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cogl: Move some GL-specific GLSL details into the driver
_cogl_shader_set_source_with_boilerplate and _cogl_shader_compile_real have enough GL assumptions that it makes sense to push them into the backend. Taken together their only callers are under driver/gl, so. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1194
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@ -1,41 +0,0 @@
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/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2012 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _COGL_GLSL_SHADER_PRIVATE_H_
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#define _COGL_GLSL_SHADER_PRIVATE_H_
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in);
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#endif /* _COGL_GLSL_SHADER_PRIVATE_H_ */
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@ -1,189 +0,0 @@
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/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2012 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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*/
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#include "cogl-config.h"
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#include "cogl-context-private.h"
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#include "cogl-glsl-shader-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include "driver/gl/cogl-util-gl-private.h"
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#include <string.h>
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#include <glib.h>
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static gboolean
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add_layer_vertex_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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g_string_append_printf (layer_declarations,
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"attribute vec4 cogl_tex_coord%d_in;\n"
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"#define cogl_texture_matrix%i cogl_texture_matrix[%i]\n"
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"#define cogl_tex_coord%i_out _cogl_tex_coord[%i]\n",
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layer->index,
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layer->index,
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unit_index,
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layer->index,
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unit_index);
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return TRUE;
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}
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static gboolean
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add_layer_fragment_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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g_string_append_printf (layer_declarations,
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"#define cogl_tex_coord%i_in _cogl_tex_coord[%i]\n",
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layer->index,
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_cogl_pipeline_layer_get_unit_index (layer));
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return TRUE;
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}
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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{
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const char *vertex_boilerplate;
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const char *fragment_boilerplate;
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const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
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char *version_string;
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int count = 0;
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int n_layers;
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vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
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fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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version_string = g_strdup_printf ("#version %i\n\n",
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ctx->glsl_version_to_use);
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strings[count] = version_string;
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lengths[count++] = -1;
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if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_EGL_IMAGE_EXTERNAL))
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{
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static const char image_external_extension[] =
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"#extension GL_OES_EGL_image_external : require\n";
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strings[count] = image_external_extension;
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lengths[count++] = sizeof (image_external_extension) - 1;
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}
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = strlen (vertex_boilerplate);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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lengths[count++] = strlen (fragment_boilerplate);
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}
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n_layers = cogl_pipeline_get_n_layers (pipeline);
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if (n_layers)
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{
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GString *layer_declarations = ctx->codegen_boilerplate_buffer;
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g_string_set_size (layer_declarations, 0);
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g_string_append_printf (layer_declarations,
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"varying vec4 _cogl_tex_coord[%d];\n",
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n_layers);
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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g_string_append_printf (layer_declarations,
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"uniform mat4 cogl_texture_matrix[%d];\n",
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n_layers);
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_vertex_boilerplate_cb,
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layer_declarations);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_fragment_boilerplate_cb,
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layer_declarations);
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}
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strings[count] = layer_declarations->str;
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lengths[count++] = -1; /* null terminated */
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}
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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{
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GString *buf = g_string_new (NULL);
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int i;
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g_string_append_printf (buf,
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"%s shader:\n",
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shader_gl_type == GL_VERTEX_SHADER ?
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"vertex" : "fragment");
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for (i = 0; i < count; i++)
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if (lengths[i] != -1)
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g_string_append_len (buf, strings[i], lengths[i]);
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else
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g_string_append (buf, strings[i]);
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g_message ("%s", buf->str);
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g_string_free (buf, TRUE);
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}
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GE( ctx, glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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g_free (version_string);
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}
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@ -47,16 +47,4 @@ struct _CoglShader
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char *source;
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};
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline);
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void
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_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
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GLenum shader_gl_type,
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int n_tex_coord_attribs,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in);
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#endif /* __COGL_SHADER_H */
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@ -32,7 +32,6 @@
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-glsl-shader-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include "driver/gl/cogl-util-gl-private.h"
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#include "deprecated/cogl-shader-private.h"
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@ -45,13 +44,6 @@ static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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@ -91,23 +83,6 @@ cogl_create_shader (CoglShaderType type)
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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@ -124,77 +99,6 @@ cogl_shader_source (CoglHandle handle,
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shader->source = g_strdup (source);
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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GLenum gl_type;
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GLint status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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}
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
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"src:\n%s\n"
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"error:\n%s\n",
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shader->source,
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buffer);
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}
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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#include "cogl-snippet-private.h"
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#include "cogl-list.h"
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#include "driver/gl/cogl-util-gl-private.h"
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#include "driver/gl/cogl-pipeline-opengl-private.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-pipeline-cache.h"
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#include "cogl-glsl-shader-private.h"
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#include "driver/gl/cogl-pipeline-fragend-glsl-private.h"
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#include "deprecated/cogl-shader-private.h"
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#include "deprecated/cogl-program-private.h"
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@ -146,5 +146,14 @@ _cogl_pipeline_flush_gl_state (CoglContext *context,
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gboolean skip_gl_state,
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gboolean unknown_color_alpha);
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in);
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#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */
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@ -633,6 +633,82 @@ _cogl_pipeline_progend_glsl_start (CoglPipeline *pipeline)
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return TRUE;
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}
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static void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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GLenum gl_type;
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GLint status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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GE (ctx, glDeleteShader (shader->gl_handle));
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
|
||||
"src:\n%s\n"
|
||||
"error:\n%s\n",
|
||||
shader->source,
|
||||
buffer);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
|
||||
unsigned long pipelines_difference)
|
||||
|
@ -45,7 +45,7 @@
|
||||
#include "cogl-context-private.h"
|
||||
#include "cogl-object-private.h"
|
||||
#include "cogl-pipeline-state-private.h"
|
||||
#include "cogl-glsl-shader-private.h"
|
||||
#include "cogl-glsl-shader-boilerplate.h"
|
||||
#include "driver/gl/cogl-pipeline-vertend-glsl-private.h"
|
||||
#include "deprecated/cogl-program-private.h"
|
||||
|
||||
@ -132,6 +132,150 @@ dirty_shader_state (CoglPipeline *pipeline)
|
||||
NULL);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
add_layer_vertex_boilerplate_cb (CoglPipelineLayer *layer,
|
||||
void *user_data)
|
||||
{
|
||||
GString *layer_declarations = user_data;
|
||||
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
||||
g_string_append_printf (layer_declarations,
|
||||
"attribute vec4 cogl_tex_coord%d_in;\n"
|
||||
"#define cogl_texture_matrix%i cogl_texture_matrix[%i]\n"
|
||||
"#define cogl_tex_coord%i_out _cogl_tex_coord[%i]\n",
|
||||
layer->index,
|
||||
layer->index,
|
||||
unit_index,
|
||||
layer->index,
|
||||
unit_index);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
add_layer_fragment_boilerplate_cb (CoglPipelineLayer *layer,
|
||||
void *user_data)
|
||||
{
|
||||
GString *layer_declarations = user_data;
|
||||
g_string_append_printf (layer_declarations,
|
||||
"#define cogl_tex_coord%i_in _cogl_tex_coord[%i]\n",
|
||||
layer->index,
|
||||
_cogl_pipeline_layer_get_unit_index (layer));
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
|
||||
GLuint shader_gl_handle,
|
||||
GLenum shader_gl_type,
|
||||
CoglPipeline *pipeline,
|
||||
GLsizei count_in,
|
||||
const char **strings_in,
|
||||
const GLint *lengths_in)
|
||||
{
|
||||
const char *vertex_boilerplate;
|
||||
const char *fragment_boilerplate;
|
||||
|
||||
const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
|
||||
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
|
||||
char *version_string;
|
||||
int count = 0;
|
||||
|
||||
int n_layers;
|
||||
|
||||
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
|
||||
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
|
||||
|
||||
version_string = g_strdup_printf ("#version %i\n\n",
|
||||
ctx->glsl_version_to_use);
|
||||
strings[count] = version_string;
|
||||
lengths[count++] = -1;
|
||||
|
||||
if (cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_EGL_IMAGE_EXTERNAL))
|
||||
{
|
||||
static const char image_external_extension[] =
|
||||
"#extension GL_OES_EGL_image_external : require\n";
|
||||
strings[count] = image_external_extension;
|
||||
lengths[count++] = sizeof (image_external_extension) - 1;
|
||||
}
|
||||
|
||||
if (shader_gl_type == GL_VERTEX_SHADER)
|
||||
{
|
||||
strings[count] = vertex_boilerplate;
|
||||
lengths[count++] = strlen (vertex_boilerplate);
|
||||
}
|
||||
else if (shader_gl_type == GL_FRAGMENT_SHADER)
|
||||
{
|
||||
strings[count] = fragment_boilerplate;
|
||||
lengths[count++] = strlen (fragment_boilerplate);
|
||||
}
|
||||
|
||||
n_layers = cogl_pipeline_get_n_layers (pipeline);
|
||||
if (n_layers)
|
||||
{
|
||||
GString *layer_declarations = ctx->codegen_boilerplate_buffer;
|
||||
g_string_set_size (layer_declarations, 0);
|
||||
|
||||
g_string_append_printf (layer_declarations,
|
||||
"varying vec4 _cogl_tex_coord[%d];\n",
|
||||
n_layers);
|
||||
|
||||
if (shader_gl_type == GL_VERTEX_SHADER)
|
||||
{
|
||||
g_string_append_printf (layer_declarations,
|
||||
"uniform mat4 cogl_texture_matrix[%d];\n",
|
||||
n_layers);
|
||||
|
||||
_cogl_pipeline_foreach_layer_internal (pipeline,
|
||||
add_layer_vertex_boilerplate_cb,
|
||||
layer_declarations);
|
||||
}
|
||||
else if (shader_gl_type == GL_FRAGMENT_SHADER)
|
||||
{
|
||||
_cogl_pipeline_foreach_layer_internal (pipeline,
|
||||
add_layer_fragment_boilerplate_cb,
|
||||
layer_declarations);
|
||||
}
|
||||
|
||||
strings[count] = layer_declarations->str;
|
||||
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);
|
||||
else
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < count_in; i++)
|
||||
lengths[count + i] = -1; /* null terminated */
|
||||
}
|
||||
count += count_in;
|
||||
|
||||
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
|
||||
{
|
||||
GString *buf = g_string_new (NULL);
|
||||
int i;
|
||||
|
||||
g_string_append_printf (buf,
|
||||
"%s shader:\n",
|
||||
shader_gl_type == GL_VERTEX_SHADER ?
|
||||
"vertex" : "fragment");
|
||||
for (i = 0; i < count; i++)
|
||||
if (lengths[i] != -1)
|
||||
g_string_append_len (buf, strings[i], lengths[i]);
|
||||
else
|
||||
g_string_append (buf, strings[i]);
|
||||
|
||||
g_message ("%s", buf->str);
|
||||
|
||||
g_string_free (buf, TRUE);
|
||||
}
|
||||
|
||||
GE( ctx, glShaderSource (shader_gl_handle, count,
|
||||
(const char **) strings, lengths) );
|
||||
|
||||
g_free (version_string);
|
||||
}
|
||||
GLuint
|
||||
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
|
||||
{
|
||||
|
@ -274,8 +274,6 @@ cogl_sources = [
|
||||
'cogl-pipeline-layer-state.c',
|
||||
'cogl-pipeline-state-private.h',
|
||||
'cogl-pipeline-debug.c',
|
||||
'cogl-glsl-shader.c',
|
||||
'cogl-glsl-shader-private.h',
|
||||
'cogl-glsl-shader-boilerplate.h',
|
||||
'cogl-pipeline-snippet-private.h',
|
||||
'cogl-pipeline-snippet.c',
|
||||
|
Loading…
Reference in New Issue
Block a user