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https://github.com/brl/mutter.git
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36c85da3b8
This remove cogl-internal.h in favour of using cogl-private.h. Some things in cogl-internal.h were moved to driver/gl/cogl-util-gl-private.h and the _cogl_gl_error_to_string function whose prototype was moved from cogl-internal.h to cogl-util-gl-private.h has had its implementation moved from cogl.c to cogl-util-gl.c Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 01cc82ece091aa3bec4c07fdd6bc9e5135fca573)
186 lines
6.0 KiB
C
186 lines
6.0 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) 2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context-private.h"
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#include "cogl-util-gl-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 <string.h>
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#include <glib.h>
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static CoglBool
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add_layer_vertex_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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g_string_append_printf (layer_declarations,
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"attribute vec4 cogl_tex_coord%d_in;\n"
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"#define cogl_texture_matrix%i cogl_texture_matrix[%i]\n"
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"#define cogl_tex_coord%i_out _cogl_tex_coord[%i]\n",
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layer->index,
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layer->index,
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unit_index,
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layer->index,
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unit_index);
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return TRUE;
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}
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static CoglBool
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add_layer_fragment_boilerplate_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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GString *layer_declarations = user_data;
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g_string_append_printf (layer_declarations,
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"#define cogl_tex_coord%i_in _cogl_tex_coord[%i]\n",
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layer->index,
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_cogl_pipeline_layer_get_unit_index (layer));
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return TRUE;
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}
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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const char *version_string,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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CoglPipeline *pipeline,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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{
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const char *vertex_boilerplate;
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const char *fragment_boilerplate;
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const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
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int count = 0;
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int n_layers;
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vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
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fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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if (version_string)
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{
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strings[count] = version_string;
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lengths[count++] = -1;
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}
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if (ctx->driver == COGL_DRIVER_GLES2 &&
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cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
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{
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static const char texture_3d_extension[] =
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"#extension GL_OES_texture_3D : enable\n";
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strings[count] = texture_3d_extension;
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lengths[count++] = sizeof (texture_3d_extension) - 1;
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}
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = strlen (vertex_boilerplate);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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lengths[count++] = strlen (fragment_boilerplate);
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}
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n_layers = cogl_pipeline_get_n_layers (pipeline);
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if (n_layers)
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{
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GString *layer_declarations = ctx->codegen_boilerplate_buffer;
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g_string_set_size (layer_declarations, 0);
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g_string_append_printf (layer_declarations,
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"varying vec4 _cogl_tex_coord[%d];\n",
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n_layers);
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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g_string_append_printf (layer_declarations,
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"uniform mat4 cogl_texture_matrix[%d];\n",
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n_layers);
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_vertex_boilerplate_cb,
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layer_declarations);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_fragment_boilerplate_cb,
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layer_declarations);
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}
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strings[count] = layer_declarations->str;
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lengths[count++] = -1; /* null terminated */
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}
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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{
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GString *buf = g_string_new (NULL);
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int i;
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g_string_append_printf (buf,
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"%s shader:\n",
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shader_gl_type == GL_VERTEX_SHADER ?
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"vertex" : "fragment");
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for (i = 0; i < count; i++)
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if (lengths[i] != -1)
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g_string_append_len (buf, strings[i], lengths[i]);
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else
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g_string_append (buf, strings[i]);
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g_message ("%s", buf->str);
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g_string_free (buf, TRUE);
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}
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GE( ctx, glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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}
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