mutter/cogl/cogl-material-fixed.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-material-private.h"
#include "cogl-material-opengl-private.h"
#ifdef COGL_MATERIAL_BACKEND_FIXED
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-profile.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
const CoglMaterialBackend _cogl_material_fixed_backend;
static int
_cogl_material_backend_fixed_get_max_texture_units (void)
{
_COGL_GET_CONTEXT (ctx, 0);
/* This function is called quite often so we cache the value to
avoid too many GL calls */
if (ctx->max_texture_units == -1)
{
ctx->max_texture_units = 1;
GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
&ctx->max_texture_units));
}
return ctx->max_texture_units;
}
static gboolean
_cogl_material_backend_fixed_start (CoglMaterial *material,
int n_layers,
unsigned long materials_difference)
{
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 13:00:29 -04:00
_cogl_use_program (0, COGL_MATERIAL_PROGRAM_TYPE_FIXED);
return TRUE;
}
static gboolean
_cogl_material_backend_fixed_add_layer (CoglMaterial *material,
CoglMaterialLayer *layer,
unsigned long layers_difference)
{
CoglTextureUnit *unit =
_cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer));
int unit_index = unit->index;
int n_rgb_func_args;
int n_alpha_func_args;
_COGL_GET_CONTEXT (ctx, FALSE);
/* XXX: Beware that since we are changing the active texture unit we
* must make sure we don't call into other Cogl components that may
* temporarily bind texture objects to query/modify parameters since
* they will end up binding texture unit 1. See
* _cogl_bind_gl_texture_transient for more details.
*/
_cogl_set_active_texture_unit (unit_index);
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_COMBINE);
CoglMaterialLayerBigState *big_state = authority->big_state;
GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
/* Set the combiner functions... */
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_RGB,
big_state->texture_combine_rgb_func));
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_ALPHA,
big_state->texture_combine_alpha_func));
/*
* Setup the function arguments...
*/
/* For the RGB components... */
n_rgb_func_args =
_cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
big_state->texture_combine_rgb_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
big_state->texture_combine_rgb_op[0]));
if (n_rgb_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
big_state->texture_combine_rgb_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
big_state->texture_combine_rgb_op[1]));
}
if (n_rgb_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
big_state->texture_combine_rgb_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
big_state->texture_combine_rgb_op[2]));
}
/* For the Alpha component */
n_alpha_func_args =
_cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
big_state->texture_combine_alpha_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
big_state->texture_combine_alpha_op[0]));
if (n_alpha_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
big_state->texture_combine_alpha_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
big_state->texture_combine_alpha_op[1]));
}
if (n_alpha_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
big_state->texture_combine_alpha_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
big_state->texture_combine_alpha_op[2]));
}
}
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE)
{
CoglMaterialLayer *authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_COMBINE);
CoglMaterialLayerBigState *big_state = authority->big_state;
GE (glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
big_state->texture_combine_constant));
}
return TRUE;
}
static gboolean
_cogl_material_backend_fixed_end (CoglMaterial *material,
unsigned long materials_difference)
{
if (materials_difference & COGL_MATERIAL_STATE_FOG)
{
CoglMaterial *authority =
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_FOG);
CoglMaterialFogState *fog_state = &authority->big_state->fog_state;
if (fog_state->enabled)
{
GLfloat fogColor[4];
GLenum gl_mode = GL_LINEAR;
fogColor[0] = cogl_color_get_red_float (&fog_state->color);
fogColor[1] = cogl_color_get_green_float (&fog_state->color);
fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);
GE (glEnable (GL_FOG));
GE (glFogfv (GL_FOG_COLOR, fogColor));
#if HAVE_COGL_GLES
switch (fog_state->mode)
{
case COGL_FOG_MODE_LINEAR:
gl_mode = GL_LINEAR;
break;
case COGL_FOG_MODE_EXPONENTIAL:
gl_mode = GL_EXP;
break;
case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
gl_mode = GL_EXP2;
break;
}
#endif
/* TODO: support other modes for GLES2 */
/* NB: GLES doesn't have glFogi */
GE (glFogf (GL_FOG_MODE, gl_mode));
GE (glHint (GL_FOG_HINT, GL_NICEST));
GE (glFogf (GL_FOG_DENSITY, fog_state->density));
GE (glFogf (GL_FOG_START, fog_state->z_near));
GE (glFogf (GL_FOG_END, fog_state->z_far));
}
else
GE (glDisable (GL_FOG));
}
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 13:00:29 -04:00
#ifdef HAVE_COGL_GLES2
/* Let the GLES2 backend know that we're not using a user shader
anymore. This is a massive hack but it will go away once the GLSL
backend replaces the GLES2 wrapper */
_cogl_gles2_use_program (0);
#endif
return TRUE;
}
const CoglMaterialBackend _cogl_material_fixed_backend =
{
_cogl_material_backend_fixed_get_max_texture_units,
_cogl_material_backend_fixed_start,
_cogl_material_backend_fixed_add_layer,
NULL, /* passthrough */
_cogl_material_backend_fixed_end,
NULL, /* material_change_notify */
NULL, /* material_set_parent_notify */
NULL, /* layer_change_notify */
NULL /* free_priv */
};
#endif /* COGL_MATERIAL_BACKEND_FIXED */