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fa855b7c45
This makes a start on clearly factoring the deprecated code of core Cogl into a deprecated/ directory. Ideally we want to get to the point where all code here can be re-worked in terms of the public 2.0 api so that it can be kept indefinitely for cogl 1.x api compatibility without cluttering the core code base itself. If we can do this then we can avoid maintaining the Cogl 1.x branches in parallel with master which would reduce the maintenance effort.
371 lines
9.6 KiB
C
371 lines
9.6 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) 2007,2008,2009,2010 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, see <http://www.gnu.org/licenses/>.
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*
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*
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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-shader-private.h"
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#include "cogl-util-gl-private.h"
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-glsl-shader-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include <glib.h>
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#include <string.h>
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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/* Frees shader 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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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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g_slice_free (CoglShader, shader);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return COGL_INVALID_HANDLE;
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}
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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{
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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}
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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CoglShaderLanguage language;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = handle;
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#ifdef HAVE_COGL_GL
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if (strncmp (source, "!!ARBfp1.0", 10) == 0)
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language = COGL_SHADER_LANGUAGE_ARBFP;
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else
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#endif
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language = COGL_SHADER_LANGUAGE_GLSL;
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/* Delete the old object if the language is changing... */
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if (G_UNLIKELY (language != shader->language) &&
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shader->gl_handle)
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delete_shader (shader);
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shader->source = g_strdup (source);
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shader->language = language;
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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#ifdef HAVE_COGL_GL
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shader = handle;
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_cogl_shader_compile_real (handle, NULL);
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#endif
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/* XXX: For GLSL we don't actually compile anything until the shader
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* gets used so we have an opportunity to add some boilerplate to
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* the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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* so thinly wrap the OpenGL shader API and the current plan is to
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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#ifdef COGL_GL_DEBUG
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GLenum gl_error;
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#endif
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if (shader->gl_handle)
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return;
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GE (ctx, glGenPrograms (1, &shader->gl_handle));
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GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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g_message ("user ARBfp program:\n%s", shader->source);
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#ifdef COGL_GL_DEBUG
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while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
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;
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#endif
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ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
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GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen (shader->source),
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shader->source);
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#ifdef COGL_GL_DEBUG
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gl_error = ctx->glGetError ();
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if (gl_error != GL_NO_ERROR)
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{
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g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
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G_STRLOC,
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gl_error,
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shader->source,
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ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
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}
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#endif
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}
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else
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#endif
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{
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GLenum gl_type;
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GLint status;
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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}
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
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"src:\n%s\n"
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"error:\n%s\n",
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shader->source,
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buffer);
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}
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}
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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if (!cogl_is_shader (handle))
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return NULL;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The way this API was originally designed as a very thin wrapper
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* over the GL api was a mistake and it's now very difficult to
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* make the API work in a meaningful way given how the rest of Cogl
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* has evolved.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return g_strdup ("");
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = handle;
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return shader->type;
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}
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CoglBool
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cogl_shader_is_compiled (CoglHandle handle)
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{
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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
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if (!cogl_is_shader (handle))
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return FALSE;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility and blatantly lies to the
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* user about whether their shader has been compiled.
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*
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* I suppose we could say we're stretching the definition of
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* "compile" and are deferring any related errors to be "linker"
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* errors.
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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