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bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
377 lines
10 KiB
C
377 lines
10 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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 "cogl-config.h"
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#endif
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#include "cogl-shader-private.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-glsl-shader-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include <glib.h>
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#include <string.h>
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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g_slice_free (CoglShader, shader);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return COGL_INVALID_HANDLE;
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}
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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{
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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}
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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CoglShaderLanguage language;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = handle;
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#ifdef HAVE_COGL_GL
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if (strncmp (source, "!!ARBfp1.0", 10) == 0)
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language = COGL_SHADER_LANGUAGE_ARBFP;
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else
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#endif
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language = COGL_SHADER_LANGUAGE_GLSL;
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/* Delete the old object if the language is changing... */
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if (G_UNLIKELY (language != shader->language) &&
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shader->gl_handle)
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delete_shader (shader);
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shader->source = g_strdup (source);
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shader->language = language;
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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#ifdef HAVE_COGL_GL
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shader = handle;
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_cogl_shader_compile_real (handle, NULL);
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#endif
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/* XXX: For GLSL we don't actually compile anything until the shader
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* gets used so we have an opportunity to add some boilerplate to
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* the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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* so thinly wrap the OpenGL shader API and the current plan is to
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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#ifdef COGL_GL_DEBUG
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GLenum gl_error;
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#endif
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if (shader->gl_handle)
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return;
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GE (ctx, glGenPrograms (1, &shader->gl_handle));
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GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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g_message ("user ARBfp program:\n%s", shader->source);
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#ifdef COGL_GL_DEBUG
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_cogl_gl_util_clear_gl_errors (ctx);
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#endif
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ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
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GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen (shader->source),
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shader->source);
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#ifdef COGL_GL_DEBUG
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gl_error = _cogl_gl_util_get_error (ctx);
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if (gl_error != GL_NO_ERROR)
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{
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g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
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G_STRLOC,
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gl_error,
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shader->source,
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ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
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}
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#endif
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}
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else
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#endif
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{
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GLenum gl_type;
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GLint status;
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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}
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
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"src:\n%s\n"
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"error:\n%s\n",
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shader->source,
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buffer);
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}
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}
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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if (!cogl_is_shader (handle))
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return NULL;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The way this API was originally designed as a very thin wrapper
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* over the GL api was a mistake and it's now very difficult to
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* make the API work in a meaningful way given how the rest of Cogl
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* has evolved.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return g_strdup ("");
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = handle;
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return shader->type;
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}
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CoglBool
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cogl_shader_is_compiled (CoglHandle handle)
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{
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
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if (!cogl_is_shader (handle))
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return FALSE;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility and blatantly lies to the
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* user about whether their shader has been compiled.
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*
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* I suppose we could say we're stretching the definition of
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* "compile" and are deferring any related errors to be "linker"
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* errors.
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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