mutter/cogl/driver/gles/cogl-gles2-wrapper.h
Neil Roberts 7dce5d9372 gles2: Implement a wrapper for glGetIntegerv(GL_MAX_TEXTURE_UNITS)
The GLES2 backend for Cogl is failing to compile because
GL_MAX_TEXTURE_UNITS is not defined. Let's define it and provide a
wrapper which uses GL_MAX_TEXTURE_IMAGE_UNITS or
COGL_GLES2_MAX_TEXTURE_UNITS, whichever is the smallest.
2010-02-25 12:50:52 +00:00

436 lines
15 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef __COGL_GLES2_WRAPPER_H__
#define __COGL_GLES2_WRAPPER_H__
#include "cogl.h" /* needed for gl header include */
#include "cogl-internal.h"
G_BEGIN_DECLS
#ifdef HAVE_COGL_GLES2
typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
typedef struct _CoglGles2WrapperTextureUnit
CoglGles2WrapperTextureUnit;
typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes;
typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
typedef struct _CoglGles2WrapperTextureUnitSettings
CoglGles2WrapperTextureUnitSettings;
typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram;
typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
#define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16
#define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2
/* Must be a power of two */
#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
#define COGL_GLES2_PROJECTION_STACK_SIZE 2
#define COGL_GLES2_TEXTURE_STACK_SIZE 2
/* Accessors for the texture unit bit mask */
#define COGL_GLES2_TEXTURE_UNIT_IS_ENABLED(mask, unit) \
(((mask) & (1 << ((unit) * 2))) ? TRUE : FALSE)
#define COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY(mask, unit) \
(((mask) & (1 << ((unit) * 2 + 1))) ? TRUE : FALSE)
#define COGL_GLES2_SET_BIT(mask, bit, val) \
((val) ? ((mask) |= (1 << (bit))) : ((mask) &= ~(1 << (bit))))
#define COGL_GLES2_TEXTURE_UNIT_SET_ENABLED(mask, unit, val) \
COGL_GLES2_SET_BIT ((mask), (unit) * 2, (val))
#define COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY(mask, unit, val) \
COGL_GLES2_SET_BIT ((mask), (unit) * 2 + 1, (val))
#define COGL_GLES2_MAX_TEXTURE_UNITS (sizeof (guint32) * 8 / 2)
/* Dirty flags for shader uniforms */
enum
{
COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0,
COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1,
COGL_GLES2_DIRTY_TEXTURE_MATRICES = 1 << 2,
COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3,
COGL_GLES2_DIRTY_FOG_START = 1 << 4,
COGL_GLES2_DIRTY_FOG_END = 1 << 5,
COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6,
COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7,
COGL_GLES2_DIRTY_TEXTURE_UNITS = 1 << 8,
COGL_GLES2_DIRTY_ALL = (1 << 9) - 1
};
/* Dirty flags for shader vertex attribute pointers */
enum
{
COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB = 1 << 0
};
/* Dirty flags for shader vertex attributes enabled status */
enum
{
COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES = 1 << 0
};
struct _CoglGles2WrapperAttributes
{
GLint multi_texture_coords[COGL_GLES2_MAX_TEXTURE_UNITS];
};
struct _CoglGles2WrapperUniforms
{
GLint mvp_matrix_uniform;
GLint modelview_matrix_uniform;
GLint texture_matrix_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
GLint texture_sampler_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
GLint fog_density_uniform;
GLint fog_start_uniform;
GLint fog_end_uniform;
GLint fog_color_uniform;
GLint alpha_test_ref_uniform;
GLint texture_unit_uniform;
};
/* NB: We get a copy of this for each fragment/vertex
* program varient we generate so we try to keep it
* fairly lean */
struct _CoglGles2WrapperSettings
{
guint32 texture_units;
GLint alpha_test_func;
GLint fog_mode;
/* The current in-use user program */
CoglHandle user_program;
unsigned int alpha_test_enabled:1;
unsigned int fog_enabled:1;
};
struct _CoglGles2WrapperTextureUnit
{
CoglMatrix texture_matrix;
GLenum texture_coords_type;
GLint texture_coords_size;
GLsizei texture_coords_stride;
const void *texture_coords_pointer;
unsigned int texture_coords_enabled:1;
unsigned int dirty_matrix:1; /*!< shader uniform needs updating */
};
struct _CoglGles2Wrapper
{
GLuint matrix_mode;
CoglMatrix modelview_matrix;
CoglMatrix projection_matrix;
unsigned int active_texture_unit;
unsigned int active_client_texture_unit;
CoglGles2WrapperTextureUnit texture_units[COGL_GLES2_MAX_TEXTURE_UNITS];
/* The combined modelview and projection matrix is only updated at
the last minute in glDrawArrays to avoid recalculating it for
every change to the modelview matrix */
GLboolean mvp_uptodate;
/* The currently bound program */
CoglGles2WrapperProgram *current_program;
/* The current settings. Effectively these represent anything that
* will require a modified fixed function shader */
CoglGles2WrapperSettings settings;
/* Whether the settings have changed since the last draw */
gboolean settings_dirty;
/* Uniforms that have changed since the last draw */
int dirty_uniforms, dirty_custom_uniforms;
/* Attribute pointers that have changed since the last draw */
int dirty_attribute_pointers;
/* Vertex attribute pointer enables that have changed since the last draw */
int dirty_vertex_attrib_enables;
/* List of all compiled program combinations */
GSList *compiled_programs;
/* List of all compiled vertex shaders */
GSList *compiled_vertex_shaders;
/* List of all compiled fragment shaders */
GSList *compiled_fragment_shaders;
/* Values for the uniforms */
GLfloat alpha_test_ref;
GLfloat fog_density;
GLfloat fog_start;
GLfloat fog_end;
GLfloat fog_color[4];
CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
};
struct _CoglGles2WrapperProgram
{
GLuint program;
/* The settings that were used to generate this combination */
CoglGles2WrapperSettings settings;
/* The attributes for this program that are not bound up-front
* with constant indices */
CoglGles2WrapperAttributes attributes;
/* The uniforms for this program */
CoglGles2WrapperUniforms uniforms;
GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
};
struct _CoglGles2WrapperShader
{
GLuint shader;
/* The settings that were used to generate this shader */
CoglGles2WrapperSettings settings;
};
/* These defines are missing from GL ES 2 but we can still use them
with the wrapper functions */
#ifndef GL_MODELVIEW
#define GL_MATRIX_MODE 0x0BA0
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#ifdef COGL_ENABLE_DEBUG
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#endif
#define GL_VERTEX_ARRAY 0x8074
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_COLOR_ARRAY 0x8076
#define GL_NORMAL_ARRAY 0x8075
#define GL_LIGHTING 0x0B50
#define GL_ALPHA_TEST 0x0BC0
#define GL_FOG 0x0B60
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_MODE 0x0B65
#define GL_FOG_HINT 0x0C54
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_GENERATE_MIPMAP 0x8191
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_MODULATE 0x2100
#define GL_EXP 0x8000
#define GL_EXP2 0x8001
#define GL_MODULATE 0x2100
#define GL_ADD 0x0104
#define GL_ADD_SIGNED 0x8574
#define GL_INTERPOLATE 0x8575
#define GL_SUBTRACT 0x84e7
#define GL_DOT3_RGB 0x86ae
#define GL_DOT3_RGBA 0x86af
#define GL_CONSTANT 0x8576
#define GL_PRIMARY_COLOR 0x8577
#define GL_PREVIOUS 0x8578
#define GL_COMBINE 0x8570
#define GL_COMBINE_RGB 0x8571
#define GL_COMBINE_ALPHA 0x8572
#define GL_SRC0_RGB 0x8580
#define GL_OPERAND0_RGB 0x8590
#define GL_SRC1_RGB 0x8581
#define GL_OPERAND1_RGB 0x8591
#define GL_SRC2_RGB 0x8582
#define GL_OPERAND2_RGB 0x8592
#define GL_SRC0_ALPHA 0x8588
#define GL_OPERAND0_ALPHA 0x8598
#define GL_SRC1_ALPHA 0x8589
#define GL_OPERAND1_ALPHA 0x8599
#define GL_SRC2_ALPHA 0x858a
#define GL_OPERAND2_ALPHA 0x859a
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_MAX_TEXTURE_UNITS 0x84e2
#endif /* GL_MODELVIEW */
void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
void cogl_wrap_glPushMatrix ();
void cogl_wrap_glPopMatrix ();
void cogl_wrap_glMatrixMode (GLenum mode);
void cogl_wrap_glLoadIdentity ();
void cogl_wrap_glMultMatrixf (const GLfloat *m);
void cogl_wrap_glLoadMatrixf (const GLfloat *m);
void cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat z_near, GLfloat z_far);
void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glOrthof (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void cogl_wrap_glEnable (GLenum cap);
void cogl_wrap_glDisable (GLenum cap);
void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLint param);
void cogl_wrap_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);
void cogl_wrap_glClientActiveTexture (GLenum texture);
void cogl_wrap_glActiveTexture (GLenum texture);
void cogl_wrap_glEnableClientState (GLenum array);
void cogl_wrap_glDisableClientState (GLenum array);
void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a);
void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
void cogl_wrap_glFogf (GLenum pname, GLfloat param);
void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices);
void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param);
void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
GLenum internal_format);
void cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
/* This function is only available on GLES 2 */
#define cogl_wrap_glGenerateMipmap glGenerateMipmap
void _cogl_gles2_clear_cache_for_program (CoglHandle program);
/* Remap the missing GL functions to use the wrappers */
#ifndef COGL_GLES2_WRAPPER_NO_REMAP
#define glDrawArrays cogl_wrap_glDrawArrays
#define glDrawElements cogl_wrap_glDrawElements
#define glPushMatrix cogl_wrap_glPushMatrix
#define glPopMatrix cogl_wrap_glPopMatrix
#define glMatrixMode cogl_wrap_glMatrixMode
#define glLoadIdentity cogl_wrap_glLoadIdentity
#define glMultMatrixf cogl_wrap_glMultMatrixf
#define glLoadMatrixf cogl_wrap_glLoadMatrixf
#define glFrustumf cogl_wrap_glFrustumf
#define glScalef cogl_wrap_glScalef
#define glTranslatef cogl_wrap_glTranslatef
#define glRotatef cogl_wrap_glRotatef
#define glOrthof cogl_wrap_glOrthof
#define glEnable cogl_wrap_glEnable
#define glDisable cogl_wrap_glDisable
#define glTexCoordPointer cogl_wrap_glTexCoordPointer
#define glVertexPointer cogl_wrap_glVertexPointer
#define glColorPointer cogl_wrap_glColorPointer
#define glNormalPointer cogl_wrap_glNormalPointer
#define glTexEnvi cogl_wrap_glTexEnvi
#define glTexEnvfv cogl_wrap_glTexEnvfv
#define glActiveTexture cogl_wrap_glActiveTexture
#define glClientActiveTexture cogl_wrap_glClientActiveTexture
#define glEnableClientState cogl_wrap_glEnableClientState
#define glDisableClientState cogl_wrap_glDisableClientState
#define glAlphaFunc cogl_wrap_glAlphaFunc
#define glColor4f cogl_wrap_glColor4f
#define glColor4ub cogl_wrap_glColor4ub
#define glClipPlanef cogl_wrap_glClipPlanef
#define glGetIntegerv cogl_wrap_glGetIntegerv
#define glGetFloatv cogl_wrap_glGetFloatv
#define glFogf cogl_wrap_glFogf
#define glFogfv cogl_wrap_glFogfv
#define glTexParameteri cogl_wrap_glTexParameteri
#define glMaterialfv cogl_wrap_glMaterialfv
#endif /* COGL_GLES2_WRAPPER_NO_REMAP */
#else /* HAVE_COGL_GLES2 */
/* The extra third parameter of the bind texture wrapper isn't needed
so we can just directly call glBindTexture */
#define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \
glBindTexture ((target), (texture))
/* COGL uses the automatic mipmap generation for GLES 1 so
glGenerateMipmap doesn't need to do anything */
#define cogl_wrap_glGenerateMipmap(x) ((void) 0)
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
#endif /* HAVE_COGL_GLES2 */
G_END_DECLS
#endif /* __COGL_GLES2_WRAPPER_H__ */