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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)
525 lines
18 KiB
C
525 lines
18 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 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
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* <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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*/
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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-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_VERTEND_GLSL
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-program-private.h"
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#include "cogl-pipeline-vertend-glsl-private.h"
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#include "cogl-pipeline-state-private.h"
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#include "cogl-glsl-shader-private.h"
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const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
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typedef struct
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{
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unsigned int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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/* Age of the user program that was current when the shader was
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generated. We need to keep track of this because if the user
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program changes then we may need to redecide whether to generate
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a shader at all */
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unsigned int user_program_age;
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/* The number of tex coord attributes that the shader was generated
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* for. If this changes then we need to regenerate the shader */
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int n_tex_coord_attribs;
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} CoglPipelineShaderState;
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static CoglUserDataKey shader_state_key;
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static CoglPipelineShaderState *
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shader_state_new (void)
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{
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CoglPipelineShaderState *shader_state;
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shader_state = g_slice_new0 (CoglPipelineShaderState);
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shader_state->ref_count = 1;
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return shader_state;
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}
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static CoglPipelineShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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}
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static void
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destroy_shader_state (void *user_data)
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{
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CoglPipelineShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (--shader_state->ref_count == 0)
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{
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if (shader_state->gl_shader)
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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g_slice_free (CoglPipelineShaderState, shader_state);
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}
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}
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static void
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set_shader_state (CoglPipeline *pipeline,
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CoglPipelineShaderState *shader_state)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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}
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static void
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dirty_shader_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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NULL,
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NULL);
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}
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GLuint
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_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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if (shader_state)
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return shader_state->gl_shader;
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else
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return 0;
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}
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static CoglPipelineSnippetList *
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get_vertex_snippets (CoglPipeline *pipeline)
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{
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pipeline =
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_cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
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return &pipeline->big_state->vertex_snippets;
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}
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static CoglPipelineSnippetList *
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get_layer_vertex_snippets (CoglPipelineLayer *layer)
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{
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unsigned long state = COGL_PIPELINE_LAYER_STATE_VERTEX_SNIPPETS;
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layer = _cogl_pipeline_layer_get_authority (layer, state);
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return &layer->big_state->vertex_snippets;
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}
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static void
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_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglPipelineShaderState *shader_state;
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CoglPipeline *template_pipeline = NULL;
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CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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shader_state = get_shader_state (pipeline);
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if (shader_state == NULL)
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{
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CoglPipeline *authority;
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/* Get the authority for anything affecting vertex shader
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state */
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
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~COGL_PIPELINE_STATE_LAYERS,
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COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
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shader_state = get_shader_state (authority);
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if (shader_state == NULL)
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{
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/* Check if there is already a similar cached pipeline whose
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shader state we can share */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED
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(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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template_pipeline =
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_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (template_pipeline);
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}
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if (shader_state)
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shader_state->ref_count++;
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else
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shader_state = shader_state_new ();
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set_shader_state (authority, shader_state);
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if (template_pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (template_pipeline, shader_state);
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}
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}
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if (authority != pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (pipeline, shader_state);
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}
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}
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if (shader_state->gl_shader)
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{
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/* If we already have a valid GLSL shader then we don't need to
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generate a new one. However if there's a user program and it
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has changed since the last link then we do need a new shader.
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Also if the number of tex coord attribs changes then we need
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to regenerate the shader with a different boiler plate */
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if ((user_program == NULL ||
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shader_state->user_program_age == user_program->age)
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&& shader_state->n_tex_coord_attribs == n_tex_coord_attribs)
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return;
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/* We need to recreate the shader so destroy the existing one */
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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shader_state->gl_shader = 0;
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}
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/* If we make it here then we have a shader_state struct without a gl_shader
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either because this is the first time we've encountered it or
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because the user program has changed */
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if (user_program)
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shader_state->user_program_age = user_program->age;
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shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
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/* If the user program contains a vertex shader then we don't need
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to generate one */
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if (user_program &&
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_cogl_program_has_vertex_shader (user_program))
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return;
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/* We reuse two grow-only GStrings for code-gen. One string
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contains the uniform and attribute declarations while the
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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g_string_append (shader_state->source,
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"void\n"
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"cogl_generated_source ()\n"
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"{\n");
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if (ctx->driver == COGL_DRIVER_GLES2)
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/* There is no builtin uniform for the pointsize on GLES2 so we need
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to copy it from the custom uniform in the vertex shader */
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g_string_append (shader_state->source,
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" cogl_point_size_out = cogl_point_size_in;\n");
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}
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static CoglBool
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_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference,
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CoglFramebuffer *framebuffer)
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{
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CoglPipelineShaderState *shader_state;
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CoglPipelineSnippetData snippet_data;
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int unit_index;
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_COGL_GET_CONTEXT (ctx, FALSE);
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shader_state = get_shader_state (pipeline);
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unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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if (shader_state->source == NULL)
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return TRUE;
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/* Transform the texture coordinates by the layer's user matrix.
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*
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* FIXME: this should avoid doing the transform if there is no user
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* matrix set. This might need a separate layer state flag for
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* whether there is a user matrix
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*
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* FIXME: we could be more clever here and try to detect if the
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* fragment program is going to use the texture coordinates and
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* avoid setting them if not
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*/
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g_string_append_printf (shader_state->header,
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"vec4\n"
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"cogl_real_transform_layer%i (mat4 matrix, "
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"vec4 tex_coord)\n"
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"{\n"
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" return matrix * tex_coord;\n"
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"}\n",
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unit_index);
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/* Wrap the layer code in any snippets that have been hooked */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = get_layer_vertex_snippets (layer);
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snippet_data.hook = COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM;
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snippet_data.chain_function = g_strdup_printf ("cogl_real_transform_layer%i",
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unit_index);
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snippet_data.final_name = g_strdup_printf ("cogl_transform_layer%i",
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unit_index);
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snippet_data.function_prefix = g_strdup_printf ("cogl_transform_layer%i",
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unit_index);
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snippet_data.return_type = "vec4";
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snippet_data.return_variable = "cogl_tex_coord";
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snippet_data.return_variable_is_argument = TRUE;
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snippet_data.arguments = "cogl_matrix, cogl_tex_coord";
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snippet_data.argument_declarations = "mat4 cogl_matrix, vec4 cogl_tex_coord";
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snippet_data.source_buf = shader_state->header;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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g_free ((char *) snippet_data.chain_function);
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g_free ((char *) snippet_data.final_name);
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g_free ((char *) snippet_data.function_prefix);
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g_string_append_printf (shader_state->source,
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" cogl_tex_coord_out[%i] = "
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"cogl_transform_layer%i (cogl_texture_matrix[%i],\n"
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" "
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" cogl_tex_coord%i_in);\n",
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unit_index,
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unit_index,
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unit_index,
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unit_index);
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return TRUE;
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}
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static CoglBool
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_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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CoglPipelineShaderState *shader_state;
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_COGL_GET_CONTEXT (ctx, FALSE);
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shader_state = get_shader_state (pipeline);
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if (shader_state->source)
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{
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const char *source_strings[2];
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GLint lengths[2];
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GLint compile_status;
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GLuint shader;
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CoglPipelineSnippetData snippet_data;
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CoglPipelineSnippetList *vertex_snippets;
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COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
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"glsl vertex compile counter",
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"Increments each time a new GLSL "
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"vertex shader is compiled",
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0 /* no application private data */);
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COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
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g_string_append (shader_state->header,
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"void\n"
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"cogl_real_vertex_transform ()\n"
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"{\n"
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" cogl_position_out = "
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"cogl_modelview_projection_matrix * "
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"cogl_position_in;\n"
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"}\n");
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g_string_append (shader_state->source,
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" cogl_vertex_transform ();\n"
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" cogl_color_out = cogl_color_in;\n"
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"}\n");
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vertex_snippets = get_vertex_snippets (pipeline);
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/* Add hooks for the vertex transform part */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = vertex_snippets;
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snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX_TRANSFORM;
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snippet_data.chain_function = "cogl_real_vertex_transform";
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snippet_data.final_name = "cogl_vertex_transform";
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snippet_data.function_prefix = "cogl_vertex_transform";
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snippet_data.source_buf = shader_state->header;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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/* Add all of the hooks for vertex processing */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = vertex_snippets;
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snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX;
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snippet_data.chain_function = "cogl_generated_source";
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snippet_data.final_name = "cogl_vertex_hook";
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snippet_data.function_prefix = "cogl_vertex_hook";
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snippet_data.source_buf = shader_state->source;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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g_string_append (shader_state->source,
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"void\n"
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"main ()\n"
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"{\n"
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" cogl_vertex_hook ();\n");
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/* If there are any snippets then we can't rely on the
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projection matrix to flip the rendering for offscreen buffers
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so we'll need to flip it using an extra statement and a
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uniform */
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if (_cogl_pipeline_has_vertex_snippets (pipeline))
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{
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g_string_append (shader_state->header,
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"uniform vec4 _cogl_flip_vector;\n");
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g_string_append (shader_state->source,
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" cogl_position_out *= _cogl_flip_vector;\n");
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}
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g_string_append (shader_state->source,
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"}\n");
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GE_RET( shader, ctx, glCreateShader (GL_VERTEX_SHADER) );
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lengths[0] = shader_state->header->len;
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source_strings[0] = shader_state->header->str;
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lengths[1] = shader_state->source->len;
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source_strings[1] = shader_state->source->str;
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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NULL,
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shader, GL_VERTEX_SHADER,
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shader_state
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->n_tex_coord_attribs,
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2, /* count */
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source_strings, lengths);
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GE( ctx, glCompileShader (shader) );
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GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
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if (!compile_status)
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{
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GLint len = 0;
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char *shader_log;
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GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
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shader_log = g_alloca (len);
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GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
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g_warning ("Shader compilation failed:\n%s", shader_log);
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}
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shader_state->header = NULL;
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shader_state->source = NULL;
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shader_state->gl_shader = shader;
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}
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if (ctx->driver == COGL_DRIVER_GL &&
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(pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE))
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
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GE( ctx, glPointSize (authority->big_state->point_size) );
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}
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return TRUE;
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}
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static void
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_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
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CoglPipelineState change,
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const CoglColor *new_color)
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{
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if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
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dirty_shader_state (pipeline);
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}
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/* NB: layers are considered immutable once they have any dependants
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* so although multiple pipelines can end up depending on a single
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* static layer, we can guarantee that if a layer is being *changed*
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* then it can only have one pipeline depending on it.
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*
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* XXX: Don't forget this is *pre* change, we can't read the new value
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* yet!
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*/
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static void
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_cogl_pipeline_vertend_glsl_layer_pre_change_notify (
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CoglPipeline *owner,
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CoglPipelineLayer *layer,
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CoglPipelineLayerState change)
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{
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CoglPipelineShaderState *shader_state;
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shader_state = get_shader_state (owner);
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if (!shader_state)
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return;
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if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
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{
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dirty_shader_state (owner);
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return;
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}
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/* TODO: we could be saving snippets of texture combine code along
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* with each layer and then when a layer changes we would just free
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* the snippet. */
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}
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const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
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{
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_cogl_pipeline_vertend_glsl_start,
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_cogl_pipeline_vertend_glsl_add_layer,
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_cogl_pipeline_vertend_glsl_end,
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_cogl_pipeline_vertend_glsl_pre_change_notify,
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_cogl_pipeline_vertend_glsl_layer_pre_change_notify
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};
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#endif /* COGL_PIPELINE_VERTEND_GLSL */
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