mirror of
https://github.com/brl/mutter.git
synced 2024-12-26 12:52:14 +00:00
a05c701e6b
Once the GLES2 wrapper is removed we won't be able to upload the matrices with the fixed function API any more. The fixed function API gives a global state for setting the matrix but if a custom shader uniform is used for the matrices then the state is per program. _cogl_matrix_stack_flush_to_gl is called in a few places and it is assumed the current pipeline doesn't need to be flushed before it is called. To allow these semantics to continue to work, on GLES2 the matrix flush now just stores a reference to the matrix stack in the CoglContext. A pre_paint virtual is added to the progend which is called whenever a pipeline is flushed, even if the same pipeline was flushed already. This gives the GLSL progend a chance to upload the matrices to the uniforms. The combined modelview/projection matrix is only calculated if it is used. The generated programs end up never using the modelview or projection matrix so it usually only has to upload the combined matrix. When a matrix stack is flushed a reference is taked to it by the pipeline progend and the age is stored so that if the same state is used with the same program again then we don't need to reupload the uniform.
994 lines
27 KiB
C
994 lines
27 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, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include <string.h>
|
|
#include <math.h>
|
|
|
|
/* We don't want to get the remaps from the gl* functions to the
|
|
cogl_wrap_gl* functions in this file because we need to be able to
|
|
call the base version */
|
|
#define COGL_GLES2_WRAPPER_NO_REMAP 1
|
|
|
|
#include "cogl.h"
|
|
#include "cogl-gles2-wrapper.h"
|
|
#include "cogl-fixed-vertex-shader.h"
|
|
#include "cogl-context.h"
|
|
#include "cogl-shader-private.h"
|
|
#include "cogl-shader.h"
|
|
#include "cogl-internal.h"
|
|
|
|
#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
|
|
CoglGles2Wrapper *wvar; \
|
|
{ \
|
|
CoglContext *__ctxvar = _cogl_context_get_default (); \
|
|
if (__ctxvar == NULL) return retval; \
|
|
wvar = &__ctxvar->drv.gles2; \
|
|
}
|
|
|
|
#define _COGL_GLES2_CHANGE_SETTING(w, var, val) \
|
|
do \
|
|
if ((w)->settings.var != (val)) \
|
|
{ \
|
|
(w)->settings.var = (val); \
|
|
(w)->settings_dirty = TRUE; \
|
|
} \
|
|
while (0)
|
|
|
|
#define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \
|
|
do \
|
|
if ((w)->var != (val)) \
|
|
{ \
|
|
(w)->var = (val); \
|
|
(w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \
|
|
} \
|
|
while (0)
|
|
|
|
#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
|
|
#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 1
|
|
#define COGL_GLES2_WRAPPER_NORMAL_ATTRIB 2
|
|
|
|
|
|
static GLuint
|
|
cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
|
|
{
|
|
GLuint shader;
|
|
GLint source_len = strlen (source);
|
|
GLint status;
|
|
|
|
shader = glCreateShader (type);
|
|
glShaderSource (shader, 1, &source, &source_len);
|
|
glCompileShader (shader);
|
|
|
|
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
|
|
|
|
if (!status)
|
|
{
|
|
char shader_log[1024];
|
|
GLint len;
|
|
|
|
glGetShaderInfoLog (shader, sizeof (shader_log) - 1, &len, shader_log);
|
|
shader_log[len] = '\0';
|
|
|
|
g_critical ("%s", shader_log);
|
|
|
|
glDeleteShader (shader);
|
|
|
|
return 0;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static void
|
|
initialize_texture_units (CoglGles2Wrapper *w)
|
|
{
|
|
/* We save the active texture unit since we may need to temporarily
|
|
* change this to initialise each new texture unit and we want to
|
|
* restore the active unit afterwards */
|
|
int initial_active_unit = w->active_texture_unit;
|
|
GLint prev_mode;
|
|
int i;
|
|
|
|
/* We will need to set the matrix mode to GL_TEXTURE to
|
|
* initialise any new texture units, so we save the current
|
|
* mode for restoring afterwards */
|
|
GE( _cogl_wrap_glGetIntegerv (GL_MATRIX_MODE, &prev_mode));
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
CoglGles2WrapperTextureUnit *new_unit;
|
|
|
|
new_unit = w->texture_units + i;
|
|
memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit));
|
|
|
|
w->active_texture_unit = i;
|
|
GE( _cogl_wrap_glMatrixMode (GL_TEXTURE));
|
|
GE( _cogl_wrap_glLoadIdentity ());
|
|
}
|
|
|
|
GE( _cogl_wrap_glMatrixMode ((GLenum) prev_mode));
|
|
|
|
w->settings.texture_units = 0;
|
|
|
|
w->active_texture_unit = initial_active_unit;
|
|
}
|
|
|
|
void
|
|
_cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
|
|
{
|
|
memset (wrapper, 0, sizeof (CoglGles2Wrapper));
|
|
|
|
/* Initialize the stacks */
|
|
_cogl_wrap_glMatrixMode (GL_PROJECTION);
|
|
_cogl_wrap_glLoadIdentity ();
|
|
_cogl_wrap_glMatrixMode (GL_MODELVIEW);
|
|
_cogl_wrap_glLoadIdentity ();
|
|
|
|
/* The gl*ActiveTexture wrappers will initialise the texture
|
|
* stack for the texture unit when it's first activated */
|
|
_cogl_wrap_glActiveTexture (GL_TEXTURE0);
|
|
_cogl_wrap_glClientActiveTexture (GL_TEXTURE0);
|
|
|
|
/* Initialize the point size */
|
|
_cogl_wrap_glPointSize (1.0f);
|
|
|
|
initialize_texture_units (wrapper);
|
|
}
|
|
|
|
static gboolean
|
|
cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
|
|
const CoglGles2WrapperSettings *b)
|
|
{
|
|
if (a->texture_units != b->texture_units)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static CoglGles2WrapperShader *
|
|
cogl_gles2_get_vertex_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 vertex shader for these settings */
|
|
for (node = w->compiled_vertex_shaders; node; node = node->next)
|
|
if (cogl_gles2_settings_equal (settings,
|
|
&((CoglGles2WrapperShader *)
|
|
node->data)->settings))
|
|
return (CoglGles2WrapperShader *) node->data;
|
|
|
|
/* Otherwise create a new shader */
|
|
shader_source = g_string_new (_cogl_fixed_vertex_shader_per_vertex_attribs);
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
|
|
g_string_append_printf (shader_source,
|
|
"attribute vec4 cogl_tex_coord%d_in;\n",
|
|
i);
|
|
|
|
/* 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_vertex_shader_transform_matrices);
|
|
g_string_append (shader_source, _cogl_fixed_vertex_shader_output_variables);
|
|
|
|
if (n_texture_units > 0)
|
|
{
|
|
g_string_append_printf (shader_source,
|
|
"uniform mat4 cogl_texture_matrix[%d];\n",
|
|
n_texture_units);
|
|
|
|
g_string_append_printf (shader_source,
|
|
"varying vec2 _cogl_tex_coord[%d];",
|
|
n_texture_units);
|
|
}
|
|
|
|
g_string_append (shader_source, _cogl_fixed_vertex_shader_fogging_options);
|
|
g_string_append (shader_source, _cogl_fixed_vertex_shader_main_start);
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
|
|
{
|
|
g_string_append_printf (shader_source,
|
|
"transformed_tex_coord = "
|
|
"cogl_texture_matrix[%d] "
|
|
" * cogl_tex_coord%d_in;\n",
|
|
i, i);
|
|
g_string_append_printf (shader_source,
|
|
"_cogl_tex_coord[%d] = transformed_tex_coord.st "
|
|
" / transformed_tex_coord.q;\n",
|
|
i);
|
|
}
|
|
|
|
g_string_append (shader_source, _cogl_fixed_vertex_shader_frag_color_start);
|
|
|
|
g_string_append (shader_source, _cogl_fixed_vertex_shader_end);
|
|
|
|
shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_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_vertex_shaders = g_slist_prepend (w->compiled_vertex_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, "cogl_modelview_projection_matrix");
|
|
uniforms->modelview_matrix_uniform
|
|
= glGetUniformLocation (program, "cogl_modelview_matrix");
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
char *matrix_var_name = g_strdup_printf ("cogl_texture_matrix[%d]", i);
|
|
char *tex_coord_var_name =
|
|
g_strdup_printf ("cogl_tex_coord%d_in", i);
|
|
|
|
uniforms->texture_matrix_uniforms[i]
|
|
= glGetUniformLocation (program, matrix_var_name);
|
|
attribs->multi_texture_coords[i]
|
|
= glGetAttribLocation (program, tex_coord_var_name);
|
|
|
|
g_free (tex_coord_var_name);
|
|
g_free (matrix_var_name);
|
|
}
|
|
|
|
uniforms->point_size_uniform
|
|
= glGetUniformLocation (program, "cogl_point_size_in");
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_bind_attributes (GLuint program)
|
|
{
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
|
|
"cogl_position_in");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
"cogl_color_in");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
|
|
"cogl_normal_in");
|
|
}
|
|
|
|
static CoglGles2WrapperProgram *
|
|
cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
|
|
{
|
|
GSList *node;
|
|
CoglGles2WrapperProgram *program;
|
|
CoglGles2WrapperShader *vertex_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)
|
|
&& 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;
|
|
}
|
|
}
|
|
|
|
/* We should always have a custom shaders because the pipeline
|
|
backend should create them for us */
|
|
g_assert (custom_fragment_shader);
|
|
g_assert (custom_vertex_shader);
|
|
|
|
/* 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;
|
|
}
|
|
|
|
program = g_slice_new (CoglGles2WrapperProgram);
|
|
|
|
program->program = settings->user_program;
|
|
if (!custom_vertex_shader)
|
|
glAttachShader (program->program, vertex_shader->shader);
|
|
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);
|
|
|
|
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;
|
|
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;
|
|
}
|
|
|
|
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_fragment_program (w->settings.user_program,
|
|
COGL_PIPELINE_PROGRAM_TYPE_GLSL);
|
|
_cogl_use_vertex_program (w->settings.user_program,
|
|
COGL_PIPELINE_PROGRAM_TYPE_GLSL);
|
|
|
|
/* Make sure all of the uniforms are up to date */
|
|
if (w->dirty_uniforms)
|
|
{
|
|
#if 0 /* <-- this will all be removed when this wrapper is removed */
|
|
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);
|
|
}
|
|
}
|
|
#endif /* commented out */
|
|
|
|
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++)
|
|
{
|
|
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_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;
|
|
}
|
|
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))
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
FALSE);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
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_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_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)
|
|
{
|
|
if (last)
|
|
last->next = next;
|
|
else
|
|
w->compiled_programs = next;
|
|
|
|
g_slist_free1 (node);
|
|
}
|
|
else
|
|
last = node;
|
|
}
|
|
}
|