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https://github.com/brl/mutter.git
synced 2024-11-22 16:10:41 -05:00
snippet: Add a hook for the layer fragment processing
This adds a hook to replace or wrap the fragment processing for a particular layer. Reviewed-by: Robert Bragg <robert@linux.intel.com>
This commit is contained in:
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4581ce5f15
commit
b7e15929b6
@ -369,16 +369,7 @@ add_constant_lookup (CoglPipelineShaderState *shader_state,
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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/* Create a sampler uniform for this layer if we haven't already */
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if (!shader_state->unit_state[unit_index].combine_constant_used)
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{
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g_string_append_printf (shader_state->header,
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"uniform vec4 _cogl_layer_constant_%i;\n",
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unit_index);
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shader_state->unit_state[unit_index].combine_constant_used = TRUE;
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}
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g_string_append_printf (shader_state->source,
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g_string_append_printf (shader_state->header,
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"_cogl_layer_constant_%i.%s",
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unit_index, swizzle);
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}
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@ -532,7 +523,7 @@ add_arg (CoglPipelineShaderState *shader_state,
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CoglPipelineCombineOp operand,
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const char *swizzle)
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{
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GString *shader_source = shader_state->source;
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GString *shader_source = shader_state->header;
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char alpha_swizzle[5] = "aaaa";
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g_string_append_c (shader_source, '(');
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@ -630,9 +621,22 @@ ensure_arg_generated (CoglPipeline *pipeline,
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switch (src)
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{
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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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/* These don't involve any other layers */
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/* This doesn't involve any other layers */
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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/* Create a sampler uniform for this layer if we haven't already */
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if (!shader_state->unit_state[unit_index].combine_constant_used)
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{
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g_string_append_printf (shader_state->header,
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"uniform vec4 _cogl_layer_constant_%i;\n",
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unit_index);
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shader_state->unit_state[unit_index].combine_constant_used = TRUE;
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}
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}
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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@ -667,6 +671,20 @@ ensure_arg_generated (CoglPipeline *pipeline,
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}
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}
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static void
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ensure_args_for_func (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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int previous_layer_index,
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CoglPipelineCombineFunc function,
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CoglPipelineCombineSource *src)
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{
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int n_args = _cogl_get_n_args_for_combine_func (function);
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int i;
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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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}
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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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@ -677,18 +695,10 @@ append_masked_combine (CoglPipeline *pipeline,
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CoglPipelineCombineOp *op)
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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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GString *shader_source = shader_state->header;
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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_layer%i.%s = ",
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layer->index,
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g_string_append_printf (shader_state->header,
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" cogl_layer.%s = ",
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swizzle);
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switch (function)
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@ -785,6 +795,7 @@ ensure_layer_generated (CoglPipeline *pipeline,
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CoglPipelineLayer *combine_authority;
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CoglPipelineLayerBigState *big_state;
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CoglPipelineLayer *layer;
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CoglPipelineSnippetData snippet_data;
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LayerData *layer_data;
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/* Find the layer that corresponds to this layer_num */
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@ -815,37 +826,93 @@ ensure_layer_generated (CoglPipeline *pipeline,
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"vec4 cogl_layer%i;\n",
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layer_index);
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if (!_cogl_pipeline_layer_needs_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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* since if you use it, it overrides your ALPHA function...
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*/
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big_state->texture_combine_rgb_func ==
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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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big_state->texture_combine_rgb_op);
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else
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/* Skip the layer generation if there is a snippet that replaces the
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default layer code. This is important because generating this
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code may cause the code for other layers to be generated and
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stored in the global variable. If this code isn't actually used
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then the global variables would be uninitialised and they may be
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used from other layers */
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if (!has_replace_hook (layer, COGL_SNIPPET_HOOK_LAYER_FRAGMENT))
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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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ensure_args_for_func (pipeline,
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layer,
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layer_data->previous_layer_index,
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big_state->texture_combine_rgb_func,
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big_state->texture_combine_rgb_src);
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ensure_args_for_func (pipeline,
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layer,
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layer_data->previous_layer_index,
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big_state->texture_combine_alpha_func,
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big_state->texture_combine_alpha_src);
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g_string_append_printf (shader_state->header,
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"vec4\n"
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"cogl_real_generate_layer%i ()\n"
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"{\n"
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" vec4 cogl_layer;\n",
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layer_index);
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if (!_cogl_pipeline_layer_needs_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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* since if you use it, it overrides your ALPHA function...
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*/
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big_state->texture_combine_rgb_func ==
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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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big_state->texture_combine_rgb_op);
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else
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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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g_string_append (shader_state->header,
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" return cogl_layer;\n"
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"}\n");
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}
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/* Wrap the layer code in any snippets that have been hooked */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = get_layer_fragment_snippets (layer);
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snippet_data.hook = COGL_SNIPPET_HOOK_LAYER_FRAGMENT;
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snippet_data.chain_function = g_strdup_printf ("cogl_real_generate_layer%i",
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layer_index);
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snippet_data.final_name = g_strdup_printf ("cogl_generate_layer%i",
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layer_index);
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snippet_data.function_prefix = g_strdup_printf ("cogl_generate_layer%i",
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layer_index);
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snippet_data.return_type = "vec4";
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snippet_data.return_variable = "cogl_layer";
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snippet_data.source_buf = shader_state->header;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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g_free ((char *) snippet_data.chain_function);
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g_free ((char *) snippet_data.final_name);
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g_free ((char *) snippet_data.function_prefix);
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g_string_append_printf (shader_state->source,
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" cogl_layer%i = cogl_generate_layer%i ();\n",
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layer_index,
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layer_index);
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g_slice_free (LayerData, layer_data);
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}
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@ -54,6 +54,8 @@ typedef struct _CoglSnippet CoglSnippet;
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* stage of the pipeline.
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* @COGL_SNIPPET_HOOK_FRAGMENT: A hook for the entire fragment
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* processing stage of the pipeline.
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* @COGL_SNIPPET_HOOK_LAYER_FRAGMENT: A hook for the fragment
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* processing of a particular layer.
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* @COGL_SNIPPET_HOOK_TEXTURE_LOOKUP: A hook for the texture lookup
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* stage of a given layer in a pipeline.
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*
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@ -127,6 +129,39 @@ typedef struct _CoglSnippet CoglSnippet;
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* </glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>%COGL_SNIPPET_HOOK_LAYER_FRAGMENT</glossterm>
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* Adds a shader snippet that will hook on to the fragment processing
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* of a particular layer. This can be used to replace the processing
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* for a layer or to modify the results.
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* </para>
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* <para>
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* Within the snippet code for this hook there is an extra vec4
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* variable called ‘cogl_layer’. This contains the resulting color
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* that will be used for the layer. This can be modified in the ‘post’
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* section or it the default processing can be replaced entirely using
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* the ‘replace’ section.
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* </para>
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* <para>
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* The ‘declarations’ string in @snippet will be inserted in the
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* global scope of the shader. Use this to declare any uniforms,
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* attributes or functions that the snippet requires.
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* </para>
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* <para>
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* The ‘pre’ string in @snippet will be inserted just before the
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* fragment processing for this layer.
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* </para>
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* <para>
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* If a ‘replace’ string is given then this will be used instead of
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* the default fragment processing for this layer. The snippet must write to
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* the ‘cogl_layer’ variable in that case.
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* </para>
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* <para>
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* The ‘post’ string in @snippet will be inserted just after the
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* fragment processing for the layer. The results can be modified by changing
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* the value of the ‘cogl_layer’ variable.
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* </para>
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* </glossentry>
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* <glossentry>
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* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_LOOKUP</glossterm>
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* Adds a shader snippet that will hook on to the texture lookup part
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* of a given layer. This gives a chance for the application to modify
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@ -178,7 +213,8 @@ typedef enum {
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/* ... = 4096 */
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/* Per layer fragment hooks */
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COGL_SNIPPET_HOOK_TEXTURE_LOOKUP = 6144
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COGL_SNIPPET_HOOK_LAYER_FRAGMENT = 6144,
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COGL_SNIPPET_HOOK_TEXTURE_LOOKUP
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} CoglSnippetHook;
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#define cogl_snippet_new cogl_snippet_new_EXP
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@ -268,6 +268,49 @@ paint (TestState *state)
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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/* Test replacing the layer code */
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pipeline = create_texture_pipeline ();
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_LAYER_FRAGMENT, NULL, NULL);
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cogl_snippet_set_replace (snippet, "cogl_layer = vec4 (0.0, 0.0, 1.0, 1.0);");
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cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
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cogl_object_unref (snippet);
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/* Add a second layer which samples from the texture in the first
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layer. The snippet override should cause the first layer not to
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generate the code for the texture lookup but this second layer
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should still be able to cause it to be generated */
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cogl_pipeline_set_layer_combine (pipeline, 1,
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"RGB = ADD(TEXTURE_0, PREVIOUS)"
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"A = REPLACE(PREVIOUS)",
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NULL);
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cogl_push_source (pipeline);
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cogl_rectangle_with_texture_coords (110, 0, 120, 10,
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0, 0, 0, 0);
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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/* Test modifying the layer code */
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pipeline = cogl_pipeline_new ();
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cogl_pipeline_set_uniform_1f (pipeline,
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cogl_pipeline_get_uniform_location (pipeline,
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"a_value"),
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0.5);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_LAYER_FRAGMENT,
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"uniform float a_value;",
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"cogl_layer.g = a_value;");
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cogl_pipeline_add_layer_snippet (pipeline, 0, snippet);
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cogl_object_unref (snippet);
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cogl_push_source (pipeline);
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cogl_rectangle_with_texture_coords (120, 0, 130, 10,
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0, 0, 0, 0);
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cogl_pop_source ();
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cogl_object_unref (pipeline);
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/* Sanity check modifying the snippet */
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT, "foo", "bar");
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g_assert_cmpstr (cogl_snippet_get_declarations (snippet), ==, "foo");
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@ -318,6 +361,8 @@ validate_result (void)
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test_utils_check_pixel (85, 5, 0x00ffffff);
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test_utils_check_pixel (95, 5, 0x0000ffff);
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test_utils_check_pixel (105, 5, 0xff0000ff);
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test_utils_check_pixel (115, 5, 0xff00ffff);
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test_utils_check_pixel (125, 5, 0xff80ffff);
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}
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void
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