/*
* 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;
}
}