mirror of
https://github.com/brl/mutter.git
synced 2024-12-23 19:42:05 +00:00
fragend-glsl: Don't generate code for ignored layers
This patch changes it so that code for each layer is generated on demand instead of directly in the add_layer implementation. The pipeline only explicitly generates code for the last layer. If this layer references the result from any other layers, these will also be recursively generated. This means that if a layer is using 'REPLACE' then it won't redundantly generate the code for the previous layers. The result for each layer is generated into a variable called layer%i where %i is the layer index (not the unit index). Therefore to get the result from layer n we just have to refer to the varible layern. https://bugzilla.gnome.org/show_bug.cgi?id=656426 Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
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503f138fb6
commit
769c8472dd
@ -65,6 +65,23 @@ typedef struct _UnitState
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unsigned int combine_constant_used:1;
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} UnitState;
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typedef struct _LayerData LayerData;
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COGL_LIST_HEAD (LayerDataList, LayerData);
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struct _LayerData
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{
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COGL_LIST_ENTRY (LayerData) list_node;
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/* Layer index for the for the previous layer. This isn't
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necessarily the same as this layer's index - 1 because the
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indices can have gaps. If this is the first layer then it will be
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-1 */
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int previous_layer_index;
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CoglPipelineLayer *layer;
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};
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typedef struct
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{
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int ref_count;
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@ -73,6 +90,12 @@ typedef struct
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GString *header, *source;
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UnitState *unit_state;
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/* List of layers that we haven't generated code for yet. These are
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in reverse order. As soon as we're about to generate code for
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layer we'll remove it from the list so we don't generate it
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again */
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LayerDataList layers;
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/* Age of the user program that was current when the shader was
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generated. We need to keep track of this because if the user
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program changes then we may need to redecide whether to generate
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@ -82,6 +105,10 @@ typedef struct
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static CoglUserDataKey shader_state_key;
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static void
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ensure_layer_generated (CoglPipeline *pipeline,
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int layer_num);
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static CoglPipelineShaderState *
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shader_state_new (int n_layers)
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{
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@ -271,6 +298,7 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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COGL_LIST_INIT (&shader_state->layers);
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g_string_append (shader_state->source,
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"void\n"
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@ -436,6 +464,7 @@ static void
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add_arg (CoglPipelineShaderState *shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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int previous_layer_index,
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CoglPipelineCombineSource src,
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CoglPipelineCombineOp operand,
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const char *swizzle)
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@ -477,9 +506,12 @@ add_arg (CoglPipelineShaderState *shader_state,
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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if (_cogl_pipeline_layer_get_unit_index (layer) > 0)
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if (previous_layer_index >= 0)
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{
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g_string_append_printf (shader_source, "cogl_color_out.%s", swizzle);
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g_string_append_printf (shader_source,
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"layer%i.%s",
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previous_layer_index,
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swizzle);
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break;
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}
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/* flow through */
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@ -511,9 +543,32 @@ add_arg (CoglPipelineShaderState *shader_state,
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g_string_append_c (shader_source, ')');
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}
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static void
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ensure_arg_generated (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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int previous_layer_index,
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CoglPipelineCombineSource src)
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{
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switch (src)
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{
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case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
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case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
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case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
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default:
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/* These don't involve any other layers */
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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if (previous_layer_index >= 0)
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ensure_layer_generated (pipeline, previous_layer_index);
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break;
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}
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}
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static void
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append_masked_combine (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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int previous_layer_index,
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const char *swizzle,
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CoglPipelineCombineFunc function,
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CoglPipelineCombineSource *src,
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@ -521,38 +576,47 @@ append_masked_combine (CoglPipeline *pipeline,
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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GString *shader_source = shader_state->source;
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int n_args;
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int i;
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n_args = _cogl_get_n_args_for_combine_func (function);
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for (i = 0; i < n_args; i++)
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ensure_arg_generated (pipeline, layer, previous_layer_index, src[i]);
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g_string_append_printf (shader_state->source,
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" cogl_color_out.%s = ", swizzle);
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" layer%i.%s = ",
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layer->index,
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swizzle);
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switch (function)
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{
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case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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break;
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case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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g_string_append (shader_source, " * ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], swizzle);
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break;
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case COGL_PIPELINE_COMBINE_FUNC_ADD:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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g_string_append (shader_source, " + ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], swizzle);
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break;
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case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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g_string_append (shader_source, " + ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], swizzle);
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g_string_append_printf (shader_source,
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" - vec4(0.5, 0.5, 0.5, 0.5).%s",
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@ -560,26 +624,26 @@ append_masked_combine (CoglPipeline *pipeline,
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break;
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case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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g_string_append (shader_source, " - ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], swizzle);
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break;
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case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], swizzle);
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g_string_append (shader_source, " * ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[2], op[2], swizzle);
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g_string_append (shader_source, " + ");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], swizzle);
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g_string_append_printf (shader_source,
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" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
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swizzle);
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[2], op[2], swizzle);
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g_string_append_c (shader_source, ')');
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break;
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@ -587,22 +651,22 @@ append_masked_combine (CoglPipeline *pipeline,
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case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
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case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
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g_string_append (shader_source, "vec4(4.0 * ((");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], "r");
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g_string_append (shader_source, " - 0.5) * (");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], "r");
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g_string_append (shader_source, " - 0.5) + (");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], "g");
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g_string_append (shader_source, " - 0.5) * (");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], "g");
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g_string_append (shader_source, " - 0.5) + (");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[0], op[0], "b");
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g_string_append (shader_source, " - 0.5) * (");
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add_arg (shader_state, pipeline, layer,
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add_arg (shader_state, pipeline, layer, previous_layer_index,
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src[1], op[1], "b");
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g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
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break;
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@ -611,19 +675,42 @@ append_masked_combine (CoglPipeline *pipeline,
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g_string_append_printf (shader_source, ";\n");
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}
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static gboolean
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_cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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static void
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ensure_layer_generated (CoglPipeline *pipeline,
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int layer_index)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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CoglPipelineLayer *combine_authority =
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CoglPipelineLayer *combine_authority;
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CoglPipelineLayerBigState *big_state;
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CoglPipelineLayer *layer;
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LayerData *layer_data;
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/* Find the layer that corresponds to this layer_num */
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COGL_LIST_FOREACH (layer_data, &shader_state->layers, list_node)
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{
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layer = layer_data->layer;
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if (layer->index == layer_index)
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goto found;
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}
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/* If we didn't find it then we can assume the layer has already
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been generated */
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return;
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found:
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/* Remove the layer from the list so we don't generate it again */
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COGL_LIST_REMOVE (layer_data, list_node);
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combine_authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_COMBINE);
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CoglPipelineLayerBigState *big_state = combine_authority->big_state;
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big_state = combine_authority->big_state;
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if (!shader_state->source)
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return TRUE;
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g_string_append_printf (shader_state->source,
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" vec4 layer%i;\n",
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layer_index);
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if (!_cogl_pipeline_need_texture_combine_separate (combine_authority) ||
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/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
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@ -633,6 +720,7 @@ _cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
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COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
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append_masked_combine (pipeline,
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layer,
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layer_data->previous_layer_index,
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"rgba",
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big_state->texture_combine_rgb_func,
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big_state->texture_combine_rgb_src,
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@ -641,31 +729,45 @@ _cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
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{
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append_masked_combine (pipeline,
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layer,
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layer_data->previous_layer_index,
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"rgb",
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big_state->texture_combine_rgb_func,
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big_state->texture_combine_rgb_src,
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big_state->texture_combine_rgb_op);
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append_masked_combine (pipeline,
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layer,
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layer_data->previous_layer_index,
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"a",
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big_state->texture_combine_alpha_func,
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big_state->texture_combine_alpha_src,
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big_state->texture_combine_alpha_op);
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}
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return TRUE;
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g_slice_free (LayerData, layer_data);
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}
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gboolean
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_cogl_pipeline_fragend_glsl_passthrough (CoglPipeline *pipeline)
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static gboolean
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_cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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LayerData *layer_data;
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if (!shader_state->source)
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return TRUE;
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g_string_append (shader_state->source,
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" cogl_color_out = cogl_color_in;\n");
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/* Store the layers in reverse order */
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layer_data = g_slice_new (LayerData);
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layer_data->layer = layer;
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if (COGL_LIST_EMPTY (&shader_state->layers))
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layer_data->previous_layer_index = -1;
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else
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layer_data->previous_layer_index
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= COGL_LIST_FIRST (&shader_state->layers)->layer->index;
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COGL_LIST_INSERT_HEAD (&shader_state->layers, layer_data, list_node);
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return TRUE;
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}
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@ -761,6 +863,30 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
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0 /* no application private data */);
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COGL_COUNTER_INC (_cogl_uprof_context, fragend_glsl_compile_counter);
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/* We only need to generate code to calculate the fragment value
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for the last layer. If the value of this layer depends on any
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previous layers then it will recursively generate the code
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for those layers */
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if (!COGL_LIST_EMPTY (&shader_state->layers))
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{
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CoglPipelineLayer *last_layer;
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LayerData *layer_data, *tmp;
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last_layer = COGL_LIST_FIRST (&shader_state->layers)->layer;
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ensure_layer_generated (pipeline, last_layer->index);
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g_string_append_printf (shader_state->source,
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" cogl_color_out = layer%i;\n",
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last_layer->index);
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COGL_LIST_FOREACH_SAFE (layer_data, &shader_state->layers,
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list_node, tmp)
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g_slice_free (LayerData, layer_data);
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}
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else
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g_string_append (shader_state->source,
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" cogl_color_out = cogl_color_in;\n");
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#ifdef HAVE_COGL_GLES2
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if (ctx->driver == COGL_DRIVER_GLES2)
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add_alpha_test_snippet (pipeline, shader_state);
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@ -851,7 +977,7 @@ const CoglPipelineFragend _cogl_pipeline_glsl_fragend =
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{
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_cogl_pipeline_fragend_glsl_start,
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_cogl_pipeline_fragend_glsl_add_layer,
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_cogl_pipeline_fragend_glsl_passthrough,
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NULL, /* passthrough */
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_cogl_pipeline_fragend_glsl_end,
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_cogl_pipeline_fragend_glsl_pre_change_notify,
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NULL, /* pipeline_set_parent_notify */
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