cogl: Add a vertend to generate GLSL

The GLSL vertend is mostly only useful for GLES2. The fixed function
vertend is kept at higher priority than the GLSL vertend so it is
unlikely to be used in any other circumstances.
This commit is contained in:
Neil Roberts 2010-12-02 20:48:45 +00:00
parent e98bd86e0a
commit fa13f6c107
14 changed files with 679 additions and 87 deletions

View File

@ -240,6 +240,8 @@ cogl_sources_c = \
$(srcdir)/cogl-pipeline-fragend-arbfp-private.h \
$(srcdir)/cogl-pipeline-fragend-fixed.c \
$(srcdir)/cogl-pipeline-fragend-fixed-private.h \
$(srcdir)/cogl-pipeline-vertend-glsl.c \
$(srcdir)/cogl-pipeline-vertend-glsl-private.h \
$(srcdir)/cogl-pipeline-vertend-fixed.c \
$(srcdir)/cogl-pipeline-vertend-fixed-private.h \
$(srcdir)/cogl-pipeline-progend-glsl.c \

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@ -193,7 +193,8 @@ cogl_create_context (void)
_context->current_program = COGL_INVALID_HANDLE;
_context->current_use_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
_context->current_fragment_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
_context->current_vertex_program_type = COGL_PIPELINE_PROGRAM_TYPE_FIXED;
_context->current_gl_program = 0;
_context->gl_blend_enable_cache = FALSE;

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@ -183,7 +183,8 @@ typedef struct
/* Fragment processing programs */
CoglHandle current_program;
CoglPipelineProgramType current_use_program_type;
CoglPipelineProgramType current_fragment_program_type;
CoglPipelineProgramType current_vertex_program_type;
GLuint current_gl_program;
/* List of types that will be considered a subclass of CoglTexture in

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@ -205,6 +205,7 @@ _cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE &&
_cogl_program_has_fragment_shader (user_program) &&
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
@ -969,7 +970,7 @@ _cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
gl_program = arbfp_program_state->gl_program;
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
if (arbfp_program_state->user_program == COGL_INVALID_HANDLE)
{

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@ -42,6 +42,7 @@
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-profile.h"
#include "cogl-program-private.h"
#include <glib.h>
#include <glib/gprintf.h>
@ -94,11 +95,16 @@ _cogl_pipeline_fragend_fixed_start (CoglPipeline *pipeline,
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_FIXED))
return FALSE;
/* If there is a user program with a fragment shader then the
appropriate backend for that language should handle it. We can
still use the fixed fragment backend if the program only contains
a vertex shader */
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE)
if (user_program != COGL_INVALID_HANDLE &&
_cogl_program_has_fragment_shader (user_program))
return FALSE;
_cogl_use_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
return TRUE;
}

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@ -214,9 +214,10 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
user_program = cogl_pipeline_get_user_program (pipeline);
/* If the program isn't GLSL then we should let another backend
handle it */
/* If the user fragment shader isn't GLSL then we should let
another backend handle it */
if (user_program &&
_cogl_program_has_fragment_shader (user_program) &&
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
return FALSE;
@ -609,7 +610,7 @@ append_masked_combine (CoglPipeline *pipeline,
case GL_DOT3_RGB:
case GL_DOT3_RGBA:
g_string_append (shader_source, "vec4(4 * ((");
g_string_append (shader_source, "vec4(4.0 * ((");
add_arg (glsl_shader_state, pipeline, layer,
src[0], op[0], "r");
g_string_append (shader_source, " - 0.5) * (");
@ -777,9 +778,9 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
int i, n_layers;
COGL_STATIC_COUNTER (fragend_glsl_compile_counter,
"glsl compile counter",
"glsl fragment compile counter",
"Increments each time a new GLSL "
"program is compiled",
"fragment shader is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, fragend_glsl_compile_counter);
@ -790,7 +791,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
g_string_append (glsl_shader_state->source, "}\n");
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
g_message ("pipeline program:\n%s%s",
g_message ("pipeline fragment shader:\n%s%s",
glsl_shader_state->header->str,
glsl_shader_state->source->str);

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@ -251,21 +251,45 @@ _cogl_pipeline_texture_storage_change_notify (CoglHandle texture)
* we continue to check the rest */
}
}
static void
set_glsl_program (GLuint gl_program)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->current_gl_program != gl_program)
{
GLenum gl_error;
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glUseProgram (gl_program);
if (glGetError () == GL_NO_ERROR)
ctx->current_gl_program = gl_program;
else
{
GE( glUseProgram (0) );
ctx->current_gl_program = 0;
}
}
}
void
_cogl_use_program (GLuint gl_program, CoglPipelineProgramType type)
_cogl_use_fragment_program (GLuint gl_program, CoglPipelineProgramType type)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If we're changing program type... */
if (type != ctx->current_use_program_type)
if (type != ctx->current_fragment_program_type)
{
/* ... disable the old type */
switch (ctx->current_use_program_type)
switch (ctx->current_fragment_program_type)
{
case COGL_PIPELINE_PROGRAM_TYPE_GLSL:
GE( glUseProgram (0) );
ctx->current_gl_program = 0;
/* If the program contains a vertex shader then we shouldn't
disable it */
if (ctx->current_vertex_program_type !=
COGL_PIPELINE_PROGRAM_TYPE_GLSL)
set_glsl_program (0);
break;
case COGL_PIPELINE_PROGRAM_TYPE_ARBFP:
@ -298,22 +322,7 @@ _cogl_use_program (GLuint gl_program, CoglPipelineProgramType type)
if (type == COGL_PIPELINE_PROGRAM_TYPE_GLSL)
{
#ifdef COGL_PIPELINE_FRAGEND_GLSL
if (ctx->current_gl_program != gl_program)
{
GLenum gl_error;
while ((gl_error = glGetError ()) != GL_NO_ERROR)
;
glUseProgram (gl_program);
if (glGetError () == GL_NO_ERROR)
ctx->current_gl_program = gl_program;
else
{
GE( glUseProgram (0) );
ctx->current_gl_program = 0;
}
}
set_glsl_program (gl_program);
#else
@ -323,10 +332,73 @@ _cogl_use_program (GLuint gl_program, CoglPipelineProgramType type)
}
#ifndef COGL_PIPELINE_FRAGEND_ARBFP
else if (type == COGL_PIPELINE_PROGRAM_TYPE_ARBFP)
g_warning ("Unexpected use of ARBFP fragend!");
g_warning ("Unexpected use of ARBFP fragend!");
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */
ctx->current_use_program_type = type;
ctx->current_fragment_program_type = type;
}
void
_cogl_use_vertex_program (GLuint gl_program, CoglPipelineProgramType type)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If we're changing program type... */
if (type != ctx->current_vertex_program_type)
{
/* ... disable the old type */
switch (ctx->current_vertex_program_type)
{
case COGL_PIPELINE_PROGRAM_TYPE_GLSL:
/* If the program contains a fragment shader then we shouldn't
disable it */
if (ctx->current_fragment_program_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;
case COGL_PIPELINE_PROGRAM_TYPE_FIXED:
/* don't need to to anything */
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:
case COGL_PIPELINE_PROGRAM_TYPE_FIXED:
/* don't need to to anything */
break;
}
}
if (type == COGL_PIPELINE_PROGRAM_TYPE_GLSL)
{
#ifdef COGL_PIPELINE_VERTEND_GLSL
set_glsl_program (gl_program);
#else
g_warning ("Unexpected use of GLSL vertend!");
#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;
}
#if defined (COGL_PIPELINE_FRAGEND_GLSL) || \
@ -519,18 +591,6 @@ _cogl_pipeline_flush_color_blend_alpha_depth_state (
}
}
if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
{
CoglPipeline *authority =
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
if (ctx->point_size_cache != authority->big_state->point_size)
{
GE( glPointSize (authority->big_state->point_size) );
ctx->point_size_cache = authority->big_state->point_size;
}
}
if (pipeline->real_blend_enable != ctx->gl_blend_enable_cache)
{
if (pipeline->real_blend_enable)

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@ -71,10 +71,27 @@ typedef struct _CoglPipelineLayer CoglPipelineLayer;
#define COGL_PIPELINE_FRAGEND_DEFAULT 0
#define COGL_PIPELINE_FRAGEND_UNDEFINED 3
#if defined (HAVE_COGL_GL)
#define COGL_PIPELINE_VERTEND_FIXED 0
#define COGL_PIPELINE_VERTEND_GLSL 1
#define COGL_PIPELINE_N_VERTENDS 2
#elif defined (HAVE_COGL_GLES2)
#define COGL_PIPELINE_VERTEND_GLSL 0
#define COGL_PIPELINE_N_VERTENDS 1
#else /* HAVE_COGL_GLES */
#define COGL_PIPELINE_VERTEND_FIXED 0
#define COGL_PIPELINE_N_VERTENDS 1
#endif
#define COGL_PIPELINE_VERTEND_DEFAULT 0
#define COGL_PIPELINE_VERTEND_UNDEFINED 3
@ -158,7 +175,9 @@ typedef enum
#ifdef HAVE_COGL_GLES2
COGL_PIPELINE_LAYER_STATE_POINT_SPRITE_COORDS |
#endif
COGL_PIPELINE_LAYER_STATE_UNIT
COGL_PIPELINE_LAYER_STATE_UNIT,
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN = 0
} CoglPipelineLayerState;
@ -405,6 +424,10 @@ typedef enum _CoglPipelineState
so we can't share programs there */
COGL_PIPELINE_STATE_ALPHA_FUNC |
#endif
COGL_PIPELINE_STATE_USER_SHADER,
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN =
COGL_PIPELINE_STATE_LAYERS |
COGL_PIPELINE_STATE_USER_SHADER
} CoglPipelineState;
@ -831,7 +854,10 @@ _cogl_get_max_texture_image_units (void);
void
_cogl_use_program (GLuint gl_program, CoglPipelineProgramType type);
_cogl_use_fragment_program (GLuint gl_program, CoglPipelineProgramType type);
void
_cogl_use_vertex_program (GLuint gl_program, CoglPipelineProgramType type);
unsigned int
_cogl_get_n_args_for_combine_func (GLint func);

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@ -40,6 +40,7 @@
#include "cogl-handle.h"
#include "cogl-program-private.h"
#include "cogl-pipeline-fragend-glsl-private.h"
#include "cogl-pipeline-vertend-glsl-private.h"
#ifndef HAVE_COGL_GLES2
@ -86,17 +87,13 @@ typedef struct
int n_tex_coord_attribs;
#ifdef HAVE_COGL_GLES2
/* The GLES2 generated program that was generated from the user
program. This is used to detect when the GLES2 backend generates
a different program which would mean we need to flush all of the
custom uniforms. This is a massive hack but it can go away once
this GLSL backend starts generating its own shaders */
GLuint gles2_program;
/* Under GLES2 the alpha test is implemented in the shader. We need
a uniform for the reference value */
gboolean dirty_alpha_test_reference;
GLint alpha_test_reference_uniform;
gboolean dirty_point_size;
GLint point_size_uniform;
#endif
/* We need to track the last pipeline that the program was used with
@ -297,6 +294,21 @@ update_alpha_test_reference (CoglPipeline *pipeline,
}
}
static void
update_point_size (CoglPipeline *pipeline,
GLuint gl_program,
CoglPipelineProgendPrivate *priv)
{
if (priv->dirty_point_size && priv->point_size_uniform != -1)
{
float point_size = cogl_pipeline_get_point_size (pipeline);
GE( glUniform1f (priv->point_size_uniform, point_size) );
priv->dirty_point_size = FALSE;
}
}
#endif /* HAVE_COGL_GLES2 */
static void
@ -314,7 +326,8 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
/* If neither of the glsl fragend or vertends are used then we don't
need to do anything */
if (pipeline->fragend != COGL_PIPELINE_FRAGEND_GLSL)
if (pipeline->fragend != COGL_PIPELINE_FRAGEND_GLSL &&
pipeline->vertend != COGL_PIPELINE_VERTEND_GLSL)
return;
priv = get_glsl_priv (pipeline);
@ -330,9 +343,11 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
state */
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN &
(COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN |
COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN) &
~COGL_PIPELINE_STATE_LAYERS,
COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN,
COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN |
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN,
COGL_PIPELINE_FIND_EQUIVALENT_COMPARE_TEXTURE_TARGET);
priv = get_glsl_priv (authority);
@ -345,9 +360,6 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
priv->n_tex_coord_attribs = 0;
priv->unit_state = g_new (UnitState,
cogl_pipeline_get_n_layers (pipeline));
#ifdef HAVE_COGL_GLES2
priv->gles2_program = 0;
#endif
set_glsl_priv (authority, priv);
}
@ -417,6 +429,9 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL &&
(backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline)))
GE( glAttachShader (priv->program, backend_shader) );
if (pipeline->vertend == COGL_PIPELINE_VERTEND_GLSL &&
(backend_shader = _cogl_pipeline_vertend_glsl_get_shader (pipeline)))
GE( glAttachShader (priv->program, backend_shader) );
link_program (priv->program);
@ -432,16 +447,12 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
work. It should only be neccessary until we move the GLSL vertex
shader generation into a vertend instead of the GLES2 driver
backend */
gl_program = _cogl_gles2_use_program (gl_program);
/* We need to detect when the GLES2 backend gives us a different
program from last time */
if (gl_program != priv->gles2_program)
{
priv->gles2_program = gl_program;
program_changed = TRUE;
}
_cogl_gles2_use_program (gl_program);
#else
_cogl_use_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL)
_cogl_use_fragment_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
if (pipeline->vertend == COGL_PIPELINE_VERTEND_GLSL)
_cogl_use_vertex_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
#endif
state.unit = 0;
@ -463,14 +474,24 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
#ifdef HAVE_COGL_GLES2
if (program_changed)
GE_RET( priv->alpha_test_reference_uniform,
glGetUniformLocation (gl_program,
"_cogl_alpha_test_ref") );
{
GE_RET( priv->alpha_test_reference_uniform,
glGetUniformLocation (gl_program,
"_cogl_alpha_test_ref") );
GE_RET( priv->point_size_uniform,
glGetUniformLocation (gl_program,
"cogl_point_size_in") );
}
if (program_changed ||
priv->last_used_for_pipeline != pipeline)
priv->dirty_alpha_test_reference = TRUE;
{
priv->dirty_alpha_test_reference = TRUE;
priv->dirty_point_size = TRUE;
}
update_alpha_test_reference (pipeline, gl_program, priv);
update_point_size (pipeline, gl_program, priv);
#endif
if (user_program)
@ -490,14 +511,20 @@ _cogl_pipeline_progend_glsl_pre_change_notify (CoglPipeline *pipeline,
{
if ((change & COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN))
dirty_glsl_program_state (pipeline);
#ifdef COGL_HAS_GLES2
#ifdef HAVE_COGL_GLES2
else if ((change & COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE))
{
CoglPipelineProgendPrivate *priv = get_glsl_priv (pipeline);
if (priv)
priv->dirty_alpha_test_reference = TRUE;
}
#endif
else if ((change & COGL_PIPELINE_STATE_POINT_SIZE))
{
CoglPipelineProgendPrivate *priv = get_glsl_priv (pipeline);
if (priv)
priv->dirty_point_size = TRUE;
}
#endif /* HAVE_COGL_GLES2 */
}
/* NB: layers are considered immutable once they have any dependants

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@ -38,6 +38,7 @@
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-program-private.h"
const CoglPipelineVertend _cogl_pipeline_fixed_vertend;
@ -46,9 +47,22 @@ _cogl_pipeline_vertend_fixed_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference)
{
CoglProgram *user_program;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_FIXED))
return FALSE;
/* If there is a user program with a vertex shader then the
appropriate backend for that language should handle it. We can
still use the fixed vertex backend if the program only contains
a fragment shader */
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE &&
_cogl_program_has_vertex_shader (user_program))
return FALSE;
_cogl_use_vertex_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
return TRUE;
}
@ -79,6 +93,8 @@ static gboolean
_cogl_pipeline_vertend_fixed_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
_COGL_GET_CONTEXT (ctx, FALSE);
if (pipelines_difference & COGL_PIPELINE_STATE_LIGHTING)
{
CoglPipeline *authority =
@ -98,6 +114,18 @@ _cogl_pipeline_vertend_fixed_end (CoglPipeline *pipeline,
&lighting_state->shininess));
}
if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
{
CoglPipeline *authority =
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
if (ctx->point_size_cache != authority->big_state->point_size)
{
GE( glPointSize (authority->big_state->point_size) );
ctx->point_size_cache = authority->big_state->point_size;
}
}
return TRUE;
}

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@ -0,0 +1,39 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_PIPELINE_VERTEND_GLSL_PRIVATE_H
#define __COGL_PIPELINE_VERTEND_GLSL_PRIVATE_H
#include "cogl-pipeline-private.h"
extern const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
GLuint
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline);
#endif /* __COGL_PIPELINE_VERTEND_GLSL_PRIVATE_H */

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@ -0,0 +1,396 @@
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#ifdef COGL_PIPELINE_VERTEND_GLSL
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-program-private.h"
#include "cogl-pipeline-vertend-glsl-private.h"
#ifndef HAVE_COGL_GLES2
#define glCreateShader ctx->drv.pf_glCreateShader
#define glGetShaderiv ctx->drv.pf_glGetShaderiv
#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
#define glCompileShader ctx->drv.pf_glCompileShader
#define glShaderSource ctx->drv.pf_glShaderSource
#define glDeleteShader ctx->drv.pf_glDeleteShader
#endif /* HAVE_COGL_GLES2 */
const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
typedef struct
{
unsigned int ref_count;
GLuint gl_shader;
GString *header, *source;
/* Age of the user program that was current when the shader was
generated. We need to keep track of this because if the user
program changes then we may need to redecide whether to generate
a shader at all */
unsigned int user_program_age;
} CoglPipelineVertendPrivate;
static CoglUserDataKey glsl_priv_key;
static CoglPipelineVertendPrivate *
get_glsl_priv (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &glsl_priv_key);
}
static void
destroy_glsl_priv (void *user_data)
{
CoglPipelineVertendPrivate *priv = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (--priv->ref_count == 0)
{
if (priv->gl_shader)
GE( glDeleteShader (priv->gl_shader) );
g_slice_free (CoglPipelineVertendPrivate, priv);
}
}
static void
set_glsl_priv (CoglPipeline *pipeline, CoglPipelineVertendPrivate *priv)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&glsl_priv_key,
priv,
destroy_glsl_priv);
}
static void
dirty_glsl_shader_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&glsl_priv_key,
NULL,
destroy_glsl_priv);
}
GLuint
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
{
CoglPipelineVertendPrivate *priv = get_glsl_priv (pipeline);
if (priv)
return priv->gl_shader;
else
return 0;
}
static gboolean
_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference)
{
CoglPipelineVertendPrivate *priv;
CoglProgram *user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
return FALSE;
user_program = cogl_pipeline_get_user_program (pipeline);
/* If the user program has a vertex shader that isn't GLSL then the
appropriate vertend for that language should handle it */
if (user_program &&
_cogl_program_has_vertex_shader (user_program) &&
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
return FALSE;
/* Now lookup our glsl backend private state (allocating if
* necessary) */
priv = get_glsl_priv (pipeline);
if (priv == NULL)
{
CoglPipeline *authority;
/* Get the authority for anything affecting vertex shader
state */
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
~COGL_PIPELINE_STATE_LAYERS,
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN,
0);
priv = get_glsl_priv (authority);
if (priv == NULL)
{
priv = g_slice_new0 (CoglPipelineVertendPrivate);
priv->ref_count = 1;
set_glsl_priv (authority, priv);
}
if (authority != pipeline)
{
priv->ref_count++;
set_glsl_priv (pipeline, priv);
}
}
if (priv->gl_shader)
{
/* If we already have a valid GLSL shader then we don't need to
generate a new one. However if there's a user program and it
has changed since the last link then we do need a new shader */
if (user_program == NULL ||
priv->user_program_age == user_program->age)
return TRUE;
/* We need to recreate the shader so destroy the existing one */
GE( glDeleteShader (priv->gl_shader) );
priv->gl_shader = 0;
}
/* If we make it here then we have a priv struct without a gl_shader
either because this is the first time we've encountered it or
because the user program has changed */
if (user_program)
priv->user_program_age = user_program->age;
/* If the user program contains a vertex shader then we don't need
to generate one */
if (user_program &&
_cogl_program_has_vertex_shader (user_program))
return TRUE;
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
other contains the main function. We need two strings
because we need to dynamically declare attributes as the
add_layer callback is invoked */
g_string_set_size (ctx->codegen_header_buffer, 0);
g_string_set_size (ctx->codegen_source_buffer, 0);
priv->header = ctx->codegen_header_buffer;
priv->source = ctx->codegen_source_buffer;
g_string_append (priv->source,
"void\n"
"main ()\n"
"{\n");
return TRUE;
}
static gboolean
_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference)
{
CoglPipelineVertendPrivate *priv;
int unit_index;
priv = get_glsl_priv (pipeline);
unit_index = _cogl_pipeline_layer_get_unit_index (layer);
/* We are using the fixed function uniforms for the user matrices
and the only way to set them is with the fixed function API so we
still need to flush them here */
if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
{
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
CoglPipelineLayer *authority =
_cogl_pipeline_layer_get_authority (layer, state);
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
_cogl_matrix_stack_set (unit->matrix_stack,
&authority->big_state->matrix);
_cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE);
}
if (priv->source == NULL)
return TRUE;
/* Transform the texture coordinates by the layer's user matrix.
*
* FIXME: this should avoid doing the transform if there is no user
* matrix set. This might need a separate layer state flag for
* whether there is a user matrix
*
* FIXME: we could be more clever here and try to detect if the
* fragment program is going to use the texture coordinates and
* avoid setting them if not
*/
g_string_append_printf (priv->source,
" cogl_tex_coord_out[%i] = "
"cogl_texture_matrix[%i] * cogl_tex_coord%i_in;\n",
unit_index, unit_index, unit_index);
return TRUE;
}
static gboolean
_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
CoglPipelineVertendPrivate *priv;
_COGL_GET_CONTEXT (ctx, FALSE);
priv = get_glsl_priv (pipeline);
if (priv->source)
{
const char *source_strings[2];
GLint lengths[2];
GLint compile_status;
GLuint shader;
int n_layers;
COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
"glsl vertex compile counter",
"Increments each time a new GLSL "
"vertex shader is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
g_string_append (priv->source,
" cogl_position_out = "
"cogl_modelview_projection_matrix * "
"cogl_position_in;\n"
" cogl_color_out = cogl_color_in;\n"
"}\n");
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
g_message ("pipeline vertex shader:\n%s%s",
priv->header->str,
priv->source->str);
GE_RET( shader, glCreateShader (GL_VERTEX_SHADER) );
lengths[0] = priv->header->len;
source_strings[0] = priv->header->str;
lengths[1] = priv->source->len;
source_strings[1] = priv->source->str;
n_layers = cogl_pipeline_get_n_layers (pipeline);
_cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER,
n_layers,
2, /* count */
source_strings, lengths);
GE( glCompileShader (shader) );
GE( glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
if (!compile_status)
{
GLint len = 0;
char *shader_log;
GE( glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
shader_log = g_alloca (len);
GE( glGetShaderInfoLog (shader, len, &len, shader_log) );
g_warning ("Shader compilation failed:\n%s", shader_log);
}
priv->header = NULL;
priv->source = NULL;
priv->gl_shader = shader;
}
return TRUE;
}
static void
_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
dirty_glsl_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_vertend_glsl_layer_pre_change_notify (
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
CoglPipelineVertendPrivate *priv;
priv = get_glsl_priv (owner);
if (!priv)
return;
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
{
dirty_glsl_shader_state (owner);
return;
}
/* 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. */
}
const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
{
_cogl_pipeline_vertend_glsl_start,
_cogl_pipeline_vertend_glsl_add_layer,
_cogl_pipeline_vertend_glsl_end,
_cogl_pipeline_vertend_glsl_pre_change_notify,
_cogl_pipeline_vertend_glsl_layer_pre_change_notify
};
#endif /* COGL_PIPELINE_VERTEND_GLSL */

View File

@ -83,6 +83,9 @@ _cogl_pipeline_progends[MAX (COGL_PIPELINE_N_PROGENDS, 1)];
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#ifdef COGL_PIPELINE_VERTEND_GLSL
#include "cogl-pipeline-vertend-glsl-private.h"
#endif
#ifdef COGL_PIPELINE_VERTEND_FIXED
#include "cogl-pipeline-vertend-fixed-private.h"
#endif
@ -229,6 +232,10 @@ _cogl_pipeline_init_default_pipeline (void)
&_cogl_pipeline_glsl_progend;
#endif
#ifdef COGL_PIPELINE_VERTEND_GLSL
_cogl_pipeline_vertends[COGL_PIPELINE_VERTEND_GLSL] =
&_cogl_pipeline_glsl_vertend;
#endif
#ifdef COGL_PIPELINE_VERTEND_FIXED
_cogl_pipeline_vertends[COGL_PIPELINE_VERTEND_FIXED] =
&_cogl_pipeline_fixed_vertend;

View File

@ -345,9 +345,10 @@ cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
}
}
/* We should always have a custom fragment shader because the
pipeline backend should create one for us */
/* We should always have a custom shaders because the pipeline
backend should create them for us */
g_assert (custom_fragment_shader);
g_assert (custom_vertex_shader);
/* Get or create the fixed functionality shaders for these settings
if there is no custom replacement */
@ -360,12 +361,9 @@ cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
program = g_slice_new (CoglGles2WrapperProgram);
program->program = glCreateProgram ();
program->program = settings->user_program;
if (!custom_vertex_shader)
glAttachShader (program->program, vertex_shader->shader);
/* Attach all the shaders stolen from the user program */
for (i = 0; i < n_shaders; i++)
glAttachShader (program->program, shaders[i]);
cogl_gles2_wrapper_bind_attributes (program->program);
glLinkProgram (program->program);
@ -381,7 +379,6 @@ cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
g_critical ("%s", shader_log);
glDeleteProgram (program->program);
g_slice_free (CoglGles2WrapperProgram, program);
return NULL;
@ -407,7 +404,6 @@ _cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
for (node = wrapper->compiled_programs; node; node = next)
{
next = node->next;
glDeleteProgram (((CoglGles2WrapperProgram *) node->data)->program);
g_slist_free1 (node);
}
wrapper->compiled_programs = NULL;
@ -586,7 +582,10 @@ _cogl_wrap_prepare_for_draw (void)
again in the _start function. This should go away once the GLSL
code is generated in the GLSL material backend so it's probably
not worth worrying about now */
_cogl_use_program (program->program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
_cogl_use_fragment_program (w->settings.user_program,
COGL_PIPELINE_PROGRAM_TYPE_GLSL);
_cogl_use_vertex_program (w->settings.user_program,
COGL_PIPELINE_PROGRAM_TYPE_GLSL);
/* Make sure all of the uniforms are up to date */
if (w->dirty_uniforms)
@ -979,8 +978,6 @@ _cogl_gles2_clear_cache_for_program (GLuint gl_program)
if (program->settings.user_program == gl_program)
{
glDeleteProgram (program->program);
if (last)
last->next = next;
else