cogl-gles2-context: Append wrapper shader to user shaders

The SGX GLSL compiler refuses to accept shaders of the form:
    void foo();
    void bar() {
        foo();
    }
where foo is undefined at glShaderSource() time, left for definition at
link time.  To work around this, simply append the wrapper shader to
user shaders, rather than building a separate shader that's always
linked with user shaders.

Signed-off-by: Daniel Stone <daniel@fooishbar.org>
Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit 96f02c445f763ace088be71dc32b3374b2cdbab2)
This commit is contained in:
Daniel Stone 2012-08-17 14:37:11 +01:00 committed by Robert Bragg
parent 50ba5fa130
commit a491789637
2 changed files with 25 additions and 50 deletions

View File

@ -162,10 +162,6 @@ struct _CoglGLES2Context
* current */
CoglGLES2ProgramData *current_program;
/* A shader to provide a wrapper 'main' function. A single shader is
* used for all programs */
GLuint wrapper_shader;
/* Whether the currently bound framebuffer needs flipping. This is
* used to check for changes so that we can dirty the following
* state flags */

View File

@ -64,11 +64,12 @@ static CoglUserDataKey offscreen_wrapper_key;
* a separate shader so that we can add some extra code to flip the
* rendering when rendering to an offscreen buffer */
static const char
main_wrapper_function[] =
main_wrapper_prelude[] =
"uniform vec4 " MAIN_WRAPPER_FLIP_UNIFORM ";\n"
"\n"
"void\n"
MAIN_WRAPPER_REPLACEMENT_NAME " ();\n"
"\n";
static const char
main_wrapper_function[] =
"\n"
"void\n"
"main ()\n"
@ -732,8 +733,6 @@ gl_create_program_wrapper (void)
g_hash_table_insert (gles2_ctx->program_map,
GINT_TO_POINTER (id),
data);
gles2_ctx->context->glAttachShader (id, gles2_ctx->wrapper_shader);
}
return id;
@ -829,28 +828,40 @@ gl_shader_source_wrapper (GLuint shader,
shader_data->type == GL_VERTEX_SHADER)
{
char **string_copy = g_alloca (count * sizeof (char *));
GLint *length_copy = g_alloca (count * sizeof (GLint));
int i;
/* Replace any occurences of the symbol 'main' with a different
* symbol so that we can provide our own wrapper main
* function */
/* First, copy the shader into a new string; then, replace all
* instances of the symbol 'main' with our replacement symbol
* so we can provide our own wrapper main function; then append
* that wrapper function. */
for (i = 0; i < count; i++)
{
int string_length = length ? length[i] : strlen (string[i]);
int prelude_length = strlen (main_wrapper_prelude);
int wrapper_length = strlen (main_wrapper_function);
string_copy[i] = g_memdup (string[i], string_length);
length_copy[i] = string_length + prelude_length + wrapper_length;
string_copy[i] = g_malloc (length_copy[i] + 1);
memcpy (string_copy[i], string[i], string_length);
string_copy[i][string_length] = '\0';
replace_token (string_copy[i],
"main",
MAIN_WRAPPER_REPLACEMENT_NAME,
string_length);
memmove (&string_copy[i][prelude_length], string_copy[i],
string_length);
memcpy (string_copy[i], main_wrapper_prelude, prelude_length);
memcpy (&string_copy[i][prelude_length + string_length],
main_wrapper_function, wrapper_length);
string_copy[i][length_copy[i]] = '\0';
}
gles2_ctx->context->glShaderSource (shader,
count,
(const char *const *) string_copy,
length);
length_copy);
for (i = 0; i < count; i++)
g_free (string_copy[i]);
@ -957,8 +968,7 @@ gl_get_attached_shaders_wrapper (GLuint program,
tmp_buf);
for (i = 0, count_out = 0; i < count; i++)
if (tmp_buf[i] != gles2_ctx->wrapper_shader)
obj[count_out++] = tmp_buf[i];
obj[count_out++] = tmp_buf[i];
if (count_ret)
*count_ret = count_out;
@ -1477,8 +1487,6 @@ _cogl_gles2_context_free (CoglGLES2Context *gles2_context)
const CoglWinsysVtable *winsys;
GList *objects, *l;
ctx->glDeleteShader (gles2_context->wrapper_shader);
if (gles2_context->current_program)
program_data_unref (gles2_context->current_program);
@ -1555,33 +1563,6 @@ free_texture_object_data (CoglGLES2TextureObjectData *data)
g_slice_free (CoglGLES2TextureObjectData, data);
}
static GLuint
create_wrapper_shader (CoglContext *ctx)
{
const char *strings = main_wrapper_function;
GLint length = sizeof (main_wrapper_function) - 1;
GLint status;
GLuint shader;
shader = ctx->glCreateShader (GL_VERTEX_SHADER);
ctx->glShaderSource (shader, 1, &strings, &length);
ctx->glCompileShader (shader);
ctx->glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char buf[512];
ctx->glGetShaderInfoLog (shader,
sizeof (buf),
NULL, /* length */
buf);
g_warning ("Compiling wrapper shader failed:\n%s", buf);
}
return shader;
}
CoglGLES2Context *
cogl_gles2_context_new (CoglContext *ctx, GError **error)
{
@ -1635,8 +1616,6 @@ cogl_gles2_context_new (CoglContext *ctx, GError **error)
#undef COGL_EXT_FUNCTION
#undef COGL_EXT_END
gles2_ctx->wrapper_shader = create_wrapper_shader (ctx);
gles2_ctx->vtable->glBindFramebuffer = gl_bind_framebuffer_wrapper;
gles2_ctx->vtable->glReadPixels = gl_read_pixels_wrapper;
gles2_ctx->vtable->glCopyTexImage2D = gl_copy_tex_image_2d_wrapper;