mutter/cogl/cogl-pipeline-fragend-arbfp.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

1003 lines
32 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-debug.h"
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-state-private.h"
#include "cogl-pipeline-layer-private.h"
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
#include "cogl-program-private.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int has_combine_constant:1;
unsigned int sampled:1;
} UnitState;
typedef struct
{
int ref_count;
CoglHandle user_program;
/* XXX: only valid during codegen */
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
/* Age of the program the last time the uniforms were flushed. This
is used to detect when we need to flush all of the uniforms */
unsigned int user_program_age;
/* We need to track the last pipeline that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
CoglPipeline *last_used_for_pipeline;
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
static CoglPipelineShaderState *
shader_state_new (int n_layers)
{
CoglPipelineShaderState *shader_state;
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
shader_state->unit_state = g_new0 (UnitState, n_layers);
return shader_state;
}
static CoglPipelineShaderState *
get_shader_state (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
}
static void
destroy_shader_state (void *user_data,
void *instance)
{
CoglPipelineShaderState *shader_state = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If the shader state was last used for this pipeline then clear it
so that if same address gets used again for a new pipeline then
we won't think it's the same pipeline and avoid updating the
constants */
if (shader_state->last_used_for_pipeline == instance)
shader_state->last_used_for_pipeline = NULL;
if (--shader_state->ref_count == 0)
{
if (shader_state->gl_program)
{
GE (ctx, glDeletePrograms (1, &shader_state->gl_program));
shader_state->gl_program = 0;
}
g_free (shader_state->unit_state);
g_slice_free (CoglPipelineShaderState, shader_state);
}
}
static void
set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
{
_cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
shader_state,
destroy_shader_state);
}
static void
dirty_shader_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
NULL,
NULL);
}
static gboolean
_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
{
CoglPipelineShaderState *shader_state;
CoglPipeline *authority;
CoglPipeline *template_pipeline = NULL;
CoglHandle user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
/* First validate that we can handle the current state using ARBfp
*/
if (!cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP))
return FALSE;
/* TODO: support fog */
if (_cogl_pipeline_get_fog_enabled (pipeline))
return FALSE;
/* Fragment snippets are only supported in the GLSL fragend */
if (_cogl_pipeline_has_fragment_snippets (pipeline))
return FALSE;
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE)
{
/* If the program doesn't have a fragment shader then some other
vertend will handle the vertex shader state and we still need
to generate a fragment program */
if (!_cogl_program_has_fragment_shader (user_program))
user_program = COGL_INVALID_HANDLE;
/* If the user program does have a fragment shader then we can
only handle it if it's in ARBfp */
else if (_cogl_program_get_language (user_program) !=
COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
}
/* Now lookup our ARBfp backend private state */
shader_state = get_shader_state (pipeline);
/* If we have a valid shader_state then we are all set and don't
* need to generate a new program. */
if (shader_state)
return TRUE;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
* the same program being generated as for this pipeline).
*
* We always make sure to associate new programs with the
* arbfp-authority to maximize the chance that other pipelines can
* share it.
*/
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
~COGL_PIPELINE_STATE_LAYERS,
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
shader_state = get_shader_state (authority);
if (shader_state)
{
/* If we are going to share our program state with an arbfp-authority
* then add a reference to the program state associated with that
* arbfp-authority... */
shader_state->ref_count++;
set_shader_state (pipeline, shader_state);
return TRUE;
}
/* If we haven't yet found an existing program then before we resort to
* generating a new arbfp program we see if we can find a suitable
* program in the pipeline_cache. */
if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
template_pipeline =
_cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache,
authority);
shader_state = get_shader_state (template_pipeline);
if (shader_state)
shader_state->ref_count++;
}
/* If we still haven't got a shader state then we'll have to create
a new one */
if (shader_state == NULL)
{
shader_state = shader_state_new (n_layers);
shader_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
/* We reuse a single grow-only GString for code-gen */
g_string_set_size (ctx->codegen_source_buffer, 0);
shader_state->source = ctx->codegen_source_buffer;
g_string_append (shader_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
}
}
set_shader_state (pipeline, shader_state);
/* Since we have already resolved the arbfp-authority at this point
* we might as well also associate any program we find from the cache
* with the authority too... */
if (authority != pipeline)
{
shader_state->ref_count++;
set_shader_state (authority, shader_state);
}
/* If we found a template then we'll attach it to that too so that
next time a similar pipeline is used it can use the same state */
if (template_pipeline)
{
shader_state->ref_count++;
set_shader_state (template_pipeline, shader_state);
}
return TRUE;
}
static const char *
texture_type_to_arbfp_string (CoglTextureType texture_type)
{
switch (texture_type)
{
#if 0 /* TODO */
case COGL_TEXTURE_TYPE_1D:
return "1D";
#endif
case COGL_TEXTURE_TYPE_2D:
return "2D";
case COGL_TEXTURE_TYPE_3D:
return "3D";
case COGL_TEXTURE_TYPE_RECTANGLE:
return "RECT";
}
g_warn_if_reached ();
return "2D";
}
static void
setup_texture_source (CoglPipelineShaderState *shader_state,
int unit_index,
CoglTextureType texture_type)
{
if (!shader_state->unit_state[unit_index].sampled)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"MOV texel%d, one;\n",
unit_index,
unit_index);
else
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
texture_type_to_arbfp_string (texture_type));
shader_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglPipelineFragendARBfpArgType
{
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE
} CoglPipelineFragendARBfpArgType;
typedef struct _CoglPipelineFragendARBfpArg
{
const char *name;
CoglPipelineFragendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
CoglTextureType texture_type;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglPipelineFragendARBfpArg;
static void
append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglPipelineFragendARBfpArg mechanism. */
static void
setup_arg (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
CoglPipelineCombineSource src,
GLint op,
CoglPipelineFragendARBfpArg *arg)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
switch (src)
{
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer);
setup_texture_source (shader_state,
arg->texture_unit,
_cogl_pipeline_layer_get_texture_type (layer));
break;
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
UnitState *unit_state = &shader_state->unit_state[unit_index];
unit_state->constant_id = shader_state->next_constant_id++;
unit_state->has_combine_constant = TRUE;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
if (_cogl_pipeline_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* Sample the texture attached to a specific layer */
{
int layer_num = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
CoglPipelineLayer *other_layer =
_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
if (other_layer == NULL)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
{
g_warning ("The application is trying to use a texture "
"combine with a layer number that does not exist");
warning_seen = TRUE;
}
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "output";
}
else
{
CoglTextureType texture_type;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit =
_cogl_pipeline_layer_get_unit_index (other_layer);
texture_type = _cogl_pipeline_layer_get_texture_type (other_layer);
setup_texture_source (shader_state,
arg->texture_unit,
texture_type);
}
}
break;
}
arg->swizzle = "";
switch (op)
{
case COGL_PIPELINE_COMBINE_OP_SRC_COLOR:
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA:
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
append_arg (shader_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
g_string_append_printf (shader_state->source, ".a;\n");
else
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0,
CoglPipelineFragendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg1->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
append_function (CoglPipeline *pipeline,
CoglBlendStringChannelMask mask,
GLint function,
CoglPipelineFragendARBfpArg *args,
int n_args)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case COGL_PIPELINE_COMBINE_FUNC_ADD:
g_string_append_printf (shader_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
g_string_append_printf (shader_state->source, "MUL output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
g_string_append_printf (shader_state->source, "MOV output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
g_string_append_printf (shader_state->source, "ADD tmp3%s, ",
mask_name);
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ";\n");
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
g_string_append (shader_state->source, "MAD tmp3, two, ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", minus_one;\n");
if (!fragend_arbfp_args_equal (&args[0], &args[1]))
{
g_string_append (shader_state->source, "MAD tmp4, two, ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
g_string_append_printf (shader_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
g_string_append_printf (shader_state->source, "LRP output%s, ",
mask_name);
append_arg (shader_state->source, &args[2]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
g_string_append_printf (shader_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
append_arg (shader_state->source, &args[0]);
if (n_args > 1)
{
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
}
g_string_append (shader_state->source, ";\n");
}
static void
append_masked_combine (CoglPipeline *arbfp_authority,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
CoglPipelineCombineFunc function,
CoglPipelineCombineSource *src,
CoglPipelineCombineOp *op)
{
int i;
int n_args;
CoglPipelineFragendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
unsigned long layers_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
CoglPipelineLayer *combine_authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_COMBINE);
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
if (!shader_state->source)
return TRUE;
if (!_cogl_pipeline_layer_needs_combine_separate (combine_authority))
{
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func ==
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_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,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
if (!shader_state->source)
return TRUE;
g_string_append (shader_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
gboolean update_all;
CoglPipelineShaderState *shader_state;
} UpdateConstantsState;
static gboolean
update_constants_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
CoglPipelineShaderState *shader_state = state->shader_state;
UnitState *unit_state = &shader_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (unit_state->has_combine_constant &&
(state->update_all || unit_state->dirty_combine_constant))
{
float constant[4];
_cogl_pipeline_get_layer_combine_constant (pipeline,
layer_index,
constant);
GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static gboolean
_cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
unsigned long pipelines_difference)
{
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (shader_state->source)
{
GLenum gl_error;
COGL_STATIC_COUNTER (fragend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter);
g_string_append (shader_state->source,
"MOV result.color,output;\n");
g_string_append (shader_state->source, "END\n");
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("pipeline program:\n%s", shader_state->source->str);
GE (ctx, glGenPrograms (1, &shader_state->gl_program));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
shader_state->gl_program));
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
;
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
shader_state->source->len,
shader_state->source->str);
if (ctx->glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
shader_state->source->str,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
shader_state->source = NULL;
}
if (shader_state->user_program != COGL_INVALID_HANDLE)
{
/* An arbfp program should contain exactly one shader which we
can use directly */
CoglProgram *program = shader_state->user_program;
CoglShader *shader = program->attached_shaders->data;
gl_program = shader->gl_handle;
}
else
gl_program = shader_state->gl_program;
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
if (shader_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
state.shader_state = shader_state;
/* If this arbfp program was last used with a different pipeline
* then we need to ensure we update all program.local params */
state.update_all =
pipeline != shader_state->last_used_for_pipeline;
cogl_pipeline_foreach_layer (pipeline,
update_constants_cb,
&state);
}
else
{
CoglProgram *program = shader_state->user_program;
gboolean program_changed;
/* If the shader has changed since it was last flushed then we
need to update all uniforms */
program_changed = program->age != shader_state->user_program_age;
_cogl_program_flush_uniforms (program, gl_program, program_changed);
shader_state->user_program_age = program->age;
}
/* We need to track what pipeline used this arbfp program last since
* we will need to update program.local params when switching
* between different pipelines. */
shader_state->last_used_for_pipeline = pipeline;
return TRUE;
}
static void
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify (
CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
dirty_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_arbfp_layer_pre_change_notify (
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
CoglPipelineShaderState *shader_state = get_shader_state (owner);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!shader_state)
return;
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
{
dirty_shader_state (owner);
return;
}
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
shader_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* 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. */
return;
}
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend =
{
_cogl_pipeline_fragend_arbfp_start,
_cogl_pipeline_fragend_arbfp_add_layer,
_cogl_pipeline_fragend_arbfp_passthrough,
_cogl_pipeline_fragend_arbfp_end,
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify,
NULL,
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify
};
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */