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63206a208b
This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
422 lines
18 KiB
C
422 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) 2009 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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/* This is included multiple times with different definitions for
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these macros */
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COGL_FEATURE_BEGIN (offscreen, 255, 255,
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/* for some reason the ARB version of this
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extension doesn't have an ARB suffix for the
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functions */
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"ARB:\0EXT\0",
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"framebuffer_object\0",
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COGL_FEATURE_OFFSCREEN,
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0)
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COGL_FEATURE_FUNCTION (void, glGenRenderbuffers,
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(GLsizei n,
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GLuint *renderbuffers))
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COGL_FEATURE_FUNCTION (void, glDeleteRenderbuffers,
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(GLsizei n,
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const GLuint *renderbuffers))
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COGL_FEATURE_FUNCTION (void, glBindRenderbuffer,
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(GLenum target,
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GLuint renderbuffer))
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COGL_FEATURE_FUNCTION (void, glRenderbufferStorage,
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(GLenum target,
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GLenum internalformat,
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GLsizei width,
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GLsizei height))
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COGL_FEATURE_FUNCTION (void, glGenFramebuffers,
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(GLsizei n,
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GLuint *framebuffers))
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COGL_FEATURE_FUNCTION (void, glBindFramebuffer,
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(GLenum target,
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GLuint framebuffer))
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COGL_FEATURE_FUNCTION (void, glFramebufferTexture2D,
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(GLenum target,
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GLenum attachment,
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GLenum textarget,
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GLuint texture,
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GLint level))
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COGL_FEATURE_FUNCTION (void, glFramebufferRenderbuffer,
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(GLenum target,
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GLenum attachment,
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GLenum renderbuffertarget,
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GLuint renderbuffer))
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COGL_FEATURE_FUNCTION (GLenum, glCheckFramebufferStatus,
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(GLenum target))
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COGL_FEATURE_FUNCTION (void, glDeleteFramebuffers,
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(GLsizei n,
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const GLuint *framebuffers))
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COGL_FEATURE_FUNCTION (void, glGenerateMipmap,
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(GLenum target))
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COGL_FEATURE_FUNCTION (void, glGetFramebufferAttachmentParameteriv,
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(GLenum target,
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GLenum attachment,
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GLenum pname,
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GLint *params))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (offscreen_blit, 255, 255,
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"EXT\0",
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"framebuffer_blit\0",
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COGL_FEATURE_OFFSCREEN_BLIT,
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0)
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COGL_FEATURE_FUNCTION (void, glBlitFramebuffer,
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(GLint srcX0,
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GLint srcY0,
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GLint srcX1,
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GLint srcY1,
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GLint dstX0,
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GLint dstY0,
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GLint dstX1,
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GLint dstY1,
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GLbitfield mask,
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GLenum filter))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (offscreen_multisample, 255, 255,
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"EXT\0",
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"framebuffer_multisample\0",
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COGL_FEATURE_OFFSCREEN_MULTISAMPLE,
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0)
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COGL_FEATURE_FUNCTION (void, glRenderbufferStorageMultisample,
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(GLenum target,
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GLsizei samples,
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GLenum internalformat,
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GLsizei width,
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GLsizei height))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (read_pixels_async, 2, 1,
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"EXT\0",
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"pixel_buffer_object\0",
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COGL_FEATURE_PBOS,
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0)
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COGL_FEATURE_END ()
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/* ARB_fragment_program */
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COGL_FEATURE_BEGIN (arbfp, 255, 255,
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"ARB\0",
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"fragment_program\0",
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COGL_FEATURE_SHADERS_ARBFP,
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0)
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COGL_FEATURE_FUNCTION (void, glGenPrograms,
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(GLsizei n,
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GLuint *programs))
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COGL_FEATURE_FUNCTION (void, glDeletePrograms,
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(GLsizei n,
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GLuint *programs))
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COGL_FEATURE_FUNCTION (void, glBindProgram,
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(GLenum target,
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GLuint program))
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COGL_FEATURE_FUNCTION (void, glProgramString,
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(GLenum target,
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GLenum format,
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GLsizei len,
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const void *program))
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COGL_FEATURE_FUNCTION (void, glProgramLocalParameter4fv,
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(GLenum target,
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GLuint index,
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GLfloat *params))
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COGL_FEATURE_END ()
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/* The function names in OpenGL 2.0 are different so we can't easily
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just check for GL 2.0 */
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COGL_FEATURE_BEGIN (shaders_glsl, 2, 0,
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"\0",
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"\0",
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COGL_FEATURE_SHADERS_GLSL,
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0)
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COGL_FEATURE_FUNCTION (GLuint, glCreateProgram,
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(void))
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COGL_FEATURE_FUNCTION (GLuint, glCreateShader,
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(GLenum shaderType))
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COGL_FEATURE_FUNCTION (void, glShaderSource,
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(GLuint shader,
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GLsizei count,
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const GLchar **string,
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const GLint *length))
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COGL_FEATURE_FUNCTION (void, glCompileShader,
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(GLuint shader))
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COGL_FEATURE_FUNCTION (void, glDeleteShader,
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(GLuint shader))
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COGL_FEATURE_FUNCTION (void, glAttachShader,
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(GLuint program,
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GLuint shader))
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COGL_FEATURE_FUNCTION (void, glLinkProgram,
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(GLuint program))
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COGL_FEATURE_FUNCTION (void, glUseProgram,
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(GLuint program))
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COGL_FEATURE_FUNCTION (GLint, glGetUniformLocation,
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(GLuint program,
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const GLchar *name))
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COGL_FEATURE_FUNCTION (void, glDeleteProgram,
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(GLuint program))
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COGL_FEATURE_FUNCTION (void, glGetShaderInfoLog,
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(GLuint shader,
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GLsizei maxLength,
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GLsizei *length,
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GLchar *infoLog))
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COGL_FEATURE_FUNCTION (void, glGetShaderiv,
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(GLuint shader,
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GLenum pname,
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GLint *params))
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COGL_FEATURE_FUNCTION (void, glVertexAttribPointer,
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(GLuint index,
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GLint size,
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GLenum type,
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GLboolean normalized,
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GLsizei stride,
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const GLvoid *pointer))
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COGL_FEATURE_FUNCTION (void, glEnableVertexAttribArray,
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(GLuint index))
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COGL_FEATURE_FUNCTION (void, glDisableVertexAttribArray,
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(GLuint index))
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COGL_FEATURE_FUNCTION (void, glUniform1f,
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(GLint location,
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GLfloat v0))
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COGL_FEATURE_FUNCTION (void, glUniform2f,
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(GLint location,
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GLfloat v0,
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GLfloat v1))
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COGL_FEATURE_FUNCTION (void, glUniform3f,
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(GLint location,
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GLfloat v0,
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GLfloat v1,
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GLfloat v2))
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COGL_FEATURE_FUNCTION (void, glUniform4f,
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(GLint location,
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GLfloat v0,
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GLfloat v1,
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GLfloat v2,
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GLfloat v3))
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COGL_FEATURE_FUNCTION (void, glUniform1fv,
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(GLint location,
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GLsizei count,
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const GLfloat * value))
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COGL_FEATURE_FUNCTION (void, glUniform2fv,
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(GLint location,
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GLsizei count,
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const GLfloat * value))
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COGL_FEATURE_FUNCTION (void, glUniform3fv,
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(GLint location,
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GLsizei count,
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const GLfloat * value))
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COGL_FEATURE_FUNCTION (void, glUniform4fv,
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(GLint location,
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GLsizei count,
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const GLfloat * value))
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COGL_FEATURE_FUNCTION (void, glUniform1i,
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(GLint location,
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GLint v0))
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COGL_FEATURE_FUNCTION (void, glUniform2i,
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(GLint location,
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GLint v0,
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GLint v1))
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COGL_FEATURE_FUNCTION (void, glUniform3i,
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(GLint location,
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GLint v0,
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GLint v1,
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GLint v2))
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COGL_FEATURE_FUNCTION (void, glUniform4i,
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(GLint location,
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GLint v0,
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GLint v1,
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GLint v2,
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GLint v3))
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COGL_FEATURE_FUNCTION (void, glUniform1iv,
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(GLint location,
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GLsizei count,
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const GLint * value))
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COGL_FEATURE_FUNCTION (void, glUniform2iv,
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(GLint location,
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GLsizei count,
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const GLint * value))
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COGL_FEATURE_FUNCTION (void, glUniform3iv,
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(GLint location,
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GLsizei count,
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const GLint * value))
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COGL_FEATURE_FUNCTION (void, glUniform4iv,
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(GLint location,
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GLsizei count,
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const GLint * value))
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COGL_FEATURE_FUNCTION (void, glUniformMatrix2fv,
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(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value))
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COGL_FEATURE_FUNCTION (void, glUniformMatrix3fv,
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(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value))
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COGL_FEATURE_FUNCTION (void, glUniformMatrix4fv,
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(GLint location,
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GLsizei count,
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GLboolean transpose,
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const GLfloat *value))
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COGL_FEATURE_FUNCTION (void, glGetProgramiv,
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(GLuint program,
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GLenum pname,
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GLint *params))
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COGL_FEATURE_FUNCTION (void, glGetProgramInfoLog,
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(GLuint program,
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GLsizei bufSize,
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GLsizei *length,
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GLchar *infoLog))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (vbos, 1, 5,
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"ARB\0",
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"vertex_buffer_object\0",
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COGL_FEATURE_VBOS,
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0)
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COGL_FEATURE_FUNCTION (void, glGenBuffers,
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(GLuint n,
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GLuint *buffers))
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COGL_FEATURE_FUNCTION (void, glBindBuffer,
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(GLenum target,
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GLuint buffer))
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COGL_FEATURE_FUNCTION (void, glBufferData,
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(GLenum target,
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GLsizeiptr size,
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const GLvoid *data,
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GLenum usage))
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COGL_FEATURE_FUNCTION (void, glBufferSubData,
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(GLenum target,
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GLintptr offset,
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GLsizeiptr size,
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const GLvoid *data))
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COGL_FEATURE_FUNCTION (void *, glMapBuffer,
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(GLenum target,
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GLenum access))
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COGL_FEATURE_FUNCTION (GLboolean, glUnmapBuffer,
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(GLenum target))
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COGL_FEATURE_FUNCTION (void, glDeleteBuffers,
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(GLsizei n,
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const GLuint *buffers))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (texture_rectangle, 255, 255,
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"ARB\0",
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"texture_rectangle\0",
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COGL_FEATURE_TEXTURE_RECTANGLE,
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0)
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COGL_FEATURE_END ()
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/* Cogl requires OpenGL 1.2 so we assume these functions are always
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available and don't bother setting any feature flags. We still have
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to fetch the function pointers though because under Windows you can
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not call any function defined after GL 1.1 directly */
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COGL_FEATURE_BEGIN (in_1_2, 1, 2,
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"\0",
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"\0",
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0,
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0)
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COGL_FEATURE_FUNCTION (void, glDrawRangeElements,
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(GLenum mode,
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GLuint start,
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GLuint end,
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GLsizei count,
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GLenum type,
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const GLvoid *indices))
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COGL_FEATURE_FUNCTION (void, glBlendEquation,
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(GLenum mode))
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COGL_FEATURE_FUNCTION (void, glBlendColor,
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(GLclampf red,
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GLclampf green,
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GLclampf blue,
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GLclampf alpha))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (texture_3d, 1, 2,
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"\0",
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"\0",
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COGL_FEATURE_TEXTURE_3D,
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0)
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COGL_FEATURE_FUNCTION (void, glTexImage3D,
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(GLenum target, GLint level,
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GLint internalFormat,
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GLsizei width, GLsizei height,
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GLsizei depth, GLint border,
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GLenum format, GLenum type,
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const GLvoid *pixels))
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COGL_FEATURE_FUNCTION (void, glTexSubImage3D,
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(GLenum target, GLint level,
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GLint xoffset, GLint yoffset,
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GLint zoffset, GLsizei width,
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GLsizei height, GLsizei depth,
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GLenum format,
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GLenum type, const GLvoid *pixels))
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COGL_FEATURE_END ()
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/* Available in GL 1.3 or the multitexture extension. These are
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required */
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COGL_FEATURE_BEGIN (multitexture, 1, 3,
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"ARB\0",
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"multitexture\0",
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0,
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0)
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COGL_FEATURE_FUNCTION (void, glActiveTexture,
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(GLenum texture))
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COGL_FEATURE_FUNCTION (void, glClientActiveTexture,
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(GLenum texture))
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COGL_FEATURE_END ()
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/* Optional, declared in 1.4 */
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COGL_FEATURE_BEGIN (blend_func_separate, 1, 4,
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"EXT\0",
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"blend_func_separate\0",
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0,
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0)
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COGL_FEATURE_FUNCTION (void, glBlendFuncSeparate,
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(GLenum srcRGB,
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GLenum dstRGB,
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GLenum srcAlpha,
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GLenum dstAlpha))
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COGL_FEATURE_END ()
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/* Optional, declared in 2.0 */
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COGL_FEATURE_BEGIN (blend_equation_separate, 2, 0,
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"EXT\0",
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"blend_equation_separate\0",
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0,
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0)
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COGL_FEATURE_FUNCTION (void, glBlendEquationSeparate,
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(GLenum modeRGB,
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GLenum modeAlpha))
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COGL_FEATURE_END ()
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COGL_FEATURE_BEGIN (point_sprites, 2, 0,
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"ARB\0",
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"point_sprite\0",
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COGL_FEATURE_POINT_SPRITE,
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0)
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COGL_FEATURE_END ()
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