mutter/cogl/driver/gles/cogl-gles2-wrapper.h

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GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/*
* Cogl
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* An object oriented GL/GLES Abstraction/Utility Layer
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* Copyright (C) 2008,2009 Intel Corporation.
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*/
#ifndef __COGL_GLES2_WRAPPER_H__
#define __COGL_GLES2_WRAPPER_H__
#include "cogl.h" /* needed for gl header include */
#include "cogl-internal.h"
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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G_BEGIN_DECLS
#ifdef HAVE_COGL_GLES2
typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
typedef struct _CoglGles2WrapperTextureUnit
CoglGles2WrapperTextureUnit;
typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes;
typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
typedef struct _CoglGles2WrapperTextureUnitSettings
CoglGles2WrapperTextureUnitSettings;
typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram;
typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/* Must be a power of two */
#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
#define COGL_GLES2_PROJECTION_STACK_SIZE 2
#define COGL_GLES2_TEXTURE_STACK_SIZE 2
/* Accessors for the texture unit bit mask */
#define COGL_GLES2_TEXTURE_UNIT_IS_ENABLED(mask, unit) \
(((mask) & (1 << ((unit) * 2))) ? TRUE : FALSE)
#define COGL_GLES2_SET_BIT(mask, bit, val) \
((val) ? ((mask) |= (1 << (bit))) : ((mask) &= ~(1 << (bit))))
#define COGL_GLES2_TEXTURE_UNIT_SET_ENABLED(mask, unit, val) \
COGL_GLES2_SET_BIT ((mask), (unit) * 2, (val))
#define COGL_GLES2_MAX_TEXTURE_UNITS (sizeof (guint32) * 8 / 2)
/* Dirty flags for shader uniforms */
enum
{
COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0,
COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1,
COGL_GLES2_DIRTY_TEXTURE_MATRICES = 1 << 2,
COGL_GLES2_DIRTY_POINT_SIZE = 1 << 3,
COGL_GLES2_DIRTY_ALL = (1 << 4) - 1
};
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/* Dirty flags for shader vertex attribute pointers */
enum
{
COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB = 1 << 0
};
/* Dirty flags for shader vertex attributes enabled status */
enum
{
COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES = 1 << 0
};
struct _CoglGles2WrapperAttributes
{
GLint multi_texture_coords[COGL_GLES2_MAX_TEXTURE_UNITS];
};
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struct _CoglGles2WrapperUniforms
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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{
GLint mvp_matrix_uniform;
GLint modelview_matrix_uniform;
GLint texture_matrix_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
GLint point_size_uniform;
};
/* NB: We get a copy of this for each fragment/vertex
* program varient we generate so we try to keep it
* fairly lean */
struct _CoglGles2WrapperSettings
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{
guint32 texture_units;
/* The current in-use user program */
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
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GLuint user_program;
};
struct _CoglGles2WrapperTextureUnit
{
CoglMatrix texture_matrix;
GLenum texture_coords_type;
GLint texture_coords_size;
GLsizei texture_coords_stride;
const void *texture_coords_pointer;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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unsigned int texture_coords_enabled:1;
unsigned int dirty_matrix:1; /*!< shader uniform needs updating */
};
struct _CoglGles2Wrapper
{
GLuint matrix_mode;
CoglMatrix modelview_matrix;
CoglMatrix projection_matrix;
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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unsigned int active_texture_unit;
unsigned int active_client_texture_unit;
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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CoglGles2WrapperTextureUnit texture_units[COGL_GLES2_MAX_TEXTURE_UNITS];
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/* The combined modelview and projection matrix is only updated at
the last minute in glDrawArrays to avoid recalculating it for
every change to the modelview matrix */
GLboolean mvp_uptodate;
/* The currently bound program */
CoglGles2WrapperProgram *current_program;
/* The current settings. Effectively these represent anything that
* will require a modified fixed function shader */
CoglGles2WrapperSettings settings;
/* Whether the settings have changed since the last draw */
gboolean settings_dirty;
/* Uniforms that have changed since the last draw */
int dirty_uniforms;
/* Attribute pointers that have changed since the last draw */
int dirty_attribute_pointers;
/* Vertex attribute pointer enables that have changed since the last draw */
int dirty_vertex_attrib_enables;
/* List of all compiled program combinations */
GSList *compiled_programs;
/* List of all compiled vertex shaders */
GSList *compiled_vertex_shaders;
/* Values for the uniforms */
GLfloat point_size;
};
struct _CoglGles2WrapperProgram
{
GLuint program;
/* The settings that were used to generate this combination */
CoglGles2WrapperSettings settings;
/* The attributes for this program that are not bound up-front
* with constant indices */
CoglGles2WrapperAttributes attributes;
/* The uniforms for this program */
CoglGles2WrapperUniforms uniforms;
};
struct _CoglGles2WrapperShader
{
GLuint shader;
/* The settings that were used to generate this shader */
CoglGles2WrapperSettings settings;
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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};
/* These defines are missing from GL ES 2 but we can still use them
with the wrapper functions */
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#ifndef GL_MODELVIEW
#define GL_MATRIX_MODE 0x0BA0
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#ifdef COGL_ENABLE_DEBUG
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#endif
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#define GL_VERTEX_ARRAY 0x8074
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_COLOR_ARRAY 0x8076
#define GL_NORMAL_ARRAY 0x8075
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#define GL_LIGHTING 0x0B50
#define GL_ALPHA_TEST 0x0BC0
#define GL_FOG 0x0B60
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_MODE 0x0B65
#define GL_FOG_HINT 0x0C54
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#define GL_GENERATE_MIPMAP 0x8191
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#define GL_MODULATE 0x2100
#define GL_EXP 0x8000
#define GL_EXP2 0x8001
#define GL_MODULATE 0x2100
#define GL_ADD 0x0104
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_SUBTRACT 0x84e7
#define GL_DOT3_RGB 0x86ae
#define GL_DOT3_RGBA 0x86af
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_SRC0_RGB 0x8580
#define GL_OPERAND0_RGB 0x8590
#define GL_SRC1_RGB 0x8581
#define GL_OPERAND1_RGB 0x8591
#define GL_SRC2_RGB 0x8582
#define GL_OPERAND2_RGB 0x8592
#define GL_SRC0_ALPHA 0x8588
#define GL_OPERAND0_ALPHA 0x8598
#define GL_SRC1_ALPHA 0x8589
#define GL_OPERAND1_ALPHA 0x8599
#define GL_SRC2_ALPHA 0x858a
#define GL_OPERAND2_ALPHA 0x859a
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_MAX_TEXTURE_UNITS 0x84e2
#define GL_POINT_SPRITE 0x8861
#define GL_COORD_REPLACE 0x8862
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#endif /* GL_MODELVIEW */
void _cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
void _cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
void _cogl_wrap_glPushMatrix ();
void _cogl_wrap_glPopMatrix ();
void _cogl_wrap_glMatrixMode (GLenum mode);
void _cogl_wrap_glLoadIdentity ();
void _cogl_wrap_glMultMatrixf (const GLfloat *m);
void _cogl_wrap_glLoadMatrixf (const GLfloat *m);
void _cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat z_near, GLfloat z_far);
void _cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
void _cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
void _cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void _cogl_wrap_glOrthof (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void _cogl_wrap_glEnable (GLenum cap);
void _cogl_wrap_glDisable (GLenum cap);
void _cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void _cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void _cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void _cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
const GLvoid *pointer);
void _cogl_wrap_glClientActiveTexture (GLenum texture);
void _cogl_wrap_glActiveTexture (GLenum texture);
void _cogl_wrap_glEnableClientState (GLenum array);
void _cogl_wrap_glDisableClientState (GLenum array);
void _cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void _cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a);
void _cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
void _cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
void _cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
void _cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
void _cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices);
void _cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param);
void _cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
void _cogl_wrap_glPointSize (GLfloat point_size);
/* This function is only available on GLES 2 */
#define _cogl_wrap_glGenerateMipmap glGenerateMipmap
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
GLuint _cogl_gles2_use_program (GLuint gl_program);
void _cogl_gles2_clear_cache_for_program (GLuint gl_program);
/* Remap the missing GL functions to use the wrappers */
#ifndef COGL_GLES2_WRAPPER_NO_REMAP
#define glDrawArrays _cogl_wrap_glDrawArrays
#define glDrawElements _cogl_wrap_glDrawElements
#define glPushMatrix _cogl_wrap_glPushMatrix
#define glPopMatrix _cogl_wrap_glPopMatrix
#define glMatrixMode _cogl_wrap_glMatrixMode
#define glLoadIdentity _cogl_wrap_glLoadIdentity
#define glMultMatrixf _cogl_wrap_glMultMatrixf
#define glLoadMatrixf _cogl_wrap_glLoadMatrixf
#define glFrustumf _cogl_wrap_glFrustumf
#define glScalef _cogl_wrap_glScalef
#define glTranslatef _cogl_wrap_glTranslatef
#define glRotatef _cogl_wrap_glRotatef
#define glOrthof _cogl_wrap_glOrthof
#define glEnable _cogl_wrap_glEnable
#define glDisable _cogl_wrap_glDisable
#define glTexCoordPointer _cogl_wrap_glTexCoordPointer
#define glVertexPointer _cogl_wrap_glVertexPointer
#define glColorPointer _cogl_wrap_glColorPointer
#define glNormalPointer _cogl_wrap_glNormalPointer
#define glTexEnvi _cogl_wrap_glTexEnvi
#define glTexEnvfv _cogl_wrap_glTexEnvfv
#define glActiveTexture _cogl_wrap_glActiveTexture
#define glClientActiveTexture _cogl_wrap_glClientActiveTexture
#define glEnableClientState _cogl_wrap_glEnableClientState
#define glDisableClientState _cogl_wrap_glDisableClientState
#define glColor4f _cogl_wrap_glColor4f
#define glColor4ub _cogl_wrap_glColor4ub
#define glClipPlanef _cogl_wrap_glClipPlanef
#define glGetIntegerv _cogl_wrap_glGetIntegerv
#define glGetFloatv _cogl_wrap_glGetFloatv
#define glTexParameteri _cogl_wrap_glTexParameteri
#define glMaterialfv _cogl_wrap_glMaterialfv
#define glPointSize _cogl_wrap_glPointSize
#endif /* COGL_GLES2_WRAPPER_NO_REMAP */
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
2008-05-27 17:42:50 +00:00
#else /* HAVE_COGL_GLES2 */
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
2008-05-27 17:42:50 +00:00
/* COGL uses the automatic mipmap generation for GLES 1 so
glGenerateMipmap doesn't need to do anything */
#define _cogl_wrap_glGenerateMipmap(x) ((void) 0)
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
2008-05-27 17:42:50 +00:00
#endif /* HAVE_COGL_GLES2 */
G_END_DECLS
#endif /* __COGL_GLES2_WRAPPER_H__ */