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00f0a66ec9
On GLES2, we need to specify an array size for the texture coord varying array. Previously this size would be decided in one of the following ways: - For generated vertex shaders it is always the number of layers in the pipeline. - For generated fragment shaders it is the highest sampled texture unit in the pipeline or the number of attributes supplied by the primitive, whichever is higher. - For user shaders it is usually the number of attributes supplied by the primitive. However, if the application tries to compile the shader and query the result before using it, it will always be at least 4. These shaders can quite easily end up with different values for the declaration which makes it fail to link. This patch changes it so that all of the shaders are generated with the maximum of the number of texture attributes supplied by the primitive and the number of layers in the pipeline. If this value changes then the shaders are regenerated, including user shaders. That way all of the shaders will always have the same value. https://bugzilla.gnome.org/show_bug.cgi?id=662184 Reviewed-by: Robert Bragg <robert@linux.intel.com>
133 lines
3.9 KiB
C
133 lines
3.9 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) 2008,2009,2010 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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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-context-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_VERTEND_FIXED
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-program-private.h"
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const CoglPipelineVertend _cogl_pipeline_fixed_vertend;
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static gboolean
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_cogl_pipeline_vertend_fixed_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglProgram *user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED)))
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return FALSE;
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if (ctx->driver == COGL_DRIVER_GLES2)
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return FALSE;
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/* If there is a user program with a vertex shader then the
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appropriate backend for that language should handle it. We can
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still use the fixed vertex backend if the program only contains
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a fragment shader */
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program != COGL_INVALID_HANDLE &&
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_cogl_program_has_vertex_shader (user_program))
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return FALSE;
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_cogl_use_vertex_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_vertend_fixed_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
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{
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CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer, state);
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_cogl_matrix_stack_set (unit->matrix_stack,
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&authority->big_state->matrix);
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_cogl_set_active_texture_unit (unit_index);
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_cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE);
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}
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_vertend_fixed_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (pipelines_difference & COGL_PIPELINE_STATE_POINT_SIZE)
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_POINT_SIZE);
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if (ctx->point_size_cache != authority->big_state->point_size)
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{
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GE( ctx, glPointSize (authority->big_state->point_size) );
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ctx->point_size_cache = authority->big_state->point_size;
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}
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}
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return TRUE;
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}
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const CoglPipelineVertend _cogl_pipeline_fixed_vertend =
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{
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_cogl_pipeline_vertend_fixed_start,
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_cogl_pipeline_vertend_fixed_add_layer,
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_cogl_pipeline_vertend_fixed_end,
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NULL, /* pipeline_change_notify */
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NULL /* layer_change_notify */
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};
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#endif /* COGL_PIPELINE_VERTEND_FIXED */
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