mirror of
https://github.com/brl/mutter.git
synced 2024-12-24 12:02:04 +00:00
d4459e2d42
This splits out the core CoglPipelineLayer support code from cogl-pipeline.c into cogl-pipeline-layer.c; it splits out the debugging code for dumping a pipeline to a .dot file into cogl-pipeline-debug.c and it splits the CoglPipelineNode support which is shared between CoglPipeline and CoglPipelineLayer into cogl-node.c. Note: cogl-pipeline-layer.c only contains the layer code directly relating to CoglPipelineLayer objects; it does not contain any _cogl_pipeline API relating to how CoglPipeline tracks and manipulates layers.
962 lines
31 KiB
C
962 lines
31 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) 2008,2009,2010 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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*/
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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-debug.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-layer-private.h"
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#ifdef COGL_PIPELINE_FRAGEND_ARBFP
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-journal-private.h"
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#include "cogl-color-private.h"
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#include "cogl-profile.h"
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#include "cogl-program-private.h"
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#include <glib.h>
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#include <glib/gprintf.h>
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#include <string.h>
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/* This might not be defined on GLES */
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
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typedef struct _UnitState
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{
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int constant_id; /* The program.local[] index */
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unsigned int dirty_combine_constant:1;
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unsigned int has_combine_constant:1;
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unsigned int sampled:1;
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} UnitState;
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typedef struct
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{
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int ref_count;
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CoglHandle user_program;
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/* XXX: only valid during codegen */
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GString *source;
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GLuint gl_program;
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UnitState *unit_state;
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int next_constant_id;
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/* Age of the program the last time the uniforms were flushed. This
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is used to detect when we need to flush all of the uniforms */
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unsigned int user_program_age;
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/* We need to track the last pipeline that an ARBfp program was used
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* with so know if we need to update any program.local parameters. */
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CoglPipeline *last_used_for_pipeline;
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} CoglPipelineShaderState;
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static CoglUserDataKey shader_state_key;
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static CoglPipelineShaderState *
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shader_state_new (int n_layers)
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{
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CoglPipelineShaderState *shader_state;
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shader_state = g_slice_new0 (CoglPipelineShaderState);
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shader_state->ref_count = 1;
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shader_state->unit_state = g_new0 (UnitState, n_layers);
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return shader_state;
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}
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static CoglPipelineShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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}
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static void
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destroy_shader_state (void *user_data)
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{
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CoglPipelineShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (--shader_state->ref_count == 0)
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{
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if (shader_state->gl_program)
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{
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GE (ctx, glDeletePrograms (1, &shader_state->gl_program));
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shader_state->gl_program = 0;
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}
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g_free (shader_state->unit_state);
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g_slice_free (CoglPipelineShaderState, shader_state);
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}
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}
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static void
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set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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}
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static void
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dirty_shader_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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NULL,
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NULL);
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}
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static gboolean
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_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglPipelineShaderState *shader_state;
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CoglPipeline *authority;
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CoglPipeline *template_pipeline = NULL;
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CoglHandle user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* First validate that we can handle the current state using ARBfp
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*/
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if (!cogl_features_available (COGL_FEATURE_SHADERS_ARBFP))
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return FALSE;
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/* TODO: support fog */
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if (_cogl_pipeline_get_fog_enabled (pipeline))
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program != COGL_INVALID_HANDLE)
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{
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/* If the program doesn't have a fragment shader then some other
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vertend will handle the vertex shader state and we still need
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to generate a fragment program */
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if (!_cogl_program_has_fragment_shader (user_program))
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user_program = COGL_INVALID_HANDLE;
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/* If the user program does have a fragment shader then we can
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only handle it if it's in ARBfp */
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else if (_cogl_program_get_language (user_program) !=
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COGL_SHADER_LANGUAGE_ARBFP)
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return FALSE;
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}
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/* Now lookup our ARBfp backend private state */
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shader_state = get_shader_state (pipeline);
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/* If we have a valid shader_state then we are all set and don't
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* need to generate a new program. */
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if (shader_state)
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return TRUE;
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/* If we don't have an associated arbfp program yet then find the
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* arbfp-authority (the oldest ancestor whose state will result in
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* the same program being generated as for this pipeline).
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*
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* We always make sure to associate new programs with the
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* arbfp-authority to maximize the chance that other pipelines can
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* share it.
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*/
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
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~COGL_PIPELINE_STATE_LAYERS,
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_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
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shader_state = get_shader_state (authority);
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if (shader_state)
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{
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/* If we are going to share our program state with an arbfp-authority
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* then add a reference to the program state associated with that
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* arbfp-authority... */
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shader_state->ref_count++;
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set_shader_state (pipeline, shader_state);
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return TRUE;
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}
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/* If we haven't yet found an existing program then before we resort to
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* generating a new arbfp program we see if we can find a suitable
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* program in the pipeline_cache. */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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template_pipeline =
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_cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (template_pipeline);
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if (shader_state)
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shader_state->ref_count++;
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}
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/* If we still haven't got a shader state then we'll have to create
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a new one */
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if (shader_state == NULL)
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{
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shader_state = shader_state_new (n_layers);
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shader_state->user_program = user_program;
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if (user_program == COGL_INVALID_HANDLE)
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{
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int i;
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/* We reuse a single grow-only GString for code-gen */
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->source = ctx->codegen_source_buffer;
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g_string_append (shader_state->source,
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"!!ARBfp1.0\n"
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"TEMP output;\n"
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"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
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"PARAM half = {.5, .5, .5, .5};\n"
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"PARAM one = {1, 1, 1, 1};\n"
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"PARAM two = {2, 2, 2, 2};\n"
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"PARAM minus_one = {-1, -1, -1, -1};\n");
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}
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}
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set_shader_state (pipeline, shader_state);
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/* Since we have already resolved the arbfp-authority at this point
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* we might as well also associate any program we find from the cache
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* with the authority too... */
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if (authority != pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (authority, shader_state);
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}
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/* If we found a template then we'll attach it to that too so that
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next time a similar pipeline is used it can use the same state */
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if (template_pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (template_pipeline, shader_state);
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}
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return TRUE;
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}
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static const char *
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gl_target_to_arbfp_string (GLenum gl_target)
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{
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if (gl_target == GL_TEXTURE_1D)
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return "1D";
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else if (gl_target == GL_TEXTURE_2D)
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return "2D";
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#ifdef GL_ARB_texture_rectangle
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else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
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return "RECT";
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#endif
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else if (gl_target == GL_TEXTURE_3D)
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return "3D";
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else
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return "2D";
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}
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static void
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setup_texture_source (CoglPipelineShaderState *shader_state,
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int unit_index,
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GLenum gl_target)
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{
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if (!shader_state->unit_state[unit_index].sampled)
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{
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
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g_string_append_printf (shader_state->source,
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"TEMP texel%d;\n"
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"MOV texel%d, one;\n",
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unit_index,
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unit_index);
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else
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g_string_append_printf (shader_state->source,
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"TEMP texel%d;\n"
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"TEX texel%d,fragment.texcoord[%d],"
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"texture[%d],%s;\n",
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unit_index,
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unit_index,
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unit_index,
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unit_index,
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gl_target_to_arbfp_string (gl_target));
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shader_state->unit_state[unit_index].sampled = TRUE;
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}
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}
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typedef enum _CoglPipelineFragendARBfpArgType
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{
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COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE,
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COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT,
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COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE
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} CoglPipelineFragendARBfpArgType;
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typedef struct _CoglPipelineFragendARBfpArg
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{
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const char *name;
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CoglPipelineFragendARBfpArgType type;
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/* for type = TEXTURE */
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int texture_unit;
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GLenum texture_target;
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/* for type = CONSTANT */
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int constant_id;
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const char *swizzle;
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} CoglPipelineFragendARBfpArg;
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static void
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append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg)
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{
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switch (arg->type)
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{
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case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE:
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g_string_append_printf (source, "texel%d%s",
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arg->texture_unit, arg->swizzle);
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break;
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case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT:
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g_string_append_printf (source, "program.local[%d]%s",
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arg->constant_id, arg->swizzle);
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break;
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case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE:
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g_string_append_printf (source, "%s%s",
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arg->name, arg->swizzle);
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break;
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}
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}
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/* Note: we are trying to avoid duplicating strings during codegen
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* which is why we have the slightly awkward
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* CoglPipelineFragendARBfpArg mechanism. */
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static void
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setup_arg (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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CoglBlendStringChannelMask mask,
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int arg_index,
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GLint src,
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GLint op,
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CoglPipelineFragendARBfpArg *arg)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
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GLenum gl_target;
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CoglHandle texture;
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switch (src)
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{
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case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
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arg->name = "texel%d";
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arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer);
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texture = _cogl_pipeline_layer_get_texture (layer);
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cogl_texture_get_gl_texture (texture, NULL, &gl_target);
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setup_texture_source (shader_state, arg->texture_unit, gl_target);
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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UnitState *unit_state = &shader_state->unit_state[unit_index];
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unit_state->constant_id = shader_state->next_constant_id++;
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unit_state->has_combine_constant = TRUE;
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unit_state->dirty_combine_constant = TRUE;
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT;
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arg->name = "program.local[%d]";
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arg->constant_id = unit_state->constant_id;
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break;
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}
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case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
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arg->name = "fragment.color.primary";
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
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if (_cogl_pipeline_layer_get_unit_index (layer) == 0)
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arg->name = "fragment.color.primary";
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else
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arg->name = "output";
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break;
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default: /* GL_TEXTURE0..N */
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
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arg->name = "texture[%d]";
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arg->texture_unit = src - GL_TEXTURE0;
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texture = _cogl_pipeline_layer_get_texture (layer);
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cogl_texture_get_gl_texture (texture, NULL, &gl_target);
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setup_texture_source (shader_state, arg->texture_unit, gl_target);
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}
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arg->swizzle = "";
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switch (op)
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{
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case COGL_PIPELINE_COMBINE_OP_SRC_COLOR:
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break;
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case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR:
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g_string_append_printf (shader_state->source,
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"SUB tmp%d, one, ",
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arg_index);
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append_arg (shader_state->source, arg);
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g_string_append_printf (shader_state->source, ";\n");
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
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arg->name = tmp_name[arg_index];
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arg->swizzle = "";
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break;
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case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA:
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/* avoid a swizzle if we know RGB are going to be masked
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* in the end anyway */
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if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
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arg->swizzle = ".a";
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break;
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case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA:
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g_string_append_printf (shader_state->source,
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"SUB tmp%d, one, ",
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arg_index);
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append_arg (shader_state->source, arg);
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/* avoid a swizzle if we know RGB are going to be masked
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* in the end anyway */
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if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
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g_string_append_printf (shader_state->source, ".a;\n");
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else
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g_string_append_printf (shader_state->source, ";\n");
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arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
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arg->name = tmp_name[arg_index];
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break;
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default:
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g_error ("Unknown texture combine operator %d", op);
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break;
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}
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}
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static gboolean
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fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0,
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CoglPipelineFragendARBfpArg *arg1)
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{
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if (arg0->type != arg1->type)
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return FALSE;
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if (arg0->name != arg1->name &&
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strcmp (arg0->name, arg1->name) != 0)
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return FALSE;
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if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE &&
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arg0->texture_unit != arg1->texture_unit)
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return FALSE;
|
|
/* Note we don't have to check the target; a texture unit can only
|
|
* have one target enabled at a time. */
|
|
|
|
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT &&
|
|
arg0->constant_id != arg1->constant_id)
|
|
return FALSE;
|
|
|
|
if (arg0->swizzle != arg1->swizzle &&
|
|
strcmp (arg0->swizzle, arg1->swizzle) != 0)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
append_function (CoglPipeline *pipeline,
|
|
CoglBlendStringChannelMask mask,
|
|
GLint function,
|
|
CoglPipelineFragendARBfpArg *args,
|
|
int n_args)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
const char *mask_name;
|
|
|
|
switch (mask)
|
|
{
|
|
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
|
|
mask_name = ".rgb";
|
|
break;
|
|
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
|
|
mask_name = ".a";
|
|
break;
|
|
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
|
|
mask_name = "";
|
|
break;
|
|
default:
|
|
g_error ("Unknown channel mask %d", mask);
|
|
mask_name = "";
|
|
}
|
|
|
|
switch (function)
|
|
{
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD:
|
|
g_string_append_printf (shader_state->source,
|
|
"ADD_SAT output%s, ",
|
|
mask_name);
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
|
|
/* Note: no need to saturate since we can assume operands
|
|
* have values in the range [0,1] */
|
|
g_string_append_printf (shader_state->source, "MUL output%s, ",
|
|
mask_name);
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
|
|
/* Note: no need to saturate since we can assume operand
|
|
* has a value in the range [0,1] */
|
|
g_string_append_printf (shader_state->source, "MOV output%s, ",
|
|
mask_name);
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
|
|
g_string_append_printf (shader_state->source,
|
|
"SUB_SAT output%s, ",
|
|
mask_name);
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
|
|
g_string_append_printf (shader_state->source, "ADD tmp3%s, ",
|
|
mask_name);
|
|
append_arg (shader_state->source, &args[0]);
|
|
g_string_append (shader_state->source, ", ");
|
|
append_arg (shader_state->source, &args[1]);
|
|
g_string_append (shader_state->source, ";\n");
|
|
g_string_append_printf (shader_state->source,
|
|
"SUB_SAT output%s, tmp3, half",
|
|
mask_name);
|
|
n_args = 0;
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
|
|
/* These functions are the same except that GL_DOT3_RGB never
|
|
* updates the alpha channel.
|
|
*
|
|
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
|
|
* an RGBA mask and we end up ignoring any separate alpha channel
|
|
* function.
|
|
*/
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
|
|
{
|
|
const char *tmp4 = "tmp4";
|
|
|
|
/* The maths for this was taken from Mesa;
|
|
* apparently:
|
|
*
|
|
* tmp3 = 2*src0 - 1
|
|
* tmp4 = 2*src1 - 1
|
|
* output = DP3 (tmp3, tmp4)
|
|
*
|
|
* is the same as:
|
|
*
|
|
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
|
|
*/
|
|
|
|
g_string_append (shader_state->source, "MAD tmp3, two, ");
|
|
append_arg (shader_state->source, &args[0]);
|
|
g_string_append (shader_state->source, ", minus_one;\n");
|
|
|
|
if (!fragend_arbfp_args_equal (&args[0], &args[1]))
|
|
{
|
|
g_string_append (shader_state->source, "MAD tmp4, two, ");
|
|
append_arg (shader_state->source, &args[1]);
|
|
g_string_append (shader_state->source, ", minus_one;\n");
|
|
}
|
|
else
|
|
tmp4 = "tmp3";
|
|
|
|
g_string_append_printf (shader_state->source,
|
|
"DP3_SAT output%s, tmp3, %s",
|
|
mask_name, tmp4);
|
|
n_args = 0;
|
|
}
|
|
break;
|
|
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
|
|
/* Note: no need to saturate since we can assume operands
|
|
* have values in the range [0,1] */
|
|
|
|
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
|
|
* but LRP dst, a, b, c = b*a + c*(1-a) */
|
|
g_string_append_printf (shader_state->source, "LRP output%s, ",
|
|
mask_name);
|
|
append_arg (shader_state->source, &args[2]);
|
|
g_string_append (shader_state->source, ", ");
|
|
append_arg (shader_state->source, &args[0]);
|
|
g_string_append (shader_state->source, ", ");
|
|
append_arg (shader_state->source, &args[1]);
|
|
n_args = 0;
|
|
break;
|
|
default:
|
|
g_error ("Unknown texture combine function %d", function);
|
|
g_string_append_printf (shader_state->source, "MUL_SAT output%s, ",
|
|
mask_name);
|
|
n_args = 2;
|
|
break;
|
|
}
|
|
|
|
if (n_args > 0)
|
|
append_arg (shader_state->source, &args[0]);
|
|
if (n_args > 1)
|
|
{
|
|
g_string_append (shader_state->source, ", ");
|
|
append_arg (shader_state->source, &args[1]);
|
|
}
|
|
g_string_append (shader_state->source, ";\n");
|
|
}
|
|
|
|
static void
|
|
append_masked_combine (CoglPipeline *arbfp_authority,
|
|
CoglPipelineLayer *layer,
|
|
CoglBlendStringChannelMask mask,
|
|
CoglPipelineCombineFunc function,
|
|
CoglPipelineCombineSource *src,
|
|
CoglPipelineCombineOp *op)
|
|
{
|
|
int i;
|
|
int n_args;
|
|
CoglPipelineFragendARBfpArg args[3];
|
|
|
|
n_args = _cogl_get_n_args_for_combine_func (function);
|
|
|
|
for (i = 0; i < n_args; i++)
|
|
{
|
|
setup_arg (arbfp_authority,
|
|
layer,
|
|
mask,
|
|
i,
|
|
src[i],
|
|
op[i],
|
|
&args[i]);
|
|
}
|
|
|
|
append_function (arbfp_authority,
|
|
mask,
|
|
function,
|
|
args,
|
|
n_args);
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
CoglPipelineLayer *combine_authority =
|
|
_cogl_pipeline_layer_get_authority (layer,
|
|
COGL_PIPELINE_LAYER_STATE_COMBINE);
|
|
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
|
|
|
|
/* Notes...
|
|
*
|
|
* We are ignoring the issue of texture indirection limits until
|
|
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
|
|
* spec)
|
|
*
|
|
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
|
|
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
|
|
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
|
|
* -1, -1}
|
|
*
|
|
* tmp0-2 are intended for dealing with some of the texture combine
|
|
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
|
|
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
|
|
* functions.
|
|
*
|
|
* Each layer outputs to the TEMP called "output", and reads from
|
|
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
|
|
* layer0 so we will read fragment.color for GL_PREVIOUS in that
|
|
* case)
|
|
*
|
|
* We aim to do all the channels together if the same function is
|
|
* used for RGB as for A.
|
|
*
|
|
* We aim to avoid string duplication / allocations during codegen.
|
|
*
|
|
* We are careful to only saturate when writing to output.
|
|
*/
|
|
|
|
if (!shader_state->source)
|
|
return TRUE;
|
|
|
|
if (!_cogl_pipeline_layer_needs_combine_separate (combine_authority))
|
|
{
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
}
|
|
else if (big_state->texture_combine_rgb_func ==
|
|
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
|
|
{
|
|
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
|
|
* since if you use it, it overrides your ALPHA function...
|
|
*/
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
}
|
|
else
|
|
{
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
|
|
big_state->texture_combine_alpha_func,
|
|
big_state->texture_combine_alpha_src,
|
|
big_state->texture_combine_alpha_op);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
|
|
if (!shader_state->source)
|
|
return TRUE;
|
|
|
|
g_string_append (shader_state->source,
|
|
"MOV output, fragment.color.primary;\n");
|
|
return TRUE;
|
|
}
|
|
|
|
typedef struct _UpdateConstantsState
|
|
{
|
|
int unit;
|
|
gboolean update_all;
|
|
CoglPipelineShaderState *shader_state;
|
|
} UpdateConstantsState;
|
|
|
|
static gboolean
|
|
update_constants_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
UpdateConstantsState *state = user_data;
|
|
CoglPipelineShaderState *shader_state = state->shader_state;
|
|
UnitState *unit_state = &shader_state->unit_state[state->unit++];
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (unit_state->has_combine_constant &&
|
|
(state->update_all || unit_state->dirty_combine_constant))
|
|
{
|
|
float constant[4];
|
|
_cogl_pipeline_get_layer_combine_constant (pipeline,
|
|
layer_index,
|
|
constant);
|
|
GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
|
|
unit_state->constant_id,
|
|
constant));
|
|
unit_state->dirty_combine_constant = FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
GLuint gl_program;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (shader_state->source)
|
|
{
|
|
GLenum gl_error;
|
|
COGL_STATIC_COUNTER (fragend_arbfp_compile_counter,
|
|
"arbfp compile counter",
|
|
"Increments each time a new ARBfp "
|
|
"program is compiled",
|
|
0 /* no application private data */);
|
|
|
|
COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter);
|
|
|
|
g_string_append (shader_state->source,
|
|
"MOV result.color,output;\n");
|
|
g_string_append (shader_state->source, "END\n");
|
|
|
|
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
|
|
g_message ("pipeline program:\n%s", shader_state->source->str);
|
|
|
|
GE (ctx, glGenPrograms (1, &shader_state->gl_program));
|
|
|
|
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
|
|
shader_state->gl_program));
|
|
|
|
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
|
|
;
|
|
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
|
|
GL_PROGRAM_FORMAT_ASCII_ARB,
|
|
shader_state->source->len,
|
|
shader_state->source->str);
|
|
if (ctx->glGetError () != GL_NO_ERROR)
|
|
{
|
|
g_warning ("\n%s\n%s",
|
|
shader_state->source->str,
|
|
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
|
|
}
|
|
|
|
shader_state->source = NULL;
|
|
}
|
|
|
|
if (shader_state->user_program != COGL_INVALID_HANDLE)
|
|
{
|
|
/* An arbfp program should contain exactly one shader which we
|
|
can use directly */
|
|
CoglProgram *program = shader_state->user_program;
|
|
CoglShader *shader = program->attached_shaders->data;
|
|
|
|
gl_program = shader->gl_handle;
|
|
}
|
|
else
|
|
gl_program = shader_state->gl_program;
|
|
|
|
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
|
|
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
|
|
|
|
if (shader_state->user_program == COGL_INVALID_HANDLE)
|
|
{
|
|
UpdateConstantsState state;
|
|
state.unit = 0;
|
|
state.shader_state = shader_state;
|
|
/* If this arbfp program was last used with a different pipeline
|
|
* then we need to ensure we update all program.local params */
|
|
state.update_all =
|
|
pipeline != shader_state->last_used_for_pipeline;
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
update_constants_cb,
|
|
&state);
|
|
}
|
|
else
|
|
{
|
|
CoglProgram *program = shader_state->user_program;
|
|
gboolean program_changed;
|
|
|
|
/* If the shader has changed since it was last flushed then we
|
|
need to update all uniforms */
|
|
program_changed = program->age != shader_state->user_program_age;
|
|
|
|
_cogl_program_flush_uniforms (program, gl_program, program_changed);
|
|
|
|
shader_state->user_program_age = program->age;
|
|
}
|
|
|
|
/* We need to track what pipeline used this arbfp program last since
|
|
* we will need to update program.local params when switching
|
|
* between different pipelines. */
|
|
shader_state->last_used_for_pipeline = pipeline;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify (
|
|
CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
|
|
dirty_shader_state (pipeline);
|
|
}
|
|
|
|
/* NB: layers are considered immutable once they have any dependants
|
|
* so although multiple pipelines can end up depending on a single
|
|
* static layer, we can guarantee that if a layer is being *changed*
|
|
* then it can only have one pipeline depending on it.
|
|
*
|
|
* XXX: Don't forget this is *pre* change, we can't read the new value
|
|
* yet!
|
|
*/
|
|
static void
|
|
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (owner);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (!shader_state)
|
|
return;
|
|
|
|
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
|
|
{
|
|
dirty_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
|
|
{
|
|
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
shader_state->unit_state[unit_index].dirty_combine_constant = TRUE;
|
|
}
|
|
|
|
/* TODO: we could be saving snippets of texture combine code along
|
|
* with each layer and then when a layer changes we would just free
|
|
* the snippet. */
|
|
return;
|
|
}
|
|
|
|
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend =
|
|
{
|
|
_cogl_pipeline_fragend_arbfp_start,
|
|
_cogl_pipeline_fragend_arbfp_add_layer,
|
|
_cogl_pipeline_fragend_arbfp_passthrough,
|
|
_cogl_pipeline_fragend_arbfp_end,
|
|
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify,
|
|
NULL,
|
|
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */
|
|
|