mutter/cogl/cogl-material-arbfp.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-debug.h"
#include "cogl-material-private.h"
#ifdef COGL_MATERIAL_BACKEND_ARBFP
#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-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#ifdef HAVE_COGL_GL
#include "cogl-program-gl.h"
#endif
#ifdef HAVE_COGL_GLES2
#include "cogl-program-gles.h"
#endif
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
#ifdef HAVE_COGL_GL
#define glProgramString ctx->drv.pf_glProgramString
#define glBindProgram ctx->drv.pf_glBindProgram
#define glDeletePrograms ctx->drv.pf_glDeletePrograms
#define glGenPrograms ctx->drv.pf_glGenPrograms
#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
#define glUseProgram ctx->drv.pf_glUseProgram
#endif
Add a Cogl texture 3D backend This adds a publicly exposed experimental API for a 3D texture backend. There is a feature flag which can be checked for whether 3D textures are supported. Although we require OpenGL 1.2 which has 3D textures in core, GLES only provides them through an extension so the feature can be used to detect that. The textures can be created with one of two new API functions :- cogl_texture_3d_new_with_size and cogl_texture_3d_new_from_data There is also internally a new_from_bitmap function. new_from_data is implemented in terms of this function. The two constructors are effectively the only way to upload data to a 3D texture. It does not work to call glTexImage2D with the GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does nothing. It would be possible to make cogl_texture_get_data do something sensible like returning all of the images as a single long image but this is not currently implemented and instead the virtual just always fails. We may want to add API specific to the 3D texture backend to get and set a sub region of the texture. All of those three functions can throw a GError. This will happen if the GPU does not support 3D textures or it does not support NPOTs and an NPOT size is requested. It will also fail if the FBO extension is not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not given. This could be avoided by copying the code for the GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of keeping the code simple this is not yet done. This adds a couple of functions to cogl-texture-driver for uploading 3D data and querying the 3D proxy texture. prep_gl_for_pixels_upload_full now also takes sets the GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding between the images. Whenever 3D texture is uploading, both the height of the images and the height of all of the data is specified (either explicitly or implicilty from the CoglBitmap) so that the image height can be deduced by dividing by the depth.
2010-07-01 21:04:59 +00:00
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int sampled:1;
} UnitState;
typedef struct _ArbfpProgramState
{
int ref_count;
CoglHandle user_program;
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
/* We need to track the last material that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
CoglMaterial *last_used_for_material;
} ArbfpProgramState;
typedef struct _CoglMaterialBackendARBfpPrivate
{
ArbfpProgramState *arbfp_program_state;
} CoglMaterialBackendARBfpPrivate;
const CoglMaterialBackend _cogl_material_arbfp_backend;
static ArbfpProgramState *
arbfp_program_state_new (int n_layers)
{
ArbfpProgramState *state = g_slice_new0 (ArbfpProgramState);
state->ref_count = 1;
state->unit_state = g_new0 (UnitState, n_layers);
return state;
}
static ArbfpProgramState *
arbfp_program_state_ref (ArbfpProgramState *state)
{
state->ref_count++;
return state;
}
void
arbfp_program_state_unref (ArbfpProgramState *state)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (state->ref_count > 0);
state->ref_count--;
if (state->ref_count == 0)
{
if (state->gl_program)
{
GE (glDeletePrograms (1, &state->gl_program));
state->gl_program = 0;
}
g_free (state->unit_state);
g_slice_free (ArbfpProgramState, state);
}
}
static int
_cogl_material_backend_arbfp_get_max_texture_units (void)
{
return _cogl_get_max_texture_image_units ();
}
typedef struct
{
int i;
CoglMaterialLayer **layers;
} AddLayersToArrayState;
static gboolean
add_layer_to_array_cb (CoglMaterialLayer *layer,
void *user_data)
{
AddLayersToArrayState *state = user_data;
state->layers[state->i++] = layer;
return TRUE;
}
static gboolean
layers_arbfp_would_differ (CoglMaterialLayer **material0_layers,
CoglMaterialLayer **material1_layers,
int n_layers)
{
int i;
/* The layer state that affects arbfp codegen... */
unsigned long arbfp_codegen_modifiers =
COGL_MATERIAL_LAYER_STATE_COMBINE |
COGL_MATERIAL_LAYER_STATE_UNIT;
for (i = 0; i < n_layers; i++)
{
CoglMaterialLayer *layer0 = material0_layers[i];
CoglMaterialLayer *layer1 = material1_layers[i];
unsigned long layer_differences;
if (layer0 == layer1)
continue;
layer_differences =
_cogl_material_layer_compare_differences (layer0, layer1);
if (layer_differences & arbfp_codegen_modifiers)
{
/* When it comes to texture differences the only thing that
* affects the arbfp is the target enum... */
if (layer_differences == COGL_MATERIAL_LAYER_STATE_TEXTURE)
{
CoglHandle tex0 = _cogl_material_layer_get_texture (layer0);
CoglHandle tex1 = _cogl_material_layer_get_texture (layer1);
GLenum gl_target0;
GLenum gl_target1;
cogl_texture_get_gl_texture (tex0, NULL, &gl_target0);
cogl_texture_get_gl_texture (tex1, NULL, &gl_target1);
if (gl_target0 == gl_target1)
continue;
}
return TRUE;
}
}
return FALSE;
}
/* This tries to find the oldest ancestor whos state would generate
* the same arbfp program as the current material. This is a simple
* mechanism for reducing the number of arbfp programs we have to
* generate.
*/
static CoglMaterial *
find_arbfp_authority (CoglMaterial *material, CoglHandle user_program)
{
CoglMaterial *authority0;
CoglMaterial *authority1;
int n_layers;
CoglMaterialLayer **authority0_layers;
CoglMaterialLayer **authority1_layers;
/* XXX: we'll need to update this when we add fog support to the
* arbfp codegen */
if (user_program != COGL_INVALID_HANDLE)
return material;
/* Find the first material that modifies state that affects the
* arbfp codegen... */
authority0 = _cogl_material_get_authority (material,
COGL_MATERIAL_STATE_LAYERS);
/* Find the next ancestor after that, that also modifies state
* affecting arbfp codegen... */
if (_cogl_material_get_parent (authority0))
{
authority1 =
_cogl_material_get_authority (_cogl_material_get_parent (authority0),
COGL_MATERIAL_STATE_LAYERS);
}
else
return authority0;
n_layers = authority0->n_layers;
for (;;)
{
AddLayersToArrayState state;
if (authority0->n_layers != authority1->n_layers)
return authority0;
authority0_layers =
g_alloca (sizeof (CoglMaterialLayer *) * n_layers);
state.i = 0;
state.layers = authority0_layers;
_cogl_material_foreach_layer_internal (authority0,
add_layer_to_array_cb,
&state);
authority1_layers =
g_alloca (sizeof (CoglMaterialLayer *) * n_layers);
state.i = 0;
state.layers = authority1_layers;
_cogl_material_foreach_layer_internal (authority1,
add_layer_to_array_cb,
&state);
if (layers_arbfp_would_differ (authority0_layers, authority1_layers,
n_layers))
return authority0;
/* Find the next ancestor after that, that also modifies state
* affecting arbfp codegen... */
if (!_cogl_material_get_parent (authority1))
break;
authority0 = authority1;
authority1 =
_cogl_material_get_authority (_cogl_material_get_parent (authority1),
COGL_MATERIAL_STATE_LAYERS);
if (authority1 == authority0)
break;
}
return authority1;
}
static CoglMaterialBackendARBfpPrivate *
get_arbfp_priv (CoglMaterial *material)
{
if (!(material->backend_priv_set_mask & COGL_MATERIAL_BACKEND_ARBFP_MASK))
return NULL;
return material->backend_privs[COGL_MATERIAL_BACKEND_ARBFP];
}
static void
set_arbfp_priv (CoglMaterial *material, CoglMaterialBackendARBfpPrivate *priv)
{
if (priv)
{
material->backend_privs[COGL_MATERIAL_BACKEND_ARBFP] = priv;
material->backend_priv_set_mask |= COGL_MATERIAL_BACKEND_ARBFP_MASK;
}
else
material->backend_priv_set_mask &= ~COGL_MATERIAL_BACKEND_ARBFP_MASK;
}
static ArbfpProgramState *
get_arbfp_program_state (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = get_arbfp_priv (material);
if (!priv)
return NULL;
return priv->arbfp_program_state;
}
static gboolean
_cogl_material_backend_arbfp_start (CoglMaterial *material,
int n_layers,
unsigned long materials_difference)
{
CoglMaterialBackendARBfpPrivate *priv;
CoglMaterial *authority;
CoglMaterialBackendARBfpPrivate *authority_priv;
CoglHandle user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
/* First validate that we can handle the current state using ARBfp
*/
if (!cogl_features_available (COGL_FEATURE_SHADERS_ARBFP))
return FALSE;
/* TODO: support fog */
if (ctx->legacy_fog_state.enabled)
return FALSE;
user_program = cogl_material_get_user_program (material);
if (user_program != COGL_INVALID_HANDLE &&
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
/* Now lookup our ARBfp backend private state (allocating if
* necessary) */
priv = get_arbfp_priv (material);
if (!priv)
{
priv = g_slice_new0 (CoglMaterialBackendARBfpPrivate);
set_arbfp_priv (material, priv);
}
/* If we have a valid arbfp_program_state pointer then we are all
* set and don't need to generate a new program. */
if (priv->arbfp_program_state)
return TRUE;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
* the same program being generated as for this material).
*
* We always make sure to associate new programs with the
* arbfp-authority to maximize the chance that other materials can
* share it.
*/
authority = find_arbfp_authority (material, user_program);
authority_priv = get_arbfp_priv (authority);
if (!authority_priv)
{
authority_priv = g_slice_new0 (CoglMaterialBackendARBfpPrivate);
set_arbfp_priv (authority, authority_priv);
}
/* If we don't have an existing program associated with the
* arbfp-authority then start generating code for a new program...
*/
if (!authority_priv->arbfp_program_state)
{
ArbfpProgramState *arbfp_program_state =
arbfp_program_state_new (n_layers);
authority_priv->arbfp_program_state = arbfp_program_state;
arbfp_program_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
int i;
/* We reuse a single grow-only GString for ARBfp code-gen */
g_string_set_size (ctx->arbfp_source_buffer, 0);
arbfp_program_state->source = ctx->arbfp_source_buffer;
g_string_append (arbfp_program_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
for (i = 0; i < n_layers; i++)
{
arbfp_program_state->unit_state[i].sampled = FALSE;
arbfp_program_state->unit_state[i].dirty_combine_constant = FALSE;
}
arbfp_program_state->next_constant_id = 0;
}
}
/* Finally, if the material isn't actually its own arbfp-authority
* then steal a reference to the program state associated with the
* arbfp-authority... */
if (authority != material)
priv->arbfp_program_state =
arbfp_program_state_ref (authority_priv->arbfp_program_state);
return TRUE;
}
/* Determines if we need to handle the RGB and A texture combining
* separately or is the same function used for both channel masks and
* with the same arguments...
*/
static gboolean
need_texture_combine_separate (CoglMaterialLayer *combine_authority)
{
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
int n_args;
int i;
if (big_state->texture_combine_rgb_func !=
big_state->texture_combine_alpha_func)
return TRUE;
n_args = _cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
for (i = 0; i < n_args; i++)
{
if (big_state->texture_combine_rgb_src[i] !=
big_state->texture_combine_alpha_src[i])
return TRUE;
/*
* We can allow some variation of the source operands without
* needing a separation...
*
* "A = REPLACE (CONSTANT[A])" + either of the following...
* "RGB = REPLACE (CONSTANT[RGB])"
* "RGB = REPLACE (CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (CONSTANT)" or
* "RGBA = REPLACE (CONSTANT[A])" or
*
* And "A = REPLACE (1-CONSTANT[A])" + either of the following...
* "RGB = REPLACE (1-CONSTANT)" or
* "RGB = REPLACE (1-CONSTANT[A])"
*
* can be combined as:
* "RGBA = REPLACE (1-CONSTANT)" or
* "RGBA = REPLACE (1-CONSTANT[A])"
*/
switch (big_state->texture_combine_alpha_op[i])
{
case GL_SRC_ALPHA:
switch (big_state->texture_combine_rgb_op[i])
{
case GL_SRC_COLOR:
case GL_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
case GL_ONE_MINUS_SRC_ALPHA:
switch (big_state->texture_combine_rgb_op[i])
{
case GL_ONE_MINUS_SRC_COLOR:
case GL_ONE_MINUS_SRC_ALPHA:
break;
default:
return FALSE;
}
break;
default:
return FALSE; /* impossible */
}
}
return FALSE;
}
static const char *
gl_target_to_arbfp_string (GLenum gl_target)
{
#ifndef HAVE_COGL_GLES2
if (gl_target == GL_TEXTURE_1D)
return "1D";
else
#endif
if (gl_target == GL_TEXTURE_2D)
return "2D";
#ifdef GL_ARB_texture_rectangle
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
return "RECT";
#endif
Add a Cogl texture 3D backend This adds a publicly exposed experimental API for a 3D texture backend. There is a feature flag which can be checked for whether 3D textures are supported. Although we require OpenGL 1.2 which has 3D textures in core, GLES only provides them through an extension so the feature can be used to detect that. The textures can be created with one of two new API functions :- cogl_texture_3d_new_with_size and cogl_texture_3d_new_from_data There is also internally a new_from_bitmap function. new_from_data is implemented in terms of this function. The two constructors are effectively the only way to upload data to a 3D texture. It does not work to call glTexImage2D with the GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does nothing. It would be possible to make cogl_texture_get_data do something sensible like returning all of the images as a single long image but this is not currently implemented and instead the virtual just always fails. We may want to add API specific to the 3D texture backend to get and set a sub region of the texture. All of those three functions can throw a GError. This will happen if the GPU does not support 3D textures or it does not support NPOTs and an NPOT size is requested. It will also fail if the FBO extension is not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not given. This could be avoided by copying the code for the GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of keeping the code simple this is not yet done. This adds a couple of functions to cogl-texture-driver for uploading 3D data and querying the 3D proxy texture. prep_gl_for_pixels_upload_full now also takes sets the GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding between the images. Whenever 3D texture is uploading, both the height of the images and the height of all of the data is specified (either explicitly or implicilty from the CoglBitmap) so that the image height can be deduced by dividing by the depth.
2010-07-01 21:04:59 +00:00
else if (gl_target == GL_TEXTURE_3D)
return "3D";
else
return "2D";
}
static void
setup_texture_source (ArbfpProgramState *arbfp_program_state,
int unit_index,
GLenum gl_target)
{
if (!arbfp_program_state->unit_state[unit_index].sampled)
{
g_string_append_printf (arbfp_program_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
gl_target_to_arbfp_string (gl_target));
arbfp_program_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglMaterialBackendARBfpArgType
{
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE
} CoglMaterialBackendARBfpArgType;
typedef struct _CoglMaterialBackendARBfpArg
{
const char *name;
CoglMaterialBackendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
GLenum texture_target;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglMaterialBackendARBfpArg;
static void
append_arg (GString *source, const CoglMaterialBackendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglMaterialBackendARBfpArg mechanism. */
static void
setup_arg (CoglMaterial *material,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
GLint src,
GLint op,
CoglMaterialBackendARBfpArg *arg)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
GLenum gl_target;
CoglHandle texture;
switch (src)
{
case GL_TEXTURE:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = _cogl_material_layer_get_unit_index (layer);
texture = _cogl_material_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (arbfp_program_state, arg->texture_unit, gl_target);
break;
case GL_CONSTANT:
{
int unit_index = _cogl_material_layer_get_unit_index (layer);
UnitState *unit_state = &arbfp_program_state->unit_state[unit_index];
unit_state->constant_id = arbfp_program_state->next_constant_id++;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case GL_PRIMARY_COLOR:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case GL_PREVIOUS:
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
if (_cogl_material_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* GL_TEXTURE0..N */
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit = src - GL_TEXTURE0;
texture = _cogl_material_layer_get_texture (layer);
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
setup_texture_source (arbfp_program_state, arg->texture_unit, gl_target);
}
arg->swizzle = "";
switch (op)
{
case GL_SRC_COLOR:
break;
case GL_ONE_MINUS_SRC_COLOR:
g_string_append_printf (arbfp_program_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (arbfp_program_state->source, arg);
g_string_append_printf (arbfp_program_state->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case GL_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case GL_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (arbfp_program_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (arbfp_program_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (arbfp_program_state->source, ".a;\n");
else
g_string_append_printf (arbfp_program_state->source, ";\n");
arg->type = COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
backend_arbfp_args_equal (CoglMaterialBackendARBfpArg *arg0,
CoglMaterialBackendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_MATERIAL_BACKEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg0->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglMaterial *material,
CoglBlendStringChannelMask mask,
GLint function,
CoglMaterialBackendARBfpArg *args,
int n_args)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case GL_ADD:
g_string_append_printf (arbfp_program_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case GL_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (arbfp_program_state->source, "MUL output%s, ",
mask_name);
break;
case GL_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (arbfp_program_state->source, "MOV output%s, ",
mask_name);
break;
case GL_SUBTRACT:
g_string_append_printf (arbfp_program_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case GL_ADD_SIGNED:
g_string_append_printf (arbfp_program_state->source, "ADD tmp3%s, ",
mask_name);
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
g_string_append (arbfp_program_state->source, ";\n");
g_string_append_printf (arbfp_program_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case GL_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case GL_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (arbfp_program_state->source, "MAD tmp3, two, ");
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", minus_one;\n");
if (!backend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (arbfp_program_state->source, "MAD tmp4, two, ");
append_arg (arbfp_program_state->source, &args[1]);
g_string_append (arbfp_program_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (arbfp_program_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case GL_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (arbfp_program_state->source, "LRP output%s, ",
mask_name);
append_arg (arbfp_program_state->source, &args[2]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[0]);
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (arbfp_program_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (arbfp_program_state->source, &args[0]);
if (n_args > 1)
{
g_string_append (arbfp_program_state->source, ", ");
append_arg (arbfp_program_state->source, &args[1]);
}
g_string_append (arbfp_program_state->source, ";\n");
}
static void
append_masked_combine (CoglMaterial *arbfp_authority,
CoglMaterialLayer *layer,
CoglBlendStringChannelMask mask,
GLint function,
GLint *src,
GLint *op)
{
int i;
int n_args;
CoglMaterialBackendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_material_backend_arbfp_add_layer (CoglMaterial *material,
CoglMaterialLayer *layer,
unsigned long layers_difference)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
CoglMaterialLayer *combine_authority =
_cogl_material_layer_get_authority (layer,
COGL_MATERIAL_LAYER_STATE_COMBINE);
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!arbfp_program_state->source)
return TRUE;
if (!need_texture_combine_separate (combine_authority))
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func == GL_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else
{
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
append_masked_combine (material,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_material_backend_arbfp_passthrough (CoglMaterial *material)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
if (!arbfp_program_state->source)
return TRUE;
g_string_append (arbfp_program_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
gboolean update_all;
ArbfpProgramState *arbfp_program_state;
} UpdateConstantsState;
static gboolean
update_constants_cb (CoglMaterial *material,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
ArbfpProgramState *arbfp_program_state = state->arbfp_program_state;
UnitState *unit_state = &arbfp_program_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (state->update_all || unit_state->dirty_combine_constant)
{
float constant[4];
_cogl_material_get_layer_combine_constant (material,
layer_index,
constant);
GE (glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static gboolean
_cogl_material_backend_arbfp_end (CoglMaterial *material,
unsigned long materials_difference)
{
ArbfpProgramState *arbfp_program_state = get_arbfp_program_state (material);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (arbfp_program_state->source)
{
GLenum gl_error;
COGL_STATIC_COUNTER (backend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, backend_arbfp_compile_counter);
g_string_append (arbfp_program_state->source,
"MOV result.color,output;\n");
g_string_append (arbfp_program_state->source, "END\n");
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
g_message ("material program:\n%s", arbfp_program_state->source->str);
GE (glGenPrograms (1, &arbfp_program_state->gl_program));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
arbfp_program_state->gl_program));
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
arbfp_program_state->source->len,
arbfp_program_state->source->str);
if (glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
arbfp_program_state->source->str,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
arbfp_program_state->source = NULL;
}
if (arbfp_program_state->user_program != COGL_INVALID_HANDLE)
{
CoglProgram *program = (CoglProgram *)arbfp_program_state->user_program;
gl_program = program->gl_handle;
}
else
gl_program = arbfp_program_state->gl_program;
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_program (COGL_INVALID_HANDLE, COGL_MATERIAL_PROGRAM_TYPE_ARBFP);
if (arbfp_program_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
state.arbfp_program_state = arbfp_program_state;
/* If this arbfp program was last used with a different material
* then we need to ensure we update all program.local params */
state.update_all =
material != arbfp_program_state->last_used_for_material;
cogl_material_foreach_layer (material,
update_constants_cb,
&state);
}
/* We need to track what material used this arbfp program last since
* we will need to update program.local params when switching
* between different materials. */
arbfp_program_state->last_used_for_material = material;
return TRUE;
}
static void
dirty_arbfp_program_state (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
priv = get_arbfp_priv (material);
if (!priv)
return;
if (priv->arbfp_program_state)
{
arbfp_program_state_unref (priv->arbfp_program_state);
priv->arbfp_program_state = NULL;
}
}
static void
_cogl_material_backend_arbfp_material_pre_change_notify (
CoglMaterial *material,
CoglMaterialState change,
const CoglColor *new_color)
{
static const unsigned long fragment_op_changes =
COGL_MATERIAL_STATE_LAYERS |
COGL_MATERIAL_STATE_USER_SHADER;
/* TODO: COGL_MATERIAL_STATE_FOG */
if (!(change & fragment_op_changes))
return;
dirty_arbfp_program_state (material);
}
/* NB: layers are considered immutable once they have any dependants
* so although multiple materials 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 material depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_material_backend_arbfp_layer_pre_change_notify (
CoglMaterial *owner,
CoglMaterialLayer *layer,
CoglMaterialLayerState change)
{
CoglMaterialBackendARBfpPrivate *priv;
static const unsigned long not_fragment_op_changes =
COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
COGL_MATERIAL_LAYER_STATE_TEXTURE;
priv = get_arbfp_priv (owner);
if (!priv)
return;
if (!(change & not_fragment_op_changes))
{
dirty_arbfp_program_state (owner);
return;
}
if (change & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT)
{
ArbfpProgramState *arbfp_program_state =
get_arbfp_program_state (owner);
int unit_index = _cogl_material_layer_get_unit_index (layer);
arbfp_program_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* 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. */
return;
}
static void
_cogl_material_backend_arbfp_free_priv (CoglMaterial *material)
{
CoglMaterialBackendARBfpPrivate *priv = get_arbfp_priv (material);
if (priv)
{
if (priv->arbfp_program_state)
arbfp_program_state_unref (priv->arbfp_program_state);
g_slice_free (CoglMaterialBackendARBfpPrivate, priv);
set_arbfp_priv (material, NULL);
}
}
const CoglMaterialBackend _cogl_material_arbfp_backend =
{
_cogl_material_backend_arbfp_get_max_texture_units,
_cogl_material_backend_arbfp_start,
_cogl_material_backend_arbfp_add_layer,
_cogl_material_backend_arbfp_passthrough,
_cogl_material_backend_arbfp_end,
_cogl_material_backend_arbfp_material_pre_change_notify,
NULL,
_cogl_material_backend_arbfp_layer_pre_change_notify,
_cogl_material_backend_arbfp_free_priv,
NULL
};
#endif /* COGL_MATERIAL_BACKEND_ARBFP */