mutter/cogl/cogl-program.c
Robert Bragg 680f63a48c Remove all internal includes of cogl.h
The cogl.h header is meant to be the public header for including the 1.x
api used by Clutter so we should stop using that as a convenient way to
include all likely prototypes and typedefs. Actually we already do a
good job of listing the specific headers we depend on in each of the .c
files we have so mostly this patch just strip out the redundant
includes for cogl.h with a few fixups where that broke the build.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-02-20 23:12:45 +00:00

497 lines
14 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-util.h"
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-shader-private.h"
#include "cogl-program-private.h"
#include <string.h>
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
/* A CoglProgram is effectively just a list of shaders that will be
used together and a set of values for the custom uniforms. No
actual GL program is created - instead this is the responsibility
of the GLSL material backend. The uniform values are collected in
an array and then flushed whenever the material backend requests
it. */
static void
_cogl_program_free (CoglProgram *program)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Unref all of the attached shaders */
g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
/* Destroy the list */
g_slist_free (program->attached_shaders);
for (i = 0; i < program->custom_uniforms->len; i++)
{
CoglProgramUniform *uniform =
&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
g_free (uniform->name);
if (uniform->value.count > 1)
g_free (uniform->value.v.array);
}
g_array_free (program->custom_uniforms, TRUE);
g_slice_free (CoglProgram, program);
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
program = g_slice_new0 (CoglProgram);
program->custom_uniforms =
g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
program->age = 0;
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
shader = _cogl_shader_pointer_from_handle (shader_handle);
/* Only one shader is allowed if the type is ARBfp */
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_COGL_RETURN_IF_FAIL (program->attached_shaders == NULL);
else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
_COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) ==
COGL_SHADER_LANGUAGE_GLSL);
program->attached_shaders
= g_slist_prepend (program->attached_shaders,
cogl_handle_ref (shader_handle));
program->age++;
}
void
cogl_program_link (CoglHandle handle)
{
/* There's no point in linking the program here because it will have
to be relinked with a different fixed functionality shader
whenever the settings change */
}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (handle == COGL_INVALID_HANDLE ||
cogl_is_program (handle));
if (ctx->current_program == 0 && handle != 0)
ctx->legacy_state_set++;
else if (handle == 0 && ctx->current_program != 0)
ctx->legacy_state_set--;
if (handle != COGL_INVALID_HANDLE)
cogl_handle_ref (handle);
if (ctx->current_program != COGL_INVALID_HANDLE)
cogl_handle_unref (ctx->current_program);
ctx->current_program = handle;
}
int
cogl_program_get_uniform_location (CoglHandle handle,
const char *uniform_name)
{
int i;
CoglProgram *program;
CoglProgramUniform *uniform;
if (!cogl_is_program (handle))
return -1;
program = _cogl_program_pointer_from_handle (handle);
/* We can't just ask the GL program object for the uniform location
directly because it will change every time the program is linked
with a different shader. Instead we make our own mapping of
uniform numbers and cache the names */
for (i = 0; i < program->custom_uniforms->len; i++)
{
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform, i);
if (!strcmp (uniform->name, uniform_name))
return i;
}
/* Create a new uniform with the given name */
g_array_set_size (program->custom_uniforms,
program->custom_uniforms->len + 1);
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform,
program->custom_uniforms->len - 1);
uniform->name = g_strdup (uniform_name);
memset (&uniform->value, 0, sizeof (CoglBoxedValue));
uniform->dirty = TRUE;
uniform->location_valid = FALSE;
return program->custom_uniforms->len - 1;
}
static CoglProgramUniform *
cogl_program_modify_uniform (CoglProgram *program,
int uniform_no)
{
CoglProgramUniform *uniform;
_COGL_RETURN_VAL_IF_FAIL (cogl_is_program (program), NULL);
_COGL_RETURN_VAL_IF_FAIL (uniform_no >= 0 &&
uniform_no < program->custom_uniforms->len,
NULL);
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform, uniform_no);
uniform->dirty = TRUE;
return uniform;
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
CoglProgramUniform *uniform;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
_cogl_boxed_value_set_1f (&uniform->value, value);
}
void
cogl_program_set_uniform_1f (CoglHandle handle,
int uniform_location,
float value)
{
CoglProgramUniform *uniform;
uniform = cogl_program_modify_uniform (handle, uniform_location);
_cogl_boxed_value_set_1f (&uniform->value, value);
}
void
cogl_program_uniform_1i (int uniform_no,
int value)
{
CoglProgramUniform *uniform;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
_cogl_boxed_value_set_1i (&uniform->value, value);
}
void
cogl_program_set_uniform_1i (CoglHandle handle,
int uniform_location,
int value)
{
CoglProgramUniform *uniform;
uniform = cogl_program_modify_uniform (handle, uniform_location);
_cogl_boxed_value_set_1i (&uniform->value, value);
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const float *value)
{
CoglProgramUniform *uniform;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
_cogl_boxed_value_set_float (&uniform->value, size, count, value);
}
void
cogl_program_set_uniform_float (CoglHandle handle,
int uniform_location,
int n_components,
int count,
const float *value)
{
CoglProgramUniform *uniform;
uniform = cogl_program_modify_uniform (handle, uniform_location);
_cogl_boxed_value_set_float (&uniform->value, n_components, count, value);
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const int *value)
{
CoglProgramUniform *uniform;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
_cogl_boxed_value_set_int (&uniform->value, size, count, value);
}
void
cogl_program_set_uniform_int (CoglHandle handle,
int uniform_location,
int n_components,
int count,
const int *value)
{
CoglProgramUniform *uniform;
uniform = cogl_program_modify_uniform (handle, uniform_location);
_cogl_boxed_value_set_int (&uniform->value, n_components, count, value);
}
void
cogl_program_set_uniform_matrix (CoglHandle handle,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value)
{
CoglProgramUniform *uniform;
uniform = cogl_program_modify_uniform (handle, uniform_location);
_cogl_boxed_value_set_matrix (&uniform->value,
dimensions,
count,
transpose,
value);
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const float *value)
{
CoglProgramUniform *uniform;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
_cogl_boxed_value_set_matrix (&uniform->value, size, count, transpose, value);
}
/* ARBfp local parameters can be referenced like:
*
* "program.local[5]"
* ^14char offset (after whitespace is stripped)
*/
static int
get_local_param_index (const char *uniform_name)
{
char *input = g_strdup (uniform_name);
int i;
char *p = input;
char *endptr;
int _index;
for (i = 0; input[i] != '\0'; i++)
if (input[i] != '_' && input[i] != '\t')
*p++ = input[i];
input[i] = '\0';
_COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1);
_index = g_ascii_strtoull (input + 14, &endptr, 10);
_COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1);
_COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1);
_COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1);
g_free (input);
return _index;
}
#ifdef HAVE_COGL_GL
static void
_cogl_program_flush_uniform_arbfp (GLint location,
CoglBoxedValue *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (value->type != COGL_BOXED_NONE)
{
_COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT);
_COGL_RETURN_IF_FAIL (value->size == 4);
_COGL_RETURN_IF_FAIL (value->count == 1);
GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
value->v.float_value) );
}
}
#endif /* HAVE_COGL_GL */
void
_cogl_program_flush_uniforms (CoglProgram *program,
GLuint gl_program,
gboolean gl_program_changed)
{
CoglProgramUniform *uniform;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_COGL_RETURN_IF_FAIL (ctx->driver != COGL_DRIVER_GLES1);
for (i = 0; i < program->custom_uniforms->len; i++)
{
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform, i);
if (gl_program_changed || uniform->dirty)
{
if (gl_program_changed || !uniform->location_valid)
{
if (_cogl_program_get_language (program) ==
COGL_SHADER_LANGUAGE_GLSL)
uniform->location =
ctx->glGetUniformLocation (gl_program, uniform->name);
else
uniform->location =
get_local_param_index (uniform->name);
uniform->location_valid = TRUE;
}
/* If the uniform isn't really in the program then there's
no need to actually set it */
if (uniform->location != -1)
{
switch (_cogl_program_get_language (program))
{
case COGL_SHADER_LANGUAGE_GLSL:
_cogl_boxed_value_set_uniform (ctx,
uniform->location,
&uniform->value);
break;
case COGL_SHADER_LANGUAGE_ARBFP:
#ifdef HAVE_COGL_GL
_cogl_program_flush_uniform_arbfp (uniform->location,
&uniform->value);
#endif
break;
}
}
uniform->dirty = FALSE;
}
}
}
CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle)
{
CoglProgram *program = handle;
/* Use the language of the first shader */
if (program->attached_shaders)
{
CoglShader *shader = program->attached_shaders->data;
return shader->language;
}
else
return COGL_SHADER_LANGUAGE_GLSL;
}
static gboolean
_cogl_program_has_shader_type (CoglProgram *program,
CoglShaderType type)
{
GSList *l;
for (l = program->attached_shaders; l; l = l->next)
{
CoglShader *shader = l->data;
if (shader->type == type)
return TRUE;
}
return FALSE;
}
gboolean
_cogl_program_has_fragment_shader (CoglHandle handle)
{
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
}
gboolean
_cogl_program_has_vertex_shader (CoglHandle handle)
{
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
}