/* * 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 * . * * * * Authors: * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-pipeline-private.h" #include "cogl-pipeline-opengl-private.h" #ifdef COGL_PIPELINE_PROGEND_GLSL #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-program-private.h" #include "cogl-pipeline-fragend-glsl-private.h" #ifndef HAVE_COGL_GLES2 #define glCreateProgram ctx->drv.pf_glCreateProgram #define glAttachShader ctx->drv.pf_glAttachShader #define glUseProgram ctx->drv.pf_glUseProgram #define glLinkProgram ctx->drv.pf_glLinkProgram #define glDeleteProgram ctx->drv.pf_glDeleteProgram #define glGetProgramInfoLog ctx->drv.pf_glGetProgramInfoLog #define glGetProgramiv ctx->drv.pf_glGetProgramiv #define glGetUniformLocation ctx->drv.pf_glGetUniformLocation #define glUniform1i ctx->drv.pf_glUniform1i #define glUniform1f ctx->drv.pf_glUniform1f #define glUniform4fv ctx->drv.pf_glUniform4fv #endif /* HAVE_COGL_GLES2 */ const CoglPipelineProgend _cogl_pipeline_glsl_progend; typedef struct _UnitState { unsigned int dirty_combine_constant:1; GLint combine_constant_uniform; } UnitState; typedef struct { unsigned int ref_count; /* Age that the user program had last time we generated a GL program. If it's different then we need to relink the program */ unsigned int user_program_age; GLuint program; /* To allow writing shaders that are portable between GLES 2 and * OpenGL Cogl prepends a number of boilerplate #defines and * declarations to user shaders. One of those declarations is an * array of texture coordinate varyings, but to know how to emit the * declaration we need to know how many texture coordinate * attributes are in use. The boilerplate also needs to be changed * if this increases. */ 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; #endif /* We need to track the last pipeline that the program was used with * so know if we need to update all of the uniforms */ CoglPipeline *last_used_for_pipeline; UnitState *unit_state; } CoglPipelineProgendPrivate; static CoglUserDataKey glsl_priv_key; static void delete_program (GLuint program) { #ifdef HAVE_COGL_GLES2 /* This hack can go away once this GLSL backend replaces the GLES2 wrapper */ _cogl_gles2_clear_cache_for_program (program); #else _COGL_GET_CONTEXT (ctx, NO_RETVAL); #endif GE (glDeleteProgram (program)); } static CoglPipelineProgendPrivate * 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) { CoglPipelineProgendPrivate *priv = user_data; if (--priv->ref_count == 0) { if (priv->program) delete_program (priv->program); g_free (priv->unit_state); g_slice_free (CoglPipelineProgendPrivate, priv); } } static void set_glsl_priv (CoglPipeline *pipeline, CoglPipelineProgendPrivate *priv) { cogl_object_set_user_data (COGL_OBJECT (pipeline), &glsl_priv_key, priv, destroy_glsl_priv); } static void dirty_glsl_program_state (CoglPipeline *pipeline) { cogl_object_set_user_data (COGL_OBJECT (pipeline), &glsl_priv_key, NULL, destroy_glsl_priv); } static void link_program (GLint gl_program) { /* On GLES2 we'll let the backend link the program. This hack can go away once this backend replaces the GLES2 wrapper */ #ifndef HAVE_COGL_GLES2 GLint link_status; _COGL_GET_CONTEXT (ctx, NO_RETVAL); GE( glLinkProgram (gl_program) ); GE( glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) ); if (!link_status) { GLint log_length; GLsizei out_log_length; char *log; GE( glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) ); log = g_malloc (log_length); GE( glGetProgramInfoLog (gl_program, log_length, &out_log_length, log) ); g_warning ("Failed to link GLSL program:\n%.*s\n", log_length, log); g_free (log); } #endif /* HAVE_COGL_GLES2 */ } typedef struct { int unit; GLuint gl_program; gboolean update_all; CoglPipelineProgendPrivate *priv; } UpdateUniformsState; static gboolean get_uniform_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { UpdateUniformsState *state = user_data; CoglPipelineProgendPrivate *priv = state->priv; UnitState *unit_state = &priv->unit_state[state->unit]; GLint uniform_location; _COGL_GET_CONTEXT (ctx, FALSE); /* We can reuse the source buffer to create the uniform name because the program has now been linked */ g_string_set_size (ctx->fragment_source_buffer, 0); g_string_append_printf (ctx->fragment_source_buffer, "_cogl_sampler_%i", state->unit); GE_RET( uniform_location, glGetUniformLocation (state->gl_program, ctx->fragment_source_buffer->str) ); /* We can set the uniform immediately because the samplers are the unit index not the texture object number so it will never change. Unfortunately GL won't let us use a constant instead of a uniform */ if (uniform_location != -1) GE( glUniform1i (uniform_location, state->unit) ); g_string_set_size (ctx->fragment_source_buffer, 0); g_string_append_printf (ctx->fragment_source_buffer, "_cogl_layer_constant_%i", state->unit); GE_RET( uniform_location, glGetUniformLocation (state->gl_program, ctx->fragment_source_buffer->str) ); unit_state->combine_constant_uniform = uniform_location; state->unit++; return TRUE; } static gboolean update_constants_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { UpdateUniformsState *state = user_data; CoglPipelineProgendPrivate *priv = state->priv; UnitState *unit_state = &priv->unit_state[state->unit++]; _COGL_GET_CONTEXT (ctx, FALSE); if (unit_state->combine_constant_uniform != -1 && (state->update_all || unit_state->dirty_combine_constant)) { float constant[4]; _cogl_pipeline_get_layer_combine_constant (pipeline, layer_index, constant); GE (glUniform4fv (unit_state->combine_constant_uniform, 1, constant)); unit_state->dirty_combine_constant = FALSE; } return TRUE; } #ifdef HAVE_COGL_GLES2 static void update_alpha_test_reference (CoglPipeline *pipeline, GLuint gl_program, CoglPipelineProgendPrivate *priv) { float alpha_reference; if (priv->dirty_alpha_test_reference && priv->alpha_test_reference_uniform != -1) { alpha_reference = cogl_pipeline_get_alpha_test_reference (pipeline); GE( glUniform1f (priv->alpha_test_reference_uniform, alpha_reference) ); priv->dirty_alpha_test_reference = FALSE; } } #endif /* HAVE_COGL_GLES2 */ static void _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline, unsigned long pipelines_difference, int n_tex_coord_attribs) { CoglPipelineProgendPrivate *priv; GLuint gl_program; gboolean program_changed = FALSE; UpdateUniformsState state; CoglProgram *user_program; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* 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) return; priv = get_glsl_priv (pipeline); user_program = cogl_pipeline_get_user_program (pipeline); if (priv == NULL) { CoglPipeline *authority; /* Get the authority for anything affecting program state. This should include both fragment codegen state and vertex codegen state */ authority = _cogl_pipeline_find_equivalent_parent (pipeline, COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN & ~COGL_PIPELINE_STATE_LAYERS, COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN, COGL_PIPELINE_FIND_EQUIVALENT_COMPARE_TEXTURE_TARGET); priv = get_glsl_priv (authority); if (priv == NULL) { priv = g_slice_new (CoglPipelineProgendPrivate); priv->ref_count = 1; priv->program = 0; 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); } if (authority != pipeline) { priv->ref_count++; set_glsl_priv (pipeline, priv); } } /* If the program has changed since the last link then we do * need to relink * * Also if the number of texture coordinate attributes in use has * increased, then delete the program so we can prepend a new * _cogl_tex_coord[] varying array declaration. */ if (priv->program && user_program && (user_program->age != priv->user_program_age || n_tex_coord_attribs > priv->n_tex_coord_attribs)) { delete_program (priv->program); priv->program = 0; } if (priv->program == 0) { GLuint backend_shader; GSList *l; GE_RET( priv->program, glCreateProgram () ); /* Attach all of the shader from the user program */ if (user_program) { if (priv->n_tex_coord_attribs > n_tex_coord_attribs) n_tex_coord_attribs = priv->n_tex_coord_attribs; #ifdef HAVE_COGL_GLES2 /* Find the largest count of texture coordinate attributes * associated with each of the shaders so we can ensure a consistent * _cogl_tex_coord[] array declaration across all of the shaders.*/ if (user_program) for (l = user_program->attached_shaders; l; l = l->next) { CoglShader *shader = l->data; n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs, n_tex_coord_attribs); } #endif for (l = user_program->attached_shaders; l; l = l->next) { CoglShader *shader = l->data; _cogl_shader_compile_real (shader, n_tex_coord_attribs); g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL); GE( glAttachShader (priv->program, shader->gl_handle) ); } priv->user_program_age = user_program->age; } /* Attach any shaders from the GLSL backends */ if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL && (backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline))) GE( glAttachShader (priv->program, backend_shader) ); link_program (priv->program); program_changed = TRUE; priv->n_tex_coord_attribs = n_tex_coord_attribs; } gl_program = priv->program; #ifdef HAVE_COGL_GLES2 /* This function is a massive hack to get the GLES2 backend to 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; } #else _cogl_use_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); #endif state.unit = 0; state.gl_program = gl_program; state.priv = priv; if (program_changed) cogl_pipeline_foreach_layer (pipeline, get_uniform_cb, &state); state.unit = 0; state.update_all = (program_changed || priv->last_used_for_pipeline != pipeline); cogl_pipeline_foreach_layer (pipeline, update_constants_cb, &state); #ifdef HAVE_COGL_GLES2 if (program_changed) GE_RET( priv->alpha_test_reference_uniform, glGetUniformLocation (gl_program, "_cogl_alpha_test_ref") ); if (program_changed || priv->last_used_for_pipeline != pipeline) priv->dirty_alpha_test_reference = TRUE; update_alpha_test_reference (pipeline, gl_program, priv); #endif if (user_program) _cogl_program_flush_uniforms (user_program, gl_program, program_changed); /* We need to track the last pipeline that the program was used with * so know if we need to update all of the uniforms */ priv->last_used_for_pipeline = pipeline; } static void _cogl_pipeline_progend_glsl_pre_change_notify (CoglPipeline *pipeline, CoglPipelineState change, const CoglColor *new_color) { if ((change & COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN)) dirty_glsl_program_state (pipeline); #ifdef COGL_HAS_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 } /* 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_progend_glsl_layer_pre_change_notify ( CoglPipeline *owner, CoglPipelineLayer *layer, CoglPipelineLayerState change) { if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN)) { dirty_glsl_program_state (owner); return; } if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT) { CoglPipelineProgendPrivate *priv = get_glsl_priv (owner); if (priv) { int unit_index = _cogl_pipeline_layer_get_unit_index (layer); priv->unit_state[unit_index].dirty_combine_constant = TRUE; } } } const CoglPipelineProgend _cogl_pipeline_glsl_progend = { _cogl_pipeline_progend_glsl_end, _cogl_pipeline_progend_glsl_pre_change_notify, _cogl_pipeline_progend_glsl_layer_pre_change_notify }; #endif /* COGL_PIPELINE_PROGEND_GLSL */