diff --git a/cogl/cogl-context.c b/cogl/cogl-context.c index fa8a4b1bd..9166e987b 100644 --- a/cogl/cogl-context.c +++ b/cogl/cogl-context.c @@ -262,7 +262,7 @@ cogl_create_context (void) default_texture_data); cogl_push_source (_context->opaque_color_pipeline); - _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0); + _cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE); _cogl_enable (enable_flags); _cogl_flush_face_winding (); diff --git a/cogl/cogl-pipeline-arbfp.c b/cogl/cogl-pipeline-arbfp.c index 6a39ab63f..f785027f9 100644 --- a/cogl/cogl-pipeline-arbfp.c +++ b/cogl/cogl-pipeline-arbfp.c @@ -184,8 +184,7 @@ get_arbfp_program_state (CoglPipeline *pipeline) static gboolean _cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference, - int n_tex_coord_attribs) + unsigned long pipelines_difference) { CoglPipelineBackendARBfpPrivate *priv; CoglPipeline *authority; diff --git a/cogl/cogl-pipeline-fixed.c b/cogl/cogl-pipeline-fixed.c index 43b71fce8..0b4d03654 100644 --- a/cogl/cogl-pipeline-fixed.c +++ b/cogl/cogl-pipeline-fixed.c @@ -69,8 +69,7 @@ _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, - int n_tex_coord_attribs) + unsigned long pipelines_difference) { CoglHandle user_program; diff --git a/cogl/cogl-pipeline-glsl.c b/cogl/cogl-pipeline-glsl.c index fbefbf828..1e347dc17 100644 --- a/cogl/cogl-pipeline-glsl.c +++ b/cogl/cogl-pipeline-glsl.c @@ -102,15 +102,6 @@ typedef struct _GlslProgramState GString *header, *source; UnitState *unit_state; - /* 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; - #ifdef HAVE_COGL_GLES2 /* The GLES2 generated program that was generated from the user program. This is used to detect when the GLES2 backend generates @@ -286,8 +277,7 @@ link_program (GLint gl_program) static gboolean _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference, - int n_tex_coord_attribs) + unsigned long pipelines_difference) { CoglPipelineBackendGlslPrivate *priv; CoglPipeline *authority; @@ -320,18 +310,9 @@ _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 - * - * 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. */ + * need to relink */ if (user_program == NULL || - (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 - )) + (priv->glsl_program_state->user_program_age == user_program->age)) return TRUE; /* Destroy the existing program. We can't just dirty the whole @@ -382,21 +363,6 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline, encountered it or because the user program has changed since it was last linked */ -#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.*/ - if (user_program) - 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 - - priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs; - /* Check whether the user program contains a fragment shader. Otherwise we need to generate one */ if (user_program) @@ -1027,9 +993,7 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline, g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL); - _cogl_shader_compile_real (shader, - glsl_program_state-> - n_tex_coord_attribs); + cogl_shader_compile (shader); GE( glAttachShader (gl_program, shader->gl_handle) ); } @@ -1070,8 +1034,6 @@ _cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline, source_strings[1] = glsl_program_state->source->str; _cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER, - glsl_program_state-> - n_tex_coord_attribs, 2, /* count */ source_strings, lengths); diff --git a/cogl/cogl-pipeline-opengl-private.h b/cogl/cogl-pipeline-opengl-private.h index 43917b12a..21bf0c5e9 100644 --- a/cogl/cogl-pipeline-opengl-private.h +++ b/cogl/cogl-pipeline-opengl-private.h @@ -150,8 +150,7 @@ _cogl_gl_use_program_wrapper (CoglHandle program); void _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, - gboolean skip_gl_state, - int n_tex_coord_attribs); + gboolean skip_gl_state); #endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */ diff --git a/cogl/cogl-pipeline-opengl.c b/cogl/cogl-pipeline-opengl.c index 049d0f795..48b74e8e2 100644 --- a/cogl/cogl-pipeline-opengl.c +++ b/cogl/cogl-pipeline-opengl.c @@ -1031,8 +1031,7 @@ backend_add_layer_cb (CoglPipelineLayer *layer, */ void _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, - gboolean skip_gl_color, - int n_tex_coord_attribs) + gboolean skip_gl_color) { unsigned long pipelines_difference; int n_layers; @@ -1135,8 +1134,7 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline, * scratch buffers here... */ if (G_UNLIKELY (!backend->start (pipeline, n_layers, - pipelines_difference, - n_tex_coord_attribs))) + pipelines_difference))) continue; state.backend = backend; diff --git a/cogl/cogl-pipeline-private.h b/cogl/cogl-pipeline-private.h index b4452b368..9caef1434 100644 --- a/cogl/cogl-pipeline-private.h +++ b/cogl/cogl-pipeline-private.h @@ -567,8 +567,7 @@ typedef struct _CoglPipelineBackend gboolean (*start) (CoglPipeline *pipeline, int n_layers, - unsigned long pipelines_difference, - int n_tex_coord_attribs); + unsigned long pipelines_difference); gboolean (*add_layer) (CoglPipeline *pipeline, CoglPipelineLayer *layer, unsigned long layers_difference); diff --git a/cogl/cogl-shader-boilerplate.h b/cogl/cogl-shader-boilerplate.h index 1ed3519e2..7899d3f59 100644 --- a/cogl/cogl-shader-boilerplate.h +++ b/cogl/cogl-shader-boilerplate.h @@ -92,6 +92,7 @@ "#endif\n" \ "\n" \ "varying vec4 _cogl_color;\n" \ + "varying vec4 _cogl_tex_coord[];\n" \ "\n" \ "#define cogl_color_in _cogl_color\n" \ "#define cogl_tex_coord_in _cogl_tex_coord\n" \ diff --git a/cogl/cogl-shader-private.h b/cogl/cogl-shader-private.h index 3b4b2325a..db98a024d 100644 --- a/cogl/cogl-shader-private.h +++ b/cogl/cogl-shader-private.h @@ -40,24 +40,18 @@ 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); 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); diff --git a/cogl/cogl-shader.c b/cogl/cogl-shader.c index 15f926d3b..8e5e97254 100644 --- a/cogl/cogl-shader.c +++ b/cogl/cogl-shader.c @@ -101,33 +101,52 @@ 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) +void +_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle, + GLenum shader_gl_type, + GLsizei count_in, + const char **strings_in, + const GLint *lengths_in) { - _COGL_GET_CONTEXT (ctx, NO_RETVAL); + static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE; + static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE; -#ifdef HAVE_COGL_GL - if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) + const char **strings = g_alloca (sizeof (char *) * (count_in + 2)); + GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2)); + int count = 0; + + GET_CONTEXT (ctx, NO_RETVAL); + + if (shader_gl_type == GL_VERTEX_SHADER) { - if (shader->gl_handle) - GE (glDeletePrograms (1, &shader->gl_handle)); + strings[count] = vertex_boilerplate; + lengths[count++] = sizeof (vertex_boilerplate) - 1; } + else if (shader_gl_type == GL_FRAGMENT_SHADER) + { + strings[count] = fragment_boilerplate; + lengths[count++] = sizeof (fragment_boilerplate) - 1; + } + + memcpy (strings + count, strings_in, sizeof (char *) * count_in); + if (lengths_in) + memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in); else -#endif { - if (shader->gl_handle) - GE (glDeleteShader (shader->gl_handle)); - } + int i; - shader->gl_handle = 0; + for (i = 0; i < count_in; i++) + lengths[count + i] = -1; /* null terminated */ + } + count += count_in; + + GE( glShaderSource (shader_gl_handle, count, + (const char **) strings, lengths) ); } void @@ -152,120 +171,31 @@ 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) && - shader->gl_handle) - delete_shader (shader); - - shader->source = g_strdup (source); - - shader->language = language; -} - -void -cogl_shader_compile (CoglHandle handle) -{ + if (G_UNLIKELY (language != shader->language)) + { #ifdef HAVE_COGL_GL - CoglShader *shader = handle; + if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) + { + if (shader->gl_handle) + GE (glDeletePrograms (1, &shader->gl_handle)); + } + else #endif - - if (!cogl_is_shader (handle)) - return; + { + if (shader->gl_handle) + GE (glDeleteShader (shader->gl_handle)); + } + } #ifdef HAVE_COGL_GL - _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_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) -{ - static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE; - static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE; - - const char **strings = g_alloca (sizeof (char *) * (count_in + 2)); - GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 2)); - int count = 0; -#ifdef HAVE_COGL_GLES2 - char *tex_coords_declaration = NULL; -#endif - - GET_CONTEXT (ctx, NO_RETVAL); - - if (shader_gl_type == GL_VERTEX_SHADER) - { - strings[count] = vertex_boilerplate; - lengths[count++] = sizeof (vertex_boilerplate) - 1; - } - else if (shader_gl_type == GL_FRAGMENT_SHADER) - { - strings[count] = fragment_boilerplate; - lengths[count++] = sizeof (fragment_boilerplate) - 1; - } - -#ifdef HAVE_COGL_GLES2 - if (n_tex_coord_attribs) - { - tex_coords_declaration = - g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n", - n_tex_coord_attribs); - strings[count] = tex_coords_declaration; - lengths[count++] = -1; /* null terminated */ - } -#endif - - 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; - - GE( glShaderSource (shader_gl_handle, count, - (const char **) strings, lengths) ); - -#ifdef HAVE_COGL_GLES2 - g_free (tex_coords_declaration); -#endif -} - -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) + if (language == COGL_SHADER_LANGUAGE_ARBFP) { #ifdef COGL_GL_DEBUG GLenum gl_error; #endif - if (shader->gl_handle) - return; - - GE (glGenPrograms (1, &shader->gl_handle)); + if (shader->gl_handle == 0) + GE (glGenPrograms (1, &shader->gl_handle)); GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle)); @@ -275,8 +205,8 @@ _cogl_shader_compile_real (CoglHandle handle, #endif glProgramString (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen (shader->source), - shader->source); + strlen (source), + source); #ifdef COGL_GL_DEBUG gl_error = glGetError (); if (gl_error != GL_NO_ERROR) @@ -284,7 +214,7 @@ _cogl_shader_compile_real (CoglHandle handle, g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s", G_STRLOC, gl_error, - shader->source, + source, glGetString (GL_PROGRAM_ERROR_STRING_ARB)); } #endif @@ -294,16 +224,6 @@ _cogl_shader_compile_real (CoglHandle handle, { 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) { case COGL_SHADER_TYPE_VERTEX: @@ -317,31 +237,30 @@ _cogl_shader_compile_real (CoglHandle handle, break; } - shader->gl_handle = glCreateShader (gl_type); + if (!shader->gl_handle) + shader->gl_handle = glCreateShader (gl_type); _cogl_shader_set_source_with_boilerplate (shader->gl_handle, gl_type, - n_tex_coord_attribs, - 1, - (const char **) &shader->source, - NULL); - - GE (glCompileShader (shader->gl_handle)); - -#ifdef HAVE_COGL_GLES2 - shader->n_tex_coord_attribs = n_tex_coord_attribs; -#endif - -#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 + 1, &source, NULL); } + + 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 * @@ -369,21 +288,6 @@ 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); @@ -426,24 +330,6 @@ 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; @@ -509,4 +395,3 @@ cogl_shader_is_compiled (CoglHandle handle) } #endif /* HAVE_COGL_GLES */ - diff --git a/cogl/cogl-vertex-attribute.c b/cogl/cogl-vertex-attribute.c index 416c9b2bc..317342de1 100644 --- a/cogl/cogl-vertex-attribute.c +++ b/cogl/cogl-vertex-attribute.c @@ -435,7 +435,6 @@ 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); @@ -491,7 +490,6 @@ 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; @@ -580,7 +578,7 @@ enable_gl_state (CoglVertexAttribute **attributes, _cogl_pipeline_apply_legacy_state (source); } - _cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs); + _cogl_pipeline_flush_gl_state (source, skip_gl_color); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; diff --git a/cogl/cogl.c b/cogl/cogl.c index 5df6e93dc..8713e8310 100644 --- a/cogl/cogl.c +++ b/cogl/cogl.c @@ -770,20 +770,13 @@ 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. */ pipeline = cogl_get_source (); - _cogl_pipeline_flush_gl_state (pipeline, - FALSE, - cogl_pipeline_get_n_layers (pipeline)); + _cogl_pipeline_flush_gl_state (pipeline, FALSE); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; diff --git a/cogl/cogl2-path.c b/cogl/cogl2-path.c index 1241f969d..3bf8c0f58 100644 --- a/cogl/cogl2-path.c +++ b/cogl/cogl2-path.c @@ -221,7 +221,7 @@ _cogl_path_stroke_nodes (CoglPath *path) cogl_push_source (source); - _cogl_pipeline_flush_gl_state (source, FALSE, 0); + _cogl_pipeline_flush_gl_state (source, FALSE); /* Disable all client texture coordinate arrays */ _cogl_bitmask_clear_all (&ctx->temp_bitmask); @@ -365,7 +365,7 @@ _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, 0); + _cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE); _cogl_enable (enable_flags);