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63206a208b
This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
1717 lines
50 KiB
C
1717 lines
50 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, see <http://www.gnu.org/licenses/>.
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*
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*
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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 <math.h>
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/* We don't want to get the remaps from the gl* functions to the
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cogl_wrap_gl* functions in this file because we need to be able to
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call the base version */
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#define COGL_GLES2_WRAPPER_NO_REMAP 1
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#include "cogl.h"
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#include "cogl-gles2-wrapper.h"
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#include "cogl-fixed-vertex-shader.h"
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#include "cogl-fixed-fragment-shader.h"
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#include "cogl-context.h"
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#include "cogl-shader-private.h"
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#include "cogl-shader.h"
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#include "cogl-internal.h"
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#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
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CoglGles2Wrapper *wvar; \
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{ \
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CoglContext *__ctxvar = _cogl_context_get_default (); \
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if (__ctxvar == NULL) return retval; \
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wvar = &__ctxvar->drv.gles2; \
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}
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#define _COGL_GLES2_CHANGE_SETTING(w, var, val) \
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do \
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if ((w)->settings.var != (val)) \
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{ \
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(w)->settings.var = (val); \
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(w)->settings_dirty = TRUE; \
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} \
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while (0)
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#define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \
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do \
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if ((w)->var != (val)) \
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{ \
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(w)->var = (val); \
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(w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \
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} \
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while (0)
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#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
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#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 1
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#define COGL_GLES2_WRAPPER_NORMAL_ATTRIB 2
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static GLuint
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cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
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{
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GLuint shader;
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GLint source_len = strlen (source);
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GLint status;
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shader = glCreateShader (type);
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glShaderSource (shader, 1, &source, &source_len);
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glCompileShader (shader);
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glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char shader_log[1024];
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GLint len;
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glGetShaderInfoLog (shader, sizeof (shader_log) - 1, &len, shader_log);
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shader_log[len] = '\0';
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g_critical ("%s", shader_log);
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glDeleteShader (shader);
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return 0;
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}
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return shader;
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}
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static void
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initialize_texture_units (CoglGles2Wrapper *w)
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{
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/* We save the active texture unit since we may need to temporarily
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* change this to initialise each new texture unit and we want to
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* restore the active unit afterwards */
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int initial_active_unit = w->active_texture_unit;
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GLint prev_mode;
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int i;
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/* We will need to set the matrix mode to GL_TEXTURE to
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* initialise any new texture units, so we save the current
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* mode for restoring afterwards */
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GE( _cogl_wrap_glGetIntegerv (GL_MATRIX_MODE, &prev_mode));
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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{
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CoglGles2WrapperTextureUnit *new_unit;
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new_unit = w->texture_units + i;
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memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit));
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w->active_texture_unit = i;
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GE( _cogl_wrap_glMatrixMode (GL_TEXTURE));
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GE( _cogl_wrap_glLoadIdentity ());
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/* The real GL default is GL_MODULATE but the shader only
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supports GL_COMBINE so let's default to that instead */
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
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GL_COMBINE) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB,
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GL_MODULATE) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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GL_PREVIOUS) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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GL_TEXTURE) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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GL_SRC_COLOR) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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GL_SRC_COLOR) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
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GL_MODULATE) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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GL_PREVIOUS) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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GL_TEXTURE) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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GL_SRC_COLOR) );
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GE( _cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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GL_SRC_COLOR) );
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GE( _cogl_wrap_glTexEnvi (GL_POINT_SPRITE, GL_COORD_REPLACE,
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GL_FALSE) );
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}
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GE( _cogl_wrap_glMatrixMode ((GLenum) prev_mode));
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w->settings.texture_units = 0;
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w->active_texture_unit = initial_active_unit;
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}
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void
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_cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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{
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GLfloat default_fog_color[4] = { 0, 0, 0, 0 };
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memset (wrapper, 0, sizeof (CoglGles2Wrapper));
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/* Initialize the stacks */
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_cogl_wrap_glMatrixMode (GL_PROJECTION);
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_cogl_wrap_glLoadIdentity ();
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_cogl_wrap_glMatrixMode (GL_MODELVIEW);
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_cogl_wrap_glLoadIdentity ();
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/* The gl*ActiveTexture wrappers will initialise the texture
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* stack for the texture unit when it's first activated */
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_cogl_wrap_glActiveTexture (GL_TEXTURE0);
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_cogl_wrap_glClientActiveTexture (GL_TEXTURE0);
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/* Initialize the fogging options */
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_cogl_wrap_glDisable (GL_FOG);
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_cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR);
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_cogl_wrap_glFogf (GL_FOG_DENSITY, 1.0);
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_cogl_wrap_glFogf (GL_FOG_START, 0);
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_cogl_wrap_glFogf (GL_FOG_END, 1);
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_cogl_wrap_glFogfv (GL_FOG_COLOR, default_fog_color);
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/* Initialize alpha testing */
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_cogl_wrap_glDisable (GL_ALPHA_TEST);
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_cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
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/* Initialize the point size */
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_cogl_wrap_glPointSize (1.0f);
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initialize_texture_units (wrapper);
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}
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static int
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cogl_gles2_get_n_args_for_combine_func (GLenum func)
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{
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switch (func)
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{
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case GL_REPLACE:
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return 1;
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case GL_MODULATE:
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case GL_ADD:
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case GL_ADD_SIGNED:
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case GL_SUBTRACT:
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case GL_DOT3_RGB:
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case GL_DOT3_RGBA:
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return 2;
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case GL_INTERPOLATE:
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return 3;
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default:
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return 0;
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}
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}
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static gboolean
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cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
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const CoglGles2WrapperSettings *b,
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gboolean vertex_tests,
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gboolean fragment_tests)
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{
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int i;
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if (a->texture_units != b->texture_units)
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return FALSE;
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if (fragment_tests)
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{
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if (a->alpha_test_enabled != b->alpha_test_enabled)
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return FALSE;
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if (a->alpha_test_enabled && a->alpha_test_func != b->alpha_test_func)
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return FALSE;
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}
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if (a->fog_enabled != b->fog_enabled)
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return FALSE;
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if (vertex_tests && a->fog_enabled && a->fog_mode != b->fog_mode)
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return FALSE;
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/* Compare layer combine operation for each active unit */
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if (fragment_tests)
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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{
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if (!!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (a->texture_units, i) !=
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!!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (b->texture_units, i))
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return FALSE;
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (a->texture_units, i))
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{
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const CoglGles2WrapperTexEnv *tex_env_a = a->tex_env + i;
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const CoglGles2WrapperTexEnv *tex_env_b = b->tex_env + i;
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int arg, n_args;
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GLenum func;
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if (tex_env_a->texture_target != tex_env_b->texture_target)
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return FALSE;
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if (tex_env_a->point_sprite_coords !=
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tex_env_b->point_sprite_coords)
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return FALSE;
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func = tex_env_a->texture_combine_rgb_func;
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if (func != tex_env_b->texture_combine_rgb_func)
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return FALSE;
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n_args = cogl_gles2_get_n_args_for_combine_func (func);
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for (arg = 0; arg < n_args; arg++)
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{
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if (tex_env_a->texture_combine_rgb_src[arg] !=
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tex_env_b->texture_combine_rgb_src[arg])
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return FALSE;
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if (tex_env_a->texture_combine_rgb_op[arg] !=
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tex_env_b->texture_combine_rgb_op[arg])
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return FALSE;
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}
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}
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}
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return TRUE;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
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{
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GString *shader_source;
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GLuint shader_obj;
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CoglGles2WrapperShader *shader;
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GSList *node;
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int i;
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int n_texture_units = 0;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we already have a vertex shader for these settings */
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for (node = w->compiled_vertex_shaders; node; node = node->next)
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if (cogl_gles2_settings_equal (settings,
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&((CoglGles2WrapperShader *)
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node->data)->settings,
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TRUE, FALSE))
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return (CoglGles2WrapperShader *) node->data;
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/* Otherwise create a new shader */
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shader_source = g_string_new (_cogl_fixed_vertex_shader_per_vertex_attribs);
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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g_string_append_printf (shader_source,
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"attribute vec4 multi_tex_coord_attrib%d;\n",
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i);
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/* Find the biggest enabled texture unit index */
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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n_texture_units = i + 1;
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g_string_append (shader_source, _cogl_fixed_vertex_shader_transform_matrices);
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g_string_append (shader_source, _cogl_fixed_vertex_shader_output_variables);
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if (n_texture_units > 0)
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{
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g_string_append_printf (shader_source,
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"uniform mat4 texture_matrix[%d];\n",
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n_texture_units);
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g_string_append_printf (shader_source,
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"varying vec2 tex_coord[%d];",
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n_texture_units);
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}
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fogging_options);
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g_string_append (shader_source, _cogl_fixed_vertex_shader_main_start);
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i) &&
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!settings->tex_env[i].point_sprite_coords)
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{
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g_string_append_printf (shader_source,
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"transformed_tex_coord = "
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"texture_matrix[%d] "
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" * multi_tex_coord_attrib%d;\n",
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i, i);
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g_string_append_printf (shader_source,
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"tex_coord[%d] = transformed_tex_coord.st "
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" / transformed_tex_coord.q;\n",
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i);
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}
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g_string_append (shader_source, _cogl_fixed_vertex_shader_frag_color_start);
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if (settings->fog_enabled)
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{
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fog_start);
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switch (settings->fog_mode)
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{
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case GL_EXP:
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fog_exp);
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break;
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case GL_EXP2:
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fog_exp2);
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break;
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default:
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fog_linear);
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break;
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}
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g_string_append (shader_source, _cogl_fixed_vertex_shader_fog_end);
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}
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g_string_append (shader_source, _cogl_fixed_vertex_shader_end);
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shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
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shader_source->str);
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g_string_free (shader_source, TRUE);
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if (shader_obj == 0)
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return NULL;
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shader = g_slice_new (CoglGles2WrapperShader);
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shader->shader = shader_obj;
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shader->settings = *settings;
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w->compiled_vertex_shaders = g_slist_prepend (w->compiled_vertex_shaders,
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shader);
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return shader;
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}
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static void
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cogl_gles2_add_texture_lookup (int unit,
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const char *swizzle,
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GString *shader_source)
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{
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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if (w->settings.tex_env[unit].texture_target == GL_TEXTURE_3D_OES)
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g_string_append_printf (shader_source, "texture3D (texture_unit[%d], ",
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unit);
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else
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g_string_append_printf (shader_source, "texture2D (texture_unit[%d], ",
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unit);
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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 */
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if (w->settings.tex_env[unit].point_sprite_coords)
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g_string_append (shader_source, "gl_PointCoord");
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else
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g_string_append_printf (shader_source, "tex_coord[%d]", unit);
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g_string_append_printf (shader_source, ").%s", swizzle);
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}
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static void
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cogl_gles2_add_arg (int unit,
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GLenum src,
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GLenum operand,
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const char *swizzle,
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GString *shader_source)
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{
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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 == GL_ONE_MINUS_SRC_COLOR || operand == GL_ONE_MINUS_SRC_ALPHA)
|
|
g_string_append_printf (shader_source,
|
|
"vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
|
|
/* If the operand is reading from the alpha then replace the swizzle
|
|
with the same number of copies of the alpha */
|
|
if (operand == GL_SRC_ALPHA || operand == GL_ONE_MINUS_SRC_ALPHA)
|
|
{
|
|
alpha_swizzle[strlen (swizzle)] = '\0';
|
|
swizzle = alpha_swizzle;
|
|
}
|
|
|
|
switch (src)
|
|
{
|
|
case GL_TEXTURE:
|
|
cogl_gles2_add_texture_lookup (unit, swizzle, shader_source);
|
|
break;
|
|
|
|
case GL_CONSTANT:
|
|
g_string_append_printf (shader_source, "combine_constant[%d].%s",
|
|
unit, swizzle);
|
|
break;
|
|
|
|
case GL_PREVIOUS:
|
|
if (unit > 0)
|
|
{
|
|
g_string_append_printf (shader_source, "gl_FragColor.%s", swizzle);
|
|
break;
|
|
}
|
|
/* flow through */
|
|
case GL_PRIMARY_COLOR:
|
|
g_string_append_printf (shader_source, "frag_color.%s", swizzle);
|
|
break;
|
|
|
|
default:
|
|
if (src >= GL_TEXTURE0 &&
|
|
src < GL_TEXTURE0 + COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
cogl_gles2_add_texture_lookup (src - GL_TEXTURE0,
|
|
swizzle, shader_source);
|
|
break;
|
|
}
|
|
|
|
g_string_append_c (shader_source, ')');
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_add_operation (int unit,
|
|
GLenum combine_func,
|
|
const GLenum *sources,
|
|
const GLenum *operands,
|
|
const char *swizzle,
|
|
GString *shader_source)
|
|
{
|
|
switch (combine_func)
|
|
{
|
|
case GL_REPLACE:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
break;
|
|
|
|
case GL_MODULATE:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " * ");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
swizzle, shader_source);
|
|
break;
|
|
|
|
case GL_ADD:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " + ");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
swizzle, shader_source);
|
|
break;
|
|
|
|
case GL_ADD_SIGNED:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " + ");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
swizzle, shader_source);
|
|
g_string_append_printf (shader_source,
|
|
" - vec4(0.5, 0.5, 0.5, 0.5).%s",
|
|
swizzle);
|
|
break;
|
|
|
|
case GL_SUBTRACT:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " - ");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
swizzle, shader_source);
|
|
break;
|
|
|
|
case GL_INTERPOLATE:
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " * ");
|
|
cogl_gles2_add_arg (unit, sources[2], operands[2],
|
|
swizzle, shader_source);
|
|
g_string_append (shader_source, " + ");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
swizzle, shader_source);
|
|
g_string_append_printf (shader_source,
|
|
" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
cogl_gles2_add_arg (unit, sources[2], operands[2],
|
|
swizzle, shader_source);
|
|
g_string_append_c (shader_source, ')');
|
|
break;
|
|
|
|
case GL_DOT3_RGB:
|
|
case GL_DOT3_RGBA:
|
|
g_string_append (shader_source, "vec4(4 * ((");
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
"r", shader_source);
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
"r", shader_source);
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
"g", shader_source);
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
"g", shader_source);
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
cogl_gles2_add_arg (unit, sources[0], operands[0],
|
|
"b", shader_source);
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
cogl_gles2_add_arg (unit, sources[1], operands[1],
|
|
"b", shader_source);
|
|
g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
cogl_gles2_rgb_and_alpha_equal (const CoglGles2WrapperTexEnv *tex_env)
|
|
{
|
|
int arg, n_args;
|
|
|
|
if (tex_env->texture_combine_rgb_func != tex_env->texture_combine_alpha_func)
|
|
return FALSE;
|
|
|
|
n_args =
|
|
cogl_gles2_get_n_args_for_combine_func (tex_env->texture_combine_rgb_func);
|
|
|
|
for (arg = 0; arg < n_args; arg++)
|
|
{
|
|
if (tex_env->texture_combine_rgb_src[arg] !=
|
|
tex_env->texture_combine_alpha_src[arg])
|
|
return FALSE;
|
|
|
|
if (tex_env->texture_combine_rgb_op[arg] != GL_SRC_COLOR ||
|
|
tex_env->texture_combine_alpha_op[arg] != GL_SRC_ALPHA)
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
static CoglGles2WrapperShader *
|
|
cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
|
|
{
|
|
GString *shader_source;
|
|
GLuint shader_obj;
|
|
CoglGles2WrapperShader *shader;
|
|
GSList *node;
|
|
int i;
|
|
int n_texture_units = 0;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NULL);
|
|
|
|
/* Check if we already have a fragment shader for these settings */
|
|
for (node = w->compiled_fragment_shaders; node; node = node->next)
|
|
if (cogl_gles2_settings_equal (settings,
|
|
&((CoglGles2WrapperShader *)
|
|
node->data)->settings,
|
|
FALSE, TRUE))
|
|
return (CoglGles2WrapperShader *) node->data;
|
|
|
|
/* Otherwise create a new shader */
|
|
shader_source = g_string_new (_cogl_fixed_fragment_shader_variables_start);
|
|
|
|
/* Find the biggest enabled texture unit index */
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
|
|
n_texture_units = i + 1;
|
|
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_inputs);
|
|
|
|
if (n_texture_units > 0)
|
|
{
|
|
g_string_append_printf (shader_source,
|
|
"varying vec2 tex_coord[%d];\n",
|
|
n_texture_units);
|
|
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_texturing_options);
|
|
g_string_append_printf (shader_source,
|
|
"uniform sampler2D texture_unit[%d];\n",
|
|
n_texture_units);
|
|
}
|
|
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_fogging_options);
|
|
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_main_declare);
|
|
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_main_start);
|
|
|
|
/* This pointless extra variable is needed to work around an
|
|
apparent bug in the PowerVR drivers. Without it the alpha
|
|
blending seems to stop working */
|
|
g_string_append (shader_source,
|
|
"vec4 frag_color_copy = frag_color;\n");
|
|
|
|
/* If there are no textures units enabled then we can just directly
|
|
use the color from the vertex shader */
|
|
if (n_texture_units == 0)
|
|
g_string_append (shader_source, "gl_FragColor = frag_color;\n");
|
|
else
|
|
/* Otherwise we need to calculate the value based on the layer
|
|
combine settings */
|
|
for (i = 0; i < n_texture_units; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
|
|
{
|
|
const CoglGles2WrapperTexEnv *tex_env = settings->tex_env + i;
|
|
|
|
/* If the rgb and alpha combine functions are the same then
|
|
we can do both with a single statement, otherwise we need
|
|
to do them separately */
|
|
if (cogl_gles2_rgb_and_alpha_equal (tex_env))
|
|
{
|
|
g_string_append (shader_source, "gl_FragColor.rgba = ");
|
|
cogl_gles2_add_operation (i,
|
|
tex_env->texture_combine_rgb_func,
|
|
tex_env->texture_combine_rgb_src,
|
|
tex_env->texture_combine_rgb_op,
|
|
"rgba",
|
|
shader_source);
|
|
g_string_append (shader_source, ";\n");
|
|
}
|
|
else
|
|
{
|
|
g_string_append (shader_source, "gl_FragColor.rgb = ");
|
|
cogl_gles2_add_operation (i,
|
|
tex_env->texture_combine_rgb_func,
|
|
tex_env->texture_combine_rgb_src,
|
|
tex_env->texture_combine_rgb_op,
|
|
"rgb",
|
|
shader_source);
|
|
g_string_append (shader_source,
|
|
";\n"
|
|
"gl_FragColor.a = ");
|
|
cogl_gles2_add_operation (i,
|
|
tex_env->texture_combine_alpha_func,
|
|
tex_env->texture_combine_alpha_src,
|
|
tex_env->texture_combine_alpha_op,
|
|
"a",
|
|
shader_source);
|
|
g_string_append (shader_source, ";\n");
|
|
}
|
|
}
|
|
|
|
if (settings->fog_enabled)
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_fog);
|
|
|
|
if (settings->alpha_test_enabled)
|
|
switch (settings->alpha_test_func)
|
|
{
|
|
case GL_NEVER:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_never);
|
|
break;
|
|
case GL_LESS:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_less);
|
|
break;
|
|
case GL_EQUAL:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_equal);
|
|
break;
|
|
case GL_LEQUAL:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_lequal);
|
|
break;
|
|
case GL_GREATER:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_greater);
|
|
break;
|
|
case GL_NOTEQUAL:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_notequal);
|
|
break;
|
|
case GL_GEQUAL:
|
|
g_string_append (shader_source,
|
|
_cogl_fixed_fragment_shader_alpha_gequal);
|
|
}
|
|
|
|
g_string_append (shader_source, _cogl_fixed_fragment_shader_end);
|
|
|
|
shader_obj = cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
|
|
shader_source->str);
|
|
|
|
g_string_free (shader_source, TRUE);
|
|
|
|
if (shader_obj == 0)
|
|
return NULL;
|
|
|
|
shader = g_slice_new (CoglGles2WrapperShader);
|
|
shader->shader = shader_obj;
|
|
shader->settings = *settings;
|
|
|
|
w->compiled_fragment_shaders = g_slist_prepend (w->compiled_fragment_shaders,
|
|
shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_get_locations (GLuint program,
|
|
CoglGles2WrapperSettings *settings,
|
|
CoglGles2WrapperUniforms *uniforms,
|
|
CoglGles2WrapperAttributes *attribs)
|
|
{
|
|
int i;
|
|
|
|
uniforms->mvp_matrix_uniform
|
|
= glGetUniformLocation (program, "mvp_matrix");
|
|
uniforms->modelview_matrix_uniform
|
|
= glGetUniformLocation (program, "modelview_matrix");
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
|
|
{
|
|
char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i);
|
|
char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i);
|
|
char *tex_coord_var_name =
|
|
g_strdup_printf ("multi_tex_coord_attrib%d", i);
|
|
|
|
uniforms->texture_matrix_uniforms[i]
|
|
= glGetUniformLocation (program, matrix_var_name);
|
|
uniforms->texture_sampler_uniforms[i]
|
|
= glGetUniformLocation (program, sampler_var_name);
|
|
attribs->multi_texture_coords[i]
|
|
= glGetAttribLocation (program, tex_coord_var_name);
|
|
|
|
g_free (tex_coord_var_name);
|
|
g_free (sampler_var_name);
|
|
g_free (matrix_var_name);
|
|
}
|
|
else
|
|
{
|
|
uniforms->texture_matrix_uniforms[i] = -1;
|
|
uniforms->texture_sampler_uniforms[i] = -1;
|
|
attribs->multi_texture_coords[i] = -1;
|
|
}
|
|
|
|
uniforms->fog_density_uniform
|
|
= glGetUniformLocation (program, "fog_density");
|
|
uniforms->fog_start_uniform
|
|
= glGetUniformLocation (program, "fog_start");
|
|
uniforms->fog_end_uniform
|
|
= glGetUniformLocation (program, "fog_end");
|
|
uniforms->fog_color_uniform
|
|
= glGetUniformLocation (program, "fog_color");
|
|
|
|
uniforms->alpha_test_ref_uniform
|
|
= glGetUniformLocation (program, "alpha_test_ref");
|
|
|
|
uniforms->point_size_uniform
|
|
= glGetUniformLocation (program, "point_size");
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_bind_attributes (GLuint program)
|
|
{
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
|
|
"vertex_attrib");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
"color_attrib");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
|
|
"normal_attrib");
|
|
}
|
|
|
|
static CoglGles2WrapperProgram *
|
|
cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
|
|
{
|
|
GSList *node;
|
|
CoglGles2WrapperProgram *program;
|
|
CoglGles2WrapperShader *vertex_shader, *fragment_shader;
|
|
GLint status;
|
|
gboolean custom_vertex_shader = FALSE, custom_fragment_shader = FALSE;
|
|
GLuint shaders[16];
|
|
GLsizei n_shaders = 0;
|
|
int i;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NULL);
|
|
|
|
/* Check if we've already got a program for these settings */
|
|
for (node = w->compiled_programs; node; node = node->next)
|
|
{
|
|
program = (CoglGles2WrapperProgram *) node->data;
|
|
|
|
if (cogl_gles2_settings_equal (settings, &program->settings, TRUE, TRUE)
|
|
&& program->settings.user_program == settings->user_program)
|
|
return (CoglGles2WrapperProgram *) node->data;
|
|
}
|
|
|
|
/* Otherwise create a new program */
|
|
|
|
if (settings->user_program)
|
|
{
|
|
/* We work out whether the program contains a vertex and
|
|
fragment shader by looking at the list of attached shaders */
|
|
glGetAttachedShaders (settings->user_program,
|
|
G_N_ELEMENTS (shaders),
|
|
&n_shaders, shaders);
|
|
|
|
for (i = 0; i < n_shaders; i++)
|
|
{
|
|
GLint shader_type;
|
|
|
|
glGetShaderiv (shaders[i], GL_SHADER_TYPE, &shader_type);
|
|
|
|
if (shader_type == GL_VERTEX_SHADER)
|
|
custom_vertex_shader = TRUE;
|
|
else if (shader_type == GL_FRAGMENT_SHADER)
|
|
custom_fragment_shader = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Get or create the fixed functionality shaders for these settings
|
|
if there is no custom replacement */
|
|
if (!custom_vertex_shader)
|
|
{
|
|
vertex_shader = cogl_gles2_get_vertex_shader (settings);
|
|
if (vertex_shader == NULL)
|
|
return NULL;
|
|
}
|
|
if (!custom_fragment_shader)
|
|
{
|
|
fragment_shader = cogl_gles2_get_fragment_shader (settings);
|
|
if (fragment_shader == NULL)
|
|
return NULL;
|
|
}
|
|
|
|
program = g_slice_new (CoglGles2WrapperProgram);
|
|
|
|
program->program = glCreateProgram ();
|
|
if (!custom_vertex_shader)
|
|
glAttachShader (program->program, vertex_shader->shader);
|
|
if (!custom_fragment_shader)
|
|
glAttachShader (program->program, fragment_shader->shader);
|
|
/* Attach all the shaders stolen from the user program */
|
|
for (i = 0; i < n_shaders; i++)
|
|
glAttachShader (program->program, shaders[i]);
|
|
cogl_gles2_wrapper_bind_attributes (program->program);
|
|
glLinkProgram (program->program);
|
|
|
|
glGetProgramiv (program->program, GL_LINK_STATUS, &status);
|
|
|
|
if (!status)
|
|
{
|
|
char shader_log[1024];
|
|
GLint len;
|
|
|
|
glGetProgramInfoLog (program->program, sizeof (shader_log) - 1, &len, shader_log);
|
|
shader_log[len] = '\0';
|
|
|
|
g_critical ("%s", shader_log);
|
|
|
|
glDeleteProgram (program->program);
|
|
g_slice_free (CoglGles2WrapperProgram, program);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
program->settings = *settings;
|
|
|
|
cogl_gles2_wrapper_get_locations (program->program,
|
|
&program->settings,
|
|
&program->uniforms,
|
|
&program->attributes);
|
|
|
|
w->compiled_programs = g_slist_append (w->compiled_programs, program);
|
|
|
|
return program;
|
|
}
|
|
|
|
void
|
|
_cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
|
|
{
|
|
GSList *node, *next;
|
|
|
|
for (node = wrapper->compiled_programs; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteProgram (((CoglGles2WrapperProgram *) node->data)->program);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_programs = NULL;
|
|
|
|
for (node = wrapper->compiled_vertex_shaders; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_vertex_shaders = NULL;
|
|
|
|
for (node = wrapper->compiled_fragment_shaders; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_fragment_shaders = NULL;
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_notify_matrix_changed (CoglGles2Wrapper *wrapper,
|
|
GLenum mode)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
switch (mode)
|
|
{
|
|
case GL_MODELVIEW:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX;
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES;
|
|
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
|
|
texture_unit->dirty_matrix = 1;
|
|
break;
|
|
|
|
default:
|
|
g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, mode);
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glMatrixMode (GLenum mode)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
w->matrix_mode = mode;
|
|
}
|
|
|
|
static CoglMatrix *
|
|
cogl_gles2_get_current_matrix (CoglGles2Wrapper *wrapper)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
switch (wrapper->matrix_mode)
|
|
{
|
|
default:
|
|
g_critical ("%s: Unexpected matrix mode %d\n",
|
|
G_STRFUNC, wrapper->matrix_mode);
|
|
/* flow through */
|
|
|
|
case GL_MODELVIEW:
|
|
return &wrapper->modelview_matrix;
|
|
|
|
case GL_PROJECTION:
|
|
return &wrapper->projection_matrix;
|
|
|
|
case GL_TEXTURE:
|
|
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
|
|
return &texture_unit->texture_matrix;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glLoadIdentity (void)
|
|
{
|
|
CoglMatrix *matrix;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
matrix = cogl_gles2_get_current_matrix (w);
|
|
|
|
cogl_matrix_init_identity (matrix);
|
|
|
|
cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glLoadMatrixf (const GLfloat *m)
|
|
{
|
|
CoglMatrix *matrix;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
matrix = cogl_gles2_get_current_matrix (w);
|
|
|
|
cogl_matrix_init_from_array (matrix, m);
|
|
|
|
cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
int active_unit;
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
active_unit = w->active_client_texture_unit;
|
|
|
|
texture_unit = w->texture_units + active_unit;
|
|
texture_unit->texture_coords_size = size;
|
|
texture_unit->texture_coords_type = type;
|
|
texture_unit->texture_coords_stride = stride;
|
|
texture_unit->texture_coords_pointer = pointer;
|
|
|
|
w->dirty_attribute_pointers
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB;
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
|
|
GL_TRUE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_NORMAL_ATTRIB, 1, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
static void
|
|
_cogl_wrap_prepare_for_draw (void)
|
|
{
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Check if we need to switch programs */
|
|
if (w->settings_dirty)
|
|
{
|
|
/* Find or create a program for the current settings */
|
|
program = cogl_gles2_wrapper_get_program (&w->settings);
|
|
|
|
if (program == NULL)
|
|
/* Can't compile a shader so there is nothing we can do */
|
|
return;
|
|
|
|
/* Start using it if we aren't already */
|
|
if (w->current_program != program)
|
|
{
|
|
w->current_program = program;
|
|
/* All of the uniforms are probably now out of date */
|
|
w->dirty_uniforms = COGL_GLES2_DIRTY_ALL;
|
|
}
|
|
w->settings_dirty = FALSE;
|
|
}
|
|
else
|
|
program = w->current_program;
|
|
|
|
/* We always have to reassert the program even if it hasn't changed
|
|
because the fixed-function material backend disables the program
|
|
again in the _start function. This should go away once the GLSL
|
|
code is generated in the GLSL material backend so it's probably
|
|
not worth worrying about now */
|
|
_cogl_use_program (program->program, COGL_MATERIAL_PROGRAM_TYPE_GLSL);
|
|
|
|
/* Make sure all of the uniforms are up to date */
|
|
if (w->dirty_uniforms)
|
|
{
|
|
if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
|
|
{
|
|
CoglMatrix mvp_matrix;
|
|
CoglMatrix *modelview_matrix = &w->modelview_matrix;
|
|
CoglMatrix *projection_matrix = &w->projection_matrix;
|
|
|
|
/* FIXME: we should have a cogl_matrix_copy () function */
|
|
memcpy (&mvp_matrix, projection_matrix, sizeof (CoglMatrix));
|
|
|
|
cogl_matrix_multiply (&mvp_matrix, &mvp_matrix, modelview_matrix);
|
|
|
|
if (program->uniforms.mvp_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
|
|
GL_FALSE, (float *) &mvp_matrix);
|
|
if (program->uniforms.modelview_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
|
|
GL_FALSE, (float *) &modelview_matrix);
|
|
}
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES))
|
|
{
|
|
int i;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
GLint uniform = program->uniforms.texture_matrix_uniforms[i];
|
|
|
|
texture_unit = w->texture_units + i;
|
|
if (uniform != -1)
|
|
glUniformMatrix4fv (uniform, 1, GL_FALSE,
|
|
(float *) &texture_unit->texture_matrix);
|
|
}
|
|
}
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_DENSITY)
|
|
&& program->uniforms.fog_density_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_density_uniform, w->fog_density);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_START)
|
|
&& program->uniforms.fog_start_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_start_uniform, w->fog_start);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_END)
|
|
&& program->uniforms.fog_end_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_end_uniform, w->fog_end);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_ALPHA_TEST_REF)
|
|
&& program->uniforms.alpha_test_ref_uniform != -1)
|
|
glUniform1f (program->uniforms.alpha_test_ref_uniform,
|
|
w->alpha_test_ref);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_UNITS))
|
|
{
|
|
int i;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
GLint uniform = program->uniforms.texture_sampler_uniforms[i];
|
|
|
|
if (uniform != -1)
|
|
glUniform1i (uniform, i);
|
|
}
|
|
}
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_POINT_SIZE))
|
|
glUniform1f (program->uniforms.point_size_uniform,
|
|
w->point_size);
|
|
|
|
w->dirty_uniforms = 0;
|
|
}
|
|
|
|
if (w->dirty_attribute_pointers
|
|
& COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB)
|
|
{
|
|
int i;
|
|
|
|
/* TODO - coverage test */
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, i))
|
|
{
|
|
GLint tex_coord_var_index;
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
texture_unit = w->texture_units + i;
|
|
if (!texture_unit->texture_coords_enabled)
|
|
continue;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
/* TODO - coverage test */
|
|
tex_coord_var_index = program->attributes.multi_texture_coords[i];
|
|
glVertexAttribPointer (tex_coord_var_index,
|
|
texture_unit->texture_coords_size,
|
|
texture_unit->texture_coords_type,
|
|
GL_FALSE,
|
|
texture_unit->texture_coords_stride,
|
|
texture_unit->texture_coords_pointer);
|
|
}
|
|
}
|
|
|
|
if (w->dirty_vertex_attrib_enables)
|
|
{
|
|
int i;
|
|
|
|
/* TODO - coverage test */
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit = w->texture_units + i;
|
|
GLint attrib = program->attributes.multi_texture_coords[i];
|
|
|
|
if (attrib != -1)
|
|
{
|
|
if (texture_unit->texture_coords_enabled)
|
|
glEnableVertexAttribArray (attrib);
|
|
else
|
|
glDisableVertexAttribArray (attrib);
|
|
}
|
|
}
|
|
|
|
w->dirty_vertex_attrib_enables = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
_cogl_wrap_prepare_for_draw ();
|
|
|
|
glDrawArrays (mode, first, count);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
|
|
const GLvoid *indices)
|
|
{
|
|
_cogl_wrap_prepare_for_draw ();
|
|
|
|
glDrawElements (mode, count, type, indices);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLint param)
|
|
{
|
|
CoglGles2WrapperTexEnv *tex_env;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
tex_env = w->settings.tex_env + w->active_texture_unit;
|
|
|
|
if (target == GL_TEXTURE_ENV)
|
|
{
|
|
switch (pname)
|
|
{
|
|
case GL_COMBINE_RGB:
|
|
tex_env->texture_combine_rgb_func = param;
|
|
break;
|
|
case GL_COMBINE_ALPHA:
|
|
tex_env->texture_combine_alpha_func = param;
|
|
break;
|
|
case GL_SRC0_RGB:
|
|
case GL_SRC1_RGB:
|
|
case GL_SRC2_RGB:
|
|
tex_env->texture_combine_rgb_src[pname - GL_SRC0_RGB] = param;
|
|
break;
|
|
case GL_SRC0_ALPHA:
|
|
case GL_SRC1_ALPHA:
|
|
case GL_SRC2_ALPHA:
|
|
tex_env->texture_combine_alpha_src[pname - GL_SRC0_ALPHA] = param;
|
|
break;
|
|
case GL_OPERAND0_RGB:
|
|
case GL_OPERAND1_RGB:
|
|
case GL_OPERAND2_RGB:
|
|
tex_env->texture_combine_rgb_op[pname - GL_OPERAND0_RGB] = param;
|
|
break;
|
|
case GL_OPERAND0_ALPHA:
|
|
case GL_OPERAND1_ALPHA:
|
|
case GL_OPERAND2_ALPHA:
|
|
tex_env->texture_combine_alpha_op[pname - GL_OPERAND0_ALPHA] = param;
|
|
break;
|
|
}
|
|
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
else if (target == GL_POINT_SPRITE)
|
|
{
|
|
switch (pname)
|
|
{
|
|
case GL_COORD_REPLACE:
|
|
tex_env->point_sprite_coords = param;
|
|
break;
|
|
}
|
|
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params)
|
|
{
|
|
if (target == GL_TEXTURE_ENV && pname == GL_TEXTURE_ENV_COLOR)
|
|
{
|
|
CoglGles2WrapperTexEnv *tex_env;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
tex_env = w->settings.tex_env + w->active_texture_unit;
|
|
|
|
memcpy (tex_env->texture_combine_constant, params, sizeof (GLfloat) * 4);
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glClientActiveTexture (GLenum texture)
|
|
{
|
|
int texture_unit_index = texture - GL_TEXTURE0;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
w->active_client_texture_unit = texture_unit_index;
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glActiveTexture (GLenum texture)
|
|
{
|
|
int texture_unit_index = texture - GL_TEXTURE0;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
glActiveTexture (texture);
|
|
|
|
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
w->active_texture_unit = texture_unit_index;
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glEnable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
case GL_TEXTURE_3D_OES:
|
|
if (!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit))
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
TRUE);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
/* Keep track of the last enabled texture unit */
|
|
if (w->settings.tex_env[w->active_texture_unit].texture_target != cap)
|
|
{
|
|
w->settings.tex_env[w->active_texture_unit].texture_target = cap;
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, TRUE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, TRUE);
|
|
break;
|
|
|
|
default:
|
|
glEnable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glDisable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
case GL_TEXTURE_3D_OES:
|
|
/* If this was the last enabled texture target then we'll
|
|
completely disable the unit */
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit) &&
|
|
w->settings.tex_env[w->active_texture_unit].texture_target == cap)
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
FALSE);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, FALSE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, FALSE);
|
|
break;
|
|
|
|
default:
|
|
glDisable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glEnableClientState (GLenum array)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
/* TODO - review if this should be in w->settings? */
|
|
|
|
texture_unit = w->texture_units + w->active_client_texture_unit;
|
|
if (texture_unit->texture_coords_enabled != 1)
|
|
{
|
|
texture_unit->texture_coords_enabled = 1;
|
|
w->dirty_vertex_attrib_enables
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
|
|
}
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glDisableClientState (GLenum array)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
/* TODO - review if this should be in w->settings? */
|
|
if (texture_unit->texture_coords_enabled != 0)
|
|
{
|
|
texture_unit->texture_coords_enabled = 0;
|
|
w->dirty_vertex_attrib_enables
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
|
|
}
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (ref < 0.0f)
|
|
ref = 0.0f;
|
|
else if (ref > 1.0f)
|
|
ref = 1.0f;
|
|
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_func, func);
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, ALPHA_TEST_REF, alpha_test_ref, ref);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a)
|
|
{
|
|
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r, g, b, a);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a)
|
|
{
|
|
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
r/255.0, g/255.0, b/255.0, a/255.0);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation)
|
|
{
|
|
/* FIXME */
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MAX_CLIP_PLANES:
|
|
*params = 0;
|
|
break;
|
|
|
|
case GL_MATRIX_MODE:
|
|
*params = w->matrix_mode;
|
|
break;
|
|
|
|
case GL_MAX_TEXTURE_UNITS:
|
|
glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS, params);
|
|
if (*params > COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
*params = COGL_GLES2_MAX_TEXTURE_UNITS;
|
|
break;
|
|
|
|
default:
|
|
glGetIntegerv (pname, params);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MODELVIEW_MATRIX:
|
|
memcpy (params, &w->modelview_matrix, sizeof (GLfloat) * 16);
|
|
break;
|
|
|
|
case GL_PROJECTION_MATRIX:
|
|
memcpy (params, &w->projection_matrix, sizeof (GLfloat) * 16);
|
|
break;
|
|
|
|
case GL_TEXTURE_MATRIX:
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
memcpy (params, &texture_unit->texture_matrix, sizeof (GLfloat) * 16);
|
|
break;
|
|
|
|
case GL_VIEWPORT:
|
|
glGetFloatv (GL_VIEWPORT, params);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glFogf (GLenum pname, GLfloat param)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_FOG_MODE:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_mode, param);
|
|
break;
|
|
|
|
case GL_FOG_DENSITY:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_DENSITY, fog_density,
|
|
(param));
|
|
break;
|
|
|
|
case GL_FOG_START:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_START, fog_start,
|
|
(param));
|
|
break;
|
|
|
|
case GL_FOG_END:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_END, fog_end,
|
|
(param));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glFogfv (GLenum pname, const GLfloat *params)
|
|
{
|
|
int i;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (pname == GL_FOG_COLOR)
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
w->fog_color[i] = (params[i]);
|
|
|
|
w->dirty_uniforms |= COGL_GLES2_DIRTY_FOG_COLOR;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
|
|
{
|
|
if (pname != GL_GENERATE_MIPMAP)
|
|
glTexParameteri (target, pname, param);
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
|
|
{
|
|
/* FIXME: the GLES 2 backend doesn't yet support lighting so this
|
|
function can't do anything */
|
|
}
|
|
|
|
void
|
|
_cogl_wrap_glPointSize (GLfloat size)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
w->point_size = size;
|
|
w->dirty_uniforms |= COGL_GLES2_DIRTY_POINT_SIZE;
|
|
}
|
|
|
|
/* This function is a massive hack to get custom GLSL programs to
|
|
work. It's only necessary until we move the GLSL shader generation
|
|
into the CoglMaterial. The gl_program specifies the user program to
|
|
be used. The list of shaders will be extracted out of this and
|
|
compiled into a new program containing any fixed function shaders
|
|
that need to be generated. The new program will be returned. */
|
|
GLuint
|
|
_cogl_gles2_use_program (GLuint gl_program)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, 0);
|
|
|
|
_COGL_GLES2_CHANGE_SETTING (w, user_program, gl_program);
|
|
|
|
/* We need to bind the program immediately so that the GLSL material
|
|
backend can update the custom uniforms */
|
|
_cogl_wrap_prepare_for_draw ();
|
|
|
|
return w->current_program->program;
|
|
}
|
|
|
|
void
|
|
_cogl_gles2_clear_cache_for_program (GLuint gl_program)
|
|
{
|
|
GSList *node, *next, *last = NULL;
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (w->settings.user_program == gl_program)
|
|
{
|
|
w->settings.user_program = 0;
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
|
|
/* Remove any cached programs that link against this custom program */
|
|
for (node = w->compiled_programs; node; node = next)
|
|
{
|
|
next = node->next;
|
|
program = (CoglGles2WrapperProgram *) node->data;
|
|
|
|
if (program->settings.user_program == gl_program)
|
|
{
|
|
glDeleteProgram (program->program);
|
|
|
|
if (last)
|
|
last->next = next;
|
|
else
|
|
w->compiled_programs = next;
|
|
|
|
g_slist_free1 (node);
|
|
}
|
|
else
|
|
last = node;
|
|
}
|
|
}
|