/* * 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 . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-util.h" #include "cogl-internal.h" #include "cogl-context-private.h" #include "cogl-handle.h" #include "cogl-shader-private.h" #include "cogl-program-private.h" #include static void _cogl_program_free (CoglProgram *program); COGL_HANDLE_DEFINE (Program, program); COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program); /* A CoglProgram is effectively just a list of shaders that will be used together and a set of values for the custom uniforms. No actual GL program is created - instead this is the responsibility of the GLSL material backend. The uniform values are collected in an array and then flushed whenever the material backend requests it. */ static void _cogl_program_free (CoglProgram *program) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Unref all of the attached shaders */ g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL); /* Destroy the list */ g_slist_free (program->attached_shaders); for (i = 0; i < program->custom_uniforms->len; i++) { CoglProgramUniform *uniform = &g_array_index (program->custom_uniforms, CoglProgramUniform, i); g_free (uniform->name); if (uniform->value.count > 1) g_free (uniform->value.v.array); } g_array_free (program->custom_uniforms, TRUE); g_slice_free (CoglProgram, program); } CoglHandle cogl_create_program (void) { CoglProgram *program; program = g_slice_new0 (CoglProgram); program->custom_uniforms = g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform)); program->age = 0; return _cogl_program_handle_new (program); } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { CoglProgram *program; CoglShader *shader; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle)) return; program = _cogl_program_pointer_from_handle (program_handle); shader = _cogl_shader_pointer_from_handle (shader_handle); /* Only one shader is allowed if the type is ARBfp */ if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) _COGL_RETURN_IF_FAIL (program->attached_shaders == NULL); else if (shader->language == COGL_SHADER_LANGUAGE_GLSL) _COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) == COGL_SHADER_LANGUAGE_GLSL); program->attached_shaders = g_slist_prepend (program->attached_shaders, cogl_handle_ref (shader_handle)); program->age++; } void cogl_program_link (CoglHandle handle) { /* There's no point in linking the program here because it will have to be relinked with a different fixed functionality shader whenever the settings change */ } void cogl_program_use (CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_RETURN_IF_FAIL (handle == COGL_INVALID_HANDLE || cogl_is_program (handle)); if (ctx->current_program == 0 && handle != 0) ctx->legacy_state_set++; else if (handle == 0 && ctx->current_program != 0) ctx->legacy_state_set--; if (handle != COGL_INVALID_HANDLE) cogl_handle_ref (handle); if (ctx->current_program != COGL_INVALID_HANDLE) cogl_handle_unref (ctx->current_program); ctx->current_program = handle; } int cogl_program_get_uniform_location (CoglHandle handle, const char *uniform_name) { int i; CoglProgram *program; CoglProgramUniform *uniform; if (!cogl_is_program (handle)) return -1; program = _cogl_program_pointer_from_handle (handle); /* We can't just ask the GL program object for the uniform location directly because it will change every time the program is linked with a different shader. Instead we make our own mapping of uniform numbers and cache the names */ for (i = 0; i < program->custom_uniforms->len; i++) { uniform = &g_array_index (program->custom_uniforms, CoglProgramUniform, i); if (!strcmp (uniform->name, uniform_name)) return i; } /* Create a new uniform with the given name */ g_array_set_size (program->custom_uniforms, program->custom_uniforms->len + 1); uniform = &g_array_index (program->custom_uniforms, CoglProgramUniform, program->custom_uniforms->len - 1); uniform->name = g_strdup (uniform_name); memset (&uniform->value, 0, sizeof (CoglBoxedValue)); uniform->dirty = TRUE; uniform->location_valid = FALSE; return program->custom_uniforms->len - 1; } static void cogl_program_uniform_x (CoglHandle handle, int uniform_no, int size, int count, CoglBoxedType type, gsize value_size, gconstpointer value, gboolean transpose) { CoglProgram *program = handle; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_RETURN_IF_FAIL (cogl_is_program (handle)); _COGL_RETURN_IF_FAIL (program != NULL); if (uniform_no >= 0 && uniform_no < program->custom_uniforms->len && size >= 1 && size <= 4 && count >= 1) { CoglProgramUniform *uniform = &g_array_index (program->custom_uniforms, CoglProgramUniform, uniform_no); if (count == 1) { if (uniform->value.count > 1) g_free (uniform->value.v.array); memcpy (uniform->value.v.float_value, value, value_size); } else { if (uniform->value.count > 1) { if (uniform->value.count != count || uniform->value.size != size || uniform->value.type != type) { g_free (uniform->value.v.array); uniform->value.v.array = g_malloc (count * value_size); } } else uniform->value.v.array = g_malloc (count * value_size); memcpy (uniform->value.v.array, value, count * value_size); } uniform->value.type = type; uniform->value.size = size; uniform->value.count = count; uniform->dirty = TRUE; } } void cogl_program_uniform_1f (int uniform_no, float value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, 1, 1, COGL_BOXED_FLOAT, sizeof (float), &value, FALSE); } void cogl_program_set_uniform_1f (CoglHandle handle, int uniform_location, float value) { cogl_program_uniform_x (handle, uniform_location, 1, 1, COGL_BOXED_FLOAT, sizeof (float), &value, FALSE); } void cogl_program_uniform_1i (int uniform_no, int value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, 1, 1, COGL_BOXED_INT, sizeof (int), &value, FALSE); } void cogl_program_set_uniform_1i (CoglHandle handle, int uniform_location, int value) { cogl_program_uniform_x (handle, uniform_location, 1, 1, COGL_BOXED_INT, sizeof (int), &value, FALSE); } void cogl_program_uniform_float (int uniform_no, int size, int count, const GLfloat *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, size, count, COGL_BOXED_FLOAT, sizeof (float) * size, value, FALSE); } void cogl_program_set_uniform_float (CoglHandle handle, int uniform_location, int n_components, int count, const float *value) { cogl_program_uniform_x (handle, uniform_location, n_components, count, COGL_BOXED_FLOAT, sizeof (float) * n_components, value, FALSE); } void cogl_program_uniform_int (int uniform_no, int size, int count, const GLint *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_uniform_x (ctx->current_program, uniform_no, size, count, COGL_BOXED_INT, sizeof (int) * size, value, FALSE); } void cogl_program_set_uniform_int (CoglHandle handle, int uniform_location, int n_components, int count, const int *value) { cogl_program_uniform_x (handle, uniform_location, n_components, count, COGL_BOXED_INT, sizeof (int) * n_components, value, FALSE); } void cogl_program_set_uniform_matrix (CoglHandle handle, int uniform_location, int dimensions, int count, gboolean transpose, const float *value) { _COGL_RETURN_IF_FAIL (cogl_is_program (handle)); cogl_program_uniform_x (handle, uniform_location, dimensions, count, COGL_BOXED_MATRIX, sizeof (float) * dimensions * dimensions, value, transpose); } void cogl_program_uniform_matrix (int uniform_no, int size, int count, gboolean transpose, const float *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_program_set_uniform_matrix (ctx->current_program, uniform_no, size, count, transpose, value); } /* ARBfp local parameters can be referenced like: * * "program.local[5]" * ^14char offset (after whitespace is stripped) */ static int get_local_param_index (const char *uniform_name) { char *input = g_strdup (uniform_name); int i; char *p = input; char *endptr; int _index; for (i = 0; input[i] != '\0'; i++) if (input[i] != '_' && input[i] != '\t') *p++ = input[i]; input[i] = '\0'; _COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1); _index = g_ascii_strtoull (input + 14, &endptr, 10); _COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1); _COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1); _COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1); g_free (input); return _index; } static void _cogl_program_flush_uniform_glsl (GLint location, CoglBoxedValue *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); switch (value->type) { case COGL_BOXED_NONE: break; case COGL_BOXED_INT: { int *ptr; if (value->count == 1) ptr = value->v.int_value; else ptr = value->v.int_array; switch (value->size) { case 1: ctx->glUniform1iv (location, value->count, ptr); break; case 2: ctx->glUniform2iv (location, value->count, ptr); break; case 3: ctx->glUniform3iv (location, value->count, ptr); break; case 4: ctx->glUniform4iv (location, value->count, ptr); break; } } break; case COGL_BOXED_FLOAT: { float *ptr; if (value->count == 1) ptr = value->v.float_value; else ptr = value->v.float_array; switch (value->size) { case 1: ctx->glUniform1fv (location, value->count, ptr); break; case 2: ctx->glUniform2fv (location, value->count, ptr); break; case 3: ctx->glUniform3fv (location, value->count, ptr); break; case 4: ctx->glUniform4fv (location, value->count, ptr); break; } } break; case COGL_BOXED_MATRIX: { float *ptr; if (value->count == 1) ptr = value->v.matrix; else ptr = value->v.float_array; switch (value->size) { case 2: ctx->glUniformMatrix2fv (location, value->count, value->transpose, ptr); break; case 3: ctx->glUniformMatrix3fv (location, value->count, value->transpose, ptr); break; case 4: ctx->glUniformMatrix4fv (location, value->count, value->transpose, ptr); break; } } break; } } #ifdef HAVE_COGL_GL static void _cogl_program_flush_uniform_arbfp (GLint location, CoglBoxedValue *value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (value->type != COGL_BOXED_NONE) { _COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT); _COGL_RETURN_IF_FAIL (value->size == 4); _COGL_RETURN_IF_FAIL (value->count == 1); GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location, value->v.float_value) ); } } #endif /* HAVE_COGL_GL */ void _cogl_program_flush_uniforms (CoglProgram *program, GLuint gl_program, gboolean gl_program_changed) { CoglProgramUniform *uniform; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _COGL_RETURN_IF_FAIL (ctx->driver != COGL_DRIVER_GLES1); for (i = 0; i < program->custom_uniforms->len; i++) { uniform = &g_array_index (program->custom_uniforms, CoglProgramUniform, i); if (gl_program_changed || uniform->dirty) { if (gl_program_changed || !uniform->location_valid) { if (_cogl_program_get_language (program) == COGL_SHADER_LANGUAGE_GLSL) uniform->location = ctx->glGetUniformLocation (gl_program, uniform->name); else uniform->location = get_local_param_index (uniform->name); uniform->location_valid = TRUE; } /* If the uniform isn't really in the program then there's no need to actually set it */ if (uniform->location != -1) { switch (_cogl_program_get_language (program)) { case COGL_SHADER_LANGUAGE_GLSL: _cogl_program_flush_uniform_glsl (uniform->location, &uniform->value); break; case COGL_SHADER_LANGUAGE_ARBFP: #ifdef HAVE_COGL_GL _cogl_program_flush_uniform_arbfp (uniform->location, &uniform->value); #endif break; } } uniform->dirty = FALSE; } } } CoglShaderLanguage _cogl_program_get_language (CoglHandle handle) { CoglProgram *program = handle; /* Use the language of the first shader */ if (program->attached_shaders) { CoglShader *shader = program->attached_shaders->data; return shader->language; } else return COGL_SHADER_LANGUAGE_GLSL; } static gboolean _cogl_program_has_shader_type (CoglProgram *program, CoglShaderType type) { GSList *l; for (l = program->attached_shaders; l; l = l->next) { CoglShader *shader = l->data; if (shader->type == type) return TRUE; } return FALSE; } gboolean _cogl_program_has_fragment_shader (CoglHandle handle) { return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT); } gboolean _cogl_program_has_vertex_shader (CoglHandle handle) { return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX); }