/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009,2010 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: * Robert Bragg */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-debug.h" #include "cogl-context-private.h" #include "cogl-pipeline-private.h" #include "cogl-pipeline-state-private.h" #include "cogl-pipeline-layer-private.h" #ifdef COGL_PIPELINE_FRAGEND_ARBFP #include "cogl.h" #include "cogl-internal.h" #include "cogl-context-private.h" #include "cogl-handle.h" #include "cogl-texture-private.h" #include "cogl-blend-string.h" #include "cogl-journal-private.h" #include "cogl-color-private.h" #include "cogl-profile.h" #include "cogl-program-private.h" #include #include #include /* This might not be defined on GLES */ #ifndef GL_TEXTURE_3D #define GL_TEXTURE_3D 0x806F #endif const CoglPipelineFragend _cogl_pipeline_arbfp_fragend; typedef struct _UnitState { int constant_id; /* The program.local[] index */ unsigned int dirty_combine_constant:1; unsigned int has_combine_constant:1; unsigned int sampled:1; } UnitState; typedef struct { int ref_count; CoglHandle user_program; /* XXX: only valid during codegen */ GString *source; GLuint gl_program; UnitState *unit_state; int next_constant_id; /* Age of the program the last time the uniforms were flushed. This is used to detect when we need to flush all of the uniforms */ unsigned int user_program_age; /* We need to track the last pipeline that an ARBfp program was used * with so know if we need to update any program.local parameters. */ CoglPipeline *last_used_for_pipeline; } CoglPipelineShaderState; static CoglUserDataKey shader_state_key; static CoglPipelineShaderState * shader_state_new (int n_layers) { CoglPipelineShaderState *shader_state; shader_state = g_slice_new0 (CoglPipelineShaderState); shader_state->ref_count = 1; shader_state->unit_state = g_new0 (UnitState, n_layers); return shader_state; } static CoglPipelineShaderState * get_shader_state (CoglPipeline *pipeline) { return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key); } static void destroy_shader_state (void *user_data, void *instance) { CoglPipelineShaderState *shader_state = user_data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* If the shader state was last used for this pipeline then clear it so that if same address gets used again for a new pipeline then we won't think it's the same pipeline and avoid updating the constants */ if (shader_state->last_used_for_pipeline == instance) shader_state->last_used_for_pipeline = NULL; if (--shader_state->ref_count == 0) { if (shader_state->gl_program) { GE (ctx, glDeletePrograms (1, &shader_state->gl_program)); shader_state->gl_program = 0; } g_free (shader_state->unit_state); g_slice_free (CoglPipelineShaderState, shader_state); } } static void set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state) { _cogl_object_set_user_data (COGL_OBJECT (pipeline), &shader_state_key, shader_state, destroy_shader_state); } static void dirty_shader_state (CoglPipeline *pipeline) { cogl_object_set_user_data (COGL_OBJECT (pipeline), &shader_state_key, NULL, NULL); } static gboolean _cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline, int n_layers, unsigned long pipelines_difference, int n_tex_coord_attribs) { CoglPipelineShaderState *shader_state; CoglPipeline *authority; CoglPipeline *template_pipeline = NULL; CoglHandle user_program; _COGL_GET_CONTEXT (ctx, FALSE); /* First validate that we can handle the current state using ARBfp */ if (!cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP)) return FALSE; /* TODO: support fog */ if (_cogl_pipeline_get_fog_enabled (pipeline)) return FALSE; /* Fragment snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_fragment_snippets (pipeline)) return FALSE; user_program = cogl_pipeline_get_user_program (pipeline); if (user_program != COGL_INVALID_HANDLE) { /* If the program doesn't have a fragment shader then some other vertend will handle the vertex shader state and we still need to generate a fragment program */ if (!_cogl_program_has_fragment_shader (user_program)) user_program = COGL_INVALID_HANDLE; /* If the user program does have a fragment shader then we can only handle it if it's in ARBfp */ else if (_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_ARBFP) return FALSE; } /* Now lookup our ARBfp backend private state */ shader_state = get_shader_state (pipeline); /* If we have a valid shader_state then we are all set and don't * need to generate a new program. */ if (shader_state) return TRUE; /* If we don't have an associated arbfp program yet then find the * arbfp-authority (the oldest ancestor whose state will result in * the same program being generated as for this pipeline). * * We always make sure to associate new programs with the * arbfp-authority to maximize the chance that other pipelines can * share it. */ authority = _cogl_pipeline_find_equivalent_parent (pipeline, _cogl_pipeline_get_state_for_fragment_codegen (ctx) & ~COGL_PIPELINE_STATE_LAYERS, _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)); shader_state = get_shader_state (authority); if (shader_state) { /* If we are going to share our program state with an arbfp-authority * then add a reference to the program state associated with that * arbfp-authority... */ shader_state->ref_count++; set_shader_state (pipeline, shader_state); return TRUE; } /* If we haven't yet found an existing program then before we resort to * generating a new arbfp program we see if we can find a suitable * program in the pipeline_cache. */ if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES)))) { template_pipeline = _cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache, authority); shader_state = get_shader_state (template_pipeline); if (shader_state) shader_state->ref_count++; } /* If we still haven't got a shader state then we'll have to create a new one */ if (shader_state == NULL) { shader_state = shader_state_new (n_layers); shader_state->user_program = user_program; if (user_program == COGL_INVALID_HANDLE) { /* We reuse a single grow-only GString for code-gen */ g_string_set_size (ctx->codegen_source_buffer, 0); shader_state->source = ctx->codegen_source_buffer; g_string_append (shader_state->source, "!!ARBfp1.0\n" "TEMP output;\n" "TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n" "PARAM half = {.5, .5, .5, .5};\n" "PARAM one = {1, 1, 1, 1};\n" "PARAM two = {2, 2, 2, 2};\n" "PARAM minus_one = {-1, -1, -1, -1};\n"); } } set_shader_state (pipeline, shader_state); /* Since we have already resolved the arbfp-authority at this point * we might as well also associate any program we find from the cache * with the authority too... */ if (authority != pipeline) { shader_state->ref_count++; set_shader_state (authority, shader_state); } /* If we found a template then we'll attach it to that too so that next time a similar pipeline is used it can use the same state */ if (template_pipeline) { shader_state->ref_count++; set_shader_state (template_pipeline, shader_state); } return TRUE; } static const char * gl_target_to_arbfp_string (GLenum gl_target) { if (gl_target == GL_TEXTURE_1D) return "1D"; else if (gl_target == GL_TEXTURE_2D) return "2D"; #ifdef GL_ARB_texture_rectangle else if (gl_target == GL_TEXTURE_RECTANGLE_ARB) return "RECT"; #endif else if (gl_target == GL_TEXTURE_3D) return "3D"; else return "2D"; } static void setup_texture_source (CoglPipelineShaderState *shader_state, int unit_index, GLenum gl_target) { if (!shader_state->unit_state[unit_index].sampled) { if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING))) g_string_append_printf (shader_state->source, "TEMP texel%d;\n" "MOV texel%d, one;\n", unit_index, unit_index); else g_string_append_printf (shader_state->source, "TEMP texel%d;\n" "TEX texel%d,fragment.texcoord[%d]," "texture[%d],%s;\n", unit_index, unit_index, unit_index, unit_index, gl_target_to_arbfp_string (gl_target)); shader_state->unit_state[unit_index].sampled = TRUE; } } typedef enum _CoglPipelineFragendARBfpArgType { COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE, COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT, COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE } CoglPipelineFragendARBfpArgType; typedef struct _CoglPipelineFragendARBfpArg { const char *name; CoglPipelineFragendARBfpArgType type; /* for type = TEXTURE */ int texture_unit; GLenum texture_target; /* for type = CONSTANT */ int constant_id; const char *swizzle; } CoglPipelineFragendARBfpArg; static void append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg) { switch (arg->type) { case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE: g_string_append_printf (source, "texel%d%s", arg->texture_unit, arg->swizzle); break; case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT: g_string_append_printf (source, "program.local[%d]%s", arg->constant_id, arg->swizzle); break; case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE: g_string_append_printf (source, "%s%s", arg->name, arg->swizzle); break; } } /* Note: we are trying to avoid duplicating strings during codegen * which is why we have the slightly awkward * CoglPipelineFragendARBfpArg mechanism. */ static void setup_arg (CoglPipeline *pipeline, CoglPipelineLayer *layer, CoglBlendStringChannelMask mask, int arg_index, GLint src, GLint op, CoglPipelineFragendARBfpArg *arg) { CoglPipelineShaderState *shader_state = get_shader_state (pipeline); static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" }; GLenum gl_target; CoglHandle texture; switch (src) { case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE: arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE; arg->name = "texel%d"; arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer); texture = _cogl_pipeline_layer_get_texture (layer); if (texture) cogl_texture_get_gl_texture (texture, NULL, &gl_target); else gl_target = GL_TEXTURE_2D; setup_texture_source (shader_state, arg->texture_unit, gl_target); break; case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT: { int unit_index = _cogl_pipeline_layer_get_unit_index (layer); UnitState *unit_state = &shader_state->unit_state[unit_index]; unit_state->constant_id = shader_state->next_constant_id++; unit_state->has_combine_constant = TRUE; unit_state->dirty_combine_constant = TRUE; arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT; arg->name = "program.local[%d]"; arg->constant_id = unit_state->constant_id; break; } case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR: arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE; arg->name = "fragment.color.primary"; break; case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS: arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE; if (_cogl_pipeline_layer_get_unit_index (layer) == 0) arg->name = "fragment.color.primary"; else arg->name = "output"; break; default: /* GL_TEXTURE0..N */ arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE; arg->name = "texture[%d]"; arg->texture_unit = src - GL_TEXTURE0; texture = _cogl_pipeline_layer_get_texture (layer); if (texture) cogl_texture_get_gl_texture (texture, NULL, &gl_target); else gl_target = GL_TEXTURE_2D; setup_texture_source (shader_state, arg->texture_unit, gl_target); } arg->swizzle = ""; switch (op) { case COGL_PIPELINE_COMBINE_OP_SRC_COLOR: break; case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR: g_string_append_printf (shader_state->source, "SUB tmp%d, one, ", arg_index); append_arg (shader_state->source, arg); g_string_append_printf (shader_state->source, ";\n"); arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE; arg->name = tmp_name[arg_index]; arg->swizzle = ""; break; case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA: /* avoid a swizzle if we know RGB are going to be masked * in the end anyway */ if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA) arg->swizzle = ".a"; break; case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA: g_string_append_printf (shader_state->source, "SUB tmp%d, one, ", arg_index); append_arg (shader_state->source, arg); /* avoid a swizzle if we know RGB are going to be masked * in the end anyway */ if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA) g_string_append_printf (shader_state->source, ".a;\n"); else g_string_append_printf (shader_state->source, ";\n"); arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE; arg->name = tmp_name[arg_index]; break; default: g_error ("Unknown texture combine operator %d", op); break; } } static gboolean fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0, CoglPipelineFragendARBfpArg *arg1) { if (arg0->type != arg1->type) return FALSE; if (arg0->name != arg1->name && strcmp (arg0->name, arg1->name) != 0) return FALSE; if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE && arg0->texture_unit != arg1->texture_unit) return FALSE; /* Note we don't have to check the target; a texture unit can only * have one target enabled at a time. */ if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT && arg0->constant_id != arg1->constant_id) return FALSE; if (arg0->swizzle != arg1->swizzle && strcmp (arg0->swizzle, arg1->swizzle) != 0) return FALSE; return TRUE; } static void append_function (CoglPipeline *pipeline, CoglBlendStringChannelMask mask, GLint function, CoglPipelineFragendARBfpArg *args, int n_args) { CoglPipelineShaderState *shader_state = get_shader_state (pipeline); const char *mask_name; switch (mask) { case COGL_BLEND_STRING_CHANNEL_MASK_RGB: mask_name = ".rgb"; break; case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA: mask_name = ".a"; break; case COGL_BLEND_STRING_CHANNEL_MASK_RGBA: mask_name = ""; break; default: g_error ("Unknown channel mask %d", mask); mask_name = ""; } switch (function) { case COGL_PIPELINE_COMBINE_FUNC_ADD: g_string_append_printf (shader_state->source, "ADD_SAT output%s, ", mask_name); break; case COGL_PIPELINE_COMBINE_FUNC_MODULATE: /* Note: no need to saturate since we can assume operands * have values in the range [0,1] */ g_string_append_printf (shader_state->source, "MUL output%s, ", mask_name); break; case COGL_PIPELINE_COMBINE_FUNC_REPLACE: /* Note: no need to saturate since we can assume operand * has a value in the range [0,1] */ g_string_append_printf (shader_state->source, "MOV output%s, ", mask_name); break; case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT: g_string_append_printf (shader_state->source, "SUB_SAT output%s, ", mask_name); break; case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED: g_string_append_printf (shader_state->source, "ADD tmp3%s, ", mask_name); append_arg (shader_state->source, &args[0]); g_string_append (shader_state->source, ", "); append_arg (shader_state->source, &args[1]); g_string_append (shader_state->source, ";\n"); g_string_append_printf (shader_state->source, "SUB_SAT output%s, tmp3, half", mask_name); n_args = 0; break; case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB: /* These functions are the same except that GL_DOT3_RGB never * updates the alpha channel. * * NB: GL_DOT3_RGBA is a bit special because it effectively forces * an RGBA mask and we end up ignoring any separate alpha channel * function. */ case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA: { const char *tmp4 = "tmp4"; /* The maths for this was taken from Mesa; * apparently: * * tmp3 = 2*src0 - 1 * tmp4 = 2*src1 - 1 * output = DP3 (tmp3, tmp4) * * is the same as: * * output = 4 * DP3 (src0 - 0.5, src1 - 0.5) */ g_string_append (shader_state->source, "MAD tmp3, two, "); append_arg (shader_state->source, &args[0]); g_string_append (shader_state->source, ", minus_one;\n"); if (!fragend_arbfp_args_equal (&args[0], &args[1])) { g_string_append (shader_state->source, "MAD tmp4, two, "); append_arg (shader_state->source, &args[1]); g_string_append (shader_state->source, ", minus_one;\n"); } else tmp4 = "tmp3"; g_string_append_printf (shader_state->source, "DP3_SAT output%s, tmp3, %s", mask_name, tmp4); n_args = 0; } break; case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE: /* Note: no need to saturate since we can assume operands * have values in the range [0,1] */ /* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2) * but LRP dst, a, b, c = b*a + c*(1-a) */ g_string_append_printf (shader_state->source, "LRP output%s, ", mask_name); append_arg (shader_state->source, &args[2]); g_string_append (shader_state->source, ", "); append_arg (shader_state->source, &args[0]); g_string_append (shader_state->source, ", "); append_arg (shader_state->source, &args[1]); n_args = 0; break; default: g_error ("Unknown texture combine function %d", function); g_string_append_printf (shader_state->source, "MUL_SAT output%s, ", mask_name); n_args = 2; break; } if (n_args > 0) append_arg (shader_state->source, &args[0]); if (n_args > 1) { g_string_append (shader_state->source, ", "); append_arg (shader_state->source, &args[1]); } g_string_append (shader_state->source, ";\n"); } static void append_masked_combine (CoglPipeline *arbfp_authority, CoglPipelineLayer *layer, CoglBlendStringChannelMask mask, CoglPipelineCombineFunc function, CoglPipelineCombineSource *src, CoglPipelineCombineOp *op) { int i; int n_args; CoglPipelineFragendARBfpArg args[3]; n_args = _cogl_get_n_args_for_combine_func (function); for (i = 0; i < n_args; i++) { setup_arg (arbfp_authority, layer, mask, i, src[i], op[i], &args[i]); } append_function (arbfp_authority, mask, function, args, n_args); } static gboolean _cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline, CoglPipelineLayer *layer, unsigned long layers_difference) { CoglPipelineShaderState *shader_state = get_shader_state (pipeline); CoglPipelineLayer *combine_authority = _cogl_pipeline_layer_get_authority (layer, COGL_PIPELINE_LAYER_STATE_COMBINE); CoglPipelineLayerBigState *big_state = combine_authority->big_state; /* Notes... * * We are ignoring the issue of texture indirection limits until * someone complains (Ref Section 3.11.6 in the ARB_fragment_program * spec) * * There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4 * available and these constants: 'one' = {1, 1, 1, 1}, 'half' * {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1, * -1, -1} * * tmp0-2 are intended for dealing with some of the texture combine * operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing * with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A] * functions. * * Each layer outputs to the TEMP called "output", and reads from * output if it needs to refer to GL_PREVIOUS. (we detect if we are * layer0 so we will read fragment.color for GL_PREVIOUS in that * case) * * We aim to do all the channels together if the same function is * used for RGB as for A. * * We aim to avoid string duplication / allocations during codegen. * * We are careful to only saturate when writing to output. */ if (!shader_state->source) return TRUE; if (!_cogl_pipeline_layer_needs_combine_separate (combine_authority)) { append_masked_combine (pipeline, layer, COGL_BLEND_STRING_CHANNEL_MASK_RGBA, big_state->texture_combine_rgb_func, big_state->texture_combine_rgb_src, big_state->texture_combine_rgb_op); } else if (big_state->texture_combine_rgb_func == COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA) { /* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function * since if you use it, it overrides your ALPHA function... */ append_masked_combine (pipeline, layer, COGL_BLEND_STRING_CHANNEL_MASK_RGBA, big_state->texture_combine_rgb_func, big_state->texture_combine_rgb_src, big_state->texture_combine_rgb_op); } else { append_masked_combine (pipeline, layer, COGL_BLEND_STRING_CHANNEL_MASK_RGB, big_state->texture_combine_rgb_func, big_state->texture_combine_rgb_src, big_state->texture_combine_rgb_op); append_masked_combine (pipeline, layer, COGL_BLEND_STRING_CHANNEL_MASK_ALPHA, big_state->texture_combine_alpha_func, big_state->texture_combine_alpha_src, big_state->texture_combine_alpha_op); } return TRUE; } gboolean _cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline) { CoglPipelineShaderState *shader_state = get_shader_state (pipeline); if (!shader_state->source) return TRUE; g_string_append (shader_state->source, "MOV output, fragment.color.primary;\n"); return TRUE; } typedef struct _UpdateConstantsState { int unit; gboolean update_all; CoglPipelineShaderState *shader_state; } UpdateConstantsState; static gboolean update_constants_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { UpdateConstantsState *state = user_data; CoglPipelineShaderState *shader_state = state->shader_state; UnitState *unit_state = &shader_state->unit_state[state->unit++]; _COGL_GET_CONTEXT (ctx, FALSE); if (unit_state->has_combine_constant && (state->update_all || unit_state->dirty_combine_constant)) { float constant[4]; _cogl_pipeline_get_layer_combine_constant (pipeline, layer_index, constant); GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, unit_state->constant_id, constant)); unit_state->dirty_combine_constant = FALSE; } return TRUE; } static gboolean _cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline, unsigned long pipelines_difference) { CoglPipelineShaderState *shader_state = get_shader_state (pipeline); GLuint gl_program; _COGL_GET_CONTEXT (ctx, FALSE); if (shader_state->source) { GLenum gl_error; COGL_STATIC_COUNTER (fragend_arbfp_compile_counter, "arbfp compile counter", "Increments each time a new ARBfp " "program is compiled", 0 /* no application private data */); COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter); g_string_append (shader_state->source, "MOV result.color,output;\n"); g_string_append (shader_state->source, "END\n"); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) g_message ("pipeline program:\n%s", shader_state->source->str); GE (ctx, glGenPrograms (1, &shader_state->gl_program)); GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader_state->gl_program)); while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, shader_state->source->len, shader_state->source->str); if (ctx->glGetError () != GL_NO_ERROR) { g_warning ("\n%s\n%s", shader_state->source->str, ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB)); } shader_state->source = NULL; } if (shader_state->user_program != COGL_INVALID_HANDLE) { /* An arbfp program should contain exactly one shader which we can use directly */ CoglProgram *program = shader_state->user_program; CoglShader *shader = program->attached_shaders->data; gl_program = shader->gl_handle; } else gl_program = shader_state->gl_program; GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program)); _cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP); if (shader_state->user_program == COGL_INVALID_HANDLE) { UpdateConstantsState state; state.unit = 0; state.shader_state = shader_state; /* If this arbfp program was last used with a different pipeline * then we need to ensure we update all program.local params */ state.update_all = pipeline != shader_state->last_used_for_pipeline; cogl_pipeline_foreach_layer (pipeline, update_constants_cb, &state); } else { CoglProgram *program = shader_state->user_program; gboolean program_changed; /* If the shader has changed since it was last flushed then we need to update all uniforms */ program_changed = program->age != shader_state->user_program_age; _cogl_program_flush_uniforms (program, gl_program, program_changed); shader_state->user_program_age = program->age; } /* We need to track what pipeline used this arbfp program last since * we will need to update program.local params when switching * between different pipelines. */ shader_state->last_used_for_pipeline = pipeline; return TRUE; } static void _cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify ( CoglPipeline *pipeline, CoglPipelineState change, const CoglColor *new_color) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx))) dirty_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_fragend_arbfp_layer_pre_change_notify ( CoglPipeline *owner, CoglPipelineLayer *layer, CoglPipelineLayerState change) { CoglPipelineShaderState *shader_state = get_shader_state (owner); _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!shader_state) return; if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx))) { dirty_shader_state (owner); return; } if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT) { int unit_index = _cogl_pipeline_layer_get_unit_index (layer); shader_state->unit_state[unit_index].dirty_combine_constant = TRUE; } /* 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. */ return; } const CoglPipelineFragend _cogl_pipeline_arbfp_fragend = { _cogl_pipeline_fragend_arbfp_start, _cogl_pipeline_fragend_arbfp_add_layer, _cogl_pipeline_fragend_arbfp_passthrough, _cogl_pipeline_fragend_arbfp_end, _cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify, NULL, _cogl_pipeline_fragend_arbfp_layer_pre_change_notify }; #endif /* COGL_PIPELINE_FRAGEND_ARBFP */