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0c732c27ae
We want to reuse the same buffers for vertends so calling them fragment_* doesn't make sense.
543 lines
16 KiB
C
543 lines
16 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) 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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* 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-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_PROGEND_GLSL
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-program-private.h"
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#include "cogl-pipeline-fragend-glsl-private.h"
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#ifndef HAVE_COGL_GLES2
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#define glCreateProgram ctx->drv.pf_glCreateProgram
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#define glAttachShader ctx->drv.pf_glAttachShader
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#define glUseProgram ctx->drv.pf_glUseProgram
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#define glLinkProgram ctx->drv.pf_glLinkProgram
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#define glDeleteProgram ctx->drv.pf_glDeleteProgram
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#define glGetProgramInfoLog ctx->drv.pf_glGetProgramInfoLog
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#define glGetProgramiv ctx->drv.pf_glGetProgramiv
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#define glGetUniformLocation ctx->drv.pf_glGetUniformLocation
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#define glUniform1i ctx->drv.pf_glUniform1i
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#define glUniform1f ctx->drv.pf_glUniform1f
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#define glUniform4fv ctx->drv.pf_glUniform4fv
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#endif /* HAVE_COGL_GLES2 */
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const CoglPipelineProgend _cogl_pipeline_glsl_progend;
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typedef struct _UnitState
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{
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unsigned int dirty_combine_constant:1;
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GLint combine_constant_uniform;
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} UnitState;
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typedef struct
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{
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unsigned int ref_count;
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/* Age that the user program had last time we generated a GL
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program. If it's different then we need to relink the program */
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unsigned int user_program_age;
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GLuint program;
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/* To allow writing shaders that are portable between GLES 2 and
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* OpenGL Cogl prepends a number of boilerplate #defines and
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* declarations to user shaders. One of those declarations is an
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* array of texture coordinate varyings, but to know how to emit the
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* declaration we need to know how many texture coordinate
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* attributes are in use. The boilerplate also needs to be changed
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* if this increases. */
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int n_tex_coord_attribs;
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#ifdef HAVE_COGL_GLES2
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/* The GLES2 generated program that was generated from the user
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program. This is used to detect when the GLES2 backend generates
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a different program which would mean we need to flush all of the
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custom uniforms. This is a massive hack but it can go away once
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this GLSL backend starts generating its own shaders */
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GLuint gles2_program;
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/* Under GLES2 the alpha test is implemented in the shader. We need
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a uniform for the reference value */
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gboolean dirty_alpha_test_reference;
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GLint alpha_test_reference_uniform;
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#endif
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/* We need to track the last pipeline that the program was used with
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* so know if we need to update all of the uniforms */
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CoglPipeline *last_used_for_pipeline;
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UnitState *unit_state;
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} CoglPipelineProgendPrivate;
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static CoglUserDataKey glsl_priv_key;
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static void
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delete_program (GLuint program)
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{
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#ifdef HAVE_COGL_GLES2
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/* This hack can go away once this GLSL backend replaces the GLES2
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wrapper */
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_cogl_gles2_clear_cache_for_program (program);
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#else
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#endif
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GE (glDeleteProgram (program));
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}
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static CoglPipelineProgendPrivate *
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get_glsl_priv (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &glsl_priv_key);
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}
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static void
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destroy_glsl_priv (void *user_data)
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{
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CoglPipelineProgendPrivate *priv = user_data;
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if (--priv->ref_count == 0)
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{
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if (priv->program)
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delete_program (priv->program);
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g_free (priv->unit_state);
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g_slice_free (CoglPipelineProgendPrivate, priv);
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}
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}
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static void
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set_glsl_priv (CoglPipeline *pipeline, CoglPipelineProgendPrivate *priv)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&glsl_priv_key,
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priv,
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destroy_glsl_priv);
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}
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static void
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dirty_glsl_program_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&glsl_priv_key,
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NULL,
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destroy_glsl_priv);
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}
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static void
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link_program (GLint gl_program)
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{
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/* On GLES2 we'll let the backend link the program. This hack can go
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away once this backend replaces the GLES2 wrapper */
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#ifndef HAVE_COGL_GLES2
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GLint link_status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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GE( glLinkProgram (gl_program) );
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GE( glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) );
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if (!link_status)
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{
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GLint log_length;
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GLsizei out_log_length;
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char *log;
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GE( glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) );
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log = g_malloc (log_length);
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GE( glGetProgramInfoLog (gl_program, log_length,
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&out_log_length, log) );
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g_warning ("Failed to link GLSL program:\n%.*s\n",
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log_length, log);
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g_free (log);
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}
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#endif /* HAVE_COGL_GLES2 */
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}
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typedef struct
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{
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int unit;
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GLuint gl_program;
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gboolean update_all;
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CoglPipelineProgendPrivate *priv;
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} UpdateUniformsState;
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static gboolean
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get_uniform_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
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{
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UpdateUniformsState *state = user_data;
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CoglPipelineProgendPrivate *priv = state->priv;
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UnitState *unit_state = &priv->unit_state[state->unit];
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GLint uniform_location;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* We can reuse the source buffer to create the uniform name because
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the program has now been linked */
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g_string_set_size (ctx->codegen_source_buffer, 0);
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g_string_append_printf (ctx->codegen_source_buffer,
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"_cogl_sampler_%i", state->unit);
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GE_RET( uniform_location,
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glGetUniformLocation (state->gl_program,
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ctx->codegen_source_buffer->str) );
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/* We can set the uniform immediately because the samplers are the
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unit index not the texture object number so it will never
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change. Unfortunately GL won't let us use a constant instead of a
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uniform */
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if (uniform_location != -1)
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GE( glUniform1i (uniform_location, state->unit) );
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g_string_set_size (ctx->codegen_source_buffer, 0);
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g_string_append_printf (ctx->codegen_source_buffer,
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"_cogl_layer_constant_%i", state->unit);
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GE_RET( uniform_location,
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glGetUniformLocation (state->gl_program,
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ctx->codegen_source_buffer->str) );
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unit_state->combine_constant_uniform = uniform_location;
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state->unit++;
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return TRUE;
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}
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static gboolean
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update_constants_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
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{
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UpdateUniformsState *state = user_data;
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CoglPipelineProgendPrivate *priv = state->priv;
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UnitState *unit_state = &priv->unit_state[state->unit++];
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (unit_state->combine_constant_uniform != -1 &&
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(state->update_all || unit_state->dirty_combine_constant))
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{
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float constant[4];
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_cogl_pipeline_get_layer_combine_constant (pipeline,
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layer_index,
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constant);
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GE (glUniform4fv (unit_state->combine_constant_uniform,
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1, constant));
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unit_state->dirty_combine_constant = FALSE;
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}
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return TRUE;
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}
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#ifdef HAVE_COGL_GLES2
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static void
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update_alpha_test_reference (CoglPipeline *pipeline,
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GLuint gl_program,
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CoglPipelineProgendPrivate *priv)
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{
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float alpha_reference;
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if (priv->dirty_alpha_test_reference &&
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priv->alpha_test_reference_uniform != -1)
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{
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alpha_reference = cogl_pipeline_get_alpha_test_reference (pipeline);
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GE( glUniform1f (priv->alpha_test_reference_uniform,
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alpha_reference) );
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priv->dirty_alpha_test_reference = FALSE;
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}
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}
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#endif /* HAVE_COGL_GLES2 */
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static void
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_cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
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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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CoglPipelineProgendPrivate *priv;
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GLuint gl_program;
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gboolean program_changed = FALSE;
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UpdateUniformsState state;
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CoglProgram *user_program;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* If neither of the glsl fragend or vertends are used then we don't
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need to do anything */
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if (pipeline->fragend != COGL_PIPELINE_FRAGEND_GLSL)
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return;
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priv = get_glsl_priv (pipeline);
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (priv == NULL)
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{
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CoglPipeline *authority;
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/* Get the authority for anything affecting program state. This
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should include both fragment codegen state and vertex codegen
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state */
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authority = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN &
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~COGL_PIPELINE_STATE_LAYERS,
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COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN,
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COGL_PIPELINE_FIND_EQUIVALENT_COMPARE_TEXTURE_TARGET);
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priv = get_glsl_priv (authority);
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if (priv == NULL)
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{
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priv = g_slice_new (CoglPipelineProgendPrivate);
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priv->ref_count = 1;
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priv->program = 0;
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priv->n_tex_coord_attribs = 0;
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priv->unit_state = g_new (UnitState,
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cogl_pipeline_get_n_layers (pipeline));
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#ifdef HAVE_COGL_GLES2
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priv->gles2_program = 0;
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#endif
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set_glsl_priv (authority, priv);
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}
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if (authority != pipeline)
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{
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priv->ref_count++;
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set_glsl_priv (pipeline, priv);
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}
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}
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/* If the program has changed since the last link then we do
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* need to relink
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*
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* Also if the number of texture coordinate attributes in use has
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* increased, then delete the program so we can prepend a new
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* _cogl_tex_coord[] varying array declaration. */
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if (priv->program && user_program &&
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(user_program->age != priv->user_program_age ||
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n_tex_coord_attribs > priv->n_tex_coord_attribs))
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{
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delete_program (priv->program);
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priv->program = 0;
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}
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if (priv->program == 0)
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{
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GLuint backend_shader;
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GSList *l;
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GE_RET( priv->program, glCreateProgram () );
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/* Attach all of the shader from the user program */
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if (user_program)
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{
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if (priv->n_tex_coord_attribs > n_tex_coord_attribs)
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n_tex_coord_attribs = priv->n_tex_coord_attribs;
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#ifdef HAVE_COGL_GLES2
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/* Find the largest count of texture coordinate attributes
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* associated with each of the shaders so we can ensure a consistent
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* _cogl_tex_coord[] array declaration across all of the shaders.*/
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if (user_program)
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
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n_tex_coord_attribs);
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}
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#endif
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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_cogl_shader_compile_real (shader, n_tex_coord_attribs);
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g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
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GE( glAttachShader (priv->program,
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shader->gl_handle) );
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}
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priv->user_program_age = user_program->age;
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}
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/* Attach any shaders from the GLSL backends */
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if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL &&
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(backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline)))
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GE( glAttachShader (priv->program, backend_shader) );
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link_program (priv->program);
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program_changed = TRUE;
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priv->n_tex_coord_attribs = n_tex_coord_attribs;
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}
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gl_program = priv->program;
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#ifdef HAVE_COGL_GLES2
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/* This function is a massive hack to get the GLES2 backend to
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work. It should only be neccessary until we move the GLSL vertex
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shader generation into a vertend instead of the GLES2 driver
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backend */
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gl_program = _cogl_gles2_use_program (gl_program);
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/* We need to detect when the GLES2 backend gives us a different
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program from last time */
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if (gl_program != priv->gles2_program)
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{
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priv->gles2_program = gl_program;
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program_changed = TRUE;
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}
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#else
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_cogl_use_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
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#endif
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state.unit = 0;
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state.gl_program = gl_program;
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state.priv = priv;
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if (program_changed)
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cogl_pipeline_foreach_layer (pipeline,
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get_uniform_cb,
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&state);
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state.unit = 0;
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state.update_all = (program_changed ||
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priv->last_used_for_pipeline != pipeline);
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cogl_pipeline_foreach_layer (pipeline,
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update_constants_cb,
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&state);
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#ifdef HAVE_COGL_GLES2
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if (program_changed)
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GE_RET( priv->alpha_test_reference_uniform,
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glGetUniformLocation (gl_program,
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"_cogl_alpha_test_ref") );
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if (program_changed ||
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priv->last_used_for_pipeline != pipeline)
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priv->dirty_alpha_test_reference = TRUE;
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update_alpha_test_reference (pipeline, gl_program, priv);
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#endif
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if (user_program)
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_cogl_program_flush_uniforms (user_program,
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gl_program,
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program_changed);
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/* We need to track the last pipeline that the program was used with
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* so know if we need to update all of the uniforms */
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priv->last_used_for_pipeline = pipeline;
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}
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static void
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_cogl_pipeline_progend_glsl_pre_change_notify (CoglPipeline *pipeline,
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CoglPipelineState change,
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const CoglColor *new_color)
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{
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if ((change & COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN))
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dirty_glsl_program_state (pipeline);
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#ifdef COGL_HAS_GLES2
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else if ((change & COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE))
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{
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CoglPipelineProgendPrivate *priv = get_glsl_priv (pipeline);
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if (priv)
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priv->dirty_alpha_test_reference = TRUE;
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}
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#endif
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}
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/* NB: layers are considered immutable once they have any dependants
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* so although multiple pipelines can end up depending on a single
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* static layer, we can guarantee that if a layer is being *changed*
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* then it can only have one pipeline depending on it.
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*
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* XXX: Don't forget this is *pre* change, we can't read the new value
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* yet!
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*/
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static void
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_cogl_pipeline_progend_glsl_layer_pre_change_notify (
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CoglPipeline *owner,
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CoglPipelineLayer *layer,
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CoglPipelineLayerState change)
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{
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if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN))
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{
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dirty_glsl_program_state (owner);
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return;
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}
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if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
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{
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CoglPipelineProgendPrivate *priv = get_glsl_priv (owner);
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if (priv)
|
|
{
|
|
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
priv->unit_state[unit_index].dirty_combine_constant = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
const CoglPipelineProgend _cogl_pipeline_glsl_progend =
|
|
{
|
|
_cogl_pipeline_progend_glsl_end,
|
|
_cogl_pipeline_progend_glsl_pre_change_notify,
|
|
_cogl_pipeline_progend_glsl_layer_pre_change_notify
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_PROGEND_GLSL */
|
|
|