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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
193 lines
6.5 KiB
C
193 lines
6.5 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) 2012 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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* 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 "cogl-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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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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char *version_string;
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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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version_string = g_strdup_printf ("#version %i\n\n",
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ctx->glsl_version_to_use);
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strings[count] = version_string;
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lengths[count++] = -1;
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if (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_EMBEDDED) &&
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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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g_free (version_string);
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}
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