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
This commit is contained in:
Adam Jackson 2020-01-16 15:37:38 -05:00
parent 1285619bcf
commit 462df7e61a
9 changed files with 231 additions and 342 deletions

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@ -1,41 +0,0 @@
/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2012 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _COGL_GLSL_SHADER_PRIVATE_H_
#define _COGL_GLSL_SHADER_PRIVATE_H_
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);
#endif /* _COGL_GLSL_SHADER_PRIVATE_H_ */

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@ -1,189 +0,0 @@
/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2012 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
* Neil Roberts <neil@linux.intel.com>
*/
#include "cogl-config.h"
#include "cogl-context-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.h"
#include "driver/gl/cogl-util-gl-private.h"
#include <string.h>
#include <glib.h>
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);
}

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@ -47,16 +47,4 @@ struct _CoglShader
char *source; char *source;
}; };
void
_cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline);
void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in);
#endif /* __COGL_SHADER_H */ #endif /* __COGL_SHADER_H */

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@ -32,7 +32,6 @@
#include "cogl-context-private.h" #include "cogl-context-private.h"
#include "cogl-object-private.h" #include "cogl-object-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.h" #include "cogl-glsl-shader-boilerplate.h"
#include "driver/gl/cogl-util-gl-private.h" #include "driver/gl/cogl-util-gl-private.h"
#include "deprecated/cogl-shader-private.h" #include "deprecated/cogl-shader-private.h"
@ -45,13 +44,6 @@ static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader); COGL_HANDLE_DEFINE (Shader, shader);
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
static void static void
_cogl_shader_free (CoglShader *shader) _cogl_shader_free (CoglShader *shader)
{ {
@ -91,23 +83,6 @@ cogl_create_shader (CoglShaderType type)
return _cogl_shader_handle_new (shader); return _cogl_shader_handle_new (shader);
} }
static void
delete_shader (CoglShader *shader)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
shader->gl_handle = 0;
if (shader->compilation_pipeline)
{
cogl_object_unref (shader->compilation_pipeline);
shader->compilation_pipeline = NULL;
}
}
void void
cogl_shader_source (CoglHandle handle, cogl_shader_source (CoglHandle handle,
const char *source) const char *source)
@ -124,77 +99,6 @@ cogl_shader_source (CoglHandle handle,
shader->source = g_strdup (source); shader->source = g_strdup (source);
} }
void
_cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline)
{
CoglShader *shader = handle;
GLenum gl_type;
GLint status;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
/* XXX: currently the only things that will affect the
* boilerplate for user shaders, apart from driver features,
* are the pipeline layer-indices and texture-unit-indices
*/
if (pipeline == prev ||
_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
return;
}
if (shader->gl_handle)
delete_shader (shader);
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = ctx->glCreateShader (gl_type);
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
shader->gl_handle,
gl_type,
pipeline,
1,
(const char **)
&shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
shader->compilation_pipeline = cogl_object_ref (pipeline);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (!status)
{
char buffer[512];
int len = 0;
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
g_warning ("Failed to compile GLSL program:\n"
"src:\n%s\n"
"error:\n%s\n",
shader->source,
buffer);
}
}
CoglShaderType CoglShaderType
cogl_shader_get_type (CoglHandle handle) cogl_shader_get_type (CoglHandle handle)
{ {

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@ -43,11 +43,11 @@
#include "cogl-snippet-private.h" #include "cogl-snippet-private.h"
#include "cogl-list.h" #include "cogl-list.h"
#include "driver/gl/cogl-util-gl-private.h" #include "driver/gl/cogl-util-gl-private.h"
#include "driver/gl/cogl-pipeline-opengl-private.h"
#include "cogl-context-private.h" #include "cogl-context-private.h"
#include "cogl-object-private.h" #include "cogl-object-private.h"
#include "cogl-pipeline-cache.h" #include "cogl-pipeline-cache.h"
#include "cogl-glsl-shader-private.h"
#include "driver/gl/cogl-pipeline-fragend-glsl-private.h" #include "driver/gl/cogl-pipeline-fragend-glsl-private.h"
#include "deprecated/cogl-shader-private.h" #include "deprecated/cogl-shader-private.h"
#include "deprecated/cogl-program-private.h" #include "deprecated/cogl-program-private.h"

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@ -146,5 +146,14 @@ _cogl_pipeline_flush_gl_state (CoglContext *context,
gboolean skip_gl_state, gboolean skip_gl_state,
gboolean unknown_color_alpha); gboolean unknown_color_alpha);
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);
#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */ #endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */

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@ -633,6 +633,82 @@ _cogl_pipeline_progend_glsl_start (CoglPipeline *pipeline)
return TRUE; return TRUE;
} }
static void
_cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline)
{
CoglShader *shader = handle;
GLenum gl_type;
GLint status;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
/* XXX: currently the only things that will affect the
* boilerplate for user shaders, apart from driver features,
* are the pipeline layer-indices and texture-unit-indices
*/
if (pipeline == prev ||
_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
return;
GE (ctx, glDeleteShader (shader->gl_handle));
shader->gl_handle = 0;
if (shader->compilation_pipeline)
{
cogl_object_unref (shader->compilation_pipeline);
shader->compilation_pipeline = NULL;
}
}
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = ctx->glCreateShader (gl_type);
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
shader->gl_handle,
gl_type,
pipeline,
1,
(const char **)
&shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
shader->compilation_pipeline = cogl_object_ref (pipeline);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (!status)
{
char buffer[512];
int len = 0;
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
g_warning ("Failed to compile GLSL program:\n"
"src:\n%s\n"
"error:\n%s\n",
shader->source,
buffer);
}
}
static void static void
_cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline, _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
unsigned long pipelines_difference) unsigned long pipelines_difference)

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@ -45,7 +45,7 @@
#include "cogl-context-private.h" #include "cogl-context-private.h"
#include "cogl-object-private.h" #include "cogl-object-private.h"
#include "cogl-pipeline-state-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 "driver/gl/cogl-pipeline-vertend-glsl-private.h"
#include "deprecated/cogl-program-private.h" #include "deprecated/cogl-program-private.h"
@ -132,6 +132,150 @@ dirty_shader_state (CoglPipeline *pipeline)
NULL); 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 GLuint
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline) _cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
{ {

View File

@ -274,8 +274,6 @@ cogl_sources = [
'cogl-pipeline-layer-state.c', 'cogl-pipeline-layer-state.c',
'cogl-pipeline-state-private.h', 'cogl-pipeline-state-private.h',
'cogl-pipeline-debug.c', 'cogl-pipeline-debug.c',
'cogl-glsl-shader.c',
'cogl-glsl-shader-private.h',
'cogl-glsl-shader-boilerplate.h', 'cogl-glsl-shader-boilerplate.h',
'cogl-pipeline-snippet-private.h', 'cogl-pipeline-snippet-private.h',
'cogl-pipeline-snippet.c', 'cogl-pipeline-snippet.c',