/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009 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 #include /* We don't want to get the remaps from the gl* functions to the cogl_wrap_gl* functions in this file because we need to be able to call the base version */ #define COGL_GLES2_WRAPPER_NO_REMAP 1 #include "cogl.h" #include "cogl-gles2-wrapper.h" #include "cogl-fixed-vertex-shader.h" #include "cogl-context.h" #include "cogl-shader-private.h" #include "cogl-shader.h" #include "cogl-internal.h" #define _COGL_GET_GLES2_WRAPPER(wvar, retval) \ CoglGles2Wrapper *wvar; \ { \ CoglContext *__ctxvar = _cogl_context_get_default (); \ if (__ctxvar == NULL) return retval; \ wvar = &__ctxvar->drv.gles2; \ } #define _COGL_GLES2_CHANGE_SETTING(w, var, val) \ do \ if ((w)->settings.var != (val)) \ { \ (w)->settings.var = (val); \ (w)->settings_dirty = TRUE; \ } \ while (0) #define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \ do \ if ((w)->var != (val)) \ { \ (w)->var = (val); \ (w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \ } \ while (0) #define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0 #define COGL_GLES2_WRAPPER_COLOR_ATTRIB 1 #define COGL_GLES2_WRAPPER_NORMAL_ATTRIB 2 static GLuint cogl_gles2_wrapper_create_shader (GLenum type, const char *source) { GLuint shader; GLint source_len = strlen (source); GLint status; shader = glCreateShader (type); glShaderSource (shader, 1, &source, &source_len); glCompileShader (shader); glGetShaderiv (shader, GL_COMPILE_STATUS, &status); if (!status) { char shader_log[1024]; GLint len; glGetShaderInfoLog (shader, sizeof (shader_log) - 1, &len, shader_log); shader_log[len] = '\0'; g_critical ("%s", shader_log); glDeleteShader (shader); return 0; } return shader; } static void initialize_texture_units (CoglGles2Wrapper *w) { /* We save the active texture unit since we may need to temporarily * change this to initialise each new texture unit and we want to * restore the active unit afterwards */ int initial_active_unit = w->active_texture_unit; GLint prev_mode; int i; /* We will need to set the matrix mode to GL_TEXTURE to * initialise any new texture units, so we save the current * mode for restoring afterwards */ GE( _cogl_wrap_glGetIntegerv (GL_MATRIX_MODE, &prev_mode)); for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) { CoglGles2WrapperTextureUnit *new_unit; new_unit = w->texture_units + i; memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit)); w->active_texture_unit = i; GE( _cogl_wrap_glMatrixMode (GL_TEXTURE)); GE( _cogl_wrap_glLoadIdentity ()); } GE( _cogl_wrap_glMatrixMode ((GLenum) prev_mode)); w->settings.texture_units = 0; w->active_texture_unit = initial_active_unit; } void _cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper) { memset (wrapper, 0, sizeof (CoglGles2Wrapper)); /* Initialize the stacks */ _cogl_wrap_glMatrixMode (GL_PROJECTION); _cogl_wrap_glLoadIdentity (); _cogl_wrap_glMatrixMode (GL_MODELVIEW); _cogl_wrap_glLoadIdentity (); /* The gl*ActiveTexture wrappers will initialise the texture * stack for the texture unit when it's first activated */ _cogl_wrap_glActiveTexture (GL_TEXTURE0); _cogl_wrap_glClientActiveTexture (GL_TEXTURE0); /* Initialize the point size */ _cogl_wrap_glPointSize (1.0f); initialize_texture_units (wrapper); } static gboolean cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a, const CoglGles2WrapperSettings *b) { if (a->texture_units != b->texture_units) return FALSE; return TRUE; } static CoglGles2WrapperShader * cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings) { GString *shader_source; GLuint shader_obj; CoglGles2WrapperShader *shader; GSList *node; int i; int n_texture_units = 0; _COGL_GET_GLES2_WRAPPER (w, NULL); /* Check if we already have a vertex shader for these settings */ for (node = w->compiled_vertex_shaders; node; node = node->next) if (cogl_gles2_settings_equal (settings, &((CoglGles2WrapperShader *) node->data)->settings)) return (CoglGles2WrapperShader *) node->data; /* Otherwise create a new shader */ shader_source = g_string_new (_cogl_fixed_vertex_shader_per_vertex_attribs); for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i)) g_string_append_printf (shader_source, "attribute vec4 cogl_tex_coord%d_in;\n", i); /* Find the biggest enabled texture unit index */ for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i)) n_texture_units = i + 1; g_string_append (shader_source, _cogl_fixed_vertex_shader_transform_matrices); g_string_append (shader_source, _cogl_fixed_vertex_shader_output_variables); if (n_texture_units > 0) { g_string_append_printf (shader_source, "uniform mat4 cogl_texture_matrix[%d];\n", n_texture_units); g_string_append_printf (shader_source, "varying vec2 _cogl_tex_coord[%d];", n_texture_units); } g_string_append (shader_source, _cogl_fixed_vertex_shader_fogging_options); g_string_append (shader_source, _cogl_fixed_vertex_shader_main_start); for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i)) { g_string_append_printf (shader_source, "transformed_tex_coord = " "cogl_texture_matrix[%d] " " * cogl_tex_coord%d_in;\n", i, i); g_string_append_printf (shader_source, "_cogl_tex_coord[%d] = transformed_tex_coord.st " " / transformed_tex_coord.q;\n", i); } g_string_append (shader_source, _cogl_fixed_vertex_shader_frag_color_start); g_string_append (shader_source, _cogl_fixed_vertex_shader_end); shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER, shader_source->str); g_string_free (shader_source, TRUE); if (shader_obj == 0) return NULL; shader = g_slice_new (CoglGles2WrapperShader); shader->shader = shader_obj; shader->settings = *settings; w->compiled_vertex_shaders = g_slist_prepend (w->compiled_vertex_shaders, shader); return shader; } static void cogl_gles2_wrapper_get_locations (GLuint program, CoglGles2WrapperSettings *settings, CoglGles2WrapperUniforms *uniforms, CoglGles2WrapperAttributes *attribs) { int i; uniforms->mvp_matrix_uniform = glGetUniformLocation (program, "cogl_modelview_projection_matrix"); uniforms->modelview_matrix_uniform = glGetUniformLocation (program, "cogl_modelview_matrix"); for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) { char *matrix_var_name = g_strdup_printf ("cogl_texture_matrix[%d]", i); char *tex_coord_var_name = g_strdup_printf ("cogl_tex_coord%d_in", i); uniforms->texture_matrix_uniforms[i] = glGetUniformLocation (program, matrix_var_name); attribs->multi_texture_coords[i] = glGetAttribLocation (program, tex_coord_var_name); g_free (tex_coord_var_name); g_free (matrix_var_name); } uniforms->point_size_uniform = glGetUniformLocation (program, "cogl_point_size_in"); } static void cogl_gles2_wrapper_bind_attributes (GLuint program) { glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB, "cogl_position_in"); glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB, "cogl_color_in"); glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB, "cogl_normal_in"); } static CoglGles2WrapperProgram * cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings) { GSList *node; CoglGles2WrapperProgram *program; CoglGles2WrapperShader *vertex_shader; GLint status; gboolean custom_vertex_shader = FALSE, custom_fragment_shader = FALSE; GLuint shaders[16]; GLsizei n_shaders = 0; int i; _COGL_GET_GLES2_WRAPPER (w, NULL); /* Check if we've already got a program for these settings */ for (node = w->compiled_programs; node; node = node->next) { program = (CoglGles2WrapperProgram *) node->data; if (cogl_gles2_settings_equal (settings, &program->settings) && program->settings.user_program == settings->user_program) return (CoglGles2WrapperProgram *) node->data; } /* Otherwise create a new program */ if (settings->user_program) { /* We work out whether the program contains a vertex and fragment shader by looking at the list of attached shaders */ glGetAttachedShaders (settings->user_program, G_N_ELEMENTS (shaders), &n_shaders, shaders); for (i = 0; i < n_shaders; i++) { GLint shader_type; glGetShaderiv (shaders[i], GL_SHADER_TYPE, &shader_type); if (shader_type == GL_VERTEX_SHADER) custom_vertex_shader = TRUE; else if (shader_type == GL_FRAGMENT_SHADER) custom_fragment_shader = TRUE; } } /* We should always have a custom shaders because the pipeline backend should create them for us */ g_assert (custom_fragment_shader); g_assert (custom_vertex_shader); /* Get or create the fixed functionality shaders for these settings if there is no custom replacement */ if (!custom_vertex_shader) { vertex_shader = cogl_gles2_get_vertex_shader (settings); if (vertex_shader == NULL) return NULL; } program = g_slice_new (CoglGles2WrapperProgram); program->program = settings->user_program; if (!custom_vertex_shader) glAttachShader (program->program, vertex_shader->shader); cogl_gles2_wrapper_bind_attributes (program->program); glLinkProgram (program->program); glGetProgramiv (program->program, GL_LINK_STATUS, &status); if (!status) { char shader_log[1024]; GLint len; glGetProgramInfoLog (program->program, sizeof (shader_log) - 1, &len, shader_log); shader_log[len] = '\0'; g_critical ("%s", shader_log); g_slice_free (CoglGles2WrapperProgram, program); return NULL; } program->settings = *settings; cogl_gles2_wrapper_get_locations (program->program, &program->settings, &program->uniforms, &program->attributes); w->compiled_programs = g_slist_append (w->compiled_programs, program); return program; } void _cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper) { GSList *node, *next; for (node = wrapper->compiled_programs; node; node = next) { next = node->next; g_slist_free1 (node); } wrapper->compiled_programs = NULL; for (node = wrapper->compiled_vertex_shaders; node; node = next) { next = node->next; glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader); g_slist_free1 (node); } wrapper->compiled_vertex_shaders = NULL; } static void cogl_gles2_wrapper_notify_matrix_changed (CoglGles2Wrapper *wrapper, GLenum mode) { CoglGles2WrapperTextureUnit *texture_unit; switch (mode) { case GL_MODELVIEW: wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX | COGL_GLES2_DIRTY_MODELVIEW_MATRIX; break; case GL_PROJECTION: wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX; break; case GL_TEXTURE: wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES; texture_unit = wrapper->texture_units + wrapper->active_texture_unit; texture_unit->dirty_matrix = 1; break; default: g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, mode); } } void _cogl_wrap_glMatrixMode (GLenum mode) { _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); w->matrix_mode = mode; } static CoglMatrix * cogl_gles2_get_current_matrix (CoglGles2Wrapper *wrapper) { CoglGles2WrapperTextureUnit *texture_unit; switch (wrapper->matrix_mode) { default: g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, wrapper->matrix_mode); /* flow through */ case GL_MODELVIEW: return &wrapper->modelview_matrix; case GL_PROJECTION: return &wrapper->projection_matrix; case GL_TEXTURE: texture_unit = wrapper->texture_units + wrapper->active_texture_unit; return &texture_unit->texture_matrix; } } void _cogl_wrap_glLoadIdentity (void) { CoglMatrix *matrix; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); matrix = cogl_gles2_get_current_matrix (w); cogl_matrix_init_identity (matrix); cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode); } void _cogl_wrap_glLoadMatrixf (const GLfloat *m) { CoglMatrix *matrix; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); matrix = cogl_gles2_get_current_matrix (w); cogl_matrix_init_from_array (matrix, m); cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode); } void _cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type, GL_FALSE, stride, pointer); } void _cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { int active_unit; CoglGles2WrapperTextureUnit *texture_unit; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); active_unit = w->active_client_texture_unit; texture_unit = w->texture_units + active_unit; texture_unit->texture_coords_size = size; texture_unit->texture_coords_type = type; texture_unit->texture_coords_stride = stride; texture_unit->texture_coords_pointer = pointer; w->dirty_attribute_pointers |= COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB; } void _cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type, GL_TRUE, stride, pointer); } void _cogl_wrap_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer) { glVertexAttribPointer (COGL_GLES2_WRAPPER_NORMAL_ATTRIB, 1, type, GL_FALSE, stride, pointer); } static void _cogl_wrap_prepare_for_draw (void) { CoglGles2WrapperProgram *program; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); /* Check if we need to switch programs */ if (w->settings_dirty) { /* Find or create a program for the current settings */ program = cogl_gles2_wrapper_get_program (&w->settings); if (program == NULL) /* Can't compile a shader so there is nothing we can do */ return; /* Start using it if we aren't already */ if (w->current_program != program) { w->current_program = program; /* All of the uniforms are probably now out of date */ w->dirty_uniforms = COGL_GLES2_DIRTY_ALL; } w->settings_dirty = FALSE; } else program = w->current_program; /* We always have to reassert the program even if it hasn't changed because the fixed-function material backend disables the program again in the _start function. This should go away once the GLSL code is generated in the GLSL material backend so it's probably not worth worrying about now */ _cogl_use_fragment_program (w->settings.user_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); _cogl_use_vertex_program (w->settings.user_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL); /* Make sure all of the uniforms are up to date */ if (w->dirty_uniforms) { #if 0 /* <-- this will all be removed when this wrapper is removed */ if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX | COGL_GLES2_DIRTY_MODELVIEW_MATRIX))) { CoglMatrix mvp_matrix; CoglMatrix *modelview_matrix = &w->modelview_matrix; CoglMatrix *projection_matrix = &w->projection_matrix; /* FIXME: we should have a cogl_matrix_copy () function */ memcpy (&mvp_matrix, projection_matrix, sizeof (CoglMatrix)); cogl_matrix_multiply (&mvp_matrix, &mvp_matrix, modelview_matrix); if (program->uniforms.mvp_matrix_uniform != -1) glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1, GL_FALSE, (float *) &mvp_matrix); if (program->uniforms.modelview_matrix_uniform != -1) glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1, GL_FALSE, (float *) &modelview_matrix); } if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES)) { int i; /* TODO - we should probably have a per unit dirty flag too */ for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) { CoglGles2WrapperTextureUnit *texture_unit; GLint uniform = program->uniforms.texture_matrix_uniforms[i]; texture_unit = w->texture_units + i; if (uniform != -1) glUniformMatrix4fv (uniform, 1, GL_FALSE, (float *) &texture_unit->texture_matrix); } } #endif /* commented out */ if ((w->dirty_uniforms & COGL_GLES2_DIRTY_POINT_SIZE)) glUniform1f (program->uniforms.point_size_uniform, w->point_size); w->dirty_uniforms = 0; } if (w->dirty_attribute_pointers & COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB) { int i; /* TODO - coverage test */ for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) { GLint tex_coord_var_index; CoglGles2WrapperTextureUnit *texture_unit; texture_unit = w->texture_units + i; if (!texture_unit->texture_coords_enabled) continue; /* TODO - we should probably have a per unit dirty flag too */ /* TODO - coverage test */ tex_coord_var_index = program->attributes.multi_texture_coords[i]; glVertexAttribPointer (tex_coord_var_index, texture_unit->texture_coords_size, texture_unit->texture_coords_type, GL_FALSE, texture_unit->texture_coords_stride, texture_unit->texture_coords_pointer); } } if (w->dirty_vertex_attrib_enables) { int i; /* TODO - coverage test */ /* TODO - we should probably have a per unit dirty flag too */ for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++) { CoglGles2WrapperTextureUnit *texture_unit = w->texture_units + i; GLint attrib = program->attributes.multi_texture_coords[i]; if (attrib != -1) { if (texture_unit->texture_coords_enabled) glEnableVertexAttribArray (attrib); else glDisableVertexAttribArray (attrib); } } w->dirty_vertex_attrib_enables = 0; } } void _cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count) { _cogl_wrap_prepare_for_draw (); glDrawArrays (mode, first, count); } void _cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { _cogl_wrap_prepare_for_draw (); glDrawElements (mode, count, type, indices); } void _cogl_wrap_glClientActiveTexture (GLenum texture) { int texture_unit_index = texture - GL_TEXTURE0; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS) w->active_client_texture_unit = texture_unit_index; } void _cogl_wrap_glActiveTexture (GLenum texture) { int texture_unit_index = texture - GL_TEXTURE0; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); glActiveTexture (texture); if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS) w->active_texture_unit = texture_unit_index; } void _cogl_wrap_glEnable (GLenum cap) { _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (cap) { case GL_TEXTURE_2D: case GL_TEXTURE_3D_OES: if (!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, w->active_texture_unit)) { COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units, w->active_texture_unit, TRUE); w->settings_dirty = TRUE; } break; default: glEnable (cap); } } void _cogl_wrap_glDisable (GLenum cap) { _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (cap) { case GL_TEXTURE_2D: case GL_TEXTURE_3D_OES: /* If this was the last enabled texture target then we'll completely disable the unit */ if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, w->active_texture_unit)) { COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units, w->active_texture_unit, FALSE); w->settings_dirty = TRUE; } break; default: glDisable (cap); } } void _cogl_wrap_glEnableClientState (GLenum array) { CoglGles2WrapperTextureUnit *texture_unit; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (array) { case GL_VERTEX_ARRAY: glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB); break; case GL_TEXTURE_COORD_ARRAY: /* TODO - review if this should be in w->settings? */ texture_unit = w->texture_units + w->active_client_texture_unit; if (texture_unit->texture_coords_enabled != 1) { texture_unit->texture_coords_enabled = 1; w->dirty_vertex_attrib_enables |= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES; } break; case GL_COLOR_ARRAY: glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB); break; case GL_NORMAL_ARRAY: glEnableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB); break; } } void _cogl_wrap_glDisableClientState (GLenum array) { CoglGles2WrapperTextureUnit *texture_unit; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (array) { case GL_VERTEX_ARRAY: glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB); break; case GL_TEXTURE_COORD_ARRAY: texture_unit = w->texture_units + w->active_texture_unit; /* TODO - review if this should be in w->settings? */ if (texture_unit->texture_coords_enabled != 0) { texture_unit->texture_coords_enabled = 0; w->dirty_vertex_attrib_enables |= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES; } break; case GL_COLOR_ARRAY: glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB); break; case GL_NORMAL_ARRAY: glDisableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB); break; } } void _cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a) { glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r, g, b, a); } void _cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a) { glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r/255.0, g/255.0, b/255.0, a/255.0); } void _cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation) { /* FIXME */ } void _cogl_wrap_glGetIntegerv (GLenum pname, GLint *params) { _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (pname) { case GL_MAX_CLIP_PLANES: *params = 0; break; case GL_MATRIX_MODE: *params = w->matrix_mode; break; case GL_MAX_TEXTURE_UNITS: glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, params); if (*params > COGL_GLES2_MAX_TEXTURE_UNITS) *params = COGL_GLES2_MAX_TEXTURE_UNITS; break; default: glGetIntegerv (pname, params); break; } } void _cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params) { CoglGles2WrapperTextureUnit *texture_unit; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); switch (pname) { case GL_MODELVIEW_MATRIX: memcpy (params, &w->modelview_matrix, sizeof (GLfloat) * 16); break; case GL_PROJECTION_MATRIX: memcpy (params, &w->projection_matrix, sizeof (GLfloat) * 16); break; case GL_TEXTURE_MATRIX: texture_unit = w->texture_units + w->active_texture_unit; memcpy (params, &texture_unit->texture_matrix, sizeof (GLfloat) * 16); break; case GL_VIEWPORT: glGetFloatv (GL_VIEWPORT, params); break; } } void _cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param) { if (pname != GL_GENERATE_MIPMAP) glTexParameteri (target, pname, param); } void _cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params) { /* FIXME: the GLES 2 backend doesn't yet support lighting so this function can't do anything */ } void _cogl_wrap_glPointSize (GLfloat size) { _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); w->point_size = size; w->dirty_uniforms |= COGL_GLES2_DIRTY_POINT_SIZE; } /* This function is a massive hack to get custom GLSL programs to work. It's only necessary until we move the GLSL shader generation into the CoglMaterial. The gl_program specifies the user program to be used. The list of shaders will be extracted out of this and compiled into a new program containing any fixed function shaders that need to be generated. The new program will be returned. */ GLuint _cogl_gles2_use_program (GLuint gl_program) { _COGL_GET_GLES2_WRAPPER (w, 0); _COGL_GLES2_CHANGE_SETTING (w, user_program, gl_program); /* We need to bind the program immediately so that the GLSL material backend can update the custom uniforms */ _cogl_wrap_prepare_for_draw (); return w->current_program->program; } void _cogl_gles2_clear_cache_for_program (GLuint gl_program) { GSList *node, *next, *last = NULL; CoglGles2WrapperProgram *program; _COGL_GET_GLES2_WRAPPER (w, NO_RETVAL); if (w->settings.user_program == gl_program) { w->settings.user_program = 0; w->settings_dirty = TRUE; } /* Remove any cached programs that link against this custom program */ for (node = w->compiled_programs; node; node = next) { next = node->next; program = (CoglGles2WrapperProgram *) node->data; if (program->settings.user_program == gl_program) { if (last) last->next = next; else w->compiled_programs = next; g_slist_free1 (node); } else last = node; } }