/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2010 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * * Authors: * Neil Roberts */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "cogl-util.h" #include "cogl-context-private.h" #include "cogl-util-gl-private.h" #include "cogl-pipeline-private.h" #include "cogl-pipeline-opengl-private.h" #include "cogl-offscreen.h" #ifdef COGL_PIPELINE_PROGEND_GLSL #include "cogl-context-private.h" #include "cogl-object-private.h" #include "cogl-program-private.h" #include "cogl-pipeline-fragend-glsl-private.h" #include "cogl-pipeline-vertend-glsl-private.h" #include "cogl-pipeline-cache.h" #include "cogl-pipeline-state-private.h" #include "cogl-attribute-private.h" #include "cogl-framebuffer-private.h" #include "cogl-pipeline-progend-glsl-private.h" /* These are used to generalise updating some uniforms that are required when building for drivers missing some fixed function state that we use */ typedef void (* UpdateUniformFunc) (CoglPipeline *pipeline, int uniform_location, void *getter_func); static void update_float_uniform (CoglPipeline *pipeline, int uniform_location, void *getter_func); typedef struct { const char *uniform_name; void *getter_func; UpdateUniformFunc update_func; CoglPipelineState change; /* This builtin is only necessary if the following private feature * is not implemented in the driver */ CoglPrivateFeature feature_replacement; } BuiltinUniformData; static BuiltinUniformData builtin_uniforms[] = { { "cogl_point_size_in", cogl_pipeline_get_point_size, update_float_uniform, COGL_PIPELINE_STATE_POINT_SIZE, COGL_PRIVATE_FEATURE_BUILTIN_POINT_SIZE_UNIFORM }, { "_cogl_alpha_test_ref", cogl_pipeline_get_alpha_test_reference, update_float_uniform, COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE, COGL_PRIVATE_FEATURE_ALPHA_TEST } }; const CoglPipelineProgend _cogl_pipeline_glsl_progend; typedef struct _UnitState { unsigned int dirty_combine_constant:1; unsigned int dirty_texture_matrix:1; GLint combine_constant_uniform; GLint texture_matrix_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; unsigned long dirty_builtin_uniforms; GLint builtin_uniform_locations[G_N_ELEMENTS (builtin_uniforms)]; GLint modelview_uniform; GLint projection_uniform; GLint mvp_uniform; CoglMatrixEntryCache projection_cache; CoglMatrixEntryCache modelview_cache; /* 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; /* Array of GL uniform locations indexed by Cogl's uniform location. We are careful only to allocated this array if a custom uniform is actually set */ GArray *uniform_locations; /* Array of attribute locations. */ GArray *attribute_locations; /* The 'flip' uniform is used to flip the geometry upside-down when the framebuffer requires it only when there are vertex snippets. Otherwise this is acheived using the projection matrix */ GLint flip_uniform; int flushed_flip_state; UnitState *unit_state; CoglPipelineCacheEntry *cache_entry; } CoglPipelineProgramState; static CoglUserDataKey program_state_key; static CoglPipelineProgramState * get_program_state (CoglPipeline *pipeline) { return cogl_object_get_user_data (COGL_OBJECT (pipeline), &program_state_key); } #define UNIFORM_LOCATION_UNKNOWN -2 #define ATTRIBUTE_LOCATION_UNKNOWN -2 /* Under GLES2 the vertex attribute API needs to query the attribute numbers because it can't used the fixed function API to set the builtin attributes. We cache the attributes here because the progend knows when the program is changed so it can clear the cache. This should always be called after the pipeline is flushed so they can assert that the gl program is valid */ /* All attributes names get internally mapped to a global set of * sequential indices when they are setup which we need to need to * then be able to map to a GL attribute location once we have * a linked GLSL program */ int _cogl_pipeline_progend_glsl_get_attrib_location (CoglPipeline *pipeline, int name_index) { CoglPipelineProgramState *program_state = get_program_state (pipeline); int *locations; _COGL_GET_CONTEXT (ctx, -1); _COGL_RETURN_VAL_IF_FAIL (program_state != NULL, -1); _COGL_RETURN_VAL_IF_FAIL (program_state->program != 0, -1); if (G_UNLIKELY (program_state->attribute_locations == NULL)) program_state->attribute_locations = g_array_new (FALSE, FALSE, sizeof (int)); if (G_UNLIKELY (program_state->attribute_locations->len <= name_index)) { int i = program_state->attribute_locations->len; g_array_set_size (program_state->attribute_locations, name_index + 1); for (; i < program_state->attribute_locations->len; i++) g_array_index (program_state->attribute_locations, int, i) = ATTRIBUTE_LOCATION_UNKNOWN; } locations = &g_array_index (program_state->attribute_locations, int, 0); if (locations[name_index] == ATTRIBUTE_LOCATION_UNKNOWN) { CoglAttributeNameState *name_state = g_array_index (ctx->attribute_name_index_map, CoglAttributeNameState *, name_index); _COGL_RETURN_VAL_IF_FAIL (name_state != NULL, 0); GE_RET( locations[name_index], ctx, glGetAttribLocation (program_state->program, name_state->name) ); } return locations[name_index]; } static void clear_attribute_cache (CoglPipelineProgramState *program_state) { if (program_state->attribute_locations) { g_array_free (program_state->attribute_locations, TRUE); program_state->attribute_locations = NULL; } } static void clear_flushed_matrix_stacks (CoglPipelineProgramState *program_state) { _cogl_matrix_entry_cache_destroy (&program_state->projection_cache); _cogl_matrix_entry_cache_init (&program_state->projection_cache); _cogl_matrix_entry_cache_destroy (&program_state->modelview_cache); _cogl_matrix_entry_cache_init (&program_state->modelview_cache); } static CoglPipelineProgramState * program_state_new (int n_layers, CoglPipelineCacheEntry *cache_entry) { CoglPipelineProgramState *program_state; program_state = g_slice_new (CoglPipelineProgramState); program_state->ref_count = 1; program_state->program = 0; program_state->unit_state = g_new (UnitState, n_layers); program_state->uniform_locations = NULL; program_state->attribute_locations = NULL; program_state->cache_entry = cache_entry; _cogl_matrix_entry_cache_init (&program_state->modelview_cache); _cogl_matrix_entry_cache_init (&program_state->projection_cache); return program_state; } static void destroy_program_state (void *user_data, void *instance) { CoglPipelineProgramState *program_state = user_data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* If the program 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 uniforms */ if (program_state->last_used_for_pipeline == instance) program_state->last_used_for_pipeline = NULL; if (program_state->cache_entry && program_state->cache_entry->pipeline != instance) program_state->cache_entry->usage_count--; if (--program_state->ref_count == 0) { clear_attribute_cache (program_state); _cogl_matrix_entry_cache_destroy (&program_state->projection_cache); _cogl_matrix_entry_cache_destroy (&program_state->modelview_cache); if (program_state->program) GE( ctx, glDeleteProgram (program_state->program) ); g_free (program_state->unit_state); if (program_state->uniform_locations) g_array_free (program_state->uniform_locations, TRUE); g_slice_free (CoglPipelineProgramState, program_state); } } static void set_program_state (CoglPipeline *pipeline, CoglPipelineProgramState *program_state) { if (program_state) { program_state->ref_count++; /* If we're not setting the state on the template pipeline then * mark it as a usage of the pipeline cache entry */ if (program_state->cache_entry && program_state->cache_entry->pipeline != pipeline) program_state->cache_entry->usage_count++; } _cogl_object_set_user_data (COGL_OBJECT (pipeline), &program_state_key, program_state, destroy_program_state); } static void dirty_program_state (CoglPipeline *pipeline) { cogl_object_set_user_data (COGL_OBJECT (pipeline), &program_state_key, NULL, NULL); } static void link_program (GLint gl_program) { GLint link_status; _COGL_GET_CONTEXT (ctx, NO_RETVAL); GE( ctx, glLinkProgram (gl_program) ); GE( ctx, glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) ); if (!link_status) { GLint log_length; GLsizei out_log_length; char *log; GE( ctx, glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) ); log = g_malloc (log_length); GE( ctx, 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); } } typedef struct { int unit; GLuint gl_program; CoglBool update_all; CoglPipelineProgramState *program_state; } UpdateUniformsState; static CoglBool get_uniform_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { UpdateUniformsState *state = user_data; CoglPipelineProgramState *program_state = state->program_state; UnitState *unit_state = &program_state->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->codegen_source_buffer, 0); g_string_append_printf (ctx->codegen_source_buffer, "cogl_sampler%i", layer_index); GE_RET( uniform_location, ctx, glGetUniformLocation (state->gl_program, ctx->codegen_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( ctx, glUniform1i (uniform_location, state->unit) ); g_string_set_size (ctx->codegen_source_buffer, 0); g_string_append_printf (ctx->codegen_source_buffer, "_cogl_layer_constant_%i", layer_index); GE_RET( uniform_location, ctx, glGetUniformLocation (state->gl_program, ctx->codegen_source_buffer->str) ); unit_state->combine_constant_uniform = uniform_location; g_string_set_size (ctx->codegen_source_buffer, 0); g_string_append_printf (ctx->codegen_source_buffer, "cogl_texture_matrix[%i]", layer_index); GE_RET( uniform_location, ctx, glGetUniformLocation (state->gl_program, ctx->codegen_source_buffer->str) ); unit_state->texture_matrix_uniform = uniform_location; state->unit++; return TRUE; } static CoglBool update_constants_cb (CoglPipeline *pipeline, int layer_index, void *user_data) { UpdateUniformsState *state = user_data; CoglPipelineProgramState *program_state = state->program_state; UnitState *unit_state = &program_state->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 (ctx, glUniform4fv (unit_state->combine_constant_uniform, 1, constant)); unit_state->dirty_combine_constant = FALSE; } if (unit_state->texture_matrix_uniform != -1 && (state->update_all || unit_state->dirty_texture_matrix)) { const CoglMatrix *matrix; const float *array; matrix = _cogl_pipeline_get_layer_matrix (pipeline, layer_index); array = cogl_matrix_get_array (matrix); GE (ctx, glUniformMatrix4fv (unit_state->texture_matrix_uniform, 1, FALSE, array)); unit_state->dirty_texture_matrix = FALSE; } return TRUE; } static void update_builtin_uniforms (CoglContext *context, CoglPipeline *pipeline, GLuint gl_program, CoglPipelineProgramState *program_state) { int i; if (program_state->dirty_builtin_uniforms == 0) return; for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++) if (!_cogl_has_private_feature (context, builtin_uniforms[i].feature_replacement) && (program_state->dirty_builtin_uniforms & (1 << i)) && program_state->builtin_uniform_locations[i] != -1) builtin_uniforms[i].update_func (pipeline, program_state ->builtin_uniform_locations[i], builtin_uniforms[i].getter_func); program_state->dirty_builtin_uniforms = 0; } typedef struct { CoglPipelineProgramState *program_state; unsigned long *uniform_differences; int n_differences; CoglContext *ctx; const CoglBoxedValue *values; int value_index; } FlushUniformsClosure; static CoglBool flush_uniform_cb (int uniform_num, void *user_data) { FlushUniformsClosure *data = user_data; if (COGL_FLAGS_GET (data->uniform_differences, uniform_num)) { GArray *uniform_locations; GLint uniform_location; if (data->program_state->uniform_locations == NULL) data->program_state->uniform_locations = g_array_new (FALSE, FALSE, sizeof (GLint)); uniform_locations = data->program_state->uniform_locations; if (uniform_locations->len <= uniform_num) { unsigned int old_len = uniform_locations->len; g_array_set_size (uniform_locations, uniform_num + 1); while (old_len <= uniform_num) { g_array_index (uniform_locations, GLint, old_len) = UNIFORM_LOCATION_UNKNOWN; old_len++; } } uniform_location = g_array_index (uniform_locations, GLint, uniform_num); if (uniform_location == UNIFORM_LOCATION_UNKNOWN) { const char *uniform_name = g_ptr_array_index (data->ctx->uniform_names, uniform_num); uniform_location = data->ctx->glGetUniformLocation (data->program_state->program, uniform_name); g_array_index (uniform_locations, GLint, uniform_num) = uniform_location; } if (uniform_location != -1) _cogl_boxed_value_set_uniform (data->ctx, uniform_location, data->values + data->value_index); data->n_differences--; COGL_FLAGS_SET (data->uniform_differences, uniform_num, FALSE); } data->value_index++; return data->n_differences > 0; } static void _cogl_pipeline_progend_glsl_flush_uniforms (CoglPipeline *pipeline, CoglPipelineProgramState * program_state, GLuint gl_program, CoglBool program_changed) { CoglPipelineUniformsState *uniforms_state; FlushUniformsClosure data; int n_uniform_longs; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (pipeline->differences & COGL_PIPELINE_STATE_UNIFORMS) uniforms_state = &pipeline->big_state->uniforms_state; else uniforms_state = NULL; data.program_state = program_state; data.ctx = ctx; n_uniform_longs = COGL_FLAGS_N_LONGS_FOR_SIZE (ctx->n_uniform_names); data.uniform_differences = g_newa (unsigned long, n_uniform_longs); /* Try to find a common ancestor for the values that were already flushed on the pipeline that this program state was last used for so we can avoid flushing those */ if (program_changed || program_state->last_used_for_pipeline == NULL) { if (program_changed) { /* The program has changed so all of the uniform locations are invalid */ if (program_state->uniform_locations) g_array_set_size (program_state->uniform_locations, 0); } /* We need to flush everything so mark all of the uniforms as dirty */ memset (data.uniform_differences, 0xff, n_uniform_longs * sizeof (unsigned long)); data.n_differences = G_MAXINT; } else if (program_state->last_used_for_pipeline) { int i; memset (data.uniform_differences, 0, n_uniform_longs * sizeof (unsigned long)); _cogl_pipeline_compare_uniform_differences (data.uniform_differences, program_state->last_used_for_pipeline, pipeline); /* We need to be sure to flush any uniforms that have changed since the last flush */ if (uniforms_state) _cogl_bitmask_set_flags (&uniforms_state->changed_mask, data.uniform_differences); /* Count the number of differences. This is so we can stop early when we've flushed all of them */ data.n_differences = 0; for (i = 0; i < n_uniform_longs; i++) data.n_differences += _cogl_util_popcountl (data.uniform_differences[i]); } while (pipeline && data.n_differences > 0) { if (pipeline->differences & COGL_PIPELINE_STATE_UNIFORMS) { const CoglPipelineUniformsState *parent_uniforms_state = &pipeline->big_state->uniforms_state; data.values = parent_uniforms_state->override_values; data.value_index = 0; _cogl_bitmask_foreach (&parent_uniforms_state->override_mask, flush_uniform_cb, &data); } pipeline = _cogl_pipeline_get_parent (pipeline); } if (uniforms_state) _cogl_bitmask_clear_all (&uniforms_state->changed_mask); } static CoglBool _cogl_pipeline_progend_glsl_start (CoglPipeline *pipeline) { CoglHandle user_program; _COGL_GET_CONTEXT (ctx, FALSE); if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL)) return FALSE; user_program = cogl_pipeline_get_user_program (pipeline); if (user_program && _cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL) return FALSE; return TRUE; } static void _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline, unsigned long pipelines_difference) { CoglPipelineProgramState *program_state; GLuint gl_program; CoglBool program_changed = FALSE; UpdateUniformsState state; CoglProgram *user_program; CoglPipelineCacheEntry *cache_entry = NULL; _COGL_GET_CONTEXT (ctx, NO_RETVAL); program_state = get_program_state (pipeline); user_program = cogl_pipeline_get_user_program (pipeline); if (program_state == 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_get_state_for_vertex_codegen (ctx) | _cogl_pipeline_get_state_for_fragment_codegen (ctx)) & ~COGL_PIPELINE_STATE_LAYERS, _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx) | COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN); program_state = get_program_state (authority); if (program_state == NULL) { /* Check if there is already a similar cached pipeline whose program state we can share */ if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES)))) { cache_entry = _cogl_pipeline_cache_get_combined_template (ctx->pipeline_cache, authority); program_state = get_program_state (cache_entry->pipeline); } if (program_state) program_state->ref_count++; else program_state = program_state_new (cogl_pipeline_get_n_layers (authority), cache_entry); set_program_state (authority, program_state); program_state->ref_count--; if (cache_entry) set_program_state (cache_entry->pipeline, program_state); } if (authority != pipeline) set_program_state (pipeline, program_state); } /* If the program has changed since the last link then we do * need to relink */ if (program_state->program && user_program && user_program->age != program_state->user_program_age) { GE( ctx, glDeleteProgram (program_state->program) ); program_state->program = 0; } if (program_state->program == 0) { GLuint backend_shader; GSList *l; GE_RET( program_state->program, ctx, glCreateProgram () ); /* Attach all of the shader from the user program */ if (user_program) { for (l = user_program->attached_shaders; l; l = l->next) { CoglShader *shader = l->data; _cogl_shader_compile_real (shader, pipeline); g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL); GE( ctx, glAttachShader (program_state->program, shader->gl_handle) ); } program_state->user_program_age = user_program->age; } /* Attach any shaders from the GLSL backends */ if ((backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline))) GE( ctx, glAttachShader (program_state->program, backend_shader) ); if ((backend_shader = _cogl_pipeline_vertend_glsl_get_shader (pipeline))) GE( ctx, glAttachShader (program_state->program, backend_shader) ); /* XXX: OpenGL as a special case requires the vertex position to * be bound to generic attribute 0 so for simplicity we * unconditionally bind the cogl_position_in attribute here... */ GE( ctx, glBindAttribLocation (program_state->program, 0, "cogl_position_in")); link_program (program_state->program); program_changed = TRUE; } gl_program = program_state->program; _cogl_use_fragment_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); _cogl_use_vertex_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); state.unit = 0; state.gl_program = gl_program; state.program_state = program_state; if (program_changed) { cogl_pipeline_foreach_layer (pipeline, get_uniform_cb, &state); clear_attribute_cache (program_state); GE_RET (program_state->flip_uniform, ctx, glGetUniformLocation (gl_program, "_cogl_flip_vector")); program_state->flushed_flip_state = -1; } state.unit = 0; state.update_all = (program_changed || program_state->last_used_for_pipeline != pipeline); cogl_pipeline_foreach_layer (pipeline, update_constants_cb, &state); if (program_changed) { int i; clear_flushed_matrix_stacks (program_state); for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++) if (!_cogl_has_private_feature (ctx, builtin_uniforms[i].feature_replacement)) GE_RET( program_state->builtin_uniform_locations[i], ctx, glGetUniformLocation (gl_program, builtin_uniforms[i].uniform_name) ); GE_RET( program_state->modelview_uniform, ctx, glGetUniformLocation (gl_program, "cogl_modelview_matrix") ); GE_RET( program_state->projection_uniform, ctx, glGetUniformLocation (gl_program, "cogl_projection_matrix") ); GE_RET( program_state->mvp_uniform, ctx, glGetUniformLocation (gl_program, "cogl_modelview_projection_matrix") ); } if (program_changed || program_state->last_used_for_pipeline != pipeline) program_state->dirty_builtin_uniforms = ~(unsigned long) 0; update_builtin_uniforms (ctx, pipeline, gl_program, program_state); _cogl_pipeline_progend_glsl_flush_uniforms (pipeline, program_state, gl_program, program_changed); 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 */ program_state->last_used_for_pipeline = pipeline; } static void _cogl_pipeline_progend_glsl_pre_change_notify (CoglPipeline *pipeline, CoglPipelineState change, const CoglColor *new_color) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if ((change & (_cogl_pipeline_get_state_for_vertex_codegen (ctx) | _cogl_pipeline_get_state_for_fragment_codegen (ctx)))) { dirty_program_state (pipeline); } else { int i; for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++) if (!_cogl_has_private_feature (ctx, builtin_uniforms[i].feature_replacement) && (change & builtin_uniforms[i].change)) { CoglPipelineProgramState *program_state = get_program_state (pipeline); if (program_state) program_state->dirty_builtin_uniforms |= 1 << i; return; } } } /* 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) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if ((change & (_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx) | COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))) { dirty_program_state (owner); } else if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT) { CoglPipelineProgramState *program_state = get_program_state (owner); if (program_state) { int unit_index = _cogl_pipeline_layer_get_unit_index (layer); program_state->unit_state[unit_index].dirty_combine_constant = TRUE; } } else if (change & COGL_PIPELINE_LAYER_STATE_USER_MATRIX) { CoglPipelineProgramState *program_state = get_program_state (owner); if (program_state) { int unit_index = _cogl_pipeline_layer_get_unit_index (layer); program_state->unit_state[unit_index].dirty_texture_matrix = TRUE; } } } static void _cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline, CoglFramebuffer *framebuffer) { CoglBool needs_flip; CoglMatrixEntry *projection_entry; CoglMatrixEntry *modelview_entry; CoglPipelineProgramState *program_state; CoglBool modelview_changed; CoglBool projection_changed; CoglBool need_modelview; CoglBool need_projection; CoglMatrix modelview, projection; _COGL_GET_CONTEXT (ctx, NO_RETVAL); program_state = get_program_state (pipeline); projection_entry = ctx->current_projection_entry; modelview_entry = ctx->current_modelview_entry; /* An initial pipeline is flushed while creating the context. At this point there are no matrices selected so we can't do anything */ if (modelview_entry == NULL || projection_entry == NULL) return; needs_flip = cogl_is_offscreen (ctx->current_draw_buffer); projection_changed = _cogl_matrix_entry_cache_maybe_update (&program_state->projection_cache, projection_entry, (needs_flip && program_state->flip_uniform == -1)); modelview_changed = _cogl_matrix_entry_cache_maybe_update (&program_state->modelview_cache, modelview_entry, /* never flip modelview */ FALSE); if (modelview_changed || projection_changed) { if (program_state->mvp_uniform != -1) need_modelview = need_projection = TRUE; else { need_projection = (program_state->projection_uniform != -1 && projection_changed); need_modelview = (program_state->modelview_uniform != -1 && modelview_changed); } if (need_modelview) cogl_matrix_entry_get (modelview_entry, &modelview); if (need_projection) { if (needs_flip && program_state->flip_uniform == -1) { CoglMatrix tmp_matrix; cogl_matrix_entry_get (projection_entry, &tmp_matrix); cogl_matrix_multiply (&projection, &ctx->y_flip_matrix, &tmp_matrix); } else cogl_matrix_entry_get (projection_entry, &projection); } if (projection_changed && program_state->projection_uniform != -1) GE (ctx, glUniformMatrix4fv (program_state->projection_uniform, 1, /* count */ FALSE, /* transpose */ cogl_matrix_get_array (&projection))); if (modelview_changed && program_state->modelview_uniform != -1) GE (ctx, glUniformMatrix4fv (program_state->modelview_uniform, 1, /* count */ FALSE, /* transpose */ cogl_matrix_get_array (&modelview))); if (program_state->mvp_uniform != -1) { /* The journal usually uses an identity matrix for the modelview so we can optimise this common case by avoiding the matrix multiplication */ if (cogl_matrix_entry_is_identity (modelview_entry)) { GE (ctx, glUniformMatrix4fv (program_state->mvp_uniform, 1, /* count */ FALSE, /* transpose */ cogl_matrix_get_array (&projection))); } else { CoglMatrix combined; cogl_matrix_multiply (&combined, &projection, &modelview); GE (ctx, glUniformMatrix4fv (program_state->mvp_uniform, 1, /* count */ FALSE, /* transpose */ cogl_matrix_get_array (&combined))); } } } if (program_state->flip_uniform != -1 && program_state->flushed_flip_state != needs_flip) { static const float do_flip[4] = { 1.0f, -1.0f, 1.0f, 1.0f }; static const float dont_flip[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; GE( ctx, glUniform4fv (program_state->flip_uniform, 1, /* count */ needs_flip ? do_flip : dont_flip) ); program_state->flushed_flip_state = needs_flip; } } static void update_float_uniform (CoglPipeline *pipeline, int uniform_location, void *getter_func) { float (* float_getter_func) (CoglPipeline *) = getter_func; float value; _COGL_GET_CONTEXT (ctx, NO_RETVAL); value = float_getter_func (pipeline); GE( ctx, glUniform1f (uniform_location, value) ); } const CoglPipelineProgend _cogl_pipeline_glsl_progend = { COGL_PIPELINE_VERTEND_GLSL, COGL_PIPELINE_FRAGEND_GLSL, _cogl_pipeline_progend_glsl_start, _cogl_pipeline_progend_glsl_end, _cogl_pipeline_progend_glsl_pre_change_notify, _cogl_pipeline_progend_glsl_layer_pre_change_notify, _cogl_pipeline_progend_glsl_pre_paint }; #endif /* COGL_PIPELINE_PROGEND_GLSL */