diff --git a/clutter/clutter-blur-effect.c b/clutter/clutter-blur-effect.c
index 144ee96c1..901942c79 100644
--- a/clutter/clutter-blur-effect.c
+++ b/clutter/clutter-blur-effect.c
@@ -57,18 +57,17 @@ typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
* horizontal/vertical two pass shader for the gaussian blur
*/
static const gchar *box_blur_glsl_shader =
-"#version 110\n"
"uniform sampler2D tex;\n"
"uniform float x_step, y_step;\n"
"\n"
"vec4 get_rgba_rel (sampler2D source, float dx, float dy)\n"
"{\n"
-" return texture2D (tex, gl_TexCoord[0].st + vec2 (dx, dy) * 2.0);\n"
+" return texture2D (tex, cogl_tex_coord[0].st + vec2 (dx, dy) * 2.0);\n"
"}\n"
"\n"
"void main ()\n"
"{\n"
-" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
+" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
" color += get_rgba_rel (tex, -x_step, -y_step);\n"
" color += get_rgba_rel (tex, 0.0, -y_step);\n"
" color += get_rgba_rel (tex, x_step, -y_step);\n"
@@ -78,7 +77,7 @@ static const gchar *box_blur_glsl_shader =
" color += get_rgba_rel (tex, -x_step, y_step);\n"
" color += get_rgba_rel (tex, 0.0, y_step);\n"
" color += get_rgba_rel (tex, x_step, y_step);\n"
-" gl_FragColor = color / 9.0;\n"
+" cogl_color_out = color / 9.0;\n"
"}";
struct _ClutterBlurEffect
diff --git a/clutter/clutter-colorize-effect.c b/clutter/clutter-colorize-effect.c
index a72458102..08d12c027 100644
--- a/clutter/clutter-colorize-effect.c
+++ b/clutter/clutter-colorize-effect.c
@@ -84,15 +84,14 @@ struct _ClutterColorizeEffectClass
* Addison-Wesley
*/
static const gchar *colorize_glsl_shader =
-"#version 110\n"
"uniform sampler2D tex;\n"
"uniform vec3 tint;\n"
"\n"
"void main ()\n"
"{\n"
-" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
+" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
-" gl_FragColor = vec4 (gray * tint, color.a);\n"
+" cogl_color_out = vec4 (gray * tint, color.a);\n"
"}\n";
/* a lame sepia */
diff --git a/clutter/clutter-desaturate-effect.c b/clutter/clutter-desaturate-effect.c
index e6a06b1f9..dd3c3b095 100644
--- a/clutter/clutter-desaturate-effect.c
+++ b/clutter/clutter-desaturate-effect.c
@@ -88,7 +88,6 @@ struct _ClutterDesaturateEffectClass
* Addison-Wesley
*/
static const gchar *desaturate_glsl_shader =
-"#version 110\n"
"uniform sampler2D tex;\n"
"uniform float factor;\n"
"\n"
@@ -101,9 +100,9 @@ static const gchar *desaturate_glsl_shader =
"\n"
"void main ()\n"
"{\n"
-" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
+" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
" color.rgb = desaturate (color.rgb, factor);\n"
-" gl_FragColor = color;\n"
+" cogl_color_out = color;\n"
"}\n";
enum
diff --git a/clutter/cogl/cogl/cogl-context.c b/clutter/cogl/cogl/cogl-context.c
index 7a56a9ada..1c306e16f 100644
--- a/clutter/cogl/cogl/cogl-context.c
+++ b/clutter/cogl/cogl/cogl-context.c
@@ -239,7 +239,7 @@ cogl_create_context (void)
default_texture_data);
cogl_push_source (_context->opaque_color_pipeline);
- _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE);
+ _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0);
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
diff --git a/clutter/cogl/cogl/cogl-path.c b/clutter/cogl/cogl/cogl-path.c
index 9e4eee71a..0577f417b 100644
--- a/clutter/cogl/cogl/cogl-path.c
+++ b/clutter/cogl/cogl/cogl-path.c
@@ -230,7 +230,7 @@ _cogl_path_stroke_nodes (void)
cogl_push_source (source);
- _cogl_pipeline_flush_gl_state (source, FALSE);
+ _cogl_pipeline_flush_gl_state (source, FALSE, 0);
/* Disable all client texture coordinate arrays */
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
@@ -376,7 +376,7 @@ _cogl_add_path_to_stencil_buffer (CoglPath *path,
/* Just setup a simple pipeline that doesn't use texturing... */
cogl_push_source (ctx->stencil_pipeline);
- _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE);
+ _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
_cogl_enable (enable_flags);
diff --git a/clutter/cogl/cogl/cogl-pipeline-arbfp.c b/clutter/cogl/cogl/cogl-pipeline-arbfp.c
index dea031c98..97b5e3693 100644
--- a/clutter/cogl/cogl/cogl-pipeline-arbfp.c
+++ b/clutter/cogl/cogl/cogl-pipeline-arbfp.c
@@ -327,7 +327,8 @@ get_arbfp_program_state (CoglPipeline *pipeline)
static gboolean
_cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
- unsigned long pipelines_difference)
+ unsigned long pipelines_difference,
+ int n_tex_coord_attribs)
{
CoglPipelineBackendARBfpPrivate *priv;
CoglPipeline *authority;
diff --git a/clutter/cogl/cogl/cogl-pipeline-fixed.c b/clutter/cogl/cogl/cogl-pipeline-fixed.c
index 092e5cccd..11337b7bd 100644
--- a/clutter/cogl/cogl/cogl-pipeline-fixed.c
+++ b/clutter/cogl/cogl/cogl-pipeline-fixed.c
@@ -73,7 +73,8 @@ _cogl_pipeline_backend_fixed_get_max_texture_units (void)
static gboolean
_cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline,
int n_layers,
- unsigned long pipelines_difference)
+ unsigned long pipelines_difference,
+ int n_tex_coord_attribs)
{
_cogl_use_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
return TRUE;
diff --git a/clutter/cogl/cogl/cogl-pipeline-glsl.c b/clutter/cogl/cogl/cogl-pipeline-glsl.c
index 3e322e2f3..c94e517bf 100644
--- a/clutter/cogl/cogl/cogl-pipeline-glsl.c
+++ b/clutter/cogl/cogl/cogl-pipeline-glsl.c
@@ -73,6 +73,17 @@ typedef struct _GlslProgramState
unsigned int user_program_age;
GLuint gl_program;
+#ifdef HAVE_COGL_GLES2
+ /* 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 increases. */
+ int n_tex_coord_attribs;
+#endif
+
/* This is set to TRUE if the program has changed since we last
flushed the uniforms */
gboolean gl_program_changed;
@@ -252,7 +263,8 @@ link_program (GLint gl_program)
static gboolean
_cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
int n_layers,
- unsigned long pipelines_difference)
+ unsigned long pipelines_difference,
+ int n_tex_coord_attribs)
{
CoglPipelineBackendGlslPrivate *priv;
CoglPipeline *authority;
@@ -285,8 +297,17 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
if (priv->glsl_program_state)
{
/* However if the program has changed since the last link then we do
- need to relink */
- if (priv->glsl_program_state->user_program_age == user_program->age)
+ * need to relink
+ *
+ * Also if the number of texture coordinate attributes in use has
+ * increased, then delete the program so we can prepend a new
+ * _cogl_tex_coord[] varying array declaration. */
+ if (priv->glsl_program_state->user_program_age == user_program->age
+#ifdef HAVE_COGL_GLES2
+ && priv->glsl_program_state->n_tex_coord_attribs >=
+ n_tex_coord_attribs
+#endif
+ )
return TRUE;
/* Destroy the existing program. We can't just dirty the whole
@@ -340,6 +361,18 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
GE_RET( gl_program, glCreateProgram () );
+#ifdef HAVE_COGL_GLES2
+ /* Find the largest count of texture coordinate attributes
+ * associated with each of the shaders so we can ensure a consistent
+ * _cogl_tex_coord[] array declaration across all of the shaders.*/
+ for (l = user_program->attached_shaders; l; l = l->next)
+ {
+ CoglShader *shader = l->data;
+ n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
+ n_tex_coord_attribs);
+ }
+#endif
+
/* Add all of the shaders from the user program */
for (l = user_program->attached_shaders; l; l = l->next)
{
@@ -347,11 +380,16 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
+ _cogl_shader_compile_real (shader, n_tex_coord_attribs);
+
GE( glAttachShader (gl_program, shader->gl_handle) );
}
priv->glsl_program_state->gl_program = gl_program;
priv->glsl_program_state->user_program_age = user_program->age;
+#ifdef HAVE_COGL_GLES2
+ priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs;
+#endif
link_program (gl_program);
diff --git a/clutter/cogl/cogl/cogl-pipeline-opengl-private.h b/clutter/cogl/cogl/cogl-pipeline-opengl-private.h
index 21bf0c5e9..43917b12a 100644
--- a/clutter/cogl/cogl/cogl-pipeline-opengl-private.h
+++ b/clutter/cogl/cogl/cogl-pipeline-opengl-private.h
@@ -150,7 +150,8 @@ _cogl_gl_use_program_wrapper (CoglHandle program);
void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
- gboolean skip_gl_state);
+ gboolean skip_gl_state,
+ int n_tex_coord_attribs);
#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */
diff --git a/clutter/cogl/cogl/cogl-pipeline-opengl.c b/clutter/cogl/cogl/cogl-pipeline-opengl.c
index 7c2d1d77b..9a69b38e7 100644
--- a/clutter/cogl/cogl/cogl-pipeline-opengl.c
+++ b/clutter/cogl/cogl/cogl-pipeline-opengl.c
@@ -1036,7 +1036,8 @@ backend_add_layer_cb (CoglPipelineLayer *layer,
*/
void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
- gboolean skip_gl_color)
+ gboolean skip_gl_color,
+ int n_tex_coord_attribs)
{
unsigned long pipelines_difference;
int n_layers;
@@ -1139,7 +1140,8 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
* scratch buffers here... */
if (G_UNLIKELY (!backend->start (pipeline,
n_layers,
- pipelines_difference)))
+ pipelines_difference,
+ n_tex_coord_attribs)))
continue;
state.backend = backend;
diff --git a/clutter/cogl/cogl/cogl-pipeline-private.h b/clutter/cogl/cogl/cogl-pipeline-private.h
index 955c3d767..b14669706 100644
--- a/clutter/cogl/cogl/cogl-pipeline-private.h
+++ b/clutter/cogl/cogl/cogl-pipeline-private.h
@@ -552,7 +552,8 @@ typedef struct _CoglPipelineBackend
gboolean (*start) (CoglPipeline *pipeline,
int n_layers,
- unsigned long pipelines_difference);
+ unsigned long pipelines_difference,
+ int n_tex_coord_attribs);
gboolean (*add_layer) (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference);
diff --git a/clutter/cogl/cogl/cogl-shader-boilerplate.h b/clutter/cogl/cogl/cogl-shader-boilerplate.h
new file mode 100644
index 000000000..1ed3519e2
--- /dev/null
+++ b/clutter/cogl/cogl/cogl-shader-boilerplate.h
@@ -0,0 +1,107 @@
+/*
+ * Cogl
+ *
+ * An object oriented GL/GLES Abstraction/Utility Layer
+ *
+ * Copyright (C) 2010 Intel Corporation.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library. If not, see
+ * .
+ *
+ *
+ * Authors:
+ * Robert Bragg
+ */
+
+#ifndef __COGL_SHADER_BOILERPLATE_H
+#define __COGL_SHADER_BOILERPLATE_H
+
+#include "cogl.h"
+
+
+#define _COGL_COMMON_SHADER_BOILERPLATE \
+ "#define COGL_VERSION 100\n" \
+ "\n"
+
+#ifndef HAVE_COGL_GLES2
+
+#define _COGL_VERTEX_SHADER_BOILERPLATE \
+ _COGL_COMMON_SHADER_BOILERPLATE \
+ "#define cogl_position_in gl_Vertex\n" \
+ "#define cogl_color_in gl_Color\n" \
+ "#define cogl_tex_coord_in gl_MultiTexCoord0\n" \
+ "#define cogl_tex_coord0_in gl_MultiTexCoord0\n" \
+ "#define cogl_tex_coord1_in gl_MultiTexCoord1\n" \
+ "#define cogl_tex_coord2_in gl_MultiTexCoord2\n" \
+ "#define cogl_tex_coord3_in gl_MultiTexCoord3\n" \
+ "#define cogl_tex_coord4_in gl_MultiTexCoord4\n" \
+ "#define cogl_tex_coord5_in gl_MultiTexCoord5\n" \
+ "#define cogl_tex_coord6_in gl_MultiTexCoord6\n" \
+ "#define cogl_tex_coord7_in gl_MultiTexCoord7\n" \
+ "#define cogl_normal_in gl_Normal\n" \
+ "\n" \
+ "#define cogl_position_out gl_Position\n" \
+ "#define cogl_point_size_out gl_PointSize\n" \
+ "#define cogl_color_out gl_FrontColor\n" \
+ "#define cogl_tex_coord_out gl_TexCoord\n" \
+ "\n" \
+ "#define cogl_modelview_matrix gl_ModelViewMatrix\n" \
+ "#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix\n" \
+ "#define cogl_projection_matrix gl_ProjectionMatrix\n" \
+ "#define cogl_texture_matrix gl_TextureMatrix\n" \
+
+#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
+ _COGL_COMMON_SHADER_BOILERPLATE \
+ "#define cogl_color_in gl_Color\n" \
+ "#define cogl_tex_coord_in gl_TexCoord\n" \
+ "\n" \
+ "#define cogl_color_out gl_FragColor\n" \
+ "#define cogl_depth_out gl_FragDepth\n" \
+ "\n" \
+ "#define cogl_front_facing gl_FrontFacing\n"
+#if 0
+ /* GLSL 1.2 has a bottom left origin, though later versions
+ * allow use of an origin_upper_left keyword which would be
+ * more appropriate for Cogl. */
+ "#define coglFragCoord gl_FragCoord\n"
+#endif
+
+#else /* HAVE_COGL_GLES2 */
+
+#define _COGL_VERTEX_SHADER_BOILERPLATE \
+ _COGL_COMMON_SHADER_BOILERPLATE \
+ "#define cogl_color_out _cogl_color\n" \
+ "#define cogl_point_coord_out _cogl_point_coord\n" \
+ "#define cogl_tex_coord_out _cogl_tex_coord\n"
+
+#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
+ _COGL_COMMON_SHADER_BOILERPLATE \
+ "#if __VERSION__ == 100\n" \
+ "precision highp float;\n" \
+ "#endif\n" \
+ "\n" \
+ "varying vec4 _cogl_color;\n" \
+ "\n" \
+ "#define cogl_color_in _cogl_color\n" \
+ "#define cogl_tex_coord_in _cogl_tex_coord\n" \
+ "\n" \
+ "#define cogl_color_out gl_FragColor\n" \
+ "#define cogl_depth_out gl_FragDepth\n" \
+ "\n" \
+ "#define cogl_front_facing gl_FrontFacing\n"
+
+#endif /* HAVE_COGL_GLES2 */
+
+#endif /* __COGL_SHADER_BOILERPLATE_H */
+
diff --git a/clutter/cogl/cogl/cogl-shader-private.h b/clutter/cogl/cogl/cogl-shader-private.h
index 9ba448002..03269a570 100644
--- a/clutter/cogl/cogl/cogl-shader-private.h
+++ b/clutter/cogl/cogl/cogl-shader-private.h
@@ -40,12 +40,17 @@ struct _CoglShader
{
CoglHandleObject _parent;
GLuint gl_handle;
+ int n_tex_coord_attribs;
CoglShaderType type;
CoglShaderLanguage language;
+ char *source;
};
CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
+void
+_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
+
CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle);
diff --git a/clutter/cogl/cogl/cogl-shader.c b/clutter/cogl/cogl/cogl-shader.c
index 6391ea529..b58cbe686 100644
--- a/clutter/cogl/cogl/cogl-shader.c
+++ b/clutter/cogl/cogl/cogl-shader.c
@@ -27,6 +27,7 @@
#include "cogl.h"
#include "cogl-shader-private.h"
+#include "cogl-shader-boilerplate.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
@@ -100,11 +101,35 @@ cogl_create_shader (CoglShaderType type)
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
+#ifdef HAVE_COGL_GLES2
+ shader->n_tex_coord_attribs = 0;
+#endif
shader->type = type;
return _cogl_shader_handle_new (shader);
}
+static void
+delete_shader (CoglShader *shader)
+{
+ _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+#ifdef HAVE_COGL_GL
+ if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
+ {
+ if (shader->gl_handle)
+ GE (glDeletePrograms (1, &shader->gl_handle));
+ }
+ else
+#endif
+ {
+ if (shader->gl_handle)
+ GE (glDeleteShader (shader->gl_handle));
+ }
+
+ shader->gl_handle = 0;
+}
+
void
cogl_shader_source (CoglHandle handle,
const char *source)
@@ -127,29 +152,55 @@ cogl_shader_source (CoglHandle handle,
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
- if (G_UNLIKELY (language != shader->language))
- {
-#ifdef HAVE_COGL_GL
- if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
- {
- if (shader->gl_handle)
- GE (glDeletePrograms (1, &shader->gl_handle));
- }
- else
-#endif
- {
- if (shader->gl_handle)
- GE (glDeleteShader (shader->gl_handle));
- }
- }
+ if (G_UNLIKELY (language != shader->language) &&
+ shader->gl_handle)
+ delete_shader (shader);
+
+ shader->source = g_strdup (source);
+
+ shader->language = language;
+}
+
+void
+cogl_shader_compile (CoglHandle handle)
+{
+ CoglShader *shader = handle;
+
+ if (!cogl_is_shader (handle))
+ return;
#ifdef HAVE_COGL_GL
- if (language == COGL_SHADER_LANGUAGE_ARBFP)
+ _cogl_shader_compile_real (shader, 0 /* ignored */);
+#endif
+
+ /* XXX: For GLES2 we don't actually compile anything until the
+ * shader gets used so we have an opportunity to add some
+ * boilerplate to the shader.
+ *
+ * At the end of the day this is obviously a badly designed API
+ * given that we are having to lie to the user. It was a mistake to
+ * so thinly wrap the OpenGL shader API and the current plan is to
+ * replace it with a pipeline snippets API. */
+}
+
+void
+_cogl_shader_compile_real (CoglHandle handle,
+ int n_tex_coord_attribs)
+{
+ CoglShader *shader = handle;
+
+ _COGL_GET_CONTEXT (ctx, NO_RETVAL);
+
+#ifdef HAVE_COGL_GL
+ if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
#ifdef COGL_GL_DEBUG
GLenum gl_error;
#endif
+ if (shader->gl_handle)
+ return;
+
GE (glGenPrograms (1, &shader->gl_handle));
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
@@ -160,8 +211,8 @@ cogl_shader_source (CoglHandle handle,
#endif
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
- strlen (source),
- source);
+ strlen (shader->source),
+ shader->source);
#ifdef COGL_GL_DEBUG
gl_error = glGetError ();
if (gl_error != GL_NO_ERROR)
@@ -169,7 +220,7 @@ cogl_shader_source (CoglHandle handle,
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
- source,
+ shader->source,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
@@ -177,44 +228,70 @@ cogl_shader_source (CoglHandle handle,
else
#endif
{
- if (!shader->gl_handle)
+ char *sourcev[4];
+ int count = 0;
+ GLenum gl_type;
+
+ if (shader->gl_handle
+#ifdef HAVE_COGL_GLES2
+ && shader->n_tex_coord_attribs >= n_tex_coord_attribs
+#endif
+ )
+ return;
+
+ if (shader->gl_handle)
+ delete_shader (shader);
+
+ switch (shader->type)
{
- GLenum gl_type;
-
- 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 = glCreateShader (gl_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;
}
- glShaderSource (shader->gl_handle, 1, &source, NULL);
+
+ shader->gl_handle = glCreateShader (gl_type);
+
+ sourcev[count++] = _COGL_COMMON_SHADER_BOILERPLATE;
+ if (shader->type == COGL_SHADER_TYPE_VERTEX)
+ sourcev[count++] = _COGL_VERTEX_SHADER_BOILERPLATE;
+ else
+ sourcev[count++] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
+
+#ifdef HAVE_COGL_GLES2
+ if (n_tex_coord_attribs)
+ sourcev[count++] =
+ g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
+ n_tex_coord_attribs);
+ shader->n_tex_coord_attribs = n_tex_coord_attribs;
+#endif
+
+ sourcev[count++] = shader->source;
+
+ glShaderSource (shader->gl_handle, count, (const char **)sourcev, NULL);
+
+#ifdef HAVE_COGL_GLES2
+ if (count == 4)
+ g_free (sourcev[2]);
+#endif
+
+ GE (glCompileShader (shader->gl_handle));
+
+#ifdef COGL_GL_DEBUG
+ if (!cogl_shader_is_compiled (handle))
+ {
+ char *log = cogl_shader_get_info_log (handle);
+ g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
+ shader->source,
+ log);
+ }
+#endif
}
-
- shader->language = language;
-}
-
-void
-cogl_shader_compile (CoglHandle handle)
-{
- CoglShader *shader;
- _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
- if (!cogl_is_shader (handle))
- return;
-
- shader = _cogl_shader_pointer_from_handle (handle);
-
- if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
- GE (glCompileShader (shader->gl_handle));
}
char *
@@ -242,6 +319,21 @@ cogl_shader_get_info_log (CoglHandle handle)
{
char buffer[512];
int len = 0;
+
+ /* We don't normally compile the shader when the user calls
+ * cogl_shader_compile() because we want to be able to add
+ * boilerplate code that depends on how it ends up finally being
+ * used.
+ *
+ * Here we force an early compile if the user is interested in
+ * log information to increase the chance that the log will be
+ * useful! We have to guess the number of texture coordinate
+ * attributes that may be used (normally less than 4) since that
+ * affects the boilerplate.
+ */
+ if (!shader->gl_handle)
+ _cogl_shader_compile_real (handle, 4);
+
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
@@ -284,6 +376,24 @@ cogl_shader_is_compiled (CoglHandle handle)
else
#endif
{
+ /* FIXME: We currently have an arbitrary limit of 4 texture
+ * coordinate attributes since our API means we have to add
+ * some boilerplate to the users GLSL program (for GLES2)
+ * before we actually know how many attributes are in use.
+ *
+ * 4 will probably be enough (or at least that limitation should
+ * be enough until we can replace this API with the pipeline
+ * snippets API) but if it isn't then the shader won't compile,
+ * through no fault of the user.
+ *
+ * To some extent this is just a symptom of bad API design; it
+ * was a mistake for Cogl to so thinly wrap the OpenGL shader
+ * API. Eventually we plan for this whole API will be deprecated
+ * by the pipeline snippets framework.
+ */
+ if (!shader->gl_handle)
+ _cogl_shader_compile_real (handle, 4);
+
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
diff --git a/clutter/cogl/cogl/cogl-vertex-attribute.c b/clutter/cogl/cogl/cogl-vertex-attribute.c
index 2b5682e57..199354b9c 100644
--- a/clutter/cogl/cogl/cogl-vertex-attribute.c
+++ b/clutter/cogl/cogl/cogl-vertex-attribute.c
@@ -435,6 +435,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
gboolean skip_gl_color = FALSE;
CoglPipeline *source;
CoglPipeline *copy = NULL;
+ int n_tex_coord_attribs = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
@@ -490,6 +491,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
base + attribute->offset));
_cogl_bitmask_set (&ctx->temp_bitmask,
attribute->texture_unit, TRUE);
+ n_tex_coord_attribs++;
break;
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
@@ -578,7 +580,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
_cogl_pipeline_apply_legacy_state (source);
}
- _cogl_pipeline_flush_gl_state (source, skip_gl_color);
+ _cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
diff --git a/clutter/cogl/cogl/cogl-vertex-buffer.c b/clutter/cogl/cogl/cogl-vertex-buffer.c
index 192d4d561..47ac93a37 100644
--- a/clutter/cogl/cogl/cogl-vertex-buffer.c
+++ b/clutter/cogl/cogl/cogl-vertex-buffer.c
@@ -218,6 +218,79 @@ validate_gl_attribute (const char *gl_attribute,
return type;
}
+/* There are a number of standard OpenGL attributes that we deal with
+ * specially. These attributes are all namespaced with a "gl_" prefix
+ * so we should catch any typos instead of silently adding a custom
+ * attribute.
+ */
+static CoglVertexBufferAttribFlags
+validate_cogl_attribute (const char *cogl_attribute,
+ guint8 n_components,
+ guint8 *texture_unit)
+{
+ CoglVertexBufferAttribFlags type;
+ char *detail_seperator = NULL;
+ int name_len;
+
+ detail_seperator = strstr (cogl_attribute, "::");
+ if (detail_seperator)
+ name_len = detail_seperator - cogl_attribute;
+ else
+ name_len = strlen (cogl_attribute);
+
+ if (strncmp (cogl_attribute, "position_in", name_len) == 0)
+ {
+ if (G_UNLIKELY (n_components == 1))
+ g_critical ("glVertexPointer doesn't allow 1 component vertex "
+ "positions so we currently only support "
+ "\"cogl_position_in\" attributes where "
+ "n_components == 2, 3 or 4");
+ type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY;
+ }
+ else if (strncmp (cogl_attribute, "color_in", name_len) == 0)
+ {
+ if (G_UNLIKELY (n_components != 3 && n_components != 4))
+ g_critical ("glColorPointer expects 3 or 4 component colors so we "
+ "currently only support \"cogl_color_in\" attributes "
+ "where n_components == 3 or 4");
+ type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY;
+ }
+ else if (strncmp (cogl_attribute,
+ "cogl_tex_coord",
+ strlen ("cogl_tex_coord")) == 0)
+ {
+ unsigned int unit;
+
+ if (strcmp (cogl_attribute, "cogl_tex_coord_in") == 0)
+ unit = 0;
+ else if (sscanf (cogl_attribute, "cogl_tex_coord%u_in", &unit) != 1)
+ {
+ g_warning ("texture coordinate attributes should either be "
+ "referenced as \"cogl_tex_coord_in\" or with a"
+ "texture unit number like \"cogl_tex_coord1_in\"");
+ unit = 0;
+ }
+ /* FIXME: validate any '::' delimiter for this case */
+ *texture_unit = unit;
+ type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY;
+ }
+ else if (strncmp (cogl_attribute, "normal_in", name_len) == 0)
+ {
+ if (G_UNLIKELY (n_components != 3))
+ g_critical ("glNormalPointer expects 3 component normals so we "
+ "currently only support \"cogl_normal_in\" attributes "
+ "where n_components == 3");
+ type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY;
+ }
+ else
+ {
+ g_warning ("Unknown cogl_* attribute name cogl_%s\n", cogl_attribute);
+ type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID;
+ }
+
+ return type;
+}
+
/* This validates that a custom attribute name is a valid GLSL variable name
*
* NB: attribute names may have a detail component delimited using '::' E.g.
@@ -402,8 +475,9 @@ cogl_vertex_buffer_add (CoglHandle handle,
attribute = submitted_attribute;
- /* since we will skip validate_gl_attribute in this case, we need
- * to pluck out the attribute type before overwriting the flags: */
+ /* since we will skip validate_gl/cogl_attribute in this case, we
+ * need to pluck out the attribute type before overwriting the
+ * flags: */
flags |=
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
break;
@@ -424,6 +498,14 @@ cogl_vertex_buffer_add (CoglHandle handle,
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
return;
}
+ else if (strncmp (attribute_name, "cogl_", 5) == 0)
+ {
+ flags |= validate_cogl_attribute (attribute_name + 5,
+ n_components,
+ &texture_unit);
+ if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
+ return;
+ }
else
{
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY;
diff --git a/clutter/cogl/cogl/cogl.c b/clutter/cogl/cogl/cogl.c
index e21b088b0..b1882ef80 100644
--- a/clutter/cogl/cogl/cogl.c
+++ b/clutter/cogl/cogl/cogl.c
@@ -745,6 +745,7 @@ void
cogl_begin_gl (void)
{
unsigned long enable_flags = 0;
+ CoglPipeline *pipeline;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@@ -777,8 +778,21 @@ cogl_begin_gl (void)
*
* A user should instead call cogl_set_source_color4ub() before
* cogl_begin_gl() to simplify the state flushed.
+ *
+ * XXX: note defining n_tex_coord_attribs using
+ * cogl_pipeline_get_n_layers is a hack, but the problem is that
+ * n_tex_coord_attribs is usually defined when drawing a primitive
+ * which isn't happening here.
+ *
+ * Maybe it would be more useful if this code did flush the
+ * opaque_color_pipeline and then call into cogl-pipeline-opengl.c to then
+ * restore all state for the material's backend back to default OpenGL
+ * values.
*/
- _cogl_pipeline_flush_gl_state (cogl_get_source (), FALSE);
+ pipeline = cogl_get_source ();
+ _cogl_pipeline_flush_gl_state (pipeline,
+ FALSE,
+ cogl_pipeline_get_n_layers (pipeline));
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
diff --git a/clutter/cogl/cogl/driver/gles/cogl-fixed-fragment-shader.glsl b/clutter/cogl/cogl/driver/gles/cogl-fixed-fragment-shader.glsl
index 3f82deebb..1facee71f 100644
--- a/clutter/cogl/cogl/driver/gles/cogl-fixed-fragment-shader.glsl
+++ b/clutter/cogl/cogl/driver/gles/cogl-fixed-fragment-shader.glsl
@@ -7,8 +7,8 @@ precision highp float;
/*** _cogl_fixed_fragment_shader_inputs ***/
/* Inputs from the vertex shader */
-varying vec4 frag_color;
-varying float fog_amount;
+varying vec4 _cogl_color;
+varying float _cogl_fog_amount;
/*** _cogl_fixed_fragment_shader_texturing_options ***/
@@ -17,10 +17,10 @@ varying float fog_amount;
/*** _cogl_fixed_fragment_shader_fogging_options ***/
/* Fogging options */
-uniform vec4 fog_color;
+uniform vec4 _cogl_fog_color;
/* Alpha test options */
-uniform float alpha_test_ref;
+uniform float _cogl_alpha_test_ref;
/*** _cogl_fixed_fragment_shader_main_declare ***/
@@ -33,30 +33,32 @@ main (void)
/*** _cogl_fixed_fragment_shader_fog ***/
/* Mix the calculated color with the fog color */
- gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
+ gl_FragColor.rgb = mix (_cogl_fog_color.rgb, gl_FragColor.rgb,
+ _cogl_fog_amount);
/* Alpha testing */
/*** _cogl_fixed_fragment_shader_alpha_never ***/
discard;
/*** _cogl_fixed_fragment_shader_alpha_less ***/
- if (gl_FragColor.a >= alpha_test_ref)
+ if (gl_FragColor.a >= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_equal ***/
- if (gl_FragColor.a != alpha_test_ref)
+ if (gl_FragColor.a != _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_lequal ***/
- if (gl_FragColor.a > alpha_test_ref)
+ if (gl_FragColor.a > _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_greater ***/
- if (gl_FragColor.a <= alpha_test_ref)
+ if (gl_FragColor.a <= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_notequal ***/
- if (gl_FragColor.a == alpha_test_ref)
+ if (gl_FragColor.a == _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_gequal ***/
- if (gl_FragColor.a < alpha_test_ref)
+ if (gl_FragColor.a < _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_end ***/
}
+
diff --git a/clutter/cogl/cogl/driver/gles/cogl-fixed-vertex-shader.glsl b/clutter/cogl/cogl/driver/gles/cogl-fixed-vertex-shader.glsl
index 0080477d3..f73f8b9a8 100644
--- a/clutter/cogl/cogl/driver/gles/cogl-fixed-vertex-shader.glsl
+++ b/clutter/cogl/cogl/driver/gles/cogl-fixed-vertex-shader.glsl
@@ -1,30 +1,30 @@
/*** _cogl_fixed_vertex_shader_per_vertex_attribs ***/
/* Per vertex attributes */
-attribute vec4 vertex_attrib;
-attribute vec4 color_attrib;
+attribute vec4 cogl_position_in;
+attribute vec4 cogl_color_in;
/*** _cogl_fixed_vertex_shader_transform_matrices ***/
/* Transformation matrices */
-uniform mat4 modelview_matrix;
-uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
+uniform mat4 cogl_modelview_matrix;
+uniform mat4 cogl_modelview_projection_matrix; /* combined modelview and projection matrix */
/*** _cogl_fixed_vertex_shader_output_variables ***/
/* Outputs to the fragment shader */
-varying vec4 frag_color;
-varying float fog_amount;
+varying vec4 _cogl_color;
+varying float _cogl_fog_amount;
/*** _cogl_fixed_vertex_shader_fogging_options ***/
/* Fogging options */
-uniform float fog_density;
-uniform float fog_start;
-uniform float fog_end;
+uniform float _cogl_fog_density;
+uniform float _cogl_fog_start;
+uniform float _cogl_fog_end;
/* Point options */
-uniform float point_size;
+uniform float cogl_point_size_in;
/*** _cogl_fixed_vertex_shader_main_start ***/
@@ -34,38 +34,40 @@ main (void)
vec4 transformed_tex_coord;
/* Calculate the transformed position */
- gl_Position = mvp_matrix * vertex_attrib;
+ gl_Position = cogl_modelview_projection_matrix * cogl_position_in;
/* Copy across the point size from the uniform */
- gl_PointSize = point_size;
+ gl_PointSize = cogl_point_size_in;
/* Calculate the transformed texture coordinate */
/*** _cogl_fixed_vertex_shader_frag_color_start ***/
/* Pass the interpolated vertex color on to the fragment shader */
- frag_color = color_attrib;
+ _cogl_color = cogl_color_in;
/*** _cogl_fixed_vertex_shader_fog_start ***/
/* Estimate the distance from the eye using just the z-coordinate to
use as the fog coord */
- vec4 eye_coord = modelview_matrix * vertex_attrib;
+ vec4 eye_coord = cogl_modelview_matrix * cogl_position_in;
float fog_coord = abs (eye_coord.z / eye_coord.w);
/* Calculate the fog amount per-vertex and interpolate it for the
fragment shader */
/*** _cogl_fixed_vertex_shader_fog_exp ***/
- fog_amount = exp (-fog_density * fog_coord);
+ _cogl_fog_amount = exp (-fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_exp2 ***/
- fog_amount = exp (-fog_density * fog_coord
- * fog_density * fog_coord);
+ _cogl_fog_amount = exp (-_cogl_fog_density * fog_coord
+ * _cogl_fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_linear ***/
- fog_amount = (fog_end - fog_coord) / (fog_end - fog_start);
+ _cogl_fog_amount = (_cogl_fog_end - fog_coord) /
+ (_cogl_fog_end - _cogl_fog_start);
/*** _cogl_fixed_vertex_shader_fog_end ***/
- fog_amount = clamp (fog_amount, 0.0, 1.0);
+ _cogl_fog_amount = clamp (_cogl_fog_amount, 0.0, 1.0);
/*** _cogl_fixed_vertex_shader_end ***/
}
+
diff --git a/clutter/cogl/cogl/driver/gles/cogl-gles2-wrapper.c b/clutter/cogl/cogl/driver/gles/cogl-gles2-wrapper.c
index 032872099..e557fd28e 100644
--- a/clutter/cogl/cogl/driver/gles/cogl-gles2-wrapper.c
+++ b/clutter/cogl/cogl/driver/gles/cogl-gles2-wrapper.c
@@ -318,7 +318,7 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
g_string_append_printf (shader_source,
- "attribute vec4 multi_tex_coord_attrib%d;\n",
+ "attribute vec4 cogl_tex_coord%d_in;\n",
i);
/* Find the biggest enabled texture unit index */
@@ -332,11 +332,11 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
if (n_texture_units > 0)
{
g_string_append_printf (shader_source,
- "uniform mat4 texture_matrix[%d];\n",
+ "uniform mat4 cogl_texture_matrix[%d];\n",
n_texture_units);
g_string_append_printf (shader_source,
- "varying vec2 tex_coord[%d];",
+ "varying vec2 _cogl_tex_coord[%d];",
n_texture_units);
}
@@ -349,11 +349,11 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
{
g_string_append_printf (shader_source,
"transformed_tex_coord = "
- "texture_matrix[%d] "
- " * multi_tex_coord_attrib%d;\n",
+ "cogl_texture_matrix[%d] "
+ " * cogl_tex_coord%d_in;\n",
i, i);
g_string_append_printf (shader_source,
- "tex_coord[%d] = transformed_tex_coord.st "
+ "_cogl_tex_coord[%d] = transformed_tex_coord.st "
" / transformed_tex_coord.q;\n",
i);
}
@@ -410,19 +410,21 @@ cogl_gles2_add_texture_lookup (int unit,
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (w->settings.tex_env[unit].texture_target == GL_TEXTURE_3D_OES)
- g_string_append_printf (shader_source, "texture3D (texture_unit[%d], ",
+ g_string_append_printf (shader_source,
+ "texture3D (_cogl_texture_unit[%d], ",
unit);
else
- g_string_append_printf (shader_source, "texture2D (texture_unit[%d], ",
+ g_string_append_printf (shader_source,
+ "texture2D (_cogl_texture_unit[%d], ",
unit);
/* If point sprite coord generation is being used then divert to the
built-in varying var for that instead of the texture
coordinates */
if (w->settings.tex_env[unit].point_sprite_coords)
- g_string_append (shader_source, "gl_PointCoord");
+ g_string_append (shader_source, "_cogl_point_coord");
else
- g_string_append_printf (shader_source, "tex_coord[%d]", unit);
+ g_string_append_printf (shader_source, "_cogl_tex_coord[%d]", unit);
g_string_append_printf (shader_source, ").%s", swizzle);
}
@@ -458,7 +460,7 @@ cogl_gles2_add_arg (int unit,
break;
case GL_CONSTANT:
- g_string_append_printf (shader_source, "combine_constant[%d].%s",
+ g_string_append_printf (shader_source, "_cogl_combine_constant[%d].%s",
unit, swizzle);
break;
@@ -470,7 +472,7 @@ cogl_gles2_add_arg (int unit,
}
/* flow through */
case GL_PRIMARY_COLOR:
- g_string_append_printf (shader_source, "frag_color.%s", swizzle);
+ g_string_append_printf (shader_source, "_cogl_color.%s", swizzle);
break;
default:
@@ -635,13 +637,13 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
if (n_texture_units > 0)
{
g_string_append_printf (shader_source,
- "varying vec2 tex_coord[%d];\n",
+ "varying vec2 _cogl_tex_coord[%d];\n",
n_texture_units);
g_string_append (shader_source,
_cogl_fixed_fragment_shader_texturing_options);
g_string_append_printf (shader_source,
- "uniform sampler2D texture_unit[%d];\n",
+ "uniform sampler2D _cogl_texture_unit[%d];\n",
n_texture_units);
}
@@ -655,12 +657,12 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
apparent bug in the PowerVR drivers. Without it the alpha
blending seems to stop working */
g_string_append (shader_source,
- "vec4 frag_color_copy = frag_color;\n");
+ "vec4 frag_color_copy = _cogl_color;\n");
/* If there are no textures units enabled then we can just directly
use the color from the vertex shader */
if (n_texture_units == 0)
- g_string_append (shader_source, "gl_FragColor = frag_color;\n");
+ g_string_append (shader_source, "gl_FragColor = _cogl_color;\n");
else
/* Otherwise we need to calculate the value based on the layer
combine settings */
@@ -769,17 +771,17 @@ cogl_gles2_wrapper_get_locations (GLuint program,
int i;
uniforms->mvp_matrix_uniform
- = glGetUniformLocation (program, "mvp_matrix");
+ = glGetUniformLocation (program, "cogl_modelview_projection_matrix");
uniforms->modelview_matrix_uniform
- = glGetUniformLocation (program, "modelview_matrix");
+ = glGetUniformLocation (program, "cogl_modelview_matrix");
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
{
- char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i);
- char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i);
+ char *matrix_var_name = g_strdup_printf ("cogl_texture_matrix[%d]", i);
+ char *sampler_var_name = g_strdup_printf ("_cogl_texture_unit[%d]", i);
char *tex_coord_var_name =
- g_strdup_printf ("multi_tex_coord_attrib%d", i);
+ g_strdup_printf ("cogl_tex_coord%d_in", i);
uniforms->texture_matrix_uniforms[i]
= glGetUniformLocation (program, matrix_var_name);
@@ -800,30 +802,30 @@ cogl_gles2_wrapper_get_locations (GLuint program,
}
uniforms->fog_density_uniform
- = glGetUniformLocation (program, "fog_density");
+ = glGetUniformLocation (program, "_cogl_fog_density");
uniforms->fog_start_uniform
- = glGetUniformLocation (program, "fog_start");
+ = glGetUniformLocation (program, "_cogl_fog_start");
uniforms->fog_end_uniform
- = glGetUniformLocation (program, "fog_end");
+ = glGetUniformLocation (program, "_cogl_fog_end");
uniforms->fog_color_uniform
- = glGetUniformLocation (program, "fog_color");
+ = glGetUniformLocation (program, "_cogl_fog_color");
uniforms->alpha_test_ref_uniform
- = glGetUniformLocation (program, "alpha_test_ref");
+ = glGetUniformLocation (program, "_cogl_alpha_test_ref");
uniforms->point_size_uniform
- = glGetUniformLocation (program, "point_size");
+ = glGetUniformLocation (program, "cogl_point_size_in");
}
static void
cogl_gles2_wrapper_bind_attributes (GLuint program)
{
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
- "vertex_attrib");
+ "cogl_position_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
- "color_attrib");
+ "cogl_color_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
- "normal_attrib");
+ "cogl_normal_in");
}
static CoglGles2WrapperProgram *
diff --git a/tests/interactive/test-cogl-shader-glsl.c b/tests/interactive/test-cogl-shader-glsl.c
index b71d2a18c..3c83e92e8 100644
--- a/tests/interactive/test-cogl-shader-glsl.c
+++ b/tests/interactive/test-cogl-shader-glsl.c
@@ -11,25 +11,6 @@ typedef struct
char *source;
} ShaderSource;
-/* These variables are used instead of the standard GLSL variables on
- GLES 2 */
-#ifdef COGL_HAS_GLES2
-
-#define GLES2_VARS \
- "precision mediump float;\n" \
- "varying vec2 tex_coord[1];\n" \
- "varying vec4 frag_color;\n"
-#define TEX_COORD "tex_coord[0]"
-#define COLOR_VAR "frag_color"
-
-#else /* COGL_HAS_GLES2 */
-
-#define GLES2_VARS ""
-#define TEX_COORD "gl_TexCoord[0]"
-#define COLOR_VAR "gl_Color"
-
-#endif /* COGL_HAS_GLES2 */
-
/* a couple of boilerplate defines that are common amongst all the
* sample shaders
*/
@@ -38,21 +19,20 @@ typedef struct
* initialized, from a sampler2D in a variable tex.
*/
#define FRAGMENT_SHADER_VARS \
- GLES2_VARS \
"uniform sampler2D tex;" \
- "uniform float x_step, y_step;" \
+ "uniform float x_step, y_step;"
#define FRAGMENT_SHADER_BEGIN \
"void main (){" \
- " vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
+ " vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));"
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work
* correctly).
*/
#define FRAGMENT_SHADER_END \
- " gl_FragColor = color;" \
- " gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
+ " cogl_color_out = color;" \
+ " cogl_color_out = cogl_color_out * cogl_color_in;" \
"}"
static ShaderSource shaders[]=
@@ -80,8 +60,8 @@ static ShaderSource shaders[]=
" for (v=-radius;v