Unify a lot of gles2 vs gl glsl code

Since we used to support hybrid fixed-function + glsl pipelines when
running with OpenGL there were numerous differences in how we handled
codegen and uniform updates between GLES2 and full OpenGL. Now that we
only support end-to-end glsl pipelines this patch can largely unify how
we handle GLES2 and OpenGL.

Most notably we now never use the builtin attribute names. This should
also make it easy for us to support creating strict OpenGL 3.1 contexts
where the builtin names have been removed.

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
This commit is contained in:
Robert Bragg 2012-09-23 13:32:36 +01:00
parent 62b472f4f5
commit 01937201e4
11 changed files with 233 additions and 341 deletions

View File

@ -27,40 +27,42 @@
#ifndef __COGL_SHADER_BOILERPLATE_H
#define __COGL_SHADER_BOILERPLATE_H
#define _COGL_COMMON_SHADER_BOILERPLATE_GL \
#define _COGL_COMMON_SHADER_BOILERPLATE \
"#define COGL_VERSION 100\n" \
"\n" \
"#define cogl_modelview_matrix gl_ModelViewMatrix\n" \
"#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix\n" \
"#define cogl_projection_matrix gl_ProjectionMatrix\n" \
"#define cogl_texture_matrix gl_TextureMatrix\n" \
"\n"
"uniform mat4 cogl_modelview_matrix;\n" \
"uniform mat4 cogl_modelview_projection_matrix;\n" \
"uniform mat4 cogl_projection_matrix;\n" \
"uniform float cogl_point_size_in;\n"
#define _COGL_VERTEX_SHADER_BOILERPLATE_GL \
_COGL_COMMON_SHADER_BOILERPLATE_GL \
"#define cogl_position_in gl_Vertex\n" \
"#define cogl_color_in gl_Color\n" \
"#define cogl_tex_coord_in gl_MultiTexCoord0\n" \
"#define cogl_tex_coord0_in gl_MultiTexCoord0\n" \
"#define cogl_tex_coord1_in gl_MultiTexCoord1\n" \
"#define cogl_tex_coord2_in gl_MultiTexCoord2\n" \
"#define cogl_tex_coord3_in gl_MultiTexCoord3\n" \
"#define cogl_tex_coord4_in gl_MultiTexCoord4\n" \
"#define cogl_tex_coord5_in gl_MultiTexCoord5\n" \
"#define cogl_tex_coord6_in gl_MultiTexCoord6\n" \
"#define cogl_tex_coord7_in gl_MultiTexCoord7\n" \
"#define cogl_normal_in gl_Normal\n" \
"\n" \
/* This declares all of the variables that we might need. This is
* working on the assumption that the compiler will optimise them out
* if they are not actually used. The GLSL spec at least implies that
* this will happen for varyings but it doesn't explicitly so for
* attributes */
#define _COGL_VERTEX_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#define cogl_color_out _cogl_color\n" \
"varying vec4 _cogl_color;\n" \
"#define cogl_tex_coord_out _cogl_tex_coord\n" \
"#define cogl_position_out gl_Position\n" \
"#define cogl_point_size_out gl_PointSize\n" \
"#define cogl_color_out gl_FrontColor\n" \
"#define cogl_tex_coord_out gl_TexCoord\n"
"\n" \
"attribute vec4 cogl_color_in;\n" \
"attribute vec4 cogl_position_in;\n" \
"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
"attribute vec3 cogl_normal_in;\n"
#define _COGL_FRAGMENT_SHADER_BOILERPLATE_GL \
_COGL_COMMON_SHADER_BOILERPLATE_GL \
"#define cogl_color_in gl_Color\n" \
"#define cogl_tex_coord_in gl_TexCoord\n" \
#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
"#if __VERSION__ == 100\n" \
"precision highp float;\n" \
"#endif\n" \
_COGL_COMMON_SHADER_BOILERPLATE \
"\n" \
"varying vec4 _cogl_color;\n" \
"\n" \
"#define cogl_color_in _cogl_color\n" \
"#define cogl_tex_coord_in _cogl_tex_coord\n" \
"\n" \
"#define cogl_color_out gl_FragColor\n" \
"#define cogl_depth_out gl_FragDepth\n" \
@ -73,47 +75,5 @@
"#define coglFragCoord gl_FragCoord\n"
#endif
#define _COGL_COMMON_SHADER_BOILERPLATE_GLES2 \
"#define COGL_VERSION 100\n" \
"\n" \
"uniform mat4 cogl_modelview_matrix;\n" \
"uniform mat4 cogl_modelview_projection_matrix;\n" \
"uniform mat4 cogl_projection_matrix;\n" \
"uniform float cogl_point_size_in;\n"
/* This declares all of the variables that we might need. This is
working on the assumption that the compiler will optimise them out
if they are not actually used. The GLSL spec for GLES at least
implies that this will happen for varyings but it doesn't
explicitly so for attributes */
#define _COGL_VERTEX_SHADER_BOILERPLATE_GLES2 \
_COGL_COMMON_SHADER_BOILERPLATE_GLES2 \
"#define cogl_color_out _cogl_color\n" \
"varying vec4 _cogl_color;\n" \
"#define cogl_tex_coord_out _cogl_tex_coord\n" \
"#define cogl_position_out gl_Position\n" \
"#define cogl_point_size_out gl_PointSize\n" \
"\n" \
"attribute vec4 cogl_color_in;\n" \
"attribute vec4 cogl_position_in;\n" \
"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
"attribute vec3 cogl_normal_in;\n"
#define _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2 \
"#if __VERSION__ == 100\n" \
"precision highp float;\n" \
"#endif\n" \
_COGL_COMMON_SHADER_BOILERPLATE_GLES2 \
"\n" \
"varying vec4 _cogl_color;\n" \
"\n" \
"#define cogl_color_in _cogl_color\n" \
"#define cogl_tex_coord_in _cogl_tex_coord\n" \
"\n" \
"#define cogl_color_out gl_FragColor\n" \
"#define cogl_depth_out gl_FragDepth\n" \
"\n" \
"#define cogl_front_facing gl_FrontFacing\n"
#endif /* __COGL_SHADER_BOILERPLATE_H */

View File

@ -25,6 +25,7 @@
void
_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
const char *version_string,
GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,

View File

@ -41,6 +41,7 @@
void
_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
const char *version_string,
GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,
@ -51,20 +52,18 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
const char *vertex_boilerplate;
const char *fragment_boilerplate;
const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
int count = 0;
char *tex_coord_declarations = NULL;
if (ctx->driver == COGL_DRIVER_GLES2)
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
if (version_string)
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
}
else
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
strings[count] = version_string;
lengths[count++] = -1;
}
if (ctx->driver == COGL_DRIVER_GLES2 &&
@ -87,8 +86,7 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
lengths[count++] = strlen (fragment_boilerplate);
}
if (ctx->driver == COGL_DRIVER_GLES2 &&
n_tex_coord_attribs)
if (n_tex_coord_attribs)
{
GString *declarations = g_string_new (NULL);

View File

@ -2877,7 +2877,8 @@ _cogl_pipeline_get_layer_state_for_fragment_codegen (CoglContext *context)
COGL_PIPELINE_LAYER_STATE_UNIT |
COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS);
if (context->driver == COGL_DRIVER_GLES2)
if (context->driver == COGL_DRIVER_GL ||
context->driver == COGL_DRIVER_GLES2)
state |= COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS;
return state;

View File

@ -90,9 +90,7 @@ cogl_create_shader (CoglShaderType type)
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = 0;
#endif
shader->type = type;
return _cogl_shader_handle_new (shader);
@ -153,19 +151,14 @@ cogl_shader_source (CoglHandle handle,
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
if (ctx->driver == COGL_DRIVER_GL)
_cogl_shader_compile_real (shader, 0 /* ignored */);
/* XXX: For GLES2 we don't actually compile anything until the
* shader gets used so we have an opportunity to add some
* boilerplate to the shader.
/* XXX: We don't actually compile anything until the shader gets
* used so we have an opportunity to add some boilerplate to the
* shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
@ -178,6 +171,7 @@ _cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
CoglShader *shader = handle;
const char *version;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -223,13 +217,8 @@ _cogl_shader_compile_real (CoglHandle handle,
{
GLenum gl_type;
if (shader->gl_handle
#ifdef HAVE_COGL_GLES2
&&
(ctx->driver != COGL_DRIVER_GLES2 ||
if (shader->gl_handle &&
shader->n_tex_coord_attribs == n_tex_coord_attribs)
#endif
)
return;
if (shader->gl_handle)
@ -250,7 +239,17 @@ _cogl_shader_compile_real (CoglHandle handle,
shader->gl_handle = ctx->glCreateShader (gl_type);
if (ctx->driver == COGL_DRIVER_GL &&
ctx->glsl_major == 1 &&
ctx->glsl_minor >= 2)
{
version = "#version 120\n";
}
else
version = NULL;
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version,
shader->gl_handle,
gl_type,
n_tex_coord_attribs,
@ -261,9 +260,7 @@ _cogl_shader_compile_real (CoglHandle handle,
GE (ctx, glCompileShader (shader->gl_handle));
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = n_tex_coord_attribs;
#endif
#ifdef COGL_GL_DEBUG
if (!cogl_shader_is_compiled (handle))

View File

@ -318,8 +318,8 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
switch (attribute->name_state->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
@ -333,8 +333,8 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
}
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
@ -347,8 +347,8 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
}
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
@ -365,8 +365,8 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
else
#endif
@ -381,7 +381,7 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
#ifdef COGL_PIPELINE_PROGEND_GLSL
if (ctx->driver != COGL_DRIVER_GLES1)
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
setup_generic_attribute (ctx, pipeline, attribute, base);
#endif
break;

View File

@ -93,6 +93,8 @@ typedef struct
GString *header, *source;
UnitState *unit_state;
CoglBool ref_point_coord;
/* List of layers that we haven't generated code for yet. These are
in reverse order. As soon as we're about to generate code for
layer we'll remove it from the list so we don't generate it
@ -106,8 +108,7 @@ typedef struct
unsigned int user_program_age;
/* The number of tex coord attributes that the shader was generated
for. If this changes on GLES2 then we need to regenerate the
shader */
* for. If this changes then we need to regenerate the shader */
int n_tex_coord_attribs;
} CoglPipelineShaderState;
@ -125,6 +126,7 @@ shader_state_new (int n_layers)
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
shader_state->unit_state = g_new0 (UnitState, n_layers);
shader_state->ref_point_coord = FALSE;
return shader_state;
}
@ -295,13 +297,12 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
/* If we already have a valid GLSL shader then we don't need to
generate a new one. However if there's a user program and it
has changed since the last link then we do need a new
shader. If the number of tex coord attribs changes on GLES2
shader. Also if the number of tex coord attribs changes
then we need to regenerate the shader with a different boiler
plate */
if ((user_program == NULL ||
shader_state->user_program_age == user_program->age)
&& (ctx->driver != COGL_DRIVER_GLES2 ||
shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
&& shader_state->n_tex_coord_attribs == n_tex_coord_attribs)
return;
/* We need to recreate the shader so destroy the existing one */
@ -430,19 +431,13 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
layer->index,
layer->index);
/* If point sprite coord generation is being used then divert to the
built-in varying var for that instead of the texture
coordinates. We don't want to do this under GL because in that
case we will instead use glTexEnv(GL_COORD_REPLACE) to replace
the texture coords with the point sprite coords. Although GL also
supports the gl_PointCoord variable, it requires GLSL 1.2 which
would mean we would have to declare the GLSL version and check
for it */
if (ctx->driver == COGL_DRIVER_GLES2 &&
cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
if (cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
layer->index))
{
shader_state->ref_point_coord = TRUE;
g_string_append_printf (shader_state->source,
"vec4 (gl_PointCoord, 0.0, 1.0)");
}
else
g_string_append_printf (shader_state->source,
"cogl_tex_coord_in[%d]",
@ -1000,6 +995,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
GLint compile_status;
GLuint shader;
CoglPipelineSnippetData snippet_data;
const char *version_string;
COGL_STATIC_COUNTER (fragend_glsl_compile_counter,
"glsl fragment compile counter",
@ -1075,7 +1071,16 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
lengths[1] = shader_state->source->len;
source_strings[1] = shader_state->source->str;
if (shader_state->ref_point_coord &&
ctx->driver == COGL_DRIVER_GL)
{
version_string = "#version 120\n";
}
else
version_string = NULL;
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version_string,
shader, GL_FRAGMENT_SHADER,
shader_state
->n_tex_coord_attribs,

View File

@ -850,8 +850,11 @@ flush_layers_common_gl_state_cb (CoglPipelineLayer *layer, void *user_data)
GE( ctx, glBindSampler (unit_index, sampler_state->sampler_object) );
}
/* Under GLES2 the fragment shader will use gl_PointCoord instead of
replacing the texture coordinates */
/* FIXME: If using GLSL the progend we will use gl_PointCoord
* instead of us needing to replace the texture coordinates but at
* this point we can't currently tell if we are using the fixed or
* glsl progend.
*/
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GL)
if (ctx->driver != COGL_DRIVER_GLES2 &&
(layers_difference & COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS))
@ -1342,12 +1345,11 @@ done:
progend = _cogl_pipeline_progends[pipeline->progend];
/* We can't assume the color will be retained between flushes on
GLES2 because the generic attribute values are not stored as part
of the program object so they could be overridden by any
attribute changes in another program */
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2 && !skip_gl_color)
/* We can't assume the color will be retained between flushes when
* using the glsl progend because the generic attribute values are
* not stored as part of the program object so they could be
* overridden by any attribute changes in another program */
if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL && !skip_gl_color)
{
int attribute;
CoglPipeline *authority =
@ -1364,7 +1366,6 @@ done:
cogl_color_get_blue_float (&authority->color),
cogl_color_get_alpha_float (&authority->color)));
}
#endif
/* Give the progend a chance to update any uniforms that might not
* depend on the material state. This is used on GLES2 to update the

View File

@ -118,6 +118,7 @@ typedef struct
#ifdef HAVE_COGL_GLES2
unsigned long dirty_builtin_uniforms;
GLint builtin_uniform_locations[G_N_ELEMENTS (builtin_uniforms)];
#endif
GLint modelview_uniform;
GLint projection_uniform;
@ -125,7 +126,6 @@ typedef struct
CoglMatrixEntryCache projection_cache;
CoglMatrixEntryCache modelview_cache;
#endif
/* We need to track the last pipeline that the program was used with
* so know if we need to update all of the uniforms */
@ -226,8 +226,6 @@ clear_attribute_cache (CoglPipelineProgramState *program_state)
}
}
#ifdef HAVE_COGL_GLES2
static void
clear_flushed_matrix_stacks (CoglPipelineProgramState *program_state)
{
@ -237,8 +235,6 @@ clear_flushed_matrix_stacks (CoglPipelineProgramState *program_state)
_cogl_matrix_entry_cache_init (&program_state->modelview_cache);
}
#endif /* HAVE_COGL_GLES2 */
static CoglPipelineProgramState *
program_state_new (int n_layers)
{
@ -251,10 +247,8 @@ program_state_new (int n_layers)
program_state->unit_state = g_new (UnitState, n_layers);
program_state->uniform_locations = NULL;
program_state->attribute_locations = NULL;
#ifdef HAVE_COGL_GLES2
_cogl_matrix_entry_cache_init (&program_state->modelview_cache);
_cogl_matrix_entry_cache_init (&program_state->projection_cache);
#endif
return program_state;
}
@ -278,13 +272,8 @@ destroy_program_state (void *user_data,
{
clear_attribute_cache (program_state);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
_cogl_matrix_entry_cache_destroy (&program_state->projection_cache);
_cogl_matrix_entry_cache_destroy (&program_state->modelview_cache);
}
#endif
if (program_state->program)
GE( ctx, glDeleteProgram (program_state->program) );
@ -395,9 +384,6 @@ get_uniform_cb (CoglPipeline *pipeline,
unit_state->combine_constant_uniform = uniform_location;
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
"cogl_texture_matrix[%i]", state->unit);
@ -407,8 +393,6 @@ get_uniform_cb (CoglPipeline *pipeline,
ctx->codegen_source_buffer->str) );
unit_state->texture_matrix_uniform = uniform_location;
}
#endif
state->unit++;
@ -438,10 +422,7 @@ update_constants_cb (CoglPipeline *pipeline,
unit_state->dirty_combine_constant = FALSE;
}
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2 &&
unit_state->texture_matrix_uniform != -1 &&
if (unit_state->texture_matrix_uniform != -1 &&
(state->update_all || unit_state->dirty_texture_matrix))
{
const CoglMatrix *matrix;
@ -454,8 +435,6 @@ update_constants_cb (CoglPipeline *pipeline,
unit_state->dirty_texture_matrix = FALSE;
}
#endif /* HAVE_COGL_GLES2 */
return TRUE;
}
@ -742,8 +721,7 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
* _cogl_tex_coord[] varying array declaration. */
if ((program_state->program && user_program &&
user_program->age != program_state->user_program_age) ||
(ctx->driver == COGL_DRIVER_GLES2 &&
n_tex_coord_attribs != program_state->n_tex_coord_attribs))
n_tex_coord_attribs != program_state->n_tex_coord_attribs)
{
GE( ctx, glDeleteProgram (program_state->program) );
program_state->program = 0;
@ -816,9 +794,6 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
update_constants_cb,
&state);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
if (program_changed)
{
int i;
@ -842,12 +817,13 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
glGetUniformLocation (gl_program,
"cogl_modelview_projection_matrix") );
}
#ifdef HAVE_COGL_GLES2
if (program_changed ||
program_state->last_used_for_pipeline != pipeline)
program_state->dirty_builtin_uniforms = ~(unsigned long) 0;
update_builtin_uniforms (pipeline, gl_program, program_state);
}
#endif
_cogl_pipeline_progend_glsl_flush_uniforms (pipeline,
@ -944,6 +920,11 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
CoglMatrixEntry *projection_entry;
CoglMatrixEntry *modelview_entry;
CoglPipelineProgramState *program_state;
CoglBool modelview_changed;
CoglBool projection_changed;
CoglBool need_modelview;
CoglBool need_projection;
CoglMatrix modelview, projection;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -960,15 +941,6 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
needs_flip = cogl_is_offscreen (ctx->current_draw_buffer);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
CoglBool modelview_changed;
CoglBool projection_changed;
CoglBool need_modelview;
CoglBool need_projection;
CoglMatrix modelview, projection;
projection_changed =
_cogl_matrix_entry_cache_maybe_update (&program_state->projection_cache,
projection_entry,
@ -1050,27 +1022,6 @@ _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
}
}
}
}
else
#endif
{
CoglBool disable_flip;
/* If there are vertex snippets, then we'll disable flipping the
geometry via the matrix and use the flip vertex instead */
disable_flip = program_state->flip_uniform != -1;
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
projection_entry,
COGL_MATRIX_PROJECTION,
framebuffer,
disable_flip);
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
modelview_entry,
COGL_MATRIX_MODELVIEW,
framebuffer,
disable_flip);
}
if (program_state->flip_uniform != -1
&& program_state->flushed_flip_state != needs_flip)

View File

@ -61,8 +61,7 @@ typedef struct
unsigned int user_program_age;
/* The number of tex coord attributes that the shader was generated
for. If this changes on GLES2 then we need to regenerate the
shader */
* for. If this changes then we need to regenerate the shader */
int n_tex_coord_attribs;
} CoglPipelineShaderState;
@ -219,14 +218,12 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
{
/* If we already have a valid GLSL shader then we don't need to
generate a new one. However if there's a user program and it
has changed since the last link then we do need a new
shader. If the number of tex coord attribs changes on GLES2
then we need to regenerate the shader with a different boiler
plate */
has changed since the last link then we do need a new shader.
Also if the number of tex coord attribs changes then we need
to regenerate the shader with a different boiler plate */
if ((user_program == NULL ||
shader_state->user_program_age == user_program->age)
&& (ctx->driver != COGL_DRIVER_GLES2 ||
shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
&& shader_state->n_tex_coord_attribs == n_tex_coord_attribs)
return;
/* We need to recreate the shader so destroy the existing one */
@ -287,33 +284,6 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
unit_index = _cogl_pipeline_layer_get_unit_index (layer);
if (ctx->driver != COGL_DRIVER_GLES2)
{
/* We are using the fixed function uniforms for the user matrices
and the only way to set them is with the fixed function API so we
still need to flush them here */
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);
CoglMatrixEntry *matrix_entry;
_cogl_matrix_stack_set (unit->matrix_stack,
&authority->big_state->matrix);
_cogl_set_active_texture_unit (unit_index);
matrix_entry = unit->matrix_stack->last_entry;
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
matrix_entry,
COGL_MATRIX_TEXTURE,
framebuffer,
FALSE /* do flip */);
}
}
if (shader_state->source == NULL)
return TRUE;
@ -464,6 +434,7 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
source_strings[1] = shader_state->source->str;
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
NULL,
shader, GL_VERTEX_SHADER,
shader_state
->n_tex_coord_attribs,

View File

@ -457,13 +457,6 @@ _cogl_driver_update_features (CoglContext *ctx,
_cogl_check_extension ("GL_EXT_pixel_buffer_object", gl_extensions))
private_flags |= COGL_PRIVATE_FEATURE_PBOS;
if (COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_point_sprite", gl_extensions))
{
flags |= COGL_FEATURE_POINT_SPRITE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_POINT_SPRITE, TRUE);
}
if (ctx->glGenPrograms)
{
flags |= COGL_FEATURE_SHADERS_ARBFP;
@ -503,6 +496,20 @@ _cogl_driver_update_features (CoglContext *ctx,
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_GLSL, TRUE);
}
if ((COGL_CHECK_GL_VERSION (gl_major, gl_minor, 2, 0) ||
_cogl_check_extension ("GL_ARB_point_sprite", gl_extensions)) &&
/* If GLSL is supported then we only enable point sprite support
* too if we have glsl >= 1.2 otherwise we don't have the
* gl_PointCoord builtin which we depend on in the glsl backend.
*/
(!COGL_FLAGS_GET (ctx->features, COGL_FEATURE_ID_GLSL) ||
COGL_CHECK_GL_VERSION (ctx->glsl_major, ctx->glsl_minor, 1, 2)))
{
flags |= COGL_FEATURE_POINT_SPRITE;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_POINT_SPRITE, TRUE);
}
if (ctx->glGenBuffers)
{
private_flags |= COGL_PRIVATE_FEATURE_VBOS;