cogl: Remove ARBfp pipeline support

As with fixed pipelines, we require the use of the GLSL pipeline in
mutter, and no point in supporting ARBfp anyway.
This commit is contained in:
Jonas Ådahl 2018-05-17 13:45:16 +02:00
parent 8f58ad02fb
commit 97004e6114
24 changed files with 65 additions and 1781 deletions

View File

@ -70,8 +70,6 @@ struct _ClutterShaderPrivate
{
guint compiled : 1; /* Shader is bound to the GL context */
guint is_enabled : 1;
guint vertex_is_glsl : 1;
guint fragment_is_glsl : 1;
gchar *vertex_source; /* GLSL source for vertex shader */
gchar *fragment_source; /* GLSL source for fragment shader */
@ -108,10 +106,10 @@ clutter_shader_release_internal (ClutterShader *shader)
g_assert (priv->program != COGL_INVALID_HANDLE);
if (priv->vertex_is_glsl && priv->vertex_shader != COGL_INVALID_HANDLE)
if (priv->vertex_shader != COGL_INVALID_HANDLE)
cogl_handle_unref (priv->vertex_shader);
if (priv->fragment_is_glsl && priv->fragment_shader != COGL_INVALID_HANDLE)
if (priv->fragment_shader != COGL_INVALID_HANDLE)
cogl_handle_unref (priv->fragment_shader);
if (priv->program != COGL_INVALID_HANDLE)
@ -350,7 +348,6 @@ clutter_shader_set_source (ClutterShader *shader,
gssize length)
{
ClutterShaderPrivate *priv = shader->priv;
gboolean is_glsl = FALSE;
if (length < 0)
length = strlen (data);
@ -363,12 +360,9 @@ clutter_shader_set_source (ClutterShader *shader,
if (clutter_shader_is_compiled (shader))
clutter_shader_release (shader);
is_glsl = !g_str_has_prefix (data, "!!ARBfp");
CLUTTER_NOTE (SHADER,
"setting %s shader (GLSL:%s, len:%" G_GSSIZE_FORMAT ")",
"setting %s shader (len:%" G_GSSIZE_FORMAT ")",
shader_type == CLUTTER_VERTEX_SHADER ? "vertex" : "fragment",
is_glsl ? "yes" : "no",
length);
switch (shader_type)
@ -377,7 +371,6 @@ clutter_shader_set_source (ClutterShader *shader,
g_free (priv->fragment_source);
priv->fragment_source = g_strndup (data, length);
priv->fragment_is_glsl = is_glsl;
g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_FRAGMENT_SOURCE]);
break;
@ -385,7 +378,6 @@ clutter_shader_set_source (ClutterShader *shader,
g_free (priv->vertex_source);
priv->vertex_source = g_strndup (data, length);
priv->vertex_is_glsl = is_glsl;
g_object_notify_by_pspec (G_OBJECT (shader), obj_props[PROP_VERTEX_SOURCE]);
break;
}
@ -538,7 +530,7 @@ bind_glsl_shader (ClutterShader *self,
priv->program = cogl_create_program ();
if (priv->vertex_is_glsl && priv->vertex_source != COGL_INVALID_HANDLE)
if (priv->vertex_source != COGL_INVALID_HANDLE)
{
res = clutter_shader_glsl_bind (self,
CLUTTER_VERTEX_SHADER,
@ -551,7 +543,7 @@ bind_glsl_shader (ClutterShader *self,
}
}
if (priv->fragment_is_glsl && priv->fragment_source != COGL_INVALID_HANDLE)
if (priv->fragment_source != COGL_INVALID_HANDLE)
{
res = clutter_shader_glsl_bind (self,
CLUTTER_FRAGMENT_SHADER,
@ -597,18 +589,6 @@ clutter_shader_compile (ClutterShader *shader,
if (priv->compiled)
return priv->compiled;
if ((priv->vertex_source != COGL_INVALID_HANDLE && !priv->vertex_is_glsl) ||
(priv->fragment_source != COGL_INVALID_HANDLE && !priv->fragment_is_glsl))
{
/* XXX: Could remove this check, since we only advertise support for GLSL
* shaders anyways. */
g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_NO_ASM,
"ASM shaders not supported");
priv->compiled = FALSE;
return priv->compiled;
}
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
g_set_error (error, CLUTTER_SHADER_ERROR,

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@ -12,7 +12,6 @@
/test-cogl-offscreen
/test-cogl-point-sprites
/test-cogl-primitives
/test-cogl-shader-arbfp
/test-cogl-shader-glsl
/test-cogl-tex-convert
/test-cogl-tex-foreign

View File

@ -8,7 +8,6 @@ UNIT_TESTS = \
test-shader-effects.c \
test-script.c \
test-grab.c \
test-cogl-shader-arbfp.c \
test-cogl-shader-glsl.c \
test-animator.c \
test-state.c \

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@ -1,407 +0,0 @@
#include <clutter/clutter.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
typedef struct
{
char *name;
char *source;
} ShaderSource;
static ShaderSource shaders[]=
{
/*{"brightness-contrast",
FRAGMENT_SHADER_VARS
"uniform float brightness, contrast;"
FRAGMENT_SHADER_BEGIN
" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
FRAGMENT_SHADER_END
},*/
{"brightness-contrast",
"!!ARBfp1.0\n"
"PARAM bc = program.local[0];"
"TEMP color;"
"TEMP color2;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"SUB color.rgb, color, 0.5;"
"MUL color2, color, bc.w;"
"ADD color.rgb, color2, bc.z;"
"MOV result.color, color;"
"END"
},
/*{"box-blur",
FRAGMENT_SHADER_VARS
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
"{"
" return texture2D (tex, " TEX_COORD ".st "
" + vec2(dx, dy) * 2.0);"
"}"
FRAGMENT_SHADER_BEGIN
" float count = 1.0;"
" color += get_rgba_rel (tex, -x_step, -y_step); count++;"
" color += get_rgba_rel (tex, -x_step, 0.0); count++;"
" color += get_rgba_rel (tex, -x_step, y_step); count++;"
" color += get_rgba_rel (tex, 0.0, -y_step); count++;"
" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
" color += get_rgba_rel (tex, 0.0, y_step); count++;"
" color += get_rgba_rel (tex, x_step, -y_step); count++;"
" color += get_rgba_rel (tex, x_step, 0.0); count++;"
" color += get_rgba_rel (tex, x_step, y_step); count++;"
" color = color / count;"
FRAGMENT_SHADER_END
},*/
{"box-blur",
"!!ARBfp1.0\n"
"PARAM params = program.local[0];"
"TEMP accum;"
"TEMP color;"
"TEMP coord;"
"TEMP step;"
"MUL step, params, 2.0;"
"SUB coord, fragment.texcoord[0], step;"
"TEX color.rgba, coord, texture[0], 2D;"
"MOV accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.x, coord.x, step.x;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.x, coord.x, step.x;"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"SUB coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"SUB coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MOV coord, fragment.texcoord[0];"
"ADD coord.x, coord.x, step.x;"
"ADD coord.y, coord.y, step.y;"
"TEX color.rgba, coord, texture[0], 2D;"
"ADD accum, accum, color;"
"MUL color, accum, 0.11111111;"
"MOV result.color, color;"
"END"
},
/*{"invert",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
FRAGMENT_SHADER_END
},*/
{"invert",
"!!ARBfp1.0\n"
"TEMP color;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"ADD color.rgb, 1.0, -color;"
"MOV result.color, color;"
"END"
},
/*{"gray",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
FRAGMENT_SHADER_END
},*/
{"gray",
"!!ARBfp1.0\n"
"TEMP color;"
"TEMP grey;"
"TEX color.rgba, fragment.texcoord[0], texture[0], 2D;"
"ADD grey, color.r, color.g;"
"ADD grey, grey, color.b;"
"MUL grey, grey, 0.33333333;"
"MOV color.rgb, grey;"
"MOV result.color, color;"
"END"
},
/* {"combined-mirror",
FRAGMENT_SHADER_VARS
FRAGMENT_SHADER_BEGIN
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".ts));"
" float avg = (color.r + color.g + color.b) / 3.0;"
" color.r = avg;"
" color.g = avg;"
" color.b = avg;"
" color = (color + colorB)/2.0;"
FRAGMENT_SHADER_END
},*/
{"combined-mirror",
"!!ARBfp1.0\n"
"TEMP color1;"
"TEMP color2;"
"TEMP coord;"
"MOV coord.x, fragment.texcoord[0].y;"
"MOV coord.y, fragment.texcoord[0].x;"
"TEX color1.rgba, fragment.texcoord[0], texture[0], 2D;"
"TEX color2.rgba, coord, texture[0], 2D;"
"MUL color1, color1, 0.5;"
"MUL color2, color2, 0.5;"
"ADD result.color, color1, color2;"
"END"
},
/* {"edge-detect",
FRAGMENT_SHADER_VARS
"float get_avg_rel(sampler2D texB, float dx, float dy)"
"{"
" vec4 colorB = texture2D (texB, " TEX_COORD ".st + vec2(dx, dy));"
" return (colorB.r + colorB.g + colorB.b) / 3.0;"
"}"
FRAGMENT_SHADER_BEGIN
" mat3 sobel_h = mat3( 1.0, 2.0, 1.0,"
" 0.0, 0.0, 0.0,"
" -1.0, -2.0, -1.0);"
" mat3 sobel_v = mat3( 1.0, 0.0, -1.0,"
" 2.0, 0.0, -2.0,"
" 1.0, 0.0, -1.0);"
" mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step),"
" get_avg_rel(tex, -x_step, 0.0),"
" get_avg_rel(tex, -x_step, y_step),"
" get_avg_rel(tex, 0.0, -y_step),"
" get_avg_rel(tex, 0.0, 0.0),"
" get_avg_rel(tex, 0.0, y_step),"
" get_avg_rel(tex, x_step, -y_step),"
" get_avg_rel(tex, x_step, 0.0),"
" get_avg_rel(tex, x_step, y_step) );"
" mat3 gh = sobel_h * map;"
" mat3 gv = map * sobel_v;"
" float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +"
" gh[1][0] + gh[1][1] + gh[1][2] +"
" gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;"
" float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +"
" gv[1][0] + gv[1][1] + gv[1][2] +"
" gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;"
" float avg = (avgh + avgv) / 2.0;"
" color.r = avg * color.r;"
" color.g = avg * color.g;"
" color.b = avg * color.b;"
FRAGMENT_SHADER_END
},*/
/* Don't really fancy doing this one in assembly :) */
};
static CoglHandle redhand;
static CoglMaterial *material;
static unsigned int timeout_id = 0;
static int shader_no = 0;
static void
paint_cb (ClutterActor *actor)
{
int stage_width = clutter_actor_get_width (actor);
int stage_height = clutter_actor_get_height (actor);
int image_width = cogl_texture_get_width (redhand);
int image_height = cogl_texture_get_height (redhand);
cogl_set_source (material);
cogl_rectangle (stage_width/2.0f - image_width/2.0f,
stage_height/2.0f - image_height/2.0f,
stage_width/2.0f + image_width/2.0f,
stage_height/2.0f + image_height/2.0f);
}
static void
set_shader_num (int new_no)
{
CoglHandle shader;
CoglHandle program;
int image_width = cogl_texture_get_width (redhand);
int image_height = cogl_texture_get_height (redhand);
float param0[4];
int uniform_no;
g_print ("setting shaders[%i] named '%s'\n",
new_no,
shaders[new_no].name);
shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (shader, shaders[new_no].source);
cogl_shader_compile (shader);
program = cogl_create_program ();
cogl_program_attach_shader (program, shader);
cogl_handle_unref (shader);
cogl_program_link (program);
param0[0] = 1.0f/image_width; /* texel x step delta */
param0[1] = 1.0f/image_height; /* texel y step delta */
param0[2] = 0.4; /* brightness */
param0[3] = -1.9; /* contrast */
uniform_no = cogl_program_get_uniform_location (program, "program.local[0]");
cogl_program_set_uniform_float (program, uniform_no, 4, 1, param0);
cogl_material_set_user_program (material, program);
cogl_handle_unref (program);
shader_no = new_no;
}
static gboolean
button_release_cb (ClutterActor *actor,
ClutterEvent *event,
void *data)
{
int new_no;
/* Stop the automatic cycling if the user want to manually control
* which shader to display */
if (timeout_id)
{
g_source_remove (timeout_id);
timeout_id = 0;
}
if (event->button.button == 1)
{
new_no = shader_no - 1;
if (new_no < 0)
new_no = G_N_ELEMENTS (shaders) - 1;
}
else
{
new_no = shader_no + 1;
if (new_no >= G_N_ELEMENTS (shaders))
new_no = 0;
}
set_shader_num (new_no);
return CLUTTER_EVENT_STOP;
}
static gboolean
key_release_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
guint keysym = clutter_event_get_key_symbol (event);
ClutterModifierType mods = clutter_event_get_state (event);
if (keysym == CLUTTER_KEY_q ||
((mods & CLUTTER_SHIFT_MASK) && keysym == CLUTTER_KEY_q))
clutter_main_quit ();
return CLUTTER_EVENT_STOP;
}
static gboolean
timeout_cb (gpointer user_data)
{
shader_no++;
if (shader_no > (G_N_ELEMENTS (shaders) - 1))
shader_no = 0;
set_shader_num (shader_no);
return G_SOURCE_CONTINUE;
}
static gboolean
idle_cb (gpointer data)
{
clutter_actor_queue_redraw (data);
return G_SOURCE_CONTINUE;
}
static gboolean
destroy_window_cb (ClutterStage *stage,
ClutterEvent *event,
void *user_data)
{
clutter_main_quit ();
return TRUE;
}
G_MODULE_EXPORT int
test_cogl_shader_arbfp_main (int argc, char *argv[])
{
ClutterActor *stage;
char *file;
GError *error;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "Assembly Shader Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
error = NULL;
redhand = cogl_texture_new_from_file (file, 0, COGL_PIXEL_FORMAT_ANY,
&error);
if (redhand == COGL_INVALID_HANDLE)
g_error ("image load failed: %s", error->message);
material = cogl_material_new ();
cogl_material_set_layer (material, 0, redhand);
set_shader_num (0);
g_signal_connect_after (stage, "paint", G_CALLBACK (paint_cb), NULL);
clutter_actor_set_reactive (stage, TRUE);
g_signal_connect (stage, "button-release-event",
G_CALLBACK (button_release_cb), NULL);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (key_release_cb), NULL);
g_signal_connect (stage, "delete-event",
G_CALLBACK (destroy_window_cb), NULL);
timeout_id = clutter_threads_add_timeout (1000, timeout_cb, NULL);
clutter_threads_add_idle (idle_cb, stage);
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}

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@ -171,8 +171,6 @@ cogl_driver_sources += \
driver/gl/cogl-pipeline-opengl-private.h \
driver/gl/cogl-pipeline-fragend-glsl.c \
driver/gl/cogl-pipeline-fragend-glsl-private.h \
driver/gl/gl/cogl-pipeline-fragend-arbfp.c \
driver/gl/gl/cogl-pipeline-fragend-arbfp-private.h \
driver/gl/cogl-pipeline-vertend-glsl.c \
driver/gl/cogl-pipeline-vertend-glsl-private.h \
driver/gl/cogl-pipeline-progend-glsl.c \

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@ -63,10 +63,6 @@
#include <string.h>
#include <stdlib.h>
#ifdef HAVE_COGL_GL
#include "cogl-pipeline-fragend-arbfp-private.h"
#endif
/* These aren't defined in the GLES headers */
#ifndef GL_POINT_SPRITE
#define GL_POINT_SPRITE 0x8861
@ -113,12 +109,6 @@ _cogl_init_feature_overrides (CoglContext *ctx)
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PBOS)))
COGL_FLAGS_SET (ctx->private_features, COGL_PRIVATE_FEATURE_PBOS, FALSE);
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_ARBFP)))
{
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, FALSE);
}
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_GLSL)))
{
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;

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@ -201,7 +201,6 @@ cogl_is_context (void *object);
* @COGL_FEATURE_ID_ONSCREEN_MULTIPLE: Multiple onscreen framebuffers
* supported.
* @COGL_FEATURE_ID_GLSL: GLSL support
* @COGL_FEATURE_ID_ARBFP: ARBFP support
* @COGL_FEATURE_ID_UNSIGNED_INT_INDICES: Set if
* %COGL_INDICES_TYPE_UNSIGNED_INT is supported in
* cogl_indices_new().
@ -244,7 +243,6 @@ typedef enum _CoglFeatureID
COGL_FEATURE_ID_TEXTURE_RECTANGLE,
COGL_FEATURE_ID_TEXTURE_3D,
COGL_FEATURE_ID_GLSL,
COGL_FEATURE_ID_ARBFP,
COGL_FEATURE_ID_OFFSCREEN,
COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE,
COGL_FEATURE_ID_ONSCREEN_MULTIPLE,

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@ -130,11 +130,6 @@ OPT (DISABLE_TEXTURING,
"disable-texturing",
N_("Disable texturing"),
N_("Disable texturing any primitives"))
OPT (DISABLE_ARBFP,
N_("Root Cause"),
"disable-arbfp",
N_("Disable arbfp"),
N_("Disable use of ARB fragment programs"))
OPT (DISABLE_GLSL,
N_("Root Cause"),
"disable-glsl",
@ -160,7 +155,7 @@ OPT (SHOW_SOURCE,
N_("Cogl Tracing"),
"show-source",
N_("Show source"),
N_("Show generated ARBfp/GLSL source code"))
N_("Show generated GLSL source code"))
OPT (OPENGL,
N_("Cogl Tracing"),
"opengl",
@ -175,7 +170,7 @@ OPT (DISABLE_BLENDING,
N_("Root Cause"),
"disable-program-caches",
N_("Disable program caches"),
N_("Disable fallback caches for arbfp and glsl programs"))
N_("Disable fallback caches for glsl programs"))
OPT (DISABLE_FAST_READ_PIXEL,
N_("Root Cause"),
"disable-fast-read-pixel",

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@ -79,7 +79,6 @@ static const GDebugKey cogl_behavioural_debug_keys[] = {
{ "disable-atlas", COGL_DEBUG_DISABLE_ATLAS },
{ "disable-shared-atlas", COGL_DEBUG_DISABLE_SHARED_ATLAS },
{ "disable-texturing", COGL_DEBUG_DISABLE_TEXTURING},
{ "disable-arbfp", COGL_DEBUG_DISABLE_ARBFP},
{ "disable-glsl", COGL_DEBUG_DISABLE_GLSL},
{ "disable-blending", COGL_DEBUG_DISABLE_BLENDING},
{ "disable-npot-textures", COGL_DEBUG_DISABLE_NPOT_TEXTURES},

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@ -60,7 +60,6 @@ typedef enum {
COGL_DEBUG_DISABLE_SHARED_ATLAS,
COGL_DEBUG_OPENGL,
COGL_DEBUG_DISABLE_TEXTURING,
COGL_DEBUG_DISABLE_ARBFP,
COGL_DEBUG_DISABLE_GLSL,
COGL_DEBUG_SHOW_SOURCE,
COGL_DEBUG_DISABLE_BLENDING,

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@ -49,21 +49,7 @@
#include <glib.h>
#ifdef HAVE_COGL_GL
#define COGL_PIPELINE_PROGEND_GLSL 0
#define COGL_PIPELINE_N_PROGENDS 1
#define COGL_PIPELINE_VERTEND_GLSL 0
#define COGL_PIPELINE_N_VERTENDS 1
#define COGL_PIPELINE_FRAGEND_ARBFP 0
#define COGL_PIPELINE_FRAGEND_GLSL 1
#define COGL_PIPELINE_N_FRAGENDS 2
#else /* HAVE_COGL_GL */
#ifdef HAVE_COGL_GLES2
#if defined(HAVE_COGL_GL) || defined(HAVE_COGL_GLES2)
#define COGL_PIPELINE_PROGEND_GLSL 0
#define COGL_PIPELINE_VERTEND_GLSL 0
@ -73,13 +59,11 @@
#define COGL_PIPELINE_N_VERTENDS 1
#define COGL_PIPELINE_N_FRAGENDS 1
#else /* HAVE_COGL_GLES2 */
#else /* defined(HAVE_COGL_GL) || defined(HAVE_COGL_GLES2) */
#error No drivers defined
#endif /* HAVE_COGL_GLES2 */
#endif /* HAVE_COGL_GL */
#endif /* defined(HAVE_COGL_GL) || defined(HAVE_COGL_GLES2) */
#define COGL_PIPELINE_PROGEND_DEFAULT 0
#define COGL_PIPELINE_PROGEND_UNDEFINED 3
@ -553,7 +537,6 @@ typedef struct
typedef enum
{
COGL_PIPELINE_PROGRAM_TYPE_GLSL = 1,
COGL_PIPELINE_PROGRAM_TYPE_ARBFP,
} CoglPipelineProgramType;
extern const CoglPipelineFragend *

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@ -71,9 +71,6 @@ _cogl_pipeline_progends[MAX (COGL_PIPELINE_N_PROGENDS, 1)];
#ifdef COGL_PIPELINE_FRAGEND_GLSL
#include "cogl-pipeline-fragend-glsl-private.h"
#endif
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#include "cogl-pipeline-fragend-arbfp-private.h"
#endif
#ifdef COGL_PIPELINE_VERTEND_GLSL
#include "cogl-pipeline-vertend-glsl-private.h"
@ -115,10 +112,6 @@ _cogl_pipeline_init_default_pipeline (void)
_cogl_pipeline_fragends[COGL_PIPELINE_FRAGEND_GLSL] =
&_cogl_pipeline_glsl_fragend;
#endif
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
_cogl_pipeline_fragends[COGL_PIPELINE_FRAGEND_ARBFP] =
&_cogl_pipeline_arbfp_fragend;
#endif
#ifdef COGL_PIPELINE_PROGEND_GLSL
_cogl_pipeline_progends[COGL_PIPELINE_PROGEND_GLSL] =
&_cogl_pipeline_glsl_progend;

View File

@ -62,7 +62,6 @@ typedef enum
COGL_PRIVATE_FEATURE_ALPHA_TEXTURES,
COGL_PRIVATE_FEATURE_TEXTURE_SWIZZLE,
COGL_PRIVATE_FEATURE_TEXTURE_MAX_LEVEL,
COGL_PRIVATE_FEATURE_ARBFP,
COGL_PRIVATE_FEATURE_OES_EGL_SYNC,
/* If this is set then the winsys is responsible for queueing dirty
* events. Otherwise a dirty event will be queued when the onscreen

View File

@ -787,8 +787,7 @@ cogl_renderer_get_n_fragment_texture_units (CoglRenderer *renderer)
_COGL_GET_CONTEXT (ctx, 0);
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
if (cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL) ||
cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP))
if (cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
GE (ctx, glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, &n));
#endif

View File

@ -366,7 +366,6 @@ typedef enum { /*< prefix=COGL_PIXEL_FORMAT >*/
* @COGL_FEATURE_TEXTURE_YUV: ycbcr conversion support
* @COGL_FEATURE_TEXTURE_READ_PIXELS: glReadPixels() support
* @COGL_FEATURE_SHADERS_GLSL: GLSL support
* @COGL_FEATURE_SHADERS_ARBFP: ARBFP support
* @COGL_FEATURE_OFFSCREEN: FBO support
* @COGL_FEATURE_OFFSCREEN_MULTISAMPLE: Multisample support on FBOs
* @COGL_FEATURE_OFFSCREEN_BLIT: Blit support on FBOs
@ -424,7 +423,6 @@ typedef enum
COGL_FEATURE_TEXTURE_NPOT_REPEAT = (1 << 17),
COGL_FEATURE_POINT_SPRITE = (1 << 18),
COGL_FEATURE_TEXTURE_3D = (1 << 19),
COGL_FEATURE_SHADERS_ARBFP = (1 << 20),
COGL_FEATURE_MAP_BUFFER_FOR_READ = (1 << 21),
COGL_FEATURE_MAP_BUFFER_FOR_WRITE = (1 << 22),
COGL_FEATURE_ONSCREEN_MULTIPLE = (1 << 23),

View File

@ -112,10 +112,7 @@ cogl_program_attach_shader (CoglHandle program_handle,
program = program_handle;
shader = shader_handle;
/* Only one shader is allowed if the type is ARBfp */
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_COGL_RETURN_IF_FAIL (program->attached_shaders == NULL);
else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
_COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) ==
COGL_SHADER_LANGUAGE_GLSL);
@ -346,59 +343,6 @@ cogl_program_uniform_matrix (int uniform_no,
_cogl_boxed_value_set_matrix (&uniform->value, size, count, transpose, value);
}
/* ARBfp local parameters can be referenced like:
*
* "program.local[5]"
* ^14char offset (after whitespace is stripped)
*/
static int
get_local_param_index (const char *uniform_name)
{
char *input = g_strdup (uniform_name);
int i;
char *p = input;
char *endptr;
int _index;
for (i = 0; input[i] != '\0'; i++)
if (input[i] != '_' && input[i] != '\t')
*p++ = input[i];
input[i] = '\0';
_COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1);
_index = g_ascii_strtoull (input + 14, &endptr, 10);
_COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1);
_COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1);
_COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1);
g_free (input);
return _index;
}
#ifdef HAVE_COGL_GL
static void
_cogl_program_flush_uniform_arbfp (GLint location,
CoglBoxedValue *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (value->type != COGL_BOXED_NONE)
{
_COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT);
_COGL_RETURN_IF_FAIL (value->size == 4);
_COGL_RETURN_IF_FAIL (value->count == 1);
GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
value->v.float_value) );
}
}
#endif /* HAVE_COGL_GL */
void
_cogl_program_flush_uniforms (CoglProgram *program,
GLuint gl_program,
@ -422,9 +366,6 @@ _cogl_program_flush_uniforms (CoglProgram *program,
COGL_SHADER_LANGUAGE_GLSL)
uniform->location =
ctx->glGetUniformLocation (gl_program, uniform->name);
else
uniform->location =
get_local_param_index (uniform->name);
uniform->location_valid = TRUE;
}
@ -440,13 +381,6 @@ _cogl_program_flush_uniforms (CoglProgram *program,
uniform->location,
&uniform->value);
break;
case COGL_SHADER_LANGUAGE_ARBFP:
#ifdef HAVE_COGL_GL
_cogl_program_flush_uniform_arbfp (uniform->location,
&uniform->value);
#endif
break;
}
}

View File

@ -41,7 +41,6 @@ typedef struct _CoglShader CoglShader;
typedef enum
{
COGL_SHADER_LANGUAGE_GLSL,
COGL_SHADER_LANGUAGE_ARBFP
} CoglShaderLanguage;
struct _CoglShader

View File

@ -62,14 +62,6 @@ _cogl_shader_free (CoglShader *shader)
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
@ -108,18 +100,8 @@ 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 (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
{
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0;
@ -143,12 +125,6 @@ cogl_shader_source (CoglHandle handle,
return;
shader = handle;
#ifdef HAVE_COGL_GL
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
language = COGL_SHADER_LANGUAGE_ARBFP;
else
#endif
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
@ -164,19 +140,6 @@ cogl_shader_source (CoglHandle handle,
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
shader = handle;
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_cogl_shader_compile_real (handle, NULL);
#endif
/* XXX: For GLSL we don't actually compile anything until the shader
* gets used so we have an opportunity to add some boilerplate to
* the shader.
@ -192,51 +155,11 @@ _cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline)
{
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 (ctx, glGenPrograms (1, &shader->gl_handle));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("user ARBfp program:\n%s", shader->source);
#ifdef COGL_GL_DEBUG
_cogl_gl_util_clear_gl_errors (ctx);
#endif
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source),
shader->source);
#ifdef COGL_GL_DEBUG
gl_error = _cogl_gl_util_get_error (ctx);
if (gl_error != GL_NO_ERROR)
{
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
shader->source,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
}
else
#endif
{
GLenum gl_type;
GLint status;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
@ -297,7 +220,6 @@ _cogl_shader_compile_real (CoglHandle handle,
buffer);
}
}
}
char *
cogl_shader_get_info_log (CoglHandle handle)

View File

@ -283,23 +283,11 @@ _cogl_use_fragment_program (GLuint gl_program, CoglPipelineProgramType type)
COGL_PIPELINE_PROGRAM_TYPE_GLSL)
set_glsl_program (0);
break;
case COGL_PIPELINE_PROGRAM_TYPE_ARBFP:
#ifdef HAVE_COGL_GL
GE( ctx, glDisable (GL_FRAGMENT_PROGRAM_ARB) );
#endif
break;
}
/* ... and enable the new type */
switch (type)
{
case COGL_PIPELINE_PROGRAM_TYPE_ARBFP:
#ifdef HAVE_COGL_GL
GE( ctx, glEnable (GL_FRAGMENT_PROGRAM_ARB) );
#endif
break;
case COGL_PIPELINE_PROGRAM_TYPE_GLSL:
/* don't need to to anything */
break;
@ -317,10 +305,6 @@ _cogl_use_fragment_program (GLuint gl_program, CoglPipelineProgramType type)
#endif /* COGL_PIPELINE_FRAGEND_GLSL */
}
#ifndef COGL_PIPELINE_FRAGEND_ARBFP
else if (type == COGL_PIPELINE_PROGRAM_TYPE_ARBFP)
g_warning ("Unexpected use of ARBFP fragend!");
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */
ctx->current_fragment_program_type = type;
}
@ -343,21 +327,11 @@ _cogl_use_vertex_program (GLuint gl_program, CoglPipelineProgramType type)
COGL_PIPELINE_PROGRAM_TYPE_GLSL)
set_glsl_program (0);
break;
case COGL_PIPELINE_PROGRAM_TYPE_ARBFP:
/* It doesn't make sense to enable ARBfp for the vertex program */
g_assert_not_reached ();
break;
}
/* ... and enable the new type */
switch (type)
{
case COGL_PIPELINE_PROGRAM_TYPE_ARBFP:
/* It doesn't make sense to enable ARBfp for the vertex program */
g_assert_not_reached ();
break;
case COGL_PIPELINE_PROGRAM_TYPE_GLSL:
/* don't need to to anything */
break;
@ -375,10 +349,6 @@ _cogl_use_vertex_program (GLuint gl_program, CoglPipelineProgramType type)
#endif /* COGL_PIPELINE_VERTEND_GLSL */
}
#ifndef COGL_PIPELINE_VERTEND_ARBFP
else if (type == COGL_PIPELINE_PROGRAM_TYPE_ARBFP)
g_warning ("Unexpected use of ARBFP vertend!");
#endif /* COGL_PIPELINE_VERTEND_ARBFP */
ctx->current_vertex_program_type = type;
}
@ -720,8 +690,7 @@ get_max_activateable_texture_units (void)
defines the number of texture coordinates that can be
uploaded (but doesn't necessarily relate to how many texture
images can be sampled) */
if (cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL) ||
cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP))
if (cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
/* Previously this code subtracted the value by one but there
was no explanation for why it did this and it doesn't seem
to make sense so it has been removed */

View File

@ -518,12 +518,6 @@ _cogl_driver_update_features (CoglContext *ctx,
COGL_FLAGS_SET (private_features,
COGL_PRIVATE_FEATURE_BLEND_CONSTANT, TRUE);
if (ctx->glGenPrograms)
{
flags |= COGL_FEATURE_SHADERS_ARBFP;
COGL_FLAGS_SET (ctx->features, COGL_FEATURE_ID_ARBFP, TRUE);
}
if (ctx->glCreateProgram)
{
flags |= COGL_FEATURE_SHADERS_GLSL;

View File

@ -1,42 +0,0 @@
/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 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>
*/
#ifndef __COGL_PIPELINE_FRAGEND_ARBFP_PRIVATE_H
#define __COGL_PIPELINE_FRAGEND_ARBFP_PRIVATE_H
#include "cogl-pipeline-private.h"
extern const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
#endif /* __COGL_PIPELINE_ARBFP_PRIVATE_H */

View File

@ -1,988 +0,0 @@
/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2008,2009,2010 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>
*/
#ifdef HAVE_CONFIG_H
#include "cogl-config.h"
#endif
#include "cogl-debug.h"
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-state-private.h"
#include "cogl-pipeline-layer-private.h"
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#include "cogl-program-private.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int has_combine_constant:1;
unsigned int sampled:1;
} UnitState;
typedef struct
{
int ref_count;
CoglHandle user_program;
/* XXX: only valid during codegen */
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
/* Age of the program the last time the uniforms were flushed. This
is used to detect when we need to flush all of the uniforms */
unsigned int user_program_age;
/* We need to track the last pipeline that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
CoglPipeline *last_used_for_pipeline;
CoglPipelineCacheEntry *cache_entry;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
static CoglPipelineShaderState *
shader_state_new (int n_layers,
CoglPipelineCacheEntry *cache_entry)
{
CoglPipelineShaderState *shader_state;
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
shader_state->unit_state = g_new0 (UnitState, n_layers);
shader_state->cache_entry = cache_entry;
return shader_state;
}
static CoglPipelineShaderState *
get_shader_state (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
}
static void
destroy_shader_state (void *user_data,
void *instance)
{
CoglPipelineShaderState *shader_state = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If the shader state was last used for this pipeline then clear it
so that if same address gets used again for a new pipeline then
we won't think it's the same pipeline and avoid updating the
constants */
if (shader_state->last_used_for_pipeline == instance)
shader_state->last_used_for_pipeline = NULL;
if (shader_state->cache_entry &&
shader_state->cache_entry->pipeline != instance)
shader_state->cache_entry->usage_count--;
if (--shader_state->ref_count == 0)
{
if (shader_state->gl_program)
{
GE (ctx, glDeletePrograms (1, &shader_state->gl_program));
shader_state->gl_program = 0;
}
g_free (shader_state->unit_state);
g_slice_free (CoglPipelineShaderState, shader_state);
}
}
static void
set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
{
if (shader_state)
{
shader_state->ref_count++;
/* If we're not setting the state on the template pipeline then
* mark it as a usage of the pipeline cache entry */
if (shader_state->cache_entry &&
shader_state->cache_entry->pipeline != pipeline)
shader_state->cache_entry->usage_count++;
}
_cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
shader_state,
destroy_shader_state);
}
static void
dirty_shader_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
NULL,
NULL);
}
static void
_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *authority;
CoglPipelineCacheEntry *cache_entry = NULL;
CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Now lookup our ARBfp backend private state */
shader_state = get_shader_state (pipeline);
/* If we have a valid shader_state then we are all set and don't
* need to generate a new program. */
if (shader_state)
return;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
* the same program being generated as for this pipeline).
*
* We always make sure to associate new programs with the
* arbfp-authority to maximize the chance that other pipelines can
* share it.
*/
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
~COGL_PIPELINE_STATE_LAYERS,
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
shader_state = get_shader_state (authority);
if (shader_state)
{
/* If we are going to share our program state with an arbfp-authority
* then add a reference to the program state associated with that
* arbfp-authority... */
set_shader_state (pipeline, shader_state);
return;
}
/* If we haven't yet found an existing program then before we resort to
* generating a new arbfp program we see if we can find a suitable
* program in the pipeline_cache. */
if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
cache_entry =
_cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache,
authority);
shader_state = get_shader_state (cache_entry->pipeline);
if (shader_state)
shader_state->ref_count++;
}
/* If we still haven't got a shader state then we'll have to create
a new one */
if (shader_state == NULL)
{
shader_state = shader_state_new (n_layers, cache_entry);
shader_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
/* We reuse a single grow-only GString for code-gen */
g_string_set_size (ctx->codegen_source_buffer, 0);
shader_state->source = ctx->codegen_source_buffer;
g_string_append (shader_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
}
}
set_shader_state (pipeline, shader_state);
shader_state->ref_count--;
/* Since we have already resolved the arbfp-authority at this point
* we might as well also associate any program we find from the cache
* with the authority too... */
if (authority != pipeline)
set_shader_state (authority, shader_state);
/* If we found a template then we'll attach it to that too so that
next time a similar pipeline is used it can use the same state */
if (cache_entry)
set_shader_state (cache_entry->pipeline, shader_state);
}
static const char *
texture_type_to_arbfp_string (CoglTextureType texture_type)
{
switch (texture_type)
{
#if 0 /* TODO */
case COGL_TEXTURE_TYPE_1D:
return "1D";
#endif
case COGL_TEXTURE_TYPE_2D:
return "2D";
case COGL_TEXTURE_TYPE_3D:
return "3D";
case COGL_TEXTURE_TYPE_RECTANGLE:
return "RECT";
}
g_warn_if_reached ();
return "2D";
}
static void
setup_texture_source (CoglPipelineShaderState *shader_state,
int unit_index,
CoglTextureType texture_type)
{
if (!shader_state->unit_state[unit_index].sampled)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"MOV texel%d, one;\n",
unit_index,
unit_index);
else
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
texture_type_to_arbfp_string (texture_type));
shader_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglPipelineFragendARBfpArgType
{
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE
} CoglPipelineFragendARBfpArgType;
typedef struct _CoglPipelineFragendARBfpArg
{
const char *name;
CoglPipelineFragendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
CoglTextureType texture_type;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglPipelineFragendARBfpArg;
static void
append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglPipelineFragendARBfpArg mechanism. */
static void
setup_arg (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
CoglPipelineCombineSource src,
GLint op,
CoglPipelineFragendARBfpArg *arg)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
switch (src)
{
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer);
setup_texture_source (shader_state,
arg->texture_unit,
_cogl_pipeline_layer_get_texture_type (layer));
break;
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
UnitState *unit_state = &shader_state->unit_state[unit_index];
unit_state->constant_id = shader_state->next_constant_id++;
unit_state->has_combine_constant = TRUE;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
if (_cogl_pipeline_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* Sample the texture attached to a specific layer */
{
int layer_num = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
CoglPipelineLayer *other_layer =
_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
if (other_layer == NULL)
{
static CoglBool warning_seen = FALSE;
if (!warning_seen)
{
g_warning ("The application is trying to use a texture "
"combine with a layer number that does not exist");
warning_seen = TRUE;
}
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "output";
}
else
{
CoglTextureType texture_type;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit =
_cogl_pipeline_layer_get_unit_index (other_layer);
texture_type = _cogl_pipeline_layer_get_texture_type (other_layer);
setup_texture_source (shader_state,
arg->texture_unit,
texture_type);
}
}
break;
}
arg->swizzle = "";
switch (op)
{
case COGL_PIPELINE_COMBINE_OP_SRC_COLOR:
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (shader_state->source, ".a;\n");
else
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static CoglBool
fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0,
CoglPipelineFragendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg1->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglPipeline *pipeline,
CoglBlendStringChannelMask mask,
GLint function,
CoglPipelineFragendARBfpArg *args,
int n_args)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case COGL_PIPELINE_COMBINE_FUNC_ADD:
g_string_append_printf (shader_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (shader_state->source, "MUL output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (shader_state->source, "MOV output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
g_string_append_printf (shader_state->source, "ADD tmp3%s, ",
mask_name);
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ";\n");
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (shader_state->source, "MAD tmp3, two, ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", minus_one;\n");
if (!fragend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (shader_state->source, "MAD tmp4, two, ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (shader_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (shader_state->source, "LRP output%s, ",
mask_name);
append_arg (shader_state->source, &args[2]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (shader_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (shader_state->source, &args[0]);
if (n_args > 1)
{
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
}
g_string_append (shader_state->source, ";\n");
}
static void
append_masked_combine (CoglPipeline *arbfp_authority,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
CoglPipelineCombineFunc function,
CoglPipelineCombineSource *src,
CoglPipelineCombineOp *op)
{
int i;
int n_args;
CoglPipelineFragendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static CoglBool
_cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
CoglPipelineLayer *combine_authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_COMBINE);
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!shader_state->source)
return TRUE;
if (!_cogl_pipeline_layer_needs_combine_separate (combine_authority))
{
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func ==
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else
{
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
static CoglBool
_cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
if (!shader_state->source)
return TRUE;
g_string_append (shader_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
CoglBool update_all;
CoglPipelineShaderState *shader_state;
} UpdateConstantsState;
static CoglBool
update_constants_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
CoglPipelineShaderState *shader_state = state->shader_state;
UnitState *unit_state = &shader_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (unit_state->has_combine_constant &&
(state->update_all || unit_state->dirty_combine_constant))
{
float constant[4];
_cogl_pipeline_get_layer_combine_constant (pipeline,
layer_index,
constant);
GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static CoglBool
_cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (shader_state->source)
{
COGL_STATIC_COUNTER (fragend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter);
g_string_append (shader_state->source,
"MOV result.color,output;\n");
g_string_append (shader_state->source, "END\n");
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("pipeline program:\n%s", shader_state->source->str);
GE (ctx, glGenPrograms (1, &shader_state->gl_program));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
shader_state->gl_program));
_cogl_gl_util_clear_gl_errors (ctx);
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
shader_state->source->len,
shader_state->source->str);
if (_cogl_gl_util_get_error (ctx) != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
shader_state->source->str,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
shader_state->source = NULL;
}
if (shader_state->user_program != COGL_INVALID_HANDLE)
{
/* An arbfp program should contain exactly one shader which we
can use directly */
CoglProgram *program = shader_state->user_program;
CoglShader *shader = program->attached_shaders->data;
gl_program = shader->gl_handle;
}
else
gl_program = shader_state->gl_program;
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
if (shader_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
state.shader_state = shader_state;
/* If this arbfp program was last used with a different pipeline
* then we need to ensure we update all program.local params */
state.update_all =
pipeline != shader_state->last_used_for_pipeline;
cogl_pipeline_foreach_layer (pipeline,
update_constants_cb,
&state);
}
else
{
CoglProgram *program = shader_state->user_program;
CoglBool program_changed;
/* If the shader has changed since it was last flushed then we
need to update all uniforms */
program_changed = program->age != shader_state->user_program_age;
_cogl_program_flush_uniforms (program, gl_program, program_changed);
shader_state->user_program_age = program->age;
}
/* We need to track what pipeline used this arbfp program last since
* we will need to update program.local params when switching
* between different pipelines. */
shader_state->last_used_for_pipeline = pipeline;
return TRUE;
}
static void
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify (
CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
dirty_shader_state (pipeline);
}
/* NB: layers are considered immutable once they have any dependants
* so although multiple pipelines can end up depending on a single
* static layer, we can guarantee that if a layer is being *changed*
* then it can only have one pipeline depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify (
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
CoglPipelineShaderState *shader_state = get_shader_state (owner);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!shader_state)
return;
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
{
dirty_shader_state (owner);
return;
}
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
shader_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* TODO: we could be saving snippets of texture combine code along
* with each layer and then when a layer changes we would just free
* the snippet. */
return;
}
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend =
{
_cogl_pipeline_fragend_arbfp_start,
_cogl_pipeline_fragend_arbfp_add_layer,
_cogl_pipeline_fragend_arbfp_passthrough,
_cogl_pipeline_fragend_arbfp_end,
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify,
NULL,
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify
};
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */

View File

@ -148,31 +148,6 @@ COGL_EXT_FUNCTION (void, glBlitFramebuffer,
GLenum filter))
COGL_EXT_END ()
/* ARB_fragment_program */
COGL_EXT_BEGIN (arbfp, 255, 255,
0, /* not in either GLES */
"ARB\0",
"fragment_program\0")
COGL_EXT_FUNCTION (void, glGenPrograms,
(GLsizei n,
GLuint *programs))
COGL_EXT_FUNCTION (void, glDeletePrograms,
(GLsizei n,
GLuint *programs))
COGL_EXT_FUNCTION (void, glBindProgram,
(GLenum target,
GLuint program))
COGL_EXT_FUNCTION (void, glProgramString,
(GLenum target,
GLenum format,
GLsizei len,
const void *program))
COGL_EXT_FUNCTION (void, glProgramLocalParameter4fv,
(GLenum target,
GLuint index,
GLfloat *params))
COGL_EXT_END ()
COGL_EXT_BEGIN (EGL_image, 255, 255,
0, /* not in either GLES */
"OES\0",

View File

@ -88,7 +88,7 @@ printf $TITLE_FORMAT "Test"
if test $HAVE_GL -eq 1; then
GL_FORMAT=" %6s %8s %7s %6s %6s"
printf "$GL_FORMAT" GL+ARBFP" "GL+GLSL" "GL-NPT" "GL3"
printf "$GL_FORMAT" "GL+GLSL" "GL-NPT" "GL3"
fi
if test $HAVE_GLES2 -eq 1; then
GLES2_FORMAT=" %6s %7s"
@ -136,7 +136,6 @@ do
printf $TITLE_FORMAT "$test:"
if test $HAVE_GL -eq 1; then
printf "$GL_FORMAT" \
"`get_status $gl_arbfp_result`" \
"`get_status $gl_glsl_result`" \
"`get_status $gl_npot_result`" \
"`get_status $gl3_result`"