mirror of
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a0441778ad
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905
)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
504 lines
14 KiB
C
504 lines
14 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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-util.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-shader-private.h"
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#include "cogl-program-private.h"
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#include <string.h>
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
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/* A CoglProgram is effectively just a list of shaders that will be
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used together and a set of values for the custom uniforms. No
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actual GL program is created - instead this is the responsibility
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of the GLSL material backend. The uniform values are collected in
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an array and then flushed whenever the material backend requests
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it. */
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static void
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_cogl_program_free (CoglProgram *program)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Unref all of the attached shaders */
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g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
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/* Destroy the list */
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g_slist_free (program->attached_shaders);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
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g_free (uniform->name);
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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}
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g_array_free (program->custom_uniforms, TRUE);
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g_slice_free (CoglProgram, program);
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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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program = g_slice_new0 (CoglProgram);
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program->custom_uniforms =
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g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
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program->age = 0;
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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 = program_handle;
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shader = shader_handle;
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/* Only one shader is allowed if the type is ARBfp */
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_COGL_RETURN_IF_FAIL (program->attached_shaders == NULL);
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else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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_COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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cogl_handle_ref (shader_handle));
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program->age++;
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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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/* There's no point in linking the program here because it will have
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to be relinked with a different fixed functionality shader
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whenever the settings change */
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (handle == COGL_INVALID_HANDLE ||
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cogl_is_program (handle));
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if (ctx->current_program == 0 && handle != 0)
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ctx->legacy_state_set++;
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else if (handle == 0 && ctx->current_program != 0)
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ctx->legacy_state_set--;
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if (handle != COGL_INVALID_HANDLE)
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cogl_handle_ref (handle);
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if (ctx->current_program != COGL_INVALID_HANDLE)
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cogl_handle_unref (ctx->current_program);
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ctx->current_program = 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 char *uniform_name)
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{
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int i;
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CoglProgram *program;
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CoglProgramUniform *uniform;
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if (!cogl_is_program (handle))
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return -1;
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program = handle;
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/* We can't just ask the GL program object for the uniform location
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directly because it will change every time the program is linked
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with a different shader. Instead we make our own mapping of
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uniform numbers and cache the names */
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (!strcmp (uniform->name, uniform_name))
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return i;
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}
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/* Create a new uniform with the given name */
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g_array_set_size (program->custom_uniforms,
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program->custom_uniforms->len + 1);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform,
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program->custom_uniforms->len - 1);
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uniform->name = g_strdup (uniform_name);
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memset (&uniform->value, 0, sizeof (CoglBoxedValue));
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uniform->dirty = TRUE;
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uniform->location_valid = FALSE;
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return program->custom_uniforms->len - 1;
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}
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static CoglProgramUniform *
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cogl_program_modify_uniform (CoglProgram *program,
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int uniform_no)
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{
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CoglProgramUniform *uniform;
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_program (program), NULL);
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_COGL_RETURN_VAL_IF_FAIL (uniform_no >= 0 &&
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uniform_no < program->custom_uniforms->len,
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NULL);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, uniform_no);
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uniform->dirty = TRUE;
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return uniform;
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}
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void
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cogl_program_uniform_1f (int uniform_no,
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float value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_1f (&uniform->value, value);
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}
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void
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cogl_program_set_uniform_1f (CoglHandle handle,
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int uniform_location,
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float value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_1f (&uniform->value, 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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int value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_1i (&uniform->value, value);
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}
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void
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cogl_program_set_uniform_1i (CoglHandle handle,
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int uniform_location,
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int value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_1i (&uniform->value, 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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int size,
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int count,
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const float *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_float (&uniform->value, size, count, value);
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}
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void
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cogl_program_set_uniform_float (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const float *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_float (&uniform->value, n_components, count, value);
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}
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const int *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_int (&uniform->value, size, count, value);
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}
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void
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cogl_program_set_uniform_int (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const int *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_int (&uniform->value, n_components, count, value);
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}
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void
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cogl_program_set_uniform_matrix (CoglHandle handle,
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int uniform_location,
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int dimensions,
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int count,
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CoglBool transpose,
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const float *value)
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{
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CoglProgramUniform *uniform;
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uniform = cogl_program_modify_uniform (handle, uniform_location);
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_cogl_boxed_value_set_matrix (&uniform->value,
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dimensions,
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count,
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transpose,
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value);
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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CoglBool transpose,
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const float *value)
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{
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CoglProgramUniform *uniform;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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uniform = cogl_program_modify_uniform (ctx->current_program, uniform_no);
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_cogl_boxed_value_set_matrix (&uniform->value, size, count, transpose, value);
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}
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/* ARBfp local parameters can be referenced like:
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*
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* "program.local[5]"
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* ^14char offset (after whitespace is stripped)
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*/
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static int
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get_local_param_index (const char *uniform_name)
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{
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char *input = g_strdup (uniform_name);
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int i;
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char *p = input;
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char *endptr;
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int _index;
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for (i = 0; input[i] != '\0'; i++)
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if (input[i] != '_' && input[i] != '\t')
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*p++ = input[i];
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input[i] = '\0';
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_COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1);
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_index = g_ascii_strtoull (input + 14, &endptr, 10);
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_COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1);
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_COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1);
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_COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1);
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g_free (input);
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return _index;
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}
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#ifdef HAVE_COGL_GL
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static void
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_cogl_program_flush_uniform_arbfp (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (value->type != COGL_BOXED_NONE)
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{
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_COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT);
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_COGL_RETURN_IF_FAIL (value->size == 4);
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_COGL_RETURN_IF_FAIL (value->count == 1);
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GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
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value->v.float_value) );
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}
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}
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#endif /* HAVE_COGL_GL */
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void
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_cogl_program_flush_uniforms (CoglProgram *program,
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GLuint gl_program,
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CoglBool gl_program_changed)
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{
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CoglProgramUniform *uniform;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (ctx->driver != COGL_DRIVER_GLES1);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (gl_program_changed || uniform->dirty)
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{
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if (gl_program_changed || !uniform->location_valid)
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{
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if (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL)
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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else
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uniform->location =
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get_local_param_index (uniform->name);
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uniform->location_valid = TRUE;
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}
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/* If the uniform isn't really in the program then there's
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no need to actually set it */
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if (uniform->location != -1)
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{
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switch (_cogl_program_get_language (program))
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{
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case COGL_SHADER_LANGUAGE_GLSL:
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_cogl_boxed_value_set_uniform (ctx,
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uniform->location,
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&uniform->value);
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break;
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case COGL_SHADER_LANGUAGE_ARBFP:
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#ifdef HAVE_COGL_GL
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_cogl_program_flush_uniform_arbfp (uniform->location,
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&uniform->value);
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#endif
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break;
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}
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}
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uniform->dirty = FALSE;
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}
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}
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}
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle)
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{
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CoglProgram *program = handle;
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/* Use the language of the first shader */
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if (program->attached_shaders)
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{
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CoglShader *shader = program->attached_shaders->data;
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return shader->language;
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}
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else
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return COGL_SHADER_LANGUAGE_GLSL;
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}
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static CoglBool
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_cogl_program_has_shader_type (CoglProgram *program,
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CoglShaderType type)
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{
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GSList *l;
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for (l = program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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if (shader->type == type)
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return TRUE;
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}
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return FALSE;
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}
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CoglBool
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_cogl_program_has_fragment_shader (CoglHandle handle)
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{
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return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
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}
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CoglBool
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_cogl_program_has_vertex_shader (CoglHandle handle)
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{
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return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
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}
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