/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009 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 . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #ifdef HAVE_COGL_GLES2 #include #include "cogl-shader-private.h" #include "cogl-program.h" static void _cogl_program_free (CoglProgram *program); COGL_HANDLE_DEFINE (Program, program); COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program); static void _cogl_program_free (CoglProgram *program) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Unref all of the attached shaders */ g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL); /* Destroy the list */ g_slist_free (program->attached_shaders); _cogl_gles2_clear_cache_for_program ((CoglHandle) program); if (ctx->drv.gles2.settings.user_program == (CoglHandle) program) { ctx->drv.gles2.settings.user_program = COGL_INVALID_HANDLE; ctx->drv.gles2.settings_dirty = TRUE; } for (i = 0; i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS; i++) { if (program->custom_uniform_names[i]) g_free (program->custom_uniform_names[i]); if (program->custom_uniforms[i].count > 1) g_free (program->custom_uniforms[i].v.array); } g_slice_free (CoglProgram, program); } CoglHandle cogl_create_program (void) { CoglProgram *program; program = g_slice_new0 (CoglProgram); return _cogl_program_handle_new (program); } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { CoglProgram *program; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle)) return; program = _cogl_program_pointer_from_handle (program_handle); program->attached_shaders = g_slist_prepend (program->attached_shaders, cogl_handle_ref (shader_handle)); /* Whenever the shader changes we will need to relink the program with the fixed functionality shaders so we should forget the cached programs */ _cogl_gles2_clear_cache_for_program (program); } void cogl_program_link (CoglHandle handle) { /* There's no point in linking the program here because it will have to be relinked with a different fixed functionality shader whenever the settings change */ } void cogl_program_use (CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_return_if_fail (handle == COGL_INVALID_HANDLE || cogl_is_program (handle)); if (ctx->current_program == 0 && handle != 0) ctx->legacy_state_set++; else if (handle == 0 && ctx->current_program != 0) ctx->legacy_state_set--; if (handle != COGL_INVALID_HANDLE) cogl_handle_ref (handle); if (ctx->current_program != COGL_INVALID_HANDLE) cogl_handle_unref (ctx->current_program); ctx->current_program = handle; } int cogl_program_get_uniform_location (CoglHandle handle, const char *uniform_name) { int i; CoglProgram *program; if (!cogl_is_program (handle)) return -1; program = _cogl_program_pointer_from_handle (handle); /* We can't just ask the GL program object for the uniform location directly because it will change every time the program is linked with a new fixed functionality shader. Instead we make our own mapping of uniform numbers and cache the names */ for (i = 0; program->custom_uniform_names[i] && i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS; i++) if (!strcmp (program->custom_uniform_names[i], uniform_name)) return i; if (i < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS) { program->custom_uniform_names[i] = g_strdup (uniform_name); return i; } else /* We've run out of space for new uniform names so just pretend it isn't there */ return -1; } static void cogl_program_uniform_x (CoglHandle handle, int uniform_no, int size, int count, CoglBoxedType type, gsize value_size, gconstpointer value) { CoglProgram *program = handle; _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_return_if_fail (cogl_is_program (handle)); g_return_if_fail (program != NULL); if (uniform_no >= 0 && uniform_no < COGL_PROGRAM_NUM_CUSTOM_UNIFORMS && size >= 1 && size <= 4 && count >= 1) { CoglBoxedValue *bv = program->custom_uniforms + uniform_no; if (count == 1) { if (bv->count > 1) g_free (bv->v.array); memcpy (bv->v.float_value, value, value_size); } else { if (bv->count > 1) { if (bv->count != count || bv->size != size || bv->type != type) { g_free (bv->v.array); bv->v.array = g_malloc (count * value_size); } } else bv->v.array = g_malloc (count * value_size); memcpy (bv->v.array, value, count * value_size); } bv->type = type; bv->size = size; bv->count = count; program->dirty_custom_uniforms |= 1 << uniform_no; } } void cogl_program_uniform_1f (int uniform_no, float value) { cogl_program_uniform_float (uniform_no, 1, 1, &value); } void cogl_program_set_uniform_1f (CoglHandle handle, int uniform_location, float value) { cogl_program_uniform_x (handle, uniform_location, 1, 1, COGL_BOXED_FLOAT, sizeof (float), &value); } void cogl_program_uniform_1i (int uniform_no, int value) { cogl_program_uniform_int (uniform_no, 1, 1, &value); } void cogl_program_set_uniform_1i (CoglHandle handle, int uniform_location, int value) { cogl_program_uniform_x (handle, uniform_location, 1, 1, COGL_BOXED_INT, sizeof (int), &value); } void cogl_program_uniform_float (int uniform_no, int size, int count, const GLfloat *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, size, count, COGL_BOXED_FLOAT, sizeof (float) * size, value); } void cogl_program_set_uniform_float (CoglHandle handle, int uniform_location, int n_components, int count, const float *value) { cogl_program_uniform_x (handle, uniform_location, n_components, count, COGL_BOXED_FLOAT, sizeof (float) * n_components, value); } void cogl_program_uniform_int (int uniform_no, int size, int count, const GLint *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, size, count, COGL_BOXED_INT, sizeof (int) * size, value); } void cogl_program_set_uniform_int (CoglHandle handle, int uniform_location, int n_components, int count, const int *value) { cogl_program_uniform_x (handle, uniform_location, n_components, count, COGL_BOXED_INT, sizeof (int) * n_components, value); } void cogl_program_set_uniform_matrix (CoglHandle handle, int uniform_location, int dimensions, int count, gboolean transpose, const float *value) { CoglProgram *program = handle; CoglBoxedValue *bv; _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_return_if_fail (cogl_is_program (handle)); bv = program->custom_uniforms + uniform_location; cogl_program_uniform_x (ctx->current_program, uniform_location, dimensions, count, COGL_BOXED_MATRIX, sizeof (float) * dimensions * dimensions , value); bv->transpose = transpose; } void cogl_program_uniform_matrix (int uniform_no, int size, int count, gboolean transpose, const float *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_set_uniform_matrix (ctx->current_program, uniform_no, size, count, transpose, value); } #else /* HAVE_COGL_GLES2 */ /* No support on regular OpenGL 1.1 */ CoglHandle cogl_create_program (void) { return COGL_INVALID_HANDLE; } gboolean cogl_is_program (CoglHandle handle) { return FALSE; } CoglHandle cogl_program_ref (CoglHandle handle) { return COGL_INVALID_HANDLE; } void cogl_program_unref (CoglHandle handle) { } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { } void cogl_program_link (CoglHandle program_handle) { } void cogl_program_use (CoglHandle program_handle) { } int cogl_program_get_uniform_location (CoglHandle program_handle, const char *uniform_name) { return 0; } void cogl_program_uniform_1f (int uniform_no, float value) { } void cogl_program_uniform_1i (int uniform_no, int value) { } void cogl_program_uniform_float (int uniform_no, int size, int count, const GLfloat *value) { } void cogl_program_uniform_int (int uniform_no, int size, int count, const int *value) { } void cogl_program_uniform_matrix (int uniform_no, int size, int count, gboolean transpose, const GLfloat *value) { } #endif /* HAVE_COGL_GLES2 */ CoglShaderLanguage _cogl_program_get_language (CoglHandle handle) { return COGL_SHADER_LANGUAGE_GLSL; }