2010-12-02 20:48:45 +00:00
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/*
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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) 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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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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2011-11-25 15:31:21 +00:00
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#include <string.h>
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2011-09-23 08:43:05 +00:00
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#include "cogl-context-private.h"
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2010-12-02 20:48:45 +00:00
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_VERTEND_GLSL
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#include "cogl-internal.h"
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2010-11-04 22:25:52 +00:00
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#include "cogl-context-private.h"
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2010-12-02 20:48:45 +00:00
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#include "cogl-handle.h"
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#include "cogl-program-private.h"
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#include "cogl-pipeline-vertend-glsl-private.h"
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2011-11-29 14:21:07 +00:00
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#include "cogl-pipeline-state-private.h"
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2010-12-02 20:48:45 +00:00
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const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
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typedef struct
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{
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unsigned int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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/* Age of the user program that was current when the shader was
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generated. We need to keep track of this because if the user
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program changes then we may need to redecide whether to generate
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a shader at all */
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unsigned int user_program_age;
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2011-10-19 11:47:22 +00:00
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/* The number of tex coord attributes that the shader was generated
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for. If this changes on GLES2 then we need to regenerate the
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shader */
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int n_tex_coord_attribs;
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2011-06-30 12:39:48 +00:00
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} CoglPipelineShaderState;
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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static CoglUserDataKey shader_state_key;
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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static CoglPipelineShaderState *
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shader_state_new (void)
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2010-12-02 20:48:45 +00:00
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{
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2011-06-30 12:39:48 +00:00
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CoglPipelineShaderState *shader_state;
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shader_state = g_slice_new0 (CoglPipelineShaderState);
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shader_state->ref_count = 1;
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return shader_state;
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}
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static CoglPipelineShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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2010-12-02 20:48:45 +00:00
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}
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static void
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2011-06-30 12:39:48 +00:00
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destroy_shader_state (void *user_data)
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2010-12-02 20:48:45 +00:00
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{
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2011-06-30 12:39:48 +00:00
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CoglPipelineShaderState *shader_state = user_data;
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2010-12-02 20:48:45 +00:00
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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2011-06-30 12:39:48 +00:00
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if (--shader_state->ref_count == 0)
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2010-12-02 20:48:45 +00:00
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{
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2011-06-30 12:39:48 +00:00
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if (shader_state->gl_shader)
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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g_slice_free (CoglPipelineShaderState, shader_state);
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2010-12-02 20:48:45 +00:00
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}
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}
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static void
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2011-06-30 12:39:48 +00:00
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set_shader_state (CoglPipeline *pipeline,
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CoglPipelineShaderState *shader_state)
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2010-12-02 20:48:45 +00:00
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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2011-06-30 12:39:48 +00:00
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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2010-12-02 20:48:45 +00:00
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}
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static void
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2011-06-30 12:39:48 +00:00
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dirty_shader_state (CoglPipeline *pipeline)
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2010-12-02 20:48:45 +00:00
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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2011-06-30 12:39:48 +00:00
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&shader_state_key,
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2010-12-02 20:48:45 +00:00
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NULL,
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2011-06-30 12:39:48 +00:00
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NULL);
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2010-12-02 20:48:45 +00:00
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}
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GLuint
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_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
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{
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2011-06-30 12:39:48 +00:00
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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if (shader_state)
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return shader_state->gl_shader;
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2010-12-02 20:48:45 +00:00
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else
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return 0;
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}
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2011-11-17 16:52:21 +00:00
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static CoglPipelineSnippetList *
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get_vertex_snippets (CoglPipeline *pipeline)
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{
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pipeline =
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_cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
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return &pipeline->big_state->vertex_snippets;
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}
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2011-11-28 19:58:15 +00:00
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static CoglPipelineSnippetList *
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get_layer_vertex_snippets (CoglPipelineLayer *layer)
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{
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unsigned long state = COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS;
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layer = _cogl_pipeline_layer_get_authority (layer, state);
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return &layer->big_state->vertex_snippets;
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}
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2010-12-02 20:48:45 +00:00
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static gboolean
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_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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2011-10-19 11:47:22 +00:00
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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2010-12-02 20:48:45 +00:00
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{
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2011-06-30 12:39:48 +00:00
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CoglPipelineShaderState *shader_state;
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2011-06-30 17:34:05 +00:00
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CoglPipeline *template_pipeline = NULL;
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2010-12-02 20:48:45 +00:00
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CoglProgram *user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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2011-10-12 21:31:12 +00:00
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if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
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2010-12-02 20:48:45 +00:00
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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/* If the user program has a vertex shader that isn't GLSL then the
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appropriate vertend for that language should handle it */
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if (user_program &&
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_cogl_program_has_vertex_shader (user_program) &&
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE;
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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2011-06-30 12:39:48 +00:00
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shader_state = get_shader_state (pipeline);
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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if (shader_state == NULL)
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2010-12-02 20:48:45 +00:00
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{
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CoglPipeline *authority;
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/* Get the authority for anything affecting vertex shader
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state */
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
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~COGL_PIPELINE_STATE_LAYERS,
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2011-01-11 16:02:06 +00:00
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COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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shader_state = get_shader_state (authority);
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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if (shader_state == NULL)
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2010-12-02 20:48:45 +00:00
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{
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2011-06-30 17:34:05 +00:00
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/* Check if there is already a similar cached pipeline whose
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shader state we can share */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED
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(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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template_pipeline =
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_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (template_pipeline);
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}
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if (shader_state)
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shader_state->ref_count++;
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else
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shader_state = shader_state_new ();
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2011-06-30 12:39:48 +00:00
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set_shader_state (authority, shader_state);
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2011-06-30 17:34:05 +00:00
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if (template_pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (template_pipeline, shader_state);
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}
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2010-12-02 20:48:45 +00:00
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}
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if (authority != pipeline)
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{
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2011-06-30 12:39:48 +00:00
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shader_state->ref_count++;
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set_shader_state (pipeline, shader_state);
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2010-12-02 20:48:45 +00:00
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}
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}
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2011-06-30 12:39:48 +00:00
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if (shader_state->gl_shader)
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2010-12-02 20:48:45 +00:00
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{
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/* If we already have a valid GLSL shader then we don't need to
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generate a new one. However if there's a user program and it
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2011-10-19 11:47:22 +00:00
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has changed since the last link then we do need a new
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shader. If the number of tex coord attribs changes on GLES2
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then we need to regenerate the shader with a different boiler
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plate */
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if ((user_program == NULL ||
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shader_state->user_program_age == user_program->age)
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&& (ctx->driver != COGL_DRIVER_GLES2 ||
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shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
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2010-12-02 20:48:45 +00:00
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return TRUE;
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/* We need to recreate the shader so destroy the existing one */
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2011-06-30 12:39:48 +00:00
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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shader_state->gl_shader = 0;
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2010-12-02 20:48:45 +00:00
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}
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2011-06-30 12:39:48 +00:00
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/* If we make it here then we have a shader_state struct without a gl_shader
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2010-12-02 20:48:45 +00:00
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either because this is the first time we've encountered it or
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because the user program has changed */
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if (user_program)
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2011-06-30 12:39:48 +00:00
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shader_state->user_program_age = user_program->age;
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2010-12-02 20:48:45 +00:00
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2011-10-19 11:47:22 +00:00
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shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
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2010-12-02 20:48:45 +00:00
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/* If the user program contains a vertex shader then we don't need
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to generate one */
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if (user_program &&
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_cogl_program_has_vertex_shader (user_program))
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return TRUE;
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/* We reuse two grow-only GStrings for code-gen. One string
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contains the uniform and attribute declarations while the
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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2011-06-30 12:39:48 +00:00
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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2010-12-02 20:48:45 +00:00
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2011-06-30 12:39:48 +00:00
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g_string_append (shader_state->source,
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2010-12-02 20:48:45 +00:00
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"void\n"
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2011-11-25 13:41:13 +00:00
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"cogl_generated_source ()\n"
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2010-12-02 20:48:45 +00:00
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"{\n");
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2011-07-07 19:44:56 +00:00
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if (ctx->driver == COGL_DRIVER_GLES2)
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/* There is no builtin uniform for the pointsize on GLES2 so we need
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to copy it from the custom uniform in the vertex shader */
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2011-06-30 12:39:48 +00:00
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g_string_append (shader_state->source,
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2011-07-07 19:44:56 +00:00
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" cogl_point_size_out = cogl_point_size_in;\n");
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2010-12-05 18:02:05 +00:00
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2010-12-02 20:48:45 +00:00
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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2011-06-30 12:39:48 +00:00
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CoglPipelineShaderState *shader_state;
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2011-11-28 19:58:15 +00:00
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CoglPipelineSnippetData snippet_data;
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2010-12-02 20:48:45 +00:00
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int unit_index;
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2011-07-07 19:44:56 +00:00
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_COGL_GET_CONTEXT (ctx, FALSE);
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2011-06-30 12:39:48 +00:00
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shader_state = get_shader_state (pipeline);
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2010-12-02 20:48:45 +00:00
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unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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2011-07-07 19:44:56 +00:00
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if (ctx->driver != COGL_DRIVER_GLES2)
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2010-12-02 20:48:45 +00:00
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{
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2011-07-07 19:44:56 +00:00
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/* We are using the fixed function uniforms for the user matrices
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and the only way to set them is with the fixed function API so we
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still need to flush them here */
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|
if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
|
|
|
|
{
|
|
|
|
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
|
|
|
|
CoglPipelineLayer *authority =
|
|
|
|
_cogl_pipeline_layer_get_authority (layer, state);
|
|
|
|
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-07-07 19:44:56 +00:00
|
|
|
_cogl_matrix_stack_set (unit->matrix_stack,
|
|
|
|
&authority->big_state->matrix);
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-07-07 19:44:56 +00:00
|
|
|
_cogl_set_active_texture_unit (unit_index);
|
2011-02-09 15:24:43 +00:00
|
|
|
|
2011-11-29 14:21:07 +00:00
|
|
|
_cogl_matrix_stack_flush_to_gl_builtins (ctx,
|
|
|
|
unit->matrix_stack,
|
|
|
|
COGL_MATRIX_TEXTURE,
|
|
|
|
FALSE /* do flip */);
|
2011-07-07 19:44:56 +00:00
|
|
|
}
|
2010-12-02 20:48:45 +00:00
|
|
|
}
|
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
if (shader_state->source == NULL)
|
2010-12-02 20:48:45 +00:00
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
/* Transform the texture coordinates by the layer's user matrix.
|
|
|
|
*
|
|
|
|
* FIXME: this should avoid doing the transform if there is no user
|
|
|
|
* matrix set. This might need a separate layer state flag for
|
|
|
|
* whether there is a user matrix
|
|
|
|
*
|
|
|
|
* FIXME: we could be more clever here and try to detect if the
|
|
|
|
* fragment program is going to use the texture coordinates and
|
|
|
|
* avoid setting them if not
|
|
|
|
*/
|
|
|
|
|
2011-11-28 19:58:15 +00:00
|
|
|
g_string_append_printf (shader_state->header,
|
|
|
|
"vec4\n"
|
|
|
|
"cogl_real_transform_layer%i (mat4 matrix, "
|
|
|
|
"vec4 tex_coord)\n"
|
|
|
|
"{\n"
|
|
|
|
" return matrix * tex_coord;\n"
|
|
|
|
"}\n",
|
|
|
|
unit_index);
|
|
|
|
|
|
|
|
/* Wrap the layer code in any snippets that have been hooked */
|
|
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
|
|
snippet_data.snippets = get_layer_vertex_snippets (layer);
|
|
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM;
|
|
|
|
snippet_data.chain_function = g_strdup_printf ("cogl_real_transform_layer%i",
|
|
|
|
unit_index);
|
|
|
|
snippet_data.final_name = g_strdup_printf ("cogl_transform_layer%i",
|
|
|
|
unit_index);
|
|
|
|
snippet_data.function_prefix = g_strdup_printf ("cogl_transform_layer%i",
|
|
|
|
unit_index);
|
|
|
|
snippet_data.return_type = "vec4";
|
|
|
|
snippet_data.return_variable = "cogl_tex_coord";
|
|
|
|
snippet_data.return_variable_is_argument = TRUE;
|
|
|
|
snippet_data.arguments = "cogl_matrix, cogl_tex_coord";
|
|
|
|
snippet_data.argument_declarations = "mat4 cogl_matrix, vec4 cogl_tex_coord";
|
|
|
|
snippet_data.source_buf = shader_state->header;
|
|
|
|
|
|
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
|
|
|
|
g_free ((char *) snippet_data.chain_function);
|
|
|
|
g_free ((char *) snippet_data.final_name);
|
|
|
|
g_free ((char *) snippet_data.function_prefix);
|
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
g_string_append_printf (shader_state->source,
|
2010-12-02 20:48:45 +00:00
|
|
|
" cogl_tex_coord_out[%i] = "
|
2011-11-28 19:58:15 +00:00
|
|
|
"cogl_transform_layer%i (cogl_texture_matrix[%i],\n"
|
|
|
|
" "
|
|
|
|
" cogl_tex_coord%i_in);\n",
|
|
|
|
unit_index,
|
|
|
|
unit_index,
|
|
|
|
unit_index,
|
|
|
|
unit_index);
|
2010-12-02 20:48:45 +00:00
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
|
|
|
|
unsigned long pipelines_difference)
|
|
|
|
{
|
2011-06-30 12:39:48 +00:00
|
|
|
CoglPipelineShaderState *shader_state;
|
2010-12-02 20:48:45 +00:00
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
shader_state = get_shader_state (pipeline);
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
if (shader_state->source)
|
2010-12-02 20:48:45 +00:00
|
|
|
{
|
|
|
|
const char *source_strings[2];
|
|
|
|
GLint lengths[2];
|
|
|
|
GLint compile_status;
|
|
|
|
GLuint shader;
|
2011-11-25 15:31:21 +00:00
|
|
|
CoglPipelineSnippetData snippet_data;
|
2011-11-29 14:21:07 +00:00
|
|
|
CoglPipelineSnippetList *vertex_snippets;
|
2010-12-02 20:48:45 +00:00
|
|
|
|
|
|
|
COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
|
|
|
|
"glsl vertex compile counter",
|
|
|
|
"Increments each time a new GLSL "
|
|
|
|
"vertex shader is compiled",
|
|
|
|
0 /* no application private data */);
|
|
|
|
COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
|
|
|
|
|
2011-11-28 22:06:53 +00:00
|
|
|
g_string_append (shader_state->header,
|
|
|
|
"void\n"
|
|
|
|
"cogl_real_vertex_transform ()\n"
|
|
|
|
"{\n"
|
2010-12-02 20:48:45 +00:00
|
|
|
" cogl_position_out = "
|
|
|
|
"cogl_modelview_projection_matrix * "
|
|
|
|
"cogl_position_in;\n"
|
2011-11-28 22:06:53 +00:00
|
|
|
"}\n");
|
|
|
|
|
|
|
|
g_string_append (shader_state->source,
|
|
|
|
" cogl_vertex_transform ();\n"
|
2010-12-02 20:48:45 +00:00
|
|
|
" cogl_color_out = cogl_color_in;\n"
|
2011-11-25 13:41:13 +00:00
|
|
|
"}\n");
|
2011-11-17 16:52:21 +00:00
|
|
|
|
2011-11-29 14:21:07 +00:00
|
|
|
vertex_snippets = get_vertex_snippets (pipeline);
|
|
|
|
|
2011-11-28 22:06:53 +00:00
|
|
|
/* Add hooks for the vertex transform part */
|
|
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
2011-11-29 14:21:07 +00:00
|
|
|
snippet_data.snippets = vertex_snippets;
|
2011-11-28 22:06:53 +00:00
|
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX_TRANSFORM;
|
|
|
|
snippet_data.chain_function = "cogl_real_vertex_transform";
|
|
|
|
snippet_data.final_name = "cogl_vertex_transform";
|
|
|
|
snippet_data.function_prefix = "cogl_vertex_transform";
|
|
|
|
snippet_data.source_buf = shader_state->header;
|
|
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
|
2011-11-25 15:31:21 +00:00
|
|
|
/* Add all of the hooks for vertex processing */
|
|
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
2011-11-29 14:21:07 +00:00
|
|
|
snippet_data.snippets = vertex_snippets;
|
2011-11-25 20:54:14 +00:00
|
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX;
|
2011-11-25 15:31:21 +00:00
|
|
|
snippet_data.chain_function = "cogl_generated_source";
|
2011-11-29 14:21:07 +00:00
|
|
|
snippet_data.final_name = "cogl_vertex_hook";
|
2011-11-25 15:31:21 +00:00
|
|
|
snippet_data.function_prefix = "cogl_vertex_hook";
|
|
|
|
snippet_data.source_buf = shader_state->source;
|
|
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-11-29 14:21:07 +00:00
|
|
|
g_string_append (shader_state->source,
|
|
|
|
"void\n"
|
|
|
|
"main ()\n"
|
|
|
|
"{\n"
|
|
|
|
" cogl_vertex_hook ();\n");
|
|
|
|
|
|
|
|
/* If there are any snippets then we can't rely on the
|
|
|
|
projection matrix to flip the rendering for offscreen buffers
|
|
|
|
so we'll need to flip it using an extra statement and a
|
|
|
|
uniform */
|
|
|
|
if (_cogl_pipeline_has_vertex_snippets (pipeline))
|
|
|
|
{
|
|
|
|
g_string_append (shader_state->header,
|
|
|
|
"uniform vec4 _cogl_flip_vector;\n");
|
|
|
|
g_string_append (shader_state->source,
|
|
|
|
" cogl_position_out *= _cogl_flip_vector;\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
g_string_append (shader_state->source,
|
|
|
|
"}\n");
|
|
|
|
|
2011-07-06 20:51:00 +00:00
|
|
|
GE_RET( shader, ctx, glCreateShader (GL_VERTEX_SHADER) );
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
lengths[0] = shader_state->header->len;
|
|
|
|
source_strings[0] = shader_state->header->str;
|
|
|
|
lengths[1] = shader_state->source->len;
|
|
|
|
source_strings[1] = shader_state->source->str;
|
2010-12-02 20:48:45 +00:00
|
|
|
|
|
|
|
_cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER,
|
2011-10-19 11:47:22 +00:00
|
|
|
shader_state
|
|
|
|
->n_tex_coord_attribs,
|
2010-12-02 20:48:45 +00:00
|
|
|
2, /* count */
|
|
|
|
source_strings, lengths);
|
|
|
|
|
2011-07-06 20:51:00 +00:00
|
|
|
GE( ctx, glCompileShader (shader) );
|
|
|
|
GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
2010-12-02 20:48:45 +00:00
|
|
|
|
|
|
|
if (!compile_status)
|
|
|
|
{
|
|
|
|
GLint len = 0;
|
|
|
|
char *shader_log;
|
|
|
|
|
2011-07-06 20:51:00 +00:00
|
|
|
GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
2010-12-02 20:48:45 +00:00
|
|
|
shader_log = g_alloca (len);
|
2011-07-06 20:51:00 +00:00
|
|
|
GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
|
2010-12-02 20:48:45 +00:00
|
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
|
|
}
|
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
shader_state->header = NULL;
|
|
|
|
shader_state->source = NULL;
|
|
|
|
shader_state->gl_shader = shader;
|
2010-12-02 20:48:45 +00:00
|
|
|
}
|
|
|
|
|
2012-02-28 14:10:43 +00:00
|
|
|
if (ctx->driver == COGL_DRIVER_GL &&
|
|
|
|
(pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE))
|
|
|
|
{
|
|
|
|
CoglPipeline *authority =
|
|
|
|
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
|
|
|
|
|
2012-03-07 11:32:13 +00:00
|
|
|
GE( ctx, glPointSize (authority->big_state->point_size) );
|
2012-02-28 14:10:43 +00:00
|
|
|
}
|
|
|
|
|
2010-12-02 20:48:45 +00:00
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
|
|
CoglPipelineState change,
|
|
|
|
const CoglColor *new_color)
|
|
|
|
{
|
|
|
|
if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
|
2011-06-30 12:39:48 +00:00
|
|
|
dirty_shader_state (pipeline);
|
2010-12-02 20:48:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* NB: layers are considered immutable once they have any dependants
|
|
|
|
* so although multiple pipelines can end up depending on a single
|
|
|
|
* static layer, we can guarantee that if a layer is being *changed*
|
|
|
|
* then it can only have one pipeline depending on it.
|
|
|
|
*
|
|
|
|
* XXX: Don't forget this is *pre* change, we can't read the new value
|
|
|
|
* yet!
|
|
|
|
*/
|
|
|
|
static void
|
|
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify (
|
|
|
|
CoglPipeline *owner,
|
|
|
|
CoglPipelineLayer *layer,
|
|
|
|
CoglPipelineLayerState change)
|
|
|
|
{
|
2011-06-30 12:39:48 +00:00
|
|
|
CoglPipelineShaderState *shader_state;
|
2010-12-02 20:48:45 +00:00
|
|
|
|
2011-06-30 12:39:48 +00:00
|
|
|
shader_state = get_shader_state (owner);
|
|
|
|
if (!shader_state)
|
2010-12-02 20:48:45 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
|
|
|
|
{
|
2011-06-30 12:39:48 +00:00
|
|
|
dirty_shader_state (owner);
|
2010-12-02 20:48:45 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO: we could be saving snippets of texture combine code along
|
|
|
|
* with each layer and then when a layer changes we would just free
|
|
|
|
* the snippet. */
|
|
|
|
}
|
|
|
|
|
|
|
|
const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
|
|
|
|
{
|
|
|
|
_cogl_pipeline_vertend_glsl_start,
|
|
|
|
_cogl_pipeline_vertend_glsl_add_layer,
|
|
|
|
_cogl_pipeline_vertend_glsl_end,
|
|
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify,
|
|
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif /* COGL_PIPELINE_VERTEND_GLSL */
|