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f85377372c
Adds missing notices, and ensures all the notices are consistent. The Cogl blurb also now reads: * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer
339 lines
7.9 KiB
C
339 lines
7.9 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 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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.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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#ifdef HAVE_COGL_GLES2
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#include <string.h>
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#include "cogl-shader-private.h"
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#include "cogl-program.h"
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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static void
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_cogl_program_free (CoglProgram *program)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Unref all of the attached shaders */
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g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
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/* Destroy the list */
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g_slist_free (program->attached_shaders);
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_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
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if (ctx->gles2.settings.user_program == (CoglHandle) program)
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{
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ctx->gles2.settings.user_program = COGL_INVALID_HANDLE;
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ctx->gles2.settings_dirty = TRUE;
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}
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for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
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if (program->custom_uniform_names[i])
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g_free (program->custom_uniform_names[i]);
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}
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CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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program = g_slice_new (CoglProgram);
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program->attached_shaders = NULL;
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memset (program->custom_uniform_names, 0,
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COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *));
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return _cogl_program_handle_new (program);
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
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return;
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program = _cogl_program_pointer_from_handle (program_handle);
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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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cogl_handle_ref (shader_handle));
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/* Whenever the shader changes we will need to relink the program
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with the fixed functionality shaders so we should forget the
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cached programs */
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_cogl_gles2_clear_cache_for_program (program);
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}
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void
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cogl_program_link (CoglHandle handle)
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{
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/* There's no point in linking the program here because it will have
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to be relinked with a different fixed functionality shader
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whenever the settings change */
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}
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void
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cogl_program_use (CoglHandle handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
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return;
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ctx->gles2.settings.user_program = handle;
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ctx->gles2.settings_dirty = TRUE;
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}
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COGLint
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cogl_program_get_uniform_location (CoglHandle handle,
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const gchar *uniform_name)
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{
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int i;
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CoglProgram *program;
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if (!cogl_is_program (handle))
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return -1;
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program = _cogl_program_pointer_from_handle (handle);
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/* We can't just ask the GL program object for the uniform location
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directly because it will change every time the program is linked
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with a new fixed functionality shader. Instead we make our own
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mapping of uniform numbers and cache the names */
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for (i = 0; program->custom_uniform_names[i]
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&& i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
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if (!strcmp (program->custom_uniform_names[i], uniform_name))
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return i;
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if (i < COGL_GLES2_NUM_CUSTOM_UNIFORMS)
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{
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program->custom_uniform_names[i] = g_strdup (uniform_name);
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return i;
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}
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else
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/* We've run out of space for new uniform names so just pretend it
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isn't there */
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return -1;
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}
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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cogl_program_uniform_float (uniform_no, 1, 1, &value);
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}
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void
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cogl_program_uniform_1i (COGLint uniform_no,
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gint value)
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{
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cogl_program_uniform_int (uniform_no, 1, 1, &value);
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}
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static void
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cogl_program_uniform_x (COGLint uniform_no,
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gint size,
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gint count,
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CoglBoxedType type,
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size_t value_size,
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gconstpointer value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS
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&& size >= 1 && size <= 4 && count >= 1)
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{
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CoglBoxedValue *bv = ctx->gles2.custom_uniforms + uniform_no;
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if (count == 1)
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{
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if (bv->count > 1)
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g_free (bv->v.array);
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memcpy (bv->v.float_value, value, value_size);
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}
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else
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{
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if (bv->count > 1)
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{
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if (bv->count != count || bv->size != size || bv->type != type)
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{
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g_free (bv->v.array);
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bv->v.array = g_malloc (count * value_size);
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}
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}
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else
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bv->v.array = g_malloc (count * value_size);
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memcpy (bv->v.array, value, count * value_size);
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}
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bv->type = type;
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bv->size = size;
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bv->count = count;
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ctx->gles2.dirty_custom_uniforms |= 1 << uniform_no;
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}
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}
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void
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cogl_program_uniform_float (COGLint uniform_no,
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gint size,
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gint count,
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const GLfloat *value)
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{
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cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_FLOAT,
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sizeof (float) * size, value);
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}
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void
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cogl_program_uniform_int (COGLint uniform_no,
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gint size,
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gint count,
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const GLint *value)
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{
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cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_INT,
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sizeof (gint) * size, value);
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}
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void
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cogl_program_uniform_matrix (COGLint uniform_no,
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gint size,
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gint count,
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gboolean transpose,
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const GLfloat *value)
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{
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CoglBoxedValue *bv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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bv = ctx->gles2.custom_uniforms + uniform_no;
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cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_MATRIX,
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sizeof (float) * size * size, value);
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bv->transpose = transpose;
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}
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#else /* HAVE_COGL_GLES2 */
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/* No support on regular OpenGL 1.1 */
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CoglHandle
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cogl_create_program (void)
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{
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return COGL_INVALID_HANDLE;
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}
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gboolean
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cogl_is_program (CoglHandle handle)
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{
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return FALSE;
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}
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CoglHandle
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cogl_program_ref (CoglHandle handle)
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{
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return COGL_INVALID_HANDLE;
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}
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void
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cogl_program_unref (CoglHandle handle)
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{
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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}
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void
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cogl_program_link (CoglHandle program_handle)
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{
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}
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void
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cogl_program_use (CoglHandle program_handle)
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{
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}
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COGLint
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cogl_program_get_uniform_location (CoglHandle program_handle,
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const gchar *uniform_name)
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{
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return 0;
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}
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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}
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void
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cogl_program_uniform_float (COGLint uniform_no,
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gint size,
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gint count,
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const GLfloat *value)
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{
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}
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void
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cogl_program_uniform_int (COGLint uniform_no,
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gint size,
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gint count,
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const COGLint *value)
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{
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}
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void
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cogl_program_uniform_matrix (COGLint uniform_no,
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gint size,
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gint count,
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gboolean transpose,
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const GLfloat *value)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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