/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009,2010 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 . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-shader-private.h" #include "cogl-internal.h" #include "cogl-context-private.h" #include "cogl-object-private.h" #include "cogl-glsl-shader-private.h" #include "cogl-glsl-shader-boilerplate.h" #include #include static void _cogl_shader_free (CoglShader *shader); COGL_HANDLE_DEFINE (Shader, shader); COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader); #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_VERTEX_SHADER #define GL_VERTEX_SHADER 0x8B31 #endif static void _cogl_shader_free (CoglShader *shader) { /* Frees shader resources but its handle is not released! Do that separately before this! */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { if (shader->gl_handle) GE (ctx, glDeletePrograms (1, &shader->gl_handle)); } else #endif if (shader->gl_handle) GE (ctx, glDeleteShader (shader->gl_handle)); g_slice_free (CoglShader, shader); } CoglHandle cogl_create_shader (CoglShaderType type) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE); switch (type) { case COGL_SHADER_TYPE_VERTEX: case COGL_SHADER_TYPE_FRAGMENT: break; default: g_warning ("Unexpected shader type (0x%08lX) given to " "cogl_create_shader", (unsigned long) type); return COGL_INVALID_HANDLE; } shader = g_slice_new (CoglShader); shader->language = COGL_SHADER_LANGUAGE_GLSL; shader->gl_handle = 0; shader->n_tex_coord_attribs = 0; shader->type = type; return _cogl_shader_handle_new (shader); } static void delete_shader (CoglShader *shader) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { if (shader->gl_handle) GE (ctx, glDeletePrograms (1, &shader->gl_handle)); } else #endif { if (shader->gl_handle) GE (ctx, glDeleteShader (shader->gl_handle)); } shader->gl_handle = 0; } void cogl_shader_source (CoglHandle handle, const char *source) { CoglShader *shader; CoglShaderLanguage language; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; shader = handle; #ifdef HAVE_COGL_GL if (strncmp (source, "!!ARBfp1.0", 10) == 0) language = COGL_SHADER_LANGUAGE_ARBFP; else #endif language = COGL_SHADER_LANGUAGE_GLSL; /* Delete the old object if the language is changing... */ if (G_UNLIKELY (language != shader->language) && shader->gl_handle) delete_shader (shader); shader->source = g_strdup (source); shader->language = language; } void cogl_shader_compile (CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; /* XXX: We don't actually compile anything until the shader gets * used so we have an opportunity to add some boilerplate to the * shader. * * At the end of the day this is obviously a badly designed API * given that we are having to lie to the user. It was a mistake to * so thinly wrap the OpenGL shader API and the current plan is to * replace it with a pipeline snippets API. */ } void _cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs) { CoglShader *shader = handle; const char *version; _COGL_GET_CONTEXT (ctx, NO_RETVAL); #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { #ifdef COGL_GL_DEBUG GLenum gl_error; #endif if (shader->gl_handle) return; GE (ctx, glGenPrograms (1, &shader->gl_handle)); GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle)); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) g_message ("user ARBfp program:\n%s", shader->source); #ifdef COGL_GL_DEBUG while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; #endif ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen (shader->source), shader->source); #ifdef COGL_GL_DEBUG gl_error = ctx->glGetError (); if (gl_error != GL_NO_ERROR) { g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s", G_STRLOC, gl_error, shader->source, ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB)); } #endif } else #endif { GLenum gl_type; if (shader->gl_handle && shader->n_tex_coord_attribs == n_tex_coord_attribs) return; if (shader->gl_handle) delete_shader (shader); switch (shader->type) { case COGL_SHADER_TYPE_VERTEX: gl_type = GL_VERTEX_SHADER; break; case COGL_SHADER_TYPE_FRAGMENT: gl_type = GL_FRAGMENT_SHADER; break; default: g_assert_not_reached (); break; } shader->gl_handle = ctx->glCreateShader (gl_type); if ((ctx->driver == COGL_DRIVER_GL || ctx->driver == COGL_DRIVER_GL3 ) && ctx->glsl_major == 1 && ctx->glsl_minor >= 2) { version = "#version 120\n"; } else version = NULL; _cogl_glsl_shader_set_source_with_boilerplate (ctx, version, shader->gl_handle, gl_type, n_tex_coord_attribs, 1, (const char **) &shader->source, NULL); GE (ctx, glCompileShader (shader->gl_handle)); shader->n_tex_coord_attribs = n_tex_coord_attribs; #ifdef COGL_GL_DEBUG if (!cogl_shader_is_compiled (handle)) { char *log = cogl_shader_get_info_log (handle); g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n", shader->source, log); g_free (log); } #endif } } char * cogl_shader_get_info_log (CoglHandle handle) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, NULL); if (!cogl_is_shader (handle)) return NULL; shader = handle; #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { /* ARBfp exposes a program error string, but since cogl_program * doesn't have any API to query an error log it is not currently * exposed. */ return g_strdup (""); } else #endif { char buffer[512]; int len = 0; /* We don't normally compile the shader when the user calls * cogl_shader_compile() because we want to be able to add * boilerplate code that depends on how it ends up finally being * used. * * Here we force an early compile if the user is interested in * log information to increase the chance that the log will be * useful! We have to guess the number of texture coordinate * attributes that may be used since that affects the * boilerplate. We use four so that the shader will still * compile if the user is using more than one * layer. Unfortunately this is likely to end up causing it to * be compiled again when we know the actual number of layers */ if (!shader->gl_handle) _cogl_shader_compile_real (handle, 4); ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer); buffer[len] = '\0'; return g_strdup (buffer); } } CoglShaderType cogl_shader_get_type (CoglHandle handle) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX); if (!cogl_is_shader (handle)) { g_warning ("Non shader handle type passed to cogl_shader_get_type"); return COGL_SHADER_TYPE_VERTEX; } shader = handle; return shader->type; } CoglBool cogl_shader_is_compiled (CoglHandle handle) { #if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2) GLint status; CoglShader *shader; _COGL_GET_CONTEXT (ctx, FALSE); if (!cogl_is_shader (handle)) return FALSE; shader = handle; #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) return TRUE; else #endif { /* FIXME: We currently have an arbitrary limit of 4 texture * coordinate attributes since our API means we have to add * some boilerplate to the users GLSL program (for GLES2) * before we actually know how many attributes are in use. * * 4 will probably be enough (or at least that limitation should * be enough until we can replace this API with the pipeline * snippets API) but if it isn't then the shader won't compile, * through no fault of the user. * * To some extent this is just a symptom of bad API design; it * was a mistake for Cogl to so thinly wrap the OpenGL shader * API. Eventually we plan for this whole API will be deprecated * by the pipeline snippets framework. */ if (!shader->gl_handle) _cogl_shader_compile_real (handle, 4); GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status)); if (status == GL_TRUE) return TRUE; else return FALSE; } #else return FALSE; #endif }