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https://github.com/brl/mutter.git
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01937201e4
Since we used to support hybrid fixed-function + glsl pipelines when running with OpenGL there were numerous differences in how we handled codegen and uniform updates between GLES2 and full OpenGL. Now that we only support end-to-end glsl pipelines this patch can largely unify how we handle GLES2 and OpenGL. Most notably we now never use the builtin attribute names. This should also make it easy for us to support creating strict OpenGL 3.1 contexts where the builtin names have been removed. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
413 lines
14 KiB
C
413 lines
14 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010,2011,2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <string.h>
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#include "cogl-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-error-private.h"
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#include "cogl-context-private.h"
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#include "cogl-attribute.h"
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#include "cogl-attribute-private.h"
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#include "cogl-attribute-gl-private.h"
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#include "cogl-pipeline-progend-glsl-private.h"
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#include "cogl-buffer-gl-private.h"
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typedef struct _ForeachChangedBitState
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{
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CoglContext *context;
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const CoglBitmask *new_bits;
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CoglPipeline *pipeline;
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} ForeachChangedBitState;
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static CoglBool
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toggle_builtin_attribute_enabled_cb (int bit_num, void *user_data)
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{
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ForeachChangedBitState *state = user_data;
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CoglContext *context = state->context;
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_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
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context->driver == COGL_DRIVER_GLES1,
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FALSE);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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{
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CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
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GLenum cap;
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switch (bit_num)
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{
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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cap = GL_COLOR_ARRAY;
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break;
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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cap = GL_VERTEX_ARRAY;
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break;
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case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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cap = GL_NORMAL_ARRAY;
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break;
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}
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if (enabled)
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GE (context, glEnableClientState (cap));
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else
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GE (context, glDisableClientState (cap));
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}
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#endif
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return TRUE;
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}
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static CoglBool
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toggle_texcood_attribute_enabled_cb (int bit_num, void *user_data)
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{
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ForeachChangedBitState *state = user_data;
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CoglContext *context = state->context;
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_COGL_RETURN_VAL_IF_FAIL (context->driver == COGL_DRIVER_GL ||
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context->driver == COGL_DRIVER_GLES1,
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FALSE);
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
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{
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CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
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GE( context, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
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if (enabled)
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GE( context, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
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else
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GE( context, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
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}
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#endif
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return TRUE;
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}
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static CoglBool
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toggle_custom_attribute_enabled_cb (int bit_num, void *user_data)
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{
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ForeachChangedBitState *state = user_data;
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CoglBool enabled = _cogl_bitmask_get (state->new_bits, bit_num);
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CoglContext *context = state->context;
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if (enabled)
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GE( context, glEnableVertexAttribArray (bit_num) );
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else
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GE( context, glDisableVertexAttribArray (bit_num) );
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return TRUE;
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}
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static void
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foreach_changed_bit_and_save (CoglContext *context,
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CoglBitmask *current_bits,
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const CoglBitmask *new_bits,
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CoglBitmaskForeachFunc callback,
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ForeachChangedBitState *state)
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{
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/* Get the list of bits that are different */
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_cogl_bitmask_clear_all (&context->changed_bits_tmp);
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_cogl_bitmask_set_bits (&context->changed_bits_tmp, current_bits);
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_cogl_bitmask_xor_bits (&context->changed_bits_tmp, new_bits);
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/* Iterate over each bit to change */
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state->new_bits = new_bits;
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_cogl_bitmask_foreach (&context->changed_bits_tmp,
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callback,
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state);
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/* Store the new values */
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_cogl_bitmask_clear_all (current_bits);
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_cogl_bitmask_set_bits (current_bits, new_bits);
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}
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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static void
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setup_generic_attribute (CoglContext *context,
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CoglPipeline *pipeline,
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CoglAttribute *attribute,
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uint8_t *base)
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{
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int name_index = attribute->name_state->name_index;
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int attrib_location =
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_cogl_pipeline_progend_glsl_get_attrib_location (pipeline, name_index);
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if (attrib_location != -1)
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{
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GE( context, glVertexAttribPointer (attrib_location,
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attribute->n_components,
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attribute->type,
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attribute->normalized,
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attribute->stride,
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base + attribute->offset) );
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_cogl_bitmask_set (&context->enable_custom_attributes_tmp,
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attrib_location, TRUE);
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}
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}
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#endif /* COGL_PIPELINE_PROGEND_GLSL */
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static void
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apply_attribute_enable_updates (CoglContext *context,
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CoglPipeline *pipeline)
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{
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ForeachChangedBitState changed_bits_state;
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changed_bits_state.context = context;
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changed_bits_state.new_bits = &context->enable_builtin_attributes_tmp;
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changed_bits_state.pipeline = pipeline;
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foreach_changed_bit_and_save (context,
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&context->enabled_builtin_attributes,
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&context->enable_builtin_attributes_tmp,
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toggle_builtin_attribute_enabled_cb,
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&changed_bits_state);
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changed_bits_state.new_bits = &context->enable_texcoord_attributes_tmp;
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foreach_changed_bit_and_save (context,
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&context->enabled_texcoord_attributes,
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&context->enable_texcoord_attributes_tmp,
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toggle_texcood_attribute_enabled_cb,
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&changed_bits_state);
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changed_bits_state.new_bits = &context->enable_custom_attributes_tmp;
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foreach_changed_bit_and_save (context,
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&context->enabled_custom_attributes,
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&context->enable_custom_attributes_tmp,
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toggle_custom_attribute_enabled_cb,
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&changed_bits_state);
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}
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void
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_cogl_gl_flush_attributes_state (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglFlushLayerState *layers_state,
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CoglDrawFlags flags,
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CoglAttribute **attributes,
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int n_attributes)
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{
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CoglContext *ctx = framebuffer->context;
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int i;
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CoglBool skip_gl_color = FALSE;
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CoglPipeline *copy = NULL;
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int n_tex_coord_attribs = 0;
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/* Iterate the attributes to work out whether blending needs to be
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enabled and how many texture coords there are. We need to do this
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before flushing the pipeline. */
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for (i = 0; i < n_attributes; i++)
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switch (attributes[i]->name_state->name_id)
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{
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
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!_cogl_pipeline_get_real_blend_enabled (pipeline))
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{
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CoglPipelineBlendEnable blend_enable =
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COGL_PIPELINE_BLEND_ENABLE_ENABLED;
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copy = cogl_pipeline_copy (pipeline);
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_cogl_pipeline_set_blend_enabled (copy, blend_enable);
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pipeline = copy;
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}
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skip_gl_color = TRUE;
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break;
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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n_tex_coord_attribs++;
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break;
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default:
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break;
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}
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if (G_UNLIKELY (layers_state->options.flags))
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{
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/* If we haven't already created a derived pipeline... */
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if (!copy)
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{
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copy = cogl_pipeline_copy (pipeline);
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pipeline = copy;
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}
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_cogl_pipeline_apply_overrides (pipeline, &layers_state->options);
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/* TODO:
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* overrides = cogl_pipeline_get_data (pipeline,
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* last_overrides_key);
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* if (overrides)
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* {
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* age = cogl_pipeline_get_age (pipeline);
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* XXX: actually we also need to check for legacy_state
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* and blending overrides for use of glColorPointer...
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* if (overrides->ags != age ||
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* memcmp (&overrides->options, &options,
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* sizeof (options) != 0)
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* {
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* cogl_object_unref (overrides->weak_pipeline);
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* g_slice_free (Overrides, overrides);
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* overrides = NULL;
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* }
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* }
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* if (!overrides)
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* {
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* overrides = g_slice_new (Overrides);
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* overrides->weak_pipeline =
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* cogl_pipeline_weak_copy (pipeline);
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* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
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* &options);
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*
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* cogl_pipeline_set_data (pipeline, last_overrides_key,
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* weak_overrides,
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* free_overrides_cb,
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* NULL);
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* }
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* pipeline = overrides->weak_pipeline;
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*/
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}
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_cogl_pipeline_flush_gl_state (pipeline,
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framebuffer,
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skip_gl_color,
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n_tex_coord_attribs);
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_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
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_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
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_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
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/* Bind the attribute pointers. We need to do this after the
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* pipeline is flushed because when using GLSL that is the only
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* point when we can determine the attribute locations */
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for (i = 0; i < n_attributes; i++)
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{
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CoglAttribute *attribute = attributes[i];
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CoglAttributeBuffer *attribute_buffer;
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CoglBuffer *buffer;
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uint8_t *base;
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attribute_buffer = cogl_attribute_get_buffer (attribute);
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buffer = COGL_BUFFER (attribute_buffer);
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base = _cogl_buffer_gl_bind (buffer, COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER);
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switch (attribute->name_state->name_id)
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{
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case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
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setup_generic_attribute (ctx, pipeline, attribute, base);
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else
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#endif
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{
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_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
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COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY, TRUE);
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GE (ctx, glColorPointer (attribute->n_components,
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attribute->type,
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attribute->stride,
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base + attribute->offset));
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
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setup_generic_attribute (ctx, pipeline, attribute, base);
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else
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#endif
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{
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_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
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COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY, TRUE);
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GE (ctx, glNormalPointer (attribute->type,
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attribute->stride,
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base + attribute->offset));
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
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setup_generic_attribute (ctx, pipeline, attribute, base);
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else
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#endif
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{
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_cogl_bitmask_set (&ctx->enable_texcoord_attributes_tmp,
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attribute->name_state->texture_unit, TRUE);
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GE (ctx,
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glClientActiveTexture (GL_TEXTURE0 +
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attribute->name_state->texture_unit));
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GE (ctx, glTexCoordPointer (attribute->n_components,
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attribute->type,
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attribute->stride,
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base + attribute->offset));
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
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setup_generic_attribute (ctx, pipeline, attribute, base);
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else
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#endif
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{
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_cogl_bitmask_set (&ctx->enable_builtin_attributes_tmp,
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COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY, TRUE);
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GE (ctx, glVertexPointer (attribute->n_components,
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attribute->type,
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attribute->stride,
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base + attribute->offset));
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}
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break;
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case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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if (pipeline->progend == COGL_PIPELINE_PROGEND_GLSL)
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setup_generic_attribute (ctx, pipeline, attribute, base);
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#endif
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break;
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default:
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g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
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}
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_cogl_buffer_gl_unbind (buffer);
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}
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apply_attribute_enable_updates (ctx, pipeline);
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if (copy)
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cogl_object_unref (copy);
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}
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void
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_cogl_gl_disable_all_attributes (CoglContext *ctx)
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{
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_cogl_bitmask_clear_all (&ctx->enable_builtin_attributes_tmp);
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_cogl_bitmask_clear_all (&ctx->enable_texcoord_attributes_tmp);
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_cogl_bitmask_clear_all (&ctx->enable_custom_attributes_tmp);
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/* XXX: we can pass a NULL source pipeline here because we know a
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* source pipeline only needs to be referenced when enabling
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* attributes. */
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apply_attribute_enable_updates (ctx, NULL);
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}
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