/*
* 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-util-gl-private.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->compilation_pipeline = NULL;
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;
if (shader->compilation_pipeline)
{
cogl_object_unref (shader->compilation_pipeline);
shader->compilation_pipeline = NULL;
}
}
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)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
shader = handle;
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_cogl_shader_compile_real (handle, NULL);
#endif
/* XXX: For GLSL 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,
CoglPipeline *pipeline)
{
CoglShader *shader = handle;
_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;
GLint status;
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
/* XXX: currently the only things that will affect the
* boilerplate for user shaders, apart from driver features,
* are the pipeline layer-indices and texture-unit-indices
*/
if (pipeline == prev ||
_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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);
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
shader->gl_handle,
gl_type,
pipeline,
1,
(const char **)
&shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
shader->compilation_pipeline = cogl_object_ref (pipeline);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (!status)
{
char buffer[512];
int len = 0;
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
g_warning ("Failed to compile GLSL program:\n"
"src:\n%s\n"
"error:\n%s\n",
shader->source,
buffer);
}
}
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
if (!cogl_is_shader (handle))
return NULL;
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The way this API was originally designed as a very thin wrapper
* over the GL api was a mistake and it's now very difficult to
* make the API work in a meaningful way given how the rest of Cogl
* has evolved.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
return g_strdup ("");
}
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)
if (!cogl_is_shader (handle))
return FALSE;
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility and blatantly lies to the
* user about whether their shader has been compiled.
*
* I suppose we could say we're stretching the definition of
* "compile" and are deferring any related errors to be "linker"
* errors.
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
return TRUE;
#else
return FALSE;
#endif
}