Remove the varying array for tex_coords

This removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.

Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.

We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.

This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.

Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal

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

(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)

Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.

The intention is to follow up with another patch to add back
CoglShader compatibility.
This commit is contained in:
Robert Bragg 2012-09-27 11:06:16 +01:00
parent 14d8ec7cca
commit 1c449c67f6
20 changed files with 192 additions and 214 deletions

View File

@ -48,7 +48,7 @@ typedef struct _CoglAttributeNameState
CoglAttributeNameID name_id;
int name_index;
CoglBool normalized_default;
int texture_unit;
int layer_number;
} CoglAttributeNameState;
struct _CoglAttribute

View File

@ -64,12 +64,12 @@ validate_cogl_attribute_name (const char *name,
char **real_attribute_name,
CoglAttributeNameID *name_id,
CoglBool *normalized,
int *texture_unit)
int *layer_number)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
*layer_number = 0;
if (strcmp (name, "position_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
@ -86,7 +86,7 @@ validate_cogl_attribute_name (const char *name,
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
char *endptr;
*texture_unit = strtoul (name + 9, &endptr, 10);
*layer_number = strtoul (name + 9, &endptr, 10);
if (strcmp (endptr, "_in") != 0)
{
g_warning ("Texture coordinate attributes should either be named "
@ -126,14 +126,14 @@ _cogl_attribute_register_attribute_name (CoglContext *context,
&name_state->name,
&name_state->name_id,
&name_state->normalized_default,
&name_state->texture_unit))
&name_state->layer_number))
goto error;
}
else
{
name_state->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
name_state->normalized_default = FALSE;
name_state->texture_unit = 0;
name_state->layer_number = 0;
}
if (name_state->name == NULL)

View File

@ -44,7 +44,6 @@
_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" \
"\n" \
@ -62,7 +61,6 @@
"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" \

View File

@ -28,7 +28,6 @@ _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,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in);

View File

@ -44,7 +44,6 @@ _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,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in)
@ -86,33 +85,6 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
lengths[count++] = strlen (fragment_boilerplate);
}
if (n_tex_coord_attribs)
{
GString *declarations = g_string_new (NULL);
g_string_append_printf (declarations,
"varying vec4 _cogl_tex_coord[%d];\n",
n_tex_coord_attribs);
if (shader_gl_type == GL_VERTEX_SHADER)
{
int i;
g_string_append_printf (declarations,
"uniform mat4 cogl_texture_matrix[%d];\n",
n_tex_coord_attribs);
for (i = 0; i < n_tex_coord_attribs; i++)
g_string_append_printf (declarations,
"attribute vec4 cogl_tex_coord%d_in;\n",
i);
}
tex_coord_declarations = g_string_free (declarations, FALSE);
strings[count] = tex_coord_declarations;
lengths[count++] = -1; /* null terminated */
}
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);

View File

@ -465,6 +465,67 @@ compare_entry_pipelines (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
return FALSE;
}
typedef struct _CreateAttributeState
{
int current;
CoglJournalFlushState *flush_state;
} CreateAttributeState;
static CoglBool
create_attribute_cb (CoglPipeline *pipeline,
int layer_number,
void *user_data)
{
CreateAttributeState *state = user_data;
CoglJournalFlushState *flush_state = state->flush_state;
CoglAttribute **attribute_entry =
&g_array_index (flush_state->attributes,
CoglAttribute *,
state->current + 2);
const char *names[] = {
"cogl_tex_coord0_in",
"cogl_tex_coord1_in",
"cogl_tex_coord2_in",
"cogl_tex_coord3_in",
"cogl_tex_coord4_in",
"cogl_tex_coord5_in",
"cogl_tex_coord6_in",
"cogl_tex_coord7_in"
};
char *name;
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 or 3 floats per position (3 when doing software transforms)
* 4 RGBA bytes,
* 2 floats per tex coord * n_layers
* (though n_layers may be padded; see definition of
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
*/
name = layer_number < 8 ? (char *)names[layer_number] :
g_strdup_printf ("cogl_tex_coord%d_in", layer_number);
/* XXX: it may be worth having some form of static initializer for
* attributes... */
*attribute_entry =
cogl_attribute_new (flush_state->attribute_buffer,
name,
flush_state->stride,
flush_state->array_offset +
(POS_STRIDE + COLOR_STRIDE) * 4 +
TEX_STRIDE * 4 * state->current,
2,
COGL_ATTRIBUTE_TYPE_FLOAT);
if (layer_number >= 8)
g_free (name);
state->current++;
return TRUE;
}
/* Since the stride may not reflect the number of texture layers in use
* (due to padding) we deal with texture coordinate offsets separately
* from vertex and color offsets... */
@ -475,7 +536,8 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
void *data)
{
CoglJournalFlushState *state = data;
int i;
CreateAttributeState create_attrib_state;
int i;
COGL_STATIC_TIMER (time_flush_texcoord_pipeline_entries,
"flush: vbo+texcoords+pipeline+entries", /* parent */
"flush: texcoords+pipeline+entries",
@ -494,49 +556,12 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
g_array_set_size (state->attributes, batch_start->n_layers + 2);
for (i = 0; i < batch_start->n_layers; i++)
{
CoglAttribute **attribute_entry =
&g_array_index (state->attributes, CoglAttribute *, i + 2);
const char *names[] = {
"cogl_tex_coord0_in",
"cogl_tex_coord1_in",
"cogl_tex_coord2_in",
"cogl_tex_coord3_in",
"cogl_tex_coord4_in",
"cogl_tex_coord5_in",
"cogl_tex_coord6_in",
"cogl_tex_coord7_in"
};
char *name;
create_attrib_state.current = 0;
create_attrib_state.flush_state = state;
/* XXX NB:
* Our journal's vertex data is arranged as follows:
* 4 vertices per quad:
* 2 or 3 floats per position (3 when doing software transforms)
* 4 RGBA bytes,
* 2 floats per tex coord * n_layers
* (though n_layers may be padded; see definition of
* GET_JOURNAL_VB_STRIDE_FOR_N_LAYERS for details)
*/
name = i < 8 ? (char *)names[i] :
g_strdup_printf ("cogl_tex_coord%d_in", i);
/* XXX: it may be worth having some form of static initializer for
* attributes... */
*attribute_entry =
cogl_attribute_new (state->attribute_buffer,
name,
state->stride,
state->array_offset +
(POS_STRIDE + COLOR_STRIDE) * 4 +
TEX_STRIDE * 4 * i,
2,
COGL_ATTRIBUTE_TYPE_FLOAT);
if (i >= 8)
g_free (name);
}
cogl_pipeline_foreach_layer (batch_start->pipeline,
create_attribute_cb,
&create_attrib_state);
batch_and_call (batch_start,
batch_len,
@ -547,9 +572,9 @@ _cogl_journal_flush_texcoord_vbo_offsets_and_entries (
}
static CoglBool
compare_entry_n_layers (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
compare_entry_layer_numbers (CoglJournalEntry *entry0, CoglJournalEntry *entry1)
{
if (entry0->n_layers == entry1->n_layers)
if (_cogl_pipeline_layer_numbers_equal (entry0->pipeline, entry1->pipeline))
return TRUE;
else
return FALSE;
@ -646,7 +671,7 @@ _cogl_journal_flush_vbo_offsets_and_entries (CoglJournalEntry *batch_start,
batch_and_call (batch_start,
batch_len,
compare_entry_n_layers,
compare_entry_layer_numbers,
_cogl_journal_flush_texcoord_vbo_offsets_and_entries,
data);

View File

@ -489,8 +489,7 @@ typedef struct _CoglPipelineFragend
{
void (*start) (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
unsigned long pipelines_difference);
CoglBool (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference);
@ -511,8 +510,7 @@ typedef struct _CoglPipelineVertend
{
void (*start) (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
unsigned long pipelines_difference);
CoglBool (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference,
@ -534,8 +532,7 @@ typedef struct
int fragend;
CoglBool (*start) (CoglPipeline *pipeline);
void (*end) (CoglPipeline *pipeline,
unsigned long pipelines_difference,
int n_tex_coord_attribs);
unsigned long pipelines_difference);
void (*pipeline_pre_change_notify) (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color);
@ -928,6 +925,10 @@ _cogl_pipeline_foreach_layer_internal (CoglPipeline *pipeline,
CoglPipelineInternalLayerCallback callback,
void *user_data);
CoglBool
_cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
CoglPipeline *pipeline1);
CoglBool
_cogl_pipeline_need_texture_combine_separate
(CoglPipelineLayer *combine_authority);

View File

@ -617,6 +617,35 @@ _cogl_pipeline_foreach_layer_internal (CoglPipeline *pipeline,
}
}
CoglBool
_cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
CoglPipeline *pipeline1)
{
CoglPipeline *authority0 =
_cogl_pipeline_get_authority (pipeline0, COGL_PIPELINE_STATE_LAYERS);
CoglPipeline *authority1 =
_cogl_pipeline_get_authority (pipeline1, COGL_PIPELINE_STATE_LAYERS);
int n_layers = authority0->n_layers;
int i;
if (authority1->n_layers != n_layers)
return FALSE;
_cogl_pipeline_update_layers_cache (authority0);
_cogl_pipeline_update_layers_cache (authority1);
for (i = 0; i < n_layers; i++)
{
CoglPipelineLayer *layer0 = authority0->layers_cache[i];
CoglPipelineLayer *layer1 = authority1->layers_cache[i];
if (layer0->index != layer1->index)
return FALSE;
}
return TRUE;
}
typedef struct
{
int i;

View File

@ -253,7 +253,6 @@ _cogl_shader_compile_real (CoglHandle handle,
version,
shader->gl_handle,
gl_type,
n_tex_coord_attribs,
1,
(const char **)
&shader->source,

View File

@ -431,8 +431,7 @@ cogl_begin_gl (void)
pipeline = cogl_get_source ();
_cogl_pipeline_flush_gl_state (pipeline,
cogl_get_draw_framebuffer (),
FALSE,
cogl_pipeline_get_n_layers (pipeline));
FALSE);
/* Disable any cached vertex arrays */
_cogl_gl_disable_all_attributes (ctx);

View File

@ -218,7 +218,6 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
int i;
CoglBool skip_gl_color = FALSE;
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
/* Iterate the attributes to work out whether blending needs to be
enabled and how many texture coords there are. We need to do this
@ -239,10 +238,6 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
skip_gl_color = TRUE;
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
@ -293,8 +288,7 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
_cogl_pipeline_flush_gl_state (pipeline,
framebuffer,
skip_gl_color,
n_tex_coord_attribs);
skip_gl_color);
_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
@ -353,11 +347,14 @@ _cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
else
#endif
{
int layer_number = attribute->name_state->layer_number;
CoglPipelineLayer *layer =
_cogl_pipeline_get_layer (pipeline, layer_number);
int unit = _cogl_pipeline_layer_get_unit_index (layer);
_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
attribute->name_state->texture_unit, TRUE);
GE (ctx,
glClientActiveTexture (GL_TEXTURE0 +
attribute->name_state->texture_unit));
unit, TRUE);
GE (ctx, glClientActiveTexture (GL_TEXTURE0 + unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,

View File

@ -286,7 +286,7 @@ add_stencil_clip_silhouette (CoglFramebuffer *framebuffer,
projection_stack->last_entry);
_cogl_context_set_current_modelview_entry (ctx, modelview_entry);
_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, framebuffer, FALSE, 0);
_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, framebuffer, FALSE);
GE( ctx, glEnable (GL_STENCIL_TEST) );

View File

@ -92,8 +92,7 @@ get_max_texture_units (void)
static void
_cogl_pipeline_fragend_fixed_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
}

View File

@ -107,9 +107,6 @@ typedef struct
a shader at all */
unsigned int user_program_age;
/* The number of tex coord attributes that the shader was generated
* for. If this changes then we need to regenerate the shader */
int n_tex_coord_attribs;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
@ -219,8 +216,7 @@ has_replace_hook (CoglPipelineLayer *layer,
static void
_cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *authority;
@ -294,15 +290,11 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
if (shader_state->gl_shader)
{
/* 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. 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)
&& shader_state->n_tex_coord_attribs == n_tex_coord_attribs)
/* 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 (user_program == NULL ||
shader_state->user_program_age == user_program->age)
return;
/* We need to recreate the shader so destroy the existing one */
@ -315,15 +307,14 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
encountered it or because the user program has changed */
if (user_program)
shader_state->user_program_age = user_program->age;
{
shader_state->user_program_age = user_program->age;
shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
/* If the user program contains a fragment shader then we don't need
to generate one */
if (user_program &&
_cogl_program_has_fragment_shader (user_program))
return;
/* If the user program contains a fragment shader then we don't need
to generate one */
if (_cogl_program_has_fragment_shader (user_program))
return;
}
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
@ -440,8 +431,8 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
}
else
g_string_append_printf (shader_state->source,
"cogl_tex_coord_in[%d]",
unit_index);
"cogl_tex_coord%i_in",
layer->index);
g_string_append (shader_state->source, ");\n");
@ -1026,7 +1017,12 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
get_texture_target_string (texture_type, &target_string, NULL);
g_string_append_printf (shader_state->header,
"varying vec4 _cogl_tex_coord%i;\n"
"#define cogl_tex_coord%i_in _cogl_tex_coord%i\n"
"uniform sampler%s cogl_sampler%i;\n",
layer->index,
layer->index,
layer->index,
target_string,
layer->index);
}
@ -1081,8 +1077,6 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version_string,
shader, GL_FRAGMENT_SHADER,
shader_state
->n_tex_coord_attribs,
2, /* count */
source_strings, lengths);

View File

@ -144,8 +144,7 @@ _cogl_delete_gl_texture (GLuint gl_texture);
void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
CoglFramebuffer *framebuffer,
CoglBool skip_gl_state,
int n_tex_coord_attribs);
CoglBool skip_gl_state);
#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */

View File

@ -1147,8 +1147,7 @@ fragend_add_layer_cb (CoglPipelineLayer *layer,
void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
CoglFramebuffer *framebuffer,
CoglBool skip_gl_color,
int n_tex_coord_attribs)
CoglBool skip_gl_color)
{
unsigned long pipelines_difference;
int n_layers;
@ -1203,16 +1202,6 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
else
layer_differences = NULL;
/* Make sure we generate the texture coordinate array to be at least
the number of layers. This is important because the vertend will
try to pass along the corresponding varying for each layer
regardless of whether the fragment shader is actually using
it. Also it is possible that the application is assuming that if
the attribute isn't passed then it will default to 0,0. This is
what test-cogl-primitive does */
if (n_layers > n_tex_coord_attribs)
n_tex_coord_attribs = n_layers;
/* First flush everything that's the same regardless of which
* pipeline backend is being used...
*
@ -1266,8 +1255,7 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
vertend->start (pipeline,
n_layers,
pipelines_difference,
n_tex_coord_attribs);
pipelines_difference);
state.framebuffer = framebuffer;
state.vertend = vertend;
@ -1298,8 +1286,7 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
fragend->start (pipeline,
n_layers,
pipelines_difference,
n_tex_coord_attribs);
pipelines_difference);
_cogl_pipeline_foreach_layer_internal (pipeline,
fragend_add_layer_cb,
@ -1319,7 +1306,7 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
continue;
if (progend->end)
progend->end (pipeline, pipelines_difference, n_tex_coord_attribs);
progend->end (pipeline, pipelines_difference);
break;
}

View File

@ -109,15 +109,6 @@ typedef struct
GLuint program;
/* To allow writing shaders that are portable between GLES 2 and
* OpenGL Cogl prepends a number of boilerplate #defines and
* declarations to user shaders. One of those declarations is an
* array of texture coordinate varyings, but to know how to emit the
* declaration we need to know how many texture coordinate
* attributes are in use. The boilerplate also needs to be changed
* if this changes. */
int n_tex_coord_attribs;
unsigned long dirty_builtin_uniforms;
GLint builtin_uniform_locations[G_N_ELEMENTS (builtin_uniforms)];
@ -244,7 +235,6 @@ program_state_new (int n_layers)
program_state = g_slice_new (CoglPipelineProgramState);
program_state->ref_count = 1;
program_state->program = 0;
program_state->n_tex_coord_attribs = 0;
program_state->unit_state = g_new (UnitState, n_layers);
program_state->uniform_locations = NULL;
program_state->attribute_locations = NULL;
@ -387,7 +377,7 @@ get_uniform_cb (CoglPipeline *pipeline,
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
"cogl_texture_matrix[%i]", state->unit);
"cogl_texture_matrix%i", layer_index);
GE_RET( uniform_location,
ctx, glGetUniformLocation (state->gl_program,
@ -644,8 +634,7 @@ _cogl_pipeline_progend_glsl_start (CoglPipeline *pipeline)
static void
_cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
CoglPipelineProgramState *program_state;
GLuint gl_program;
@ -714,14 +703,9 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
}
/* If the program has changed since the last link then we do
* need to relink
*
* Also if the number of texture coordinate attributes in use has
* changed, then delete the program so we can prepend a new
* _cogl_tex_coord[] varying array declaration. */
if ((program_state->program && user_program &&
user_program->age != program_state->user_program_age) ||
n_tex_coord_attribs != program_state->n_tex_coord_attribs)
* need to relink */
if (program_state->program && user_program &&
user_program->age != program_state->user_program_age)
{
GE( ctx, glDeleteProgram (program_state->program) );
program_state->program = 0;
@ -741,7 +725,7 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
{
CoglShader *shader = l->data;
_cogl_shader_compile_real (shader, n_tex_coord_attribs);
_cogl_shader_compile_real (shader, 4);
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
@ -761,8 +745,6 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
link_program (program_state->program);
program_changed = TRUE;
program_state->n_tex_coord_attribs = n_tex_coord_attribs;
}
gl_program = program_state->program;

View File

@ -47,8 +47,7 @@ const CoglPipelineVertend _cogl_pipeline_fixed_vertend;
static void
_cogl_pipeline_vertend_fixed_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
_cogl_use_vertex_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
}

View File

@ -60,9 +60,6 @@ typedef struct
a shader at all */
unsigned int user_program_age;
/* The number of tex coord attributes that the shader was generated
* for. If this changes then we need to regenerate the shader */
int n_tex_coord_attribs;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
@ -152,8 +149,7 @@ get_layer_vertex_snippets (CoglPipelineLayer *layer)
static void
_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *template_pipeline = NULL;
@ -217,13 +213,11 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
if (shader_state->gl_shader)
{
/* 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.
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)
&& shader_state->n_tex_coord_attribs == n_tex_coord_attribs)
* 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 (user_program == NULL ||
shader_state->user_program_age == user_program->age)
return;
/* We need to recreate the shader so destroy the existing one */
@ -236,15 +230,14 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
because the user program has changed */
if (user_program)
shader_state->user_program_age = user_program->age;
{
shader_state->user_program_age = user_program->age;
shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
/* If the user program contains a vertex shader then we don't need
to generate one */
if (user_program &&
_cogl_program_has_vertex_shader (user_program))
return;
/* If the user program contains a vertex shader then we don't need
to generate one */
if (_cogl_program_has_vertex_shader (user_program))
return;
}
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
@ -277,17 +270,26 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
{
CoglPipelineShaderState *shader_state;
CoglPipelineSnippetData snippet_data;
int unit_index;
int layer_index = layer->index;
_COGL_GET_CONTEXT (ctx, FALSE);
shader_state = get_shader_state (pipeline);
unit_index = _cogl_pipeline_layer_get_unit_index (layer);
if (shader_state->source == NULL)
return TRUE;
g_string_append_printf (shader_state->header,
"uniform mat4 cogl_texture_matrix%i;\n"
"attribute vec4 cogl_tex_coord%i_in;\n"
"varying vec4 _cogl_tex_coord%i;\n"
"#define cogl_tex_coord%i_out _cogl_tex_coord%i\n",
layer_index,
layer_index,
layer_index,
layer_index,
layer_index);
/* Transform the texture coordinates by the layer's user matrix.
*
* FIXME: this should avoid doing the transform if there is no user
@ -306,18 +308,18 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
"{\n"
" return matrix * tex_coord;\n"
"}\n",
unit_index);
layer_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);
layer_index);
snippet_data.final_name = g_strdup_printf ("cogl_transform_layer%i",
unit_index);
layer_index);
snippet_data.function_prefix = g_strdup_printf ("cogl_transform_layer%i",
unit_index);
layer_index);
snippet_data.return_type = "vec4";
snippet_data.return_variable = "cogl_tex_coord";
snippet_data.return_variable_is_argument = TRUE;
@ -332,14 +334,14 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
g_free ((char *) snippet_data.function_prefix);
g_string_append_printf (shader_state->source,
" cogl_tex_coord_out[%i] = "
"cogl_transform_layer%i (cogl_texture_matrix[%i],\n"
" cogl_tex_coord%i_out = "
"cogl_transform_layer%i (cogl_texture_matrix%i,\n"
" "
" cogl_tex_coord%i_in);\n",
unit_index,
unit_index,
unit_index,
unit_index);
layer_index,
layer_index,
layer_index,
layer_index);
return TRUE;
}
@ -437,8 +439,6 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
NULL,
shader, GL_VERTEX_SHADER,
shader_state
->n_tex_coord_attribs,
2, /* count */
source_strings, lengths);

View File

@ -158,8 +158,7 @@ dirty_shader_state (CoglPipeline *pipeline)
static void
_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *authority;