mirror of
https://github.com/brl/mutter.git
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fa855b7c45
This makes a start on clearly factoring the deprecated code of core Cogl into a deprecated/ directory. Ideally we want to get to the point where all code here can be re-worked in terms of the public 2.0 api so that it can be kept indefinitely for cogl 1.x api compatibility without cluttering the core code base itself. If we can do this then we can avoid maintaining the Cogl 1.x branches in parallel with master which would reduce the maintenance effort.
497 lines
14 KiB
C
497 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) 2008,2009,2010 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 <http://www.gnu.org/licenses/>.
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*
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*
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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 "cogl-util.h"
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#include "cogl-util-gl-private.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-shader-private.h"
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#include "cogl-program-private.h"
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#include <string.h>
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
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/* A CoglProgram is effectively just a list of shaders that will be
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used together and a set of values for the custom uniforms. No
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actual GL program is created - instead this is the responsibility
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of the GLSL material backend. The uniform values are collected in
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an array and then flushed whenever the material backend requests
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it. */
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static void
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_cogl_program_free (CoglProgram *program)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Unref all of the attached shaders */
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g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
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/* Destroy the list */
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g_slist_free (program->attached_shaders);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
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g_free (uniform->name);
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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}
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g_array_free (program->custom_uniforms, TRUE);
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g_slice_free (CoglProgram, program);
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}
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CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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program = g_slice_new0 (CoglProgram);
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program->custom_uniforms =
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g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
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program->age = 0;
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return _cogl_program_handle_new (program);
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
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return;
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program = program_handle;
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shader = shader_handle;
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/* Only one shader is allowed if the type is ARBfp */
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_COGL_RETURN_IF_FAIL (program->attached_shaders == NULL);
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else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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_COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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cogl_handle_ref (shader_handle));
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program->age++;
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}
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void
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cogl_program_link (CoglHandle handle)
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{
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/* There's no point in linking the program here because it will have
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to be relinked with a different fixed functionality shader
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whenever the settings change */
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}
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void
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cogl_program_use (CoglHandle handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (handle == COGL_INVALID_HANDLE ||
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cogl_is_program (handle));
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if (ctx->current_program == 0 && handle != 0)
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ctx->legacy_state_set++;
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else if (handle == 0 && ctx->current_program != 0)
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ctx->legacy_state_set--;
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if (handle != COGL_INVALID_HANDLE)
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cogl_handle_ref (handle);
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if (ctx->current_program != COGL_INVALID_HANDLE)
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cogl_handle_unref (ctx->current_program);
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ctx->current_program = handle;
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}
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int
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cogl_program_get_uniform_location (CoglHandle handle,
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const char *uniform_name)
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{
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int i;
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CoglProgram *program;
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CoglProgramUniform *uniform;
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if (!cogl_is_program (handle))
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return -1;
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program = handle;
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/* We can't just ask the GL program object for the uniform location
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directly because it will change every time the program is linked
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with a different shader. Instead we make our own mapping of
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uniform numbers and cache the names */
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (!strcmp (uniform->name, uniform_name))
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return i;
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}
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/* Create a new uniform with the given name */
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g_array_set_size (program->custom_uniforms,
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program->custom_uniforms->len + 1);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform,
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program->custom_uniforms->len - 1);
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uniform->name = g_strdup (uniform_name);
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memset (&uniform->value, 0, sizeof (CoglBoxedValue));
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uniform->dirty = TRUE;
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uniform->location_valid = FALSE;
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return program->custom_uniforms->len - 1;
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}
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static CoglProgramUniform *
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cogl_program_modify_uniform (CoglProgram *program,
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int uniform_no)
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{
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CoglProgramUniform *uniform;
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_program (program), NULL);
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_COGL_RETURN_VAL_IF_FAIL (uniform_no >= 0 &&
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uniform_no < program->custom_uniforms->len,
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NULL);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, uniform_no);
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uniform->dirty = TRUE;
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return uniform;
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}
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void
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cogl_program_uniform_1f (int uniform_no,
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float value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_1f (&uniform->value, value);
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}
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void
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cogl_program_set_uniform_1f (CoglHandle handle,
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int uniform_location,
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float value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_1f (&uniform->value, value);
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}
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void
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cogl_program_uniform_1i (int uniform_no,
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int value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_1i (&uniform->value, value);
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}
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void
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cogl_program_set_uniform_1i (CoglHandle handle,
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int uniform_location,
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int value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_1i (&uniform->value, value);
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}
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void
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cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const float *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_float (&uniform->value, size, count, value);
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}
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void
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cogl_program_set_uniform_float (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const float *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_float (&uniform->value, n_components, count, value);
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}
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const int *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_int (&uniform->value, size, count, value);
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}
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void
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cogl_program_set_uniform_int (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const int *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_int (&uniform->value, n_components, count, value);
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}
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void
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cogl_program_set_uniform_matrix (CoglHandle handle,
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int uniform_location,
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int dimensions,
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int count,
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CoglBool transpose,
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const float *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_matrix (&uniform->value,
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dimensions,
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count,
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transpose,
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value);
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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CoglBool transpose,
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const float *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_matrix (&uniform->value, size, count, transpose, value);
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}
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/* ARBfp local parameters can be referenced like:
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*
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* "program.local[5]"
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* ^14char offset (after whitespace is stripped)
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*/
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static int
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get_local_param_index (const char *uniform_name)
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{
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char *input = g_strdup (uniform_name);
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int i;
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char *p = input;
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char *endptr;
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int _index;
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for (i = 0; input[i] != '\0'; i++)
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if (input[i] != '_' && input[i] != '\t')
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*p++ = input[i];
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input[i] = '\0';
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_COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1);
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_index = g_ascii_strtoull (input + 14, &endptr, 10);
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_COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1);
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_COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1);
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_COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1);
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g_free (input);
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return _index;
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}
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#ifdef HAVE_COGL_GL
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static void
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_cogl_program_flush_uniform_arbfp (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (value->type != COGL_BOXED_NONE)
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{
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_COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT);
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_COGL_RETURN_IF_FAIL (value->size == 4);
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_COGL_RETURN_IF_FAIL (value->count == 1);
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GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
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value->v.float_value) );
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}
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}
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#endif /* HAVE_COGL_GL */
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void
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_cogl_program_flush_uniforms (CoglProgram *program,
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GLuint gl_program,
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CoglBool gl_program_changed)
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{
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CoglProgramUniform *uniform;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (ctx->driver != COGL_DRIVER_GLES1);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (gl_program_changed || uniform->dirty)
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{
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if (gl_program_changed || !uniform->location_valid)
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{
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if (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL)
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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else
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uniform->location =
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get_local_param_index (uniform->name);
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uniform->location_valid = TRUE;
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}
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/* If the uniform isn't really in the program then there's
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no need to actually set it */
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if (uniform->location != -1)
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{
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switch (_cogl_program_get_language (program))
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{
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case COGL_SHADER_LANGUAGE_GLSL:
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_cogl_boxed_value_set_uniform (ctx,
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uniform->location,
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&uniform->value);
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break;
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case COGL_SHADER_LANGUAGE_ARBFP:
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#ifdef HAVE_COGL_GL
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_cogl_program_flush_uniform_arbfp (uniform->location,
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&uniform->value);
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#endif
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break;
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}
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}
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uniform->dirty = FALSE;
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}
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}
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}
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle)
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{
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CoglProgram *program = handle;
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/* Use the language of the first shader */
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if (program->attached_shaders)
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{
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CoglShader *shader = program->attached_shaders->data;
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return shader->language;
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}
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else
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return COGL_SHADER_LANGUAGE_GLSL;
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}
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static CoglBool
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_cogl_program_has_shader_type (CoglProgram *program,
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CoglShaderType type)
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{
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GSList *l;
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for (l = program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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if (shader->type == type)
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return TRUE;
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}
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return FALSE;
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}
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CoglBool
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_cogl_program_has_fragment_shader (CoglHandle handle)
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{
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return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
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}
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CoglBool
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_cogl_program_has_vertex_shader (CoglHandle handle)
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{
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return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
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}
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