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glsl: always emit sampler uniforms for non NULL layers
There might be custom hooks that want to sample arbitrary layers even though they aren't referenced as part of the auto generated layer combine code. This ensures the sampler uniforms are always output for non-null layers so at least these can be used. We may consider changing this later to always emit a wrapper cogl_sampleX() function for each layer so all samples of a layer can consistently be modified by a COGL_SNIPPET_HOOK_TEXTURE_LOOKUP hook. Reviewed-by: Neil Roberts <neil@linux.intel.com>
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@ -372,6 +372,44 @@ add_constant_lookup (CoglPipelineShaderState *shader_state,
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layer->index, swizzle);
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}
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static void
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get_texture_target_string (CoglTextureType texture_type,
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const char **target_string_out,
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const char **swizzle_out)
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{
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const char *target_string, *tex_coord_swizzle;
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switch (texture_type)
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{
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#if 0 /* TODO */
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case COGL_TEXTURE_TYPE_1D:
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target_string = "1D";
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tex_coord_swizzle = "s";
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break;
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#endif
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case COGL_TEXTURE_TYPE_2D:
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target_string = "2D";
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tex_coord_swizzle = "st";
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break;
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case COGL_TEXTURE_TYPE_3D:
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target_string = "3D";
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tex_coord_swizzle = "stp";
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break;
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case COGL_TEXTURE_TYPE_RECTANGLE:
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target_string = "2DRect";
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tex_coord_swizzle = "st";
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break;
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}
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if (target_string_out)
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*target_string_out = target_string;
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if (swizzle_out)
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*swizzle_out = tex_coord_swizzle;
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}
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static void
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ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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CoglPipeline *pipeline,
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@ -424,37 +462,9 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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_cogl_pipeline_layer_get_texture_type (layer);
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const char *target_string, *tex_coord_swizzle;
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switch (texture_type)
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{
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#if 0 /* TODO */
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case COGL_TEXTURE_TYPE_1D:
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target_string = "1D";
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tex_coord_swizzle = "s";
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break;
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#endif
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case COGL_TEXTURE_TYPE_2D:
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target_string = "2D";
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tex_coord_swizzle = "st";
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break;
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case COGL_TEXTURE_TYPE_3D:
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target_string = "3D";
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tex_coord_swizzle = "stp";
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break;
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case COGL_TEXTURE_TYPE_RECTANGLE:
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target_string = "2DRect";
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tex_coord_swizzle = "st";
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break;
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}
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/* Create a sampler uniform */
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if (G_LIKELY (!COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
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g_string_append_printf (shader_state->header,
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"uniform sampler%s _cogl_sampler_%i;\n",
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target_string,
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layer->index);
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get_texture_target_string (texture_type,
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&target_string,
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&tex_coord_swizzle);
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g_string_append_printf (shader_state->header,
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"vec4\n"
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@ -468,7 +478,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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"vec4 (1.0, 1.0, 1.0, 1.0);\n");
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else
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g_string_append_printf (shader_state->header,
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"texture%s (_cogl_sampler_%i, coords.%s);\n",
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"texture%s (cogl_sampler%i, coords.%s);\n",
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target_string, layer->index, tex_coord_swizzle);
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g_string_append (shader_state->header, "}\n");
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@ -1014,6 +1024,24 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
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CoglPipelineLayer *last_layer;
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LayerData *layer_data, *tmp;
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/* We always emit sampler uniforms in case there will be custom
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* layer snippets that want to sample arbitrary layers. */
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COGL_LIST_FOREACH (layer_data, &shader_state->layers, list_node)
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{
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CoglPipelineLayer *layer = layer_data->layer;
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CoglTextureType texture_type =
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_cogl_pipeline_layer_get_texture_type (layer);
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const char *target_string;
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get_texture_target_string (texture_type, &target_string, NULL);
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g_string_append_printf (shader_state->header,
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"uniform sampler%s cogl_sampler%i;\n",
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target_string,
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layer->index);
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}
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last_layer = COGL_LIST_FIRST (&shader_state->layers)->layer;
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ensure_layer_generated (pipeline, last_layer->index);
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@ -371,7 +371,7 @@ get_uniform_cb (CoglPipeline *pipeline,
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the program has now been linked */
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g_string_set_size (ctx->codegen_source_buffer, 0);
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g_string_append_printf (ctx->codegen_source_buffer,
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"_cogl_sampler_%i", layer_index);
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"cogl_sampler%i", layer_index);
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GE_RET( uniform_location,
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ctx, glGetUniformLocation (state->gl_program,
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