mutter/cogl/cogl-pipeline-opengl-private.h
Robert Bragg 353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00

158 lines
5.5 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_PIPELINE_OPENGL_PRIVATE_H
#define __COGL_PIPELINE_OPENGL_PRIVATE_H
#include "cogl.h"
#include "cogl-pipeline-private.h"
#include "cogl-matrix-stack.h"
/*
* cogl-pipeline.c owns the GPU's texture unit state so we have some
* private structures for describing the current state of a texture
* unit that we track in a per context array (ctx->texture_units) that
* grows according to the largest texture unit used so far...
*
* Roughly speaking the members in this structure are of two kinds:
* either they are a low level reflection of the state we send to
* OpenGL or they are for high level meta data assoicated with the
* texture unit when flushing CoglPipelineLayers that is typically
* used to optimize subsequent re-flushing of the same layer.
*
* The low level members are at the top, and the high level members
* start with the .layer member.
*/
typedef struct _CoglTextureUnit
{
/* The base 0 texture unit index which can be used with
* glActiveTexture () */
int index;
/* Whether or not the corresponding gl_target has been glEnabled */
gboolean enabled;
/* The GL target currently glEnabled or the target last enabled
* if .enabled == FALSE */
GLenum current_gl_target;
/* The raw GL texture object name for which we called glBindTexture when
* we flushed the last layer. (NB: The CoglTexture associated
* with a layer may represent more than one GL texture) */
GLuint gl_texture;
/* Foreign textures are those not created or deleted by Cogl. If we ever
* call glBindTexture for a foreign texture then the next time we are
* asked to glBindTexture we can't try and optimize a redundant state
* change because we don't know if the original texture name was deleted
* and now we are being asked to bind a recycled name. */
gboolean is_foreign;
/* We have many components in Cogl that need to temporarily bind arbitrary
* textures e.g. to query texture object parameters and since we don't
* want that to result in too much redundant reflushing of layer state
* when all that's needed is to re-bind the layer's gl_texture we use this
* to track when the unit->gl_texture state is out of sync with the GL
* texture object really bound too (GL_TEXTURE0+unit->index).
*
* XXX: as a further optimization cogl-pipeline.c uses a convention
* of always using texture unit 1 for these transient bindings so we
* can assume this is only ever TRUE for unit 1.
*/
gboolean dirty_gl_texture;
/* A matrix stack giving us the means to associate a texture
* transform matrix with the texture unit. */
CoglMatrixStack *matrix_stack;
/*
* Higher level layer state associated with the unit...
*/
/* The CoglPipelineLayer whos state was flushed to update this
* texture unit last.
*
* This will be set to NULL if the layer is modified or freed which
* means when we come to flush a layer; if this pointer is still
* valid and == to the layer being flushed we don't need to update
* any texture unit state. */
CoglPipelineLayer *layer;
/* To help minimize the state changes required we track the
* difference flags associated with the layer whos state was last
* flushed to update this texture unit.
*
* Note: we track this explicitly because .layer may get invalidated
* if that layer is modified or deleted. Even if the layer is
* invalidated though these flags can be used to optimize the state
* flush of the next layer
*/
unsigned long layer_changes_since_flush;
/* Whenever a CoglTexture's internal GL texture storage changes
* cogl-pipeline.c is notified with a call to
* _cogl_pipeline_texture_storage_change_notify which inturn sets
* this to TRUE for each texture unit that it is currently bound
* too. When we later come to flush some pipeline state then we will
* always check this to potentially force an update of the texture
* state even if the pipeline hasn't changed. */
gboolean texture_storage_changed;
} CoglTextureUnit;
CoglTextureUnit *
_cogl_get_texture_unit (int index_);
void
_cogl_destroy_texture_units (void);
void
_cogl_disable_texture_unit (int unit_index);
void
_cogl_set_active_texture_unit (int unit_index);
void
_cogl_bind_gl_texture_transient (GLenum gl_target,
GLuint gl_texture,
gboolean is_foreign);
void
_cogl_delete_gl_texture (GLuint gl_texture);
void
_cogl_gl_use_program_wrapper (CoglHandle program);
void
_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
gboolean skip_gl_state,
int n_tex_coord_attribs);
#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */