/* * 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 #include "cogl-util.h" #include "cogl-context-private.h" #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-private.h" #include "cogl-handle.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" #ifdef HAVE_COGL_GLES2 /* These are used to generalise updating some uniforms that are required when building for GLES2 */ 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; } BuiltinUniformData; static BuiltinUniformData builtin_uniforms[] = { { "cogl_point_size_in", cogl_pipeline_get_point_size, update_float_uniform, COGL_PIPELINE_STATE_POINT_SIZE }, { "_cogl_alpha_test_ref", cogl_pipeline_get_alpha_test_reference, update_float_uniform, COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE } }; #endif /* HAVE_COGL_GLES2 */ 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; /* 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 changes. */ int n_tex_coord_attribs; #ifdef HAVE_COGL_GLES2 unsigned long dirty_builtin_uniforms; GLint builtin_uniform_locations[G_N_ELEMENTS (builtin_uniforms)]; GLint modelview_uniform; GLint projection_uniform; GLint mvp_uniform; CoglMatrixStackCache projection_cache; CoglMatrixStackCache modelview_cache; #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; /* 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; } 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; } } #ifdef HAVE_COGL_GLES2 static void clear_flushed_matrix_stacks (CoglPipelineProgramState *program_state) { _cogl_matrix_stack_destroy_cache (&program_state->projection_cache); _cogl_matrix_stack_init_cache (&program_state->projection_cache); _cogl_matrix_stack_destroy_cache (&program_state->modelview_cache); _cogl_matrix_stack_init_cache (&program_state->modelview_cache); } #endif /* HAVE_COGL_GLES2 */ static CoglPipelineProgramState * program_state_new (int n_layers) { CoglPipelineProgramState *program_state; program_state = g_slice_new (CoglPipelineProgramState); program_state->ref_count = 1; program_state->program = 0; program_state->n_tex_coord_attribs = 0; program_state->unit_state = g_new (UnitState, n_layers); program_state->uniform_locations = NULL; program_state->attribute_locations = NULL; #ifdef HAVE_COGL_GLES2 _cogl_matrix_stack_init_cache (&program_state->modelview_cache); _cogl_matrix_stack_init_cache (&program_state->projection_cache); #endif 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->ref_count == 0) { clear_attribute_cache (program_state); #ifdef HAVE_COGL_GLES2 if (ctx->driver == COGL_DRIVER_GLES2) { _cogl_matrix_stack_destroy_cache (&program_state->projection_cache); _cogl_matrix_stack_destroy_cache (&program_state->modelview_cache); } #endif 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) { _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; gboolean update_all; CoglPipelineProgramState *program_state; } UpdateUniformsState; static gboolean 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; #ifdef HAVE_COGL_GLES2 if (ctx->driver == COGL_DRIVER_GLES2) { g_string_set_size (ctx->codegen_source_buffer, 0); g_string_append_printf (ctx->codegen_source_buffer, "cogl_texture_matrix[%i]", state->unit); GE_RET( uniform_location, ctx, glGetUniformLocation (state->gl_program, ctx->codegen_source_buffer->str) ); unit_state->texture_matrix_uniform = uniform_location; } #endif state->unit++; return TRUE; } static gboolean 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; } #ifdef HAVE_COGL_GLES2 if (ctx->driver == COGL_DRIVER_GLES2 && 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; } #endif /* HAVE_COGL_GLES2 */ return TRUE; } #ifdef HAVE_COGL_GLES2 static void update_builtin_uniforms (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 ((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; } #endif /* HAVE_COGL_GLES2 */ typedef struct { CoglPipelineProgramState *program_state; unsigned long *uniform_differences; int n_differences; CoglContext *ctx; const CoglBoxedValue *values; int value_index; } FlushUniformsClosure; static gboolean 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, gboolean 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 void _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline, unsigned long pipelines_difference, int n_tex_coord_attribs) { CoglPipelineProgramState *program_state; GLuint gl_program; gboolean program_changed = FALSE; UpdateUniformsState state; CoglProgram *user_program; CoglPipeline *template_pipeline = NULL; _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 && pipeline->vertend != COGL_PIPELINE_VERTEND_GLSL) return; 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_STATE_AFFECTS_VERTEX_CODEGEN | _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)))) { template_pipeline = _cogl_pipeline_cache_get_combined_template (ctx->pipeline_cache, authority); program_state = get_program_state (template_pipeline); } if (program_state) program_state->ref_count++; else program_state = program_state_new (cogl_pipeline_get_n_layers (authority)); set_program_state (authority, program_state); if (template_pipeline) { program_state->ref_count++; set_program_state (template_pipeline, program_state); } } if (authority != pipeline) { program_state->ref_count++; set_program_state (pipeline, program_state); } } /* 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 * changed, then delete the program so we can prepend a new * _cogl_tex_coord[] varying array declaration. */ if ((program_state->program && user_program && user_program->age != program_state->user_program_age) || (ctx->driver == COGL_DRIVER_GLES2 && n_tex_coord_attribs != program_state->n_tex_coord_attribs)) { 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, n_tex_coord_attribs); 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 (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL && (backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline))) GE( ctx, glAttachShader (program_state->program, backend_shader) ); if (pipeline->vertend == COGL_PIPELINE_VERTEND_GLSL && (backend_shader = _cogl_pipeline_vertend_glsl_get_shader (pipeline))) GE( ctx, glAttachShader (program_state->program, backend_shader) ); link_program (program_state->program); program_changed = TRUE; program_state->n_tex_coord_attribs = n_tex_coord_attribs; } gl_program = program_state->program; if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL) _cogl_use_fragment_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); if (pipeline->vertend == COGL_PIPELINE_VERTEND_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); #ifdef HAVE_COGL_GLES2 if (ctx->driver == COGL_DRIVER_GLES2) { if (program_changed) { int i; clear_flushed_matrix_stacks (program_state); for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++) 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 (pipeline, gl_program, program_state); } #endif _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_fragment_codegen (ctx))) dirty_program_state (pipeline); #ifdef HAVE_COGL_GLES2 else if (ctx->driver == COGL_DRIVER_GLES2) { int i; for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++) if ((change & builtin_uniforms[i].change)) { CoglPipelineProgramState *program_state = get_program_state (pipeline); if (program_state) program_state->dirty_builtin_uniforms |= 1 << i; return; } } #endif /* HAVE_COGL_GLES2 */ } /* 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_state_for_fragment_codegen (ctx))) { dirty_program_state (owner); return; } 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; } } 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) { gboolean needs_flip; CoglMatrixStack *projection_stack; CoglMatrixStack *modelview_stack; CoglPipelineProgramState *program_state; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (pipeline->vertend != COGL_PIPELINE_VERTEND_GLSL) return; program_state = get_program_state (pipeline); projection_stack = ctx->current_projection_stack; modelview_stack = ctx->current_modelview_stack; /* 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_stack == NULL || projection_stack == NULL) return; needs_flip = cogl_is_offscreen (cogl_get_draw_framebuffer ()); #ifdef HAVE_COGL_GLES2 if (ctx->driver == COGL_DRIVER_GLES2) { gboolean modelview_changed; gboolean projection_changed; gboolean need_modelview; gboolean need_projection; CoglMatrix modelview, projection; projection_changed = _cogl_matrix_stack_check_and_update_cache (projection_stack, &program_state-> projection_cache, needs_flip && program_state-> flip_uniform == -1); modelview_changed = _cogl_matrix_stack_check_and_update_cache (modelview_stack, &program_state-> modelview_cache, /* 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_stack_get (modelview_stack, &modelview); if (need_projection) { if (needs_flip && program_state->flip_uniform == -1) { CoglMatrix tmp_matrix; _cogl_matrix_stack_get (projection_stack, &tmp_matrix); cogl_matrix_multiply (&projection, &ctx->y_flip_matrix, &tmp_matrix); } else _cogl_matrix_stack_get (projection_stack, &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_stack_has_identity_flag (modelview_stack)) { 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))); } } } } else #endif { gboolean disable_flip; /* If there are vertex snippets, then we'll disable flipping the geometry via the matrix and use the flip vertex instead */ disable_flip = program_state->flip_uniform != -1; _cogl_matrix_stack_flush_to_gl_builtins (ctx, projection_stack, COGL_MATRIX_PROJECTION, disable_flip); _cogl_matrix_stack_flush_to_gl_builtins (ctx, modelview_stack, COGL_MATRIX_MODELVIEW, disable_flip); } 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; } } #ifdef HAVE_COGL_GLES2 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) ); } #endif 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, _cogl_pipeline_progend_glsl_pre_paint }; #endif /* COGL_PIPELINE_PROGEND_GLSL */