_error_free (error);
return;
}
priv->is_enabled = enabled;
if (priv->is_enabled)
cogl_program_use (priv->program);
else
cogl_program_use (0);
g_object_notify (G_OBJECT (shader), "enabled");
}
}
/**
* clutter_shader_get_is_enabled:
* @shader: a #ClutterShader
*
* Checks whether @shader is enabled.
*
* Return value: %TRUE if the shader is enabled.
*
* Since: 0.6
*/
gboolean
clutter_shader_get_is_enabled (ClutterShader *shader)
{
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
return shader->priv->is_enabled;
}
/**
* clutter_shader_set_uniform_1f:
* @shader: a #ClutterShader
* @name: name of uniform in vertex or fragment program to set.
* @value: the new value of the uniform.
*
* Sets a user configurable variable in the shader programs attached
* to a #ClutterShader.
*
* Since: 0.6
*/
void
clutter_shader_set_uniform_1f (ClutterShader *shader,
const gchar *name,
gfloat value)
{
ClutterShaderPrivate *priv;
GLint location = 0;
GLfloat foo = value;
g_return_if_fail (CLUTTER_IS_SHADER (shader));
priv = shader->priv;
location = cogl_program_get_uniform_location (priv->program, name);
cogl_program_uniform_1f (location, foo);
}
/**
* clutter_shader_release_all:
*
* Iterate through all #ClutterShaders and tell them to release GL context
* related sources.
*
* Since: 0.6
*/
void
clutter_shader_release_all (void)
{
g_list_foreach (clutter_shaders_list,
(GFunc) clutter_shader_release,
NULL);
}
/**
* clutter_shader_get_fragment_source:
* @shader: a #ClutterShader
*
* Query the current GLSL fragment source set on @shader.
*
* Return value: the source of the fragment shader for this
* ClutterShader object or %NULL. The returned string is owned by the
* shader object and should never be modified or freed
*
* Since: 0.6
*/
G_CONST_RETURN gchar *
clutter_shader_get_fragment_source (ClutterShader *shader)
{
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
return shader->priv->fragment_source;
}
/**
* clutter_shader_get_vertex_source:
* @shader: a #ClutterShader
*
* Query the current GLSL vertex source set on @shader.
*
* Return value: the source of the vertex shader for this
* ClutterShader object or %NULL. The returned string is owned by the
* shader object and should never be modified or freed
*
* Since: 0.6
*/
G_CONST_RETURN gchar *
clutter_shader_get_vertex_source (ClutterShader *shader)
{
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
return shader->priv->vertex_source;
}
GQuark
clutter_shader_error_quark (void)
{
return g_quark_from_static_string ("clutter-shader-error");
}