mirror of
https://github.com/brl/mutter.git
synced 2024-12-24 12:02:04 +00:00
09c2e4abe7
Instead of specifying the hook point when adding to the pipeline using a separate function for each hook, the hook is now a property of the snippet. The hook is set on construction and is then read-only. Reviewed-by: Robert Bragg <robert@linux.intel.com>
476 lines
15 KiB
C
476 lines
15 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* An object oriented GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Copyright (C) 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:
|
|
* Neil Roberts <neil@linux.intel.com>
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include <string.h>
|
|
|
|
#include "cogl-context-private.h"
|
|
#include "cogl-pipeline-private.h"
|
|
#include "cogl-pipeline-opengl-private.h"
|
|
|
|
#ifdef COGL_PIPELINE_VERTEND_GLSL
|
|
|
|
#include "cogl.h"
|
|
#include "cogl-internal.h"
|
|
#include "cogl-context-private.h"
|
|
#include "cogl-handle.h"
|
|
#include "cogl-program-private.h"
|
|
#include "cogl-pipeline-vertend-glsl-private.h"
|
|
|
|
const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
|
|
|
|
typedef struct
|
|
{
|
|
unsigned int ref_count;
|
|
|
|
GLuint gl_shader;
|
|
GString *header, *source;
|
|
|
|
/* Age of the user program that was current when the shader was
|
|
generated. We need to keep track of this because if the user
|
|
program changes then we may need to redecide whether to generate
|
|
a shader at all */
|
|
unsigned int user_program_age;
|
|
|
|
/* The number of tex coord attributes that the shader was generated
|
|
for. If this changes on GLES2 then we need to regenerate the
|
|
shader */
|
|
int n_tex_coord_attribs;
|
|
} CoglPipelineShaderState;
|
|
|
|
static CoglUserDataKey shader_state_key;
|
|
|
|
static CoglPipelineShaderState *
|
|
shader_state_new (void)
|
|
{
|
|
CoglPipelineShaderState *shader_state;
|
|
|
|
shader_state = g_slice_new0 (CoglPipelineShaderState);
|
|
shader_state->ref_count = 1;
|
|
|
|
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)
|
|
{
|
|
CoglPipelineShaderState *shader_state = user_data;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (--shader_state->ref_count == 0)
|
|
{
|
|
if (shader_state->gl_shader)
|
|
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
|
|
|
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);
|
|
}
|
|
|
|
GLuint
|
|
_cogl_pipeline_vertend_glsl_get_shader (CoglPipeline *pipeline)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
|
|
if (shader_state)
|
|
return shader_state->gl_shader;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
static CoglPipelineSnippetList *
|
|
get_vertex_snippets (CoglPipeline *pipeline)
|
|
{
|
|
pipeline =
|
|
_cogl_pipeline_get_authority (pipeline,
|
|
COGL_PIPELINE_STATE_VERTEX_SNIPPETS);
|
|
|
|
return &pipeline->big_state->vertex_snippets;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
|
|
int n_layers,
|
|
unsigned long pipelines_difference,
|
|
int n_tex_coord_attribs)
|
|
{
|
|
CoglPipelineShaderState *shader_state;
|
|
CoglPipeline *template_pipeline = NULL;
|
|
CoglProgram *user_program;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
|
|
return FALSE;
|
|
|
|
user_program = cogl_pipeline_get_user_program (pipeline);
|
|
|
|
/* If the user program has a vertex shader that isn't GLSL then the
|
|
appropriate vertend for that language should handle it */
|
|
if (user_program &&
|
|
_cogl_program_has_vertex_shader (user_program) &&
|
|
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
|
|
return FALSE;
|
|
|
|
/* Now lookup our glsl backend private state (allocating if
|
|
* necessary) */
|
|
shader_state = get_shader_state (pipeline);
|
|
|
|
if (shader_state == NULL)
|
|
{
|
|
CoglPipeline *authority;
|
|
|
|
/* Get the authority for anything affecting vertex shader
|
|
state */
|
|
authority = _cogl_pipeline_find_equivalent_parent
|
|
(pipeline,
|
|
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN &
|
|
~COGL_PIPELINE_STATE_LAYERS,
|
|
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
|
|
|
|
shader_state = get_shader_state (authority);
|
|
|
|
if (shader_state == NULL)
|
|
{
|
|
/* Check if there is already a similar cached pipeline whose
|
|
shader state we can share */
|
|
if (G_LIKELY (!(COGL_DEBUG_ENABLED
|
|
(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
|
|
{
|
|
template_pipeline =
|
|
_cogl_pipeline_cache_get_vertex_template (ctx->pipeline_cache,
|
|
authority);
|
|
|
|
shader_state = get_shader_state (template_pipeline);
|
|
}
|
|
|
|
if (shader_state)
|
|
shader_state->ref_count++;
|
|
else
|
|
shader_state = shader_state_new ();
|
|
|
|
set_shader_state (authority, shader_state);
|
|
|
|
if (template_pipeline)
|
|
{
|
|
shader_state->ref_count++;
|
|
set_shader_state (template_pipeline, shader_state);
|
|
}
|
|
}
|
|
|
|
if (authority != pipeline)
|
|
{
|
|
shader_state->ref_count++;
|
|
set_shader_state (pipeline, shader_state);
|
|
}
|
|
}
|
|
|
|
if (shader_state->gl_shader)
|
|
{
|
|
/* If we already have a valid GLSL shader then we don't need to
|
|
generate a new one. However if there's a user program and it
|
|
has changed since the last link then we do need a new
|
|
shader. If the number of tex coord attribs changes on GLES2
|
|
then we need to regenerate the shader with a different boiler
|
|
plate */
|
|
if ((user_program == NULL ||
|
|
shader_state->user_program_age == user_program->age)
|
|
&& (ctx->driver != COGL_DRIVER_GLES2 ||
|
|
shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
|
|
return TRUE;
|
|
|
|
/* We need to recreate the shader so destroy the existing one */
|
|
GE( ctx, glDeleteShader (shader_state->gl_shader) );
|
|
shader_state->gl_shader = 0;
|
|
}
|
|
|
|
/* If we make it here then we have a shader_state struct without a gl_shader
|
|
either because this is the first time we've encountered it or
|
|
because the user program has changed */
|
|
|
|
if (user_program)
|
|
shader_state->user_program_age = user_program->age;
|
|
|
|
shader_state->n_tex_coord_attribs = n_tex_coord_attribs;
|
|
|
|
/* If the user program contains a vertex shader then we don't need
|
|
to generate one */
|
|
if (user_program &&
|
|
_cogl_program_has_vertex_shader (user_program))
|
|
return TRUE;
|
|
|
|
/* We reuse two grow-only GStrings for code-gen. One string
|
|
contains the uniform and attribute declarations while the
|
|
other contains the main function. We need two strings
|
|
because we need to dynamically declare attributes as the
|
|
add_layer callback is invoked */
|
|
g_string_set_size (ctx->codegen_header_buffer, 0);
|
|
g_string_set_size (ctx->codegen_source_buffer, 0);
|
|
shader_state->header = ctx->codegen_header_buffer;
|
|
shader_state->source = ctx->codegen_source_buffer;
|
|
|
|
g_string_append (shader_state->source,
|
|
"void\n"
|
|
"cogl_generated_source ()\n"
|
|
"{\n");
|
|
|
|
if (ctx->driver == COGL_DRIVER_GLES2)
|
|
/* There is no builtin uniform for the pointsize on GLES2 so we need
|
|
to copy it from the custom uniform in the vertex shader */
|
|
g_string_append (shader_state->source,
|
|
" cogl_point_size_out = cogl_point_size_in;\n");
|
|
/* On regular OpenGL we'll just flush the point size builtin */
|
|
else if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
|
|
{
|
|
CoglPipeline *authority =
|
|
_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
|
|
|
|
if (ctx->point_size_cache != authority->big_state->point_size)
|
|
{
|
|
GE( ctx, glPointSize (authority->big_state->point_size) );
|
|
ctx->point_size_cache = authority->big_state->point_size;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state;
|
|
int unit_index;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
shader_state = get_shader_state (pipeline);
|
|
|
|
unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
|
|
if (ctx->driver != COGL_DRIVER_GLES2)
|
|
{
|
|
/* We are using the fixed function uniforms for the user matrices
|
|
and the only way to set them is with the fixed function API so we
|
|
still need to flush them here */
|
|
if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
|
|
{
|
|
CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
|
|
CoglPipelineLayer *authority =
|
|
_cogl_pipeline_layer_get_authority (layer, state);
|
|
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
|
|
|
|
_cogl_matrix_stack_set (unit->matrix_stack,
|
|
&authority->big_state->matrix);
|
|
|
|
_cogl_set_active_texture_unit (unit_index);
|
|
|
|
_cogl_matrix_stack_flush_to_gl (ctx,
|
|
unit->matrix_stack,
|
|
COGL_MATRIX_TEXTURE);
|
|
}
|
|
}
|
|
|
|
if (shader_state->source == NULL)
|
|
return TRUE;
|
|
|
|
/* Transform the texture coordinates by the layer's user matrix.
|
|
*
|
|
* FIXME: this should avoid doing the transform if there is no user
|
|
* matrix set. This might need a separate layer state flag for
|
|
* whether there is a user matrix
|
|
*
|
|
* FIXME: we could be more clever here and try to detect if the
|
|
* fragment program is going to use the texture coordinates and
|
|
* avoid setting them if not
|
|
*/
|
|
|
|
g_string_append_printf (shader_state->source,
|
|
" cogl_tex_coord_out[%i] = "
|
|
"cogl_texture_matrix[%i] * cogl_tex_coord%i_in;\n",
|
|
unit_index, unit_index, unit_index);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
shader_state = get_shader_state (pipeline);
|
|
|
|
if (shader_state->source)
|
|
{
|
|
const char *source_strings[2];
|
|
GLint lengths[2];
|
|
GLint compile_status;
|
|
GLuint shader;
|
|
CoglPipelineSnippetData snippet_data;
|
|
|
|
COGL_STATIC_COUNTER (vertend_glsl_compile_counter,
|
|
"glsl vertex compile counter",
|
|
"Increments each time a new GLSL "
|
|
"vertex shader is compiled",
|
|
0 /* no application private data */);
|
|
COGL_COUNTER_INC (_cogl_uprof_context, vertend_glsl_compile_counter);
|
|
|
|
g_string_append (shader_state->source,
|
|
" cogl_position_out = "
|
|
"cogl_modelview_projection_matrix * "
|
|
"cogl_position_in;\n"
|
|
" cogl_color_out = cogl_color_in;\n"
|
|
"}\n");
|
|
|
|
/* Add all of the hooks for vertex processing */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = get_vertex_snippets (pipeline);
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_VERTEX;
|
|
snippet_data.chain_function = "cogl_generated_source";
|
|
snippet_data.final_name = "main";
|
|
snippet_data.function_prefix = "cogl_vertex_hook";
|
|
snippet_data.source_buf = shader_state->source;
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
GE_RET( shader, ctx, glCreateShader (GL_VERTEX_SHADER) );
|
|
|
|
lengths[0] = shader_state->header->len;
|
|
source_strings[0] = shader_state->header->str;
|
|
lengths[1] = shader_state->source->len;
|
|
source_strings[1] = shader_state->source->str;
|
|
|
|
_cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER,
|
|
shader_state
|
|
->n_tex_coord_attribs,
|
|
2, /* count */
|
|
source_strings, lengths);
|
|
|
|
GE( ctx, glCompileShader (shader) );
|
|
GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
|
|
|
if (!compile_status)
|
|
{
|
|
GLint len = 0;
|
|
char *shader_log;
|
|
|
|
GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
|
shader_log = g_alloca (len);
|
|
GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
}
|
|
|
|
shader_state->header = NULL;
|
|
shader_state->source = NULL;
|
|
shader_state->gl_shader = shader;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
if ((change & COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN))
|
|
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_vertend_glsl_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
CoglPipelineShaderState *shader_state;
|
|
|
|
shader_state = get_shader_state (owner);
|
|
if (!shader_state)
|
|
return;
|
|
|
|
if ((change & COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN))
|
|
{
|
|
dirty_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
/* 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. */
|
|
}
|
|
|
|
const CoglPipelineVertend _cogl_pipeline_glsl_vertend =
|
|
{
|
|
_cogl_pipeline_vertend_glsl_start,
|
|
_cogl_pipeline_vertend_glsl_add_layer,
|
|
_cogl_pipeline_vertend_glsl_end,
|
|
_cogl_pipeline_vertend_glsl_pre_change_notify,
|
|
_cogl_pipeline_vertend_glsl_layer_pre_change_notify
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_VERTEND_GLSL */
|