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2b9478a665
Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
256 lines
7.2 KiB
C
256 lines
7.2 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 "cogl.h"
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#include "cogl-program.h"
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#include "cogl-shader-private.h"
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#include "cogl-internal.h"
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#include "cogl-handle.h"
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#include "cogl-context.h"
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#include <glib.h>
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/* Expecting ARB functions not to be defined */
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#define glCreateProgramObjectARB ctx->pf_glCreateProgramObjectARB
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#define glAttachObjectARB ctx->pf_glAttachObjectARB
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#define glUseProgramObjectARB ctx->pf_glUseProgramObjectARB
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#define glLinkProgramARB ctx->pf_glLinkProgramARB
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#define glGetUniformLocationARB ctx->pf_glGetUniformLocationARB
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#define glUniform1fARB ctx->pf_glUniform1fARB
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#define glUniform2fARB ctx->pf_glUniform2fARB
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#define glUniform3fARB ctx->pf_glUniform3fARB
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#define glUniform4fARB ctx->pf_glUniform4fARB
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#define glUniform1fvARB ctx->pf_glUniform1fvARB
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#define glUniform2fvARB ctx->pf_glUniform2fvARB
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#define glUniform3fvARB ctx->pf_glUniform3fvARB
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#define glUniform4fvARB ctx->pf_glUniform4fvARB
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#define glUniform1iARB ctx->pf_glUniform1iARB
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#define glUniform2iARB ctx->pf_glUniform2iARB
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#define glUniform3iARB ctx->pf_glUniform3iARB
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#define glUniform4iARB ctx->pf_glUniform4iARB
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#define glUniform1ivARB ctx->pf_glUniform1ivARB
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#define glUniform2ivARB ctx->pf_glUniform2ivARB
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#define glUniform3ivARB ctx->pf_glUniform3ivARB
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#define glUniform4ivARB ctx->pf_glUniform4ivARB
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#define glUniformMatrix2fvARB ctx->pf_glUniformMatrix2fvARB
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#define glUniformMatrix3fvARB ctx->pf_glUniformMatrix3fvARB
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#define glUniformMatrix4fvARB ctx->pf_glUniformMatrix4fvARB
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#define glDeleteObjectARB ctx->pf_glDeleteObjectARB
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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static void
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_cogl_program_free (CoglProgram *program)
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{
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/* Frees program resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glDeleteObjectARB (program->gl_handle);
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}
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CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, 0);
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program = g_slice_new (CoglProgram);
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program->gl_handle = glCreateProgramObjectARB ();
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return _cogl_program_handle_new (program);
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
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return;
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program = _cogl_program_pointer_from_handle (program_handle);
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shader = _cogl_shader_pointer_from_handle (shader_handle);
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glAttachObjectARB (program->gl_handle, shader->gl_handle);
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}
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void
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cogl_program_link (CoglHandle handle)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (handle))
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return;
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program = _cogl_program_pointer_from_handle (handle);
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glLinkProgramARB (program->gl_handle);
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}
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void
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cogl_program_use (CoglHandle handle)
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{
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CoglProgram *program;
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GLhandleARB gl_handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
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return;
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/* The Cogl journal doesn't currently cope with the use of
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* shaders so we have to flush all priitives whenever the
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* current shader changes... */
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_cogl_journal_flush ();
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if (handle == COGL_INVALID_HANDLE)
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gl_handle = 0;
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else
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{
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program = _cogl_program_pointer_from_handle (handle);
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gl_handle = program->gl_handle;
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}
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glUseProgramObjectARB (gl_handle);
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}
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int
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cogl_program_get_uniform_location (CoglHandle handle,
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const gchar *uniform_name)
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{
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CoglProgram *program;
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_COGL_GET_CONTEXT (ctx, 0);
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if (!cogl_is_program (handle))
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return 0;
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program = _cogl_program_pointer_from_handle (handle);
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return glGetUniformLocationARB (program->gl_handle, uniform_name);
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}
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void
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cogl_program_uniform_1f (int uniform_no,
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gfloat value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glUniform1fARB (uniform_no, value);
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}
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void
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cogl_program_uniform_1i (int uniform_no,
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gint value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glUniform1iARB (uniform_no, value);
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}
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void
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cogl_program_uniform_float (int uniform_no,
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gint size,
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gint count,
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const GLfloat *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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switch (size)
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{
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case 1:
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glUniform1fvARB (uniform_no, count, value);
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break;
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case 2:
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glUniform2fvARB (uniform_no, count, value);
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break;
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case 3:
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glUniform3fvARB (uniform_no, count, value);
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break;
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case 4:
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glUniform4fvARB (uniform_no, count, value);
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break;
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default:
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g_warning ("%s called with invalid size parameter", G_STRFUNC);
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}
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}
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void
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cogl_program_uniform_int (int uniform_no,
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gint size,
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gint count,
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const int *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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switch (size)
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{
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case 1:
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glUniform1ivARB (uniform_no, count, value);
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break;
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case 2:
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glUniform2ivARB (uniform_no, count, value);
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break;
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case 3:
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glUniform3ivARB (uniform_no, count, value);
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break;
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case 4:
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glUniform4ivARB (uniform_no, count, value);
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break;
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default:
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g_warning ("%s called with invalid size parameter", G_STRFUNC);
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}
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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gint size,
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gint count,
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gboolean transpose,
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const GLfloat *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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switch (size)
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{
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case 2 :
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glUniformMatrix2fvARB (uniform_no, count, transpose, value);
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break;
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case 3 :
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glUniformMatrix3fvARB (uniform_no, count, transpose, value);
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break;
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case 4 :
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glUniformMatrix4fvARB (uniform_no, count, transpose, value);
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break;
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default :
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g_warning ("%s called with invalid size parameter", G_STRFUNC);
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}
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}
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