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fdbc741770
Since we plan to add public cogl_context_* API we need to rename the current cogl-context.h which contains private member details.
900 lines
28 KiB
C
900 lines
28 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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* 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 <string.h>
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#include "cogl-pipeline-private.h"
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#include "cogl-shader-private.h"
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#include "cogl-blend-string.h"
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#ifdef COGL_PIPELINE_FRAGEND_GLSL
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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-shader-private.h"
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#include "cogl-program-private.h"
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#ifndef HAVE_COGL_GLES2
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#define glCreateShader ctx->drv.pf_glCreateShader
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#define glGetShaderiv ctx->drv.pf_glGetShaderiv
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#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
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#define glCompileShader ctx->drv.pf_glCompileShader
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#define glShaderSource ctx->drv.pf_glShaderSource
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#define glDeleteShader ctx->drv.pf_glDeleteShader
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#endif /* HAVE_COGL_GLES2 */
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#include <glib.h>
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/*
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* GL/GLES compatability defines for pipeline thingies:
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*/
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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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typedef struct _UnitState
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{
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unsigned int sampled:1;
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unsigned int combine_constant_used:1;
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} UnitState;
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typedef struct _GlslShaderState
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{
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int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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UnitState *unit_state;
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/* Age of the user program that was current when the shader was
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generated. We need to keep track of this because if the user
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program changes then we may need to redecide whether to generate
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a shader at all */
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unsigned int user_program_age;
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} GlslShaderState;
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typedef struct _CoglPipelineFragendGlslPrivate
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{
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GlslShaderState *glsl_shader_state;
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} CoglPipelineFragendGlslPrivate;
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const CoglPipelineFragend _cogl_pipeline_glsl_backend;
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static GlslShaderState *
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glsl_shader_state_new (int n_layers)
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{
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GlslShaderState *state = g_slice_new0 (GlslShaderState);
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state->ref_count = 1;
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state->unit_state = g_new0 (UnitState, n_layers);
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return state;
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}
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static GlslShaderState *
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glsl_shader_state_ref (GlslShaderState *state)
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{
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state->ref_count++;
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return state;
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}
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void
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glsl_shader_state_unref (GlslShaderState *state)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (state->ref_count > 0);
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state->ref_count--;
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if (state->ref_count == 0)
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{
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if (state->gl_shader)
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GE( glDeleteShader (state->gl_shader) );
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g_free (state->unit_state);
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g_slice_free (GlslShaderState, state);
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}
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}
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static CoglPipelineFragendGlslPrivate *
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get_glsl_priv (CoglPipeline *pipeline)
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{
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if (!(pipeline->fragend_priv_set_mask & COGL_PIPELINE_FRAGEND_GLSL_MASK))
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return NULL;
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return pipeline->fragend_privs[COGL_PIPELINE_FRAGEND_GLSL];
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}
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static void
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set_glsl_priv (CoglPipeline *pipeline, CoglPipelineFragendGlslPrivate *priv)
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{
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if (priv)
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{
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pipeline->fragend_privs[COGL_PIPELINE_FRAGEND_GLSL] = priv;
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pipeline->fragend_priv_set_mask |= COGL_PIPELINE_FRAGEND_GLSL_MASK;
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}
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else
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pipeline->fragend_priv_set_mask &= ~COGL_PIPELINE_FRAGEND_GLSL_MASK;
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}
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static GlslShaderState *
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get_glsl_shader_state (CoglPipeline *pipeline)
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{
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CoglPipelineFragendGlslPrivate *priv = get_glsl_priv (pipeline);
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if (!priv)
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return NULL;
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return priv->glsl_shader_state;
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}
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GLuint
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_cogl_pipeline_fragend_glsl_get_shader (CoglPipeline *pipeline)
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{
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GlslShaderState *glsl_shader_state = get_glsl_shader_state (pipeline);
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if (glsl_shader_state)
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return glsl_shader_state->gl_shader;
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else
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return 0;
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}
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static void
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dirty_glsl_shader_state (CoglPipeline *pipeline)
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{
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CoglPipelineFragendGlslPrivate *priv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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priv = get_glsl_priv (pipeline);
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if (!priv)
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return;
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if (priv->glsl_shader_state)
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{
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glsl_shader_state_unref (priv->glsl_shader_state);
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priv->glsl_shader_state = NULL;
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}
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}
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static gboolean
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_cogl_pipeline_fragend_glsl_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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CoglPipelineFragendGlslPrivate *priv;
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CoglPipeline *authority;
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CoglPipelineFragendGlslPrivate *authority_priv;
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CoglProgram *user_program;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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/* If the user fragment shader isn't GLSL then we should let
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another backend handle it */
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if (user_program &&
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_cogl_program_has_fragment_shader (user_program) &&
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE;
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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priv = get_glsl_priv (pipeline);
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if (!priv)
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{
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priv = g_slice_new0 (CoglPipelineFragendGlslPrivate);
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set_glsl_priv (pipeline, priv);
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}
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if (!priv->glsl_shader_state)
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{
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/* If we don't have an associated glsl shader yet then find the
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* glsl-authority (the oldest ancestor whose state will result in
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* the same shader being generated as for this pipeline).
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*
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* We always make sure to associate new shader with the
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* glsl-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_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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authority_priv = get_glsl_priv (authority);
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if (!authority_priv)
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{
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authority_priv = g_slice_new0 (CoglPipelineFragendGlslPrivate);
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set_glsl_priv (authority, authority_priv);
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}
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/* If we don't have an existing program associated with the
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* glsl-authority then start generating code for a new shader...
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*/
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if (!authority_priv->glsl_shader_state)
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{
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GlslShaderState *glsl_shader_state =
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glsl_shader_state_new (n_layers);
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authority_priv->glsl_shader_state = glsl_shader_state;
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}
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/* If the pipeline isn't actually its own glsl-authority
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* then take a reference to the program state associated
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* with the glsl-authority... */
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if (authority != pipeline)
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priv->glsl_shader_state =
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glsl_shader_state_ref (authority_priv->glsl_shader_state);
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}
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if (priv->glsl_shader_state->gl_shader)
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{
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/* If we already have a valid GLSL shader then we don't need to
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generate a new one. However if there's a user program and it
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has changed since the last link then we do need a new shader */
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if (user_program == NULL ||
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(priv->glsl_shader_state->user_program_age == user_program->age))
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return TRUE;
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/* We need to recreate the shader so destroy the existing one */
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GE( glDeleteShader (priv->glsl_shader_state->gl_shader) );
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priv->glsl_shader_state->gl_shader = 0;
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}
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/* If we make it here then we have a glsl_shader_state struct
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without a gl_shader either because this is the first time we've
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encountered it or because the user program has changed */
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if (user_program)
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priv->glsl_shader_state->user_program_age = user_program->age;
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/* If the user program contains a fragment shader then we don't need
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to generate one */
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if (user_program &&
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_cogl_program_has_fragment_shader (user_program))
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return TRUE;
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/* We reuse two grow-only GStrings for code-gen. One string
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contains the uniform and attribute declarations while the
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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priv->glsl_shader_state->header = ctx->codegen_header_buffer;
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priv->glsl_shader_state->source = ctx->codegen_source_buffer;
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g_string_append (priv->glsl_shader_state->source,
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"void\n"
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"main ()\n"
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"{\n");
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for (i = 0; i < n_layers; i++)
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{
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priv->glsl_shader_state->unit_state[i].sampled = FALSE;
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priv->glsl_shader_state->unit_state[i].combine_constant_used = FALSE;
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}
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return TRUE;
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}
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static void
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add_constant_lookup (GlslShaderState *glsl_shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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const char *swizzle)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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/* Create a sampler uniform for this layer if we haven't already */
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if (!glsl_shader_state->unit_state[unit_index].combine_constant_used)
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{
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g_string_append_printf (glsl_shader_state->header,
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"uniform vec4 _cogl_layer_constant_%i;\n",
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unit_index);
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glsl_shader_state->unit_state[unit_index].combine_constant_used = TRUE;
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}
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g_string_append_printf (glsl_shader_state->source,
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"_cogl_layer_constant_%i.%s",
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unit_index, swizzle);
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}
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static void
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add_texture_lookup (GlslShaderState *glsl_shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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const char *swizzle)
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{
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CoglHandle texture;
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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const char *target_string, *tex_coord_swizzle;
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texture = _cogl_pipeline_layer_get_texture (layer);
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if (texture == COGL_INVALID_HANDLE)
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{
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target_string = "2D";
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tex_coord_swizzle = "st";
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}
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else
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{
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GLenum gl_target;
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cogl_texture_get_gl_texture (texture, NULL, &gl_target);
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switch (gl_target)
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{
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#ifndef HAVE_COGL_GLES2
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case GL_TEXTURE_1D:
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target_string = "1D";
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tex_coord_swizzle = "s";
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break;
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#endif
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case GL_TEXTURE_2D:
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target_string = "2D";
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tex_coord_swizzle = "st";
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break;
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#ifdef GL_ARB_texture_rectangle
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case GL_TEXTURE_RECTANGLE_ARB:
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target_string = "2DRect";
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tex_coord_swizzle = "st";
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break;
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#endif
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case GL_TEXTURE_3D:
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target_string = "3D";
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tex_coord_swizzle = "stp";
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break;
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default:
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g_assert_not_reached ();
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}
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}
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/* Create a sampler uniform for this layer if we haven't already */
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if (!glsl_shader_state->unit_state[unit_index].sampled)
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{
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g_string_append_printf (glsl_shader_state->header,
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"uniform sampler%s _cogl_sampler_%i;\n",
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target_string,
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unit_index);
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glsl_shader_state->unit_state[unit_index].sampled = TRUE;
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}
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g_string_append_printf (glsl_shader_state->source,
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"texture%s (_cogl_sampler_%i, ",
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target_string, unit_index);
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/* If point sprite coord generation is being used then divert to the
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built-in varying var for that instead of the texture
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coordinates. We don't want to do this under GL because in that
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case we will instead use glTexEnv(GL_COORD_REPLACE) to replace
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the texture coords with the point sprite coords. Although GL also
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supports the gl_PointCoord variable, it requires GLSL 1.2 which
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would mean we would have to declare the GLSL version and check
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for it */
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#ifdef HAVE_COGL_GLES2
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if (cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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layer->index))
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g_string_append_printf (glsl_shader_state->source,
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"gl_PointCoord.%s",
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tex_coord_swizzle);
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else
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#endif
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g_string_append_printf (glsl_shader_state->source,
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"cogl_tex_coord_in[%d].%s",
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unit_index, tex_coord_swizzle);
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g_string_append_printf (glsl_shader_state->source, ").%s", swizzle);
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}
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typedef struct
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{
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int unit_index;
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CoglPipelineLayer *layer;
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} FindPipelineLayerData;
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static gboolean
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find_pipeline_layer_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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FindPipelineLayerData *data = user_data;
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int unit_index;
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unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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if (unit_index == data->unit_index)
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{
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data->layer = layer;
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return FALSE;
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}
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return TRUE;
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}
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static void
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add_arg (GlslShaderState *glsl_shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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CoglPipelineCombineSource src,
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CoglPipelineCombineOp operand,
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const char *swizzle)
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{
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GString *shader_source = glsl_shader_state->source;
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char alpha_swizzle[5] = "aaaa";
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g_string_append_c (shader_source, '(');
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if (operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR ||
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operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA)
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g_string_append_printf (shader_source,
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"vec4(1.0, 1.0, 1.0, 1.0).%s - ",
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swizzle);
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/* If the operand is reading from the alpha then replace the swizzle
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with the same number of copies of the alpha */
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if (operand == COGL_PIPELINE_COMBINE_OP_SRC_ALPHA ||
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operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA)
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{
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alpha_swizzle[strlen (swizzle)] = '\0';
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swizzle = alpha_swizzle;
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}
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switch (src)
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{
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case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
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add_texture_lookup (glsl_shader_state,
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pipeline,
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layer,
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swizzle);
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
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add_constant_lookup (glsl_shader_state,
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pipeline,
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layer,
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swizzle);
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break;
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case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
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if (_cogl_pipeline_layer_get_unit_index (layer) > 0)
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{
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g_string_append_printf (shader_source, "cogl_color_out.%s", swizzle);
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break;
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}
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/* flow through */
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case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
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g_string_append_printf (shader_source, "cogl_color_in.%s", swizzle);
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break;
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default:
|
|
if (src >= COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0 &&
|
|
src < COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0 + 32)
|
|
{
|
|
FindPipelineLayerData data;
|
|
|
|
data.unit_index = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
|
|
data.layer = layer;
|
|
|
|
_cogl_pipeline_foreach_layer_internal (pipeline,
|
|
find_pipeline_layer_cb,
|
|
&data);
|
|
|
|
add_texture_lookup (glsl_shader_state,
|
|
pipeline,
|
|
data.layer,
|
|
swizzle);
|
|
}
|
|
break;
|
|
}
|
|
|
|
g_string_append_c (shader_source, ')');
|
|
}
|
|
|
|
static void
|
|
append_masked_combine (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
const char *swizzle,
|
|
CoglPipelineCombineFunc function,
|
|
CoglPipelineCombineSource *src,
|
|
CoglPipelineCombineOp *op)
|
|
{
|
|
GlslShaderState *glsl_shader_state = get_glsl_shader_state (pipeline);
|
|
GString *shader_source = glsl_shader_state->source;
|
|
|
|
g_string_append_printf (glsl_shader_state->source,
|
|
" cogl_color_out.%s = ", swizzle);
|
|
|
|
switch (function)
|
|
{
|
|
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" - vec4(0.5, 0.5, 0.5, 0.5).%s",
|
|
swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " - ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[2], op[2], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[2], op[2], swizzle);
|
|
g_string_append_c (shader_source, ')');
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
|
|
g_string_append (shader_source, "vec4(4.0 * ((");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], "r");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], "r");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], "g");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], "g");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[0], op[0], "b");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_shader_state, pipeline, layer,
|
|
src[1], op[1], "b");
|
|
g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
|
|
break;
|
|
}
|
|
|
|
g_string_append_printf (shader_source, ";\n");
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference)
|
|
{
|
|
GlslShaderState *glsl_shader_state = get_glsl_shader_state (pipeline);
|
|
CoglPipelineLayer *combine_authority =
|
|
_cogl_pipeline_layer_get_authority (layer,
|
|
COGL_PIPELINE_LAYER_STATE_COMBINE);
|
|
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
|
|
|
|
if (!glsl_shader_state->source)
|
|
return TRUE;
|
|
|
|
if (!_cogl_pipeline_need_texture_combine_separate (combine_authority) ||
|
|
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
|
|
* since if you use it, it overrides your ALPHA function...
|
|
*/
|
|
big_state->texture_combine_rgb_func ==
|
|
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
"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,
|
|
"rgb",
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
"a",
|
|
big_state->texture_combine_alpha_func,
|
|
big_state->texture_combine_alpha_src,
|
|
big_state->texture_combine_alpha_op);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_pipeline_fragend_glsl_passthrough (CoglPipeline *pipeline)
|
|
{
|
|
GlslShaderState *glsl_shader_state = get_glsl_shader_state (pipeline);
|
|
|
|
if (!glsl_shader_state->source)
|
|
return TRUE;
|
|
|
|
g_string_append (glsl_shader_state->source,
|
|
" cogl_color_out = cogl_color_in;\n");
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* GLES2 doesn't have alpha testing so we need to implement it in the
|
|
shader */
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
static void
|
|
add_alpha_test_snippet (CoglPipeline *pipeline,
|
|
GlslShaderState *glsl_shader_state)
|
|
{
|
|
CoglPipelineAlphaFunc alpha_func;
|
|
|
|
alpha_func = cogl_pipeline_get_alpha_test_function (pipeline);
|
|
|
|
if (alpha_func == COGL_PIPELINE_ALPHA_FUNC_ALWAYS)
|
|
/* Do nothing */
|
|
return;
|
|
|
|
if (alpha_func == COGL_PIPELINE_ALPHA_FUNC_NEVER)
|
|
{
|
|
/* Always discard the fragment */
|
|
g_string_append (glsl_shader_state->source,
|
|
" discard;\n");
|
|
return;
|
|
}
|
|
|
|
/* For all of the other alpha functions we need a uniform for the
|
|
reference */
|
|
|
|
g_string_append (glsl_shader_state->header,
|
|
"uniform float _cogl_alpha_test_ref;\n");
|
|
|
|
g_string_append (glsl_shader_state->source,
|
|
" if (cogl_color_out.a ");
|
|
|
|
switch (alpha_func)
|
|
{
|
|
case COGL_PIPELINE_ALPHA_FUNC_LESS:
|
|
g_string_append (glsl_shader_state->source, ">=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_EQUAL:
|
|
g_string_append (glsl_shader_state->source, "!=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_LEQUAL:
|
|
g_string_append (glsl_shader_state->source, ">");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GREATER:
|
|
g_string_append (glsl_shader_state->source, "<=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL:
|
|
g_string_append (glsl_shader_state->source, "==");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GEQUAL:
|
|
g_string_append (glsl_shader_state->source, "< ");
|
|
break;
|
|
|
|
case COGL_PIPELINE_ALPHA_FUNC_ALWAYS:
|
|
case COGL_PIPELINE_ALPHA_FUNC_NEVER:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
g_string_append (glsl_shader_state->source,
|
|
" _cogl_alpha_test_ref)\n discard;\n");
|
|
}
|
|
|
|
#endif /* HAVE_COGL_GLES2 */
|
|
|
|
gboolean
|
|
_cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
GlslShaderState *glsl_shader_state = get_glsl_shader_state (pipeline);
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (glsl_shader_state->source)
|
|
{
|
|
const char *source_strings[2];
|
|
GLint lengths[2];
|
|
GLint compile_status;
|
|
GLuint shader;
|
|
int n_tex_coord_attribs = 0;
|
|
int i, n_layers;
|
|
|
|
COGL_STATIC_COUNTER (fragend_glsl_compile_counter,
|
|
"glsl fragment compile counter",
|
|
"Increments each time a new GLSL "
|
|
"fragment shader is compiled",
|
|
0 /* no application private data */);
|
|
COGL_COUNTER_INC (_cogl_uprof_context, fragend_glsl_compile_counter);
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
add_alpha_test_snippet (pipeline, glsl_shader_state);
|
|
#endif
|
|
|
|
g_string_append (glsl_shader_state->source, "}\n");
|
|
|
|
GE_RET( shader, glCreateShader (GL_FRAGMENT_SHADER) );
|
|
|
|
lengths[0] = glsl_shader_state->header->len;
|
|
source_strings[0] = glsl_shader_state->header->str;
|
|
lengths[1] = glsl_shader_state->source->len;
|
|
source_strings[1] = glsl_shader_state->source->str;
|
|
|
|
/* Find the highest texture unit that is sampled to pass as the
|
|
number of texture coordinate attributes */
|
|
n_layers = cogl_pipeline_get_n_layers (pipeline);
|
|
for (i = 0; i < n_layers; i++)
|
|
if (glsl_shader_state->unit_state[i].sampled)
|
|
n_tex_coord_attribs = i + 1;
|
|
|
|
_cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER,
|
|
n_tex_coord_attribs,
|
|
2, /* count */
|
|
source_strings, lengths);
|
|
|
|
GE( glCompileShader (shader) );
|
|
GE( glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
|
|
|
if (!compile_status)
|
|
{
|
|
GLint len = 0;
|
|
char *shader_log;
|
|
|
|
GE( glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
|
shader_log = g_alloca (len);
|
|
GE( glGetShaderInfoLog (shader, len, &len, shader_log) );
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
}
|
|
|
|
glsl_shader_state->header = NULL;
|
|
glsl_shader_state->source = NULL;
|
|
glsl_shader_state->gl_shader = shader;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_fragend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
if ((change & COGL_PIPELINE_STATE_AFFECTS_FRAGMENT_CODEGEN))
|
|
dirty_glsl_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_glsl_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
CoglPipelineFragendGlslPrivate *priv;
|
|
|
|
priv = get_glsl_priv (owner);
|
|
if (!priv)
|
|
return;
|
|
|
|
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_FRAGMENT_CODEGEN))
|
|
{
|
|
dirty_glsl_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
/* 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. */
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_fragend_glsl_free_priv (CoglPipeline *pipeline)
|
|
{
|
|
CoglPipelineFragendGlslPrivate *priv = get_glsl_priv (pipeline);
|
|
if (priv)
|
|
{
|
|
if (priv->glsl_shader_state)
|
|
glsl_shader_state_unref (priv->glsl_shader_state);
|
|
g_slice_free (CoglPipelineFragendGlslPrivate, priv);
|
|
set_glsl_priv (pipeline, NULL);
|
|
}
|
|
}
|
|
|
|
const CoglPipelineFragend _cogl_pipeline_glsl_fragend =
|
|
{
|
|
_cogl_pipeline_fragend_glsl_start,
|
|
_cogl_pipeline_fragend_glsl_add_layer,
|
|
_cogl_pipeline_fragend_glsl_passthrough,
|
|
_cogl_pipeline_fragend_glsl_end,
|
|
_cogl_pipeline_fragend_glsl_pre_change_notify,
|
|
NULL, /* pipeline_set_parent_notify */
|
|
_cogl_pipeline_fragend_glsl_layer_pre_change_notify,
|
|
_cogl_pipeline_fragend_glsl_free_priv,
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_FRAGEND_GLSL */
|
|
|