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34ce527dca
Previously most of the code for cogl-program and cogl-shader was ifdef'd out for GLES 1.1 and alternate stub definitions were defined. This patch removes those and instead puts #ifdef's directly in the functions that need it. This should make it a little bit easier to maintain. http://bugzilla.clutter-project.org/show_bug.cgi?id=2516
634 lines
18 KiB
C
634 lines
18 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 <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.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.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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#ifndef HAVE_COGL_GLES2
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#define glGetUniformLocation ctx->drv.pf_glGetUniformLocation
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#define glUniform1f ctx->drv.pf_glUniform1f
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#define glUniform2f ctx->drv.pf_glUniform2f
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#define glUniform3f ctx->drv.pf_glUniform3f
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#define glUniform4f ctx->drv.pf_glUniform4f
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#define glUniform1fv ctx->drv.pf_glUniform1fv
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#define glUniform2fv ctx->drv.pf_glUniform2fv
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#define glUniform3fv ctx->drv.pf_glUniform3fv
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#define glUniform4fv ctx->drv.pf_glUniform4fv
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#define glUniform1i ctx->drv.pf_glUniform1i
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#define glUniform2i ctx->drv.pf_glUniform2i
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#define glUniform3i ctx->drv.pf_glUniform3i
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#define glUniform4i ctx->drv.pf_glUniform4i
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#define glUniform1iv ctx->drv.pf_glUniform1iv
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#define glUniform2iv ctx->drv.pf_glUniform2iv
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#define glUniform3iv ctx->drv.pf_glUniform3iv
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#define glUniform4iv ctx->drv.pf_glUniform4iv
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#define glUniformMatrix2fv ctx->drv.pf_glUniformMatrix2fv
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#define glUniformMatrix3fv ctx->drv.pf_glUniformMatrix3fv
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#define glUniformMatrix4fv ctx->drv.pf_glUniformMatrix4fv
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#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
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#endif /* HAVE_COGL_GLES2 */
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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 = _cogl_program_pointer_from_handle (program_handle);
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shader = _cogl_shader_pointer_from_handle (shader_handle);
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/* Only one shader is allowed if the type is ARBfp */
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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g_return_if_fail (program->attached_shaders == NULL);
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else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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g_return_if_fail (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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#endif
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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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g_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 = _cogl_program_pointer_from_handle (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 void
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cogl_program_uniform_x (CoglHandle handle,
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int uniform_no,
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int size,
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int count,
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CoglBoxedType type,
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gsize value_size,
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gconstpointer value,
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gboolean transpose)
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{
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CoglProgram *program = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_program (handle));
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g_return_if_fail (program != NULL);
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if (uniform_no >= 0 && uniform_no < program->custom_uniforms->len &&
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size >= 1 && size <= 4 && count >= 1)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms,
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CoglProgramUniform, uniform_no);
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if (count == 1)
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{
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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memcpy (uniform->value.v.float_value, value, value_size);
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}
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else
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{
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if (uniform->value.count > 1)
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{
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if (uniform->value.count != count ||
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uniform->value.size != size ||
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uniform->value.type != type)
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{
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g_free (uniform->value.v.array);
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uniform->value.v.array = g_malloc (count * value_size);
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}
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}
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else
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uniform->value.v.array = g_malloc (count * value_size);
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memcpy (uniform->value.v.array, value, count * value_size);
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}
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uniform->value.type = type;
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uniform->value.size = size;
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uniform->value.count = count;
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uniform->dirty = TRUE;
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}
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value, FALSE);
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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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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value, FALSE);
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value, FALSE);
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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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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value, FALSE);
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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 GLfloat *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_FLOAT,
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sizeof (float) * size, value, FALSE);
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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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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_FLOAT,
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sizeof (float) * n_components, value, FALSE);
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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 GLint *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_INT,
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sizeof (int) * size, value, FALSE);
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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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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_INT,
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sizeof (int) * n_components, value, FALSE);
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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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gboolean transpose,
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const float *value)
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{
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g_return_if_fail (cogl_is_program (handle));
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cogl_program_uniform_x (handle,
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uniform_location, dimensions, count,
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COGL_BOXED_MATRIX,
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sizeof (float) * dimensions * dimensions,
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value,
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transpose);
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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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gboolean transpose,
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const float *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_set_uniform_matrix (ctx->current_program,
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uniform_no, size, count, transpose, value);
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}
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#ifndef HAVE_COGL_GLES
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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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g_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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g_return_val_if_fail (endptr != input + 14, -1);
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g_return_val_if_fail (*endptr == ']', -1);
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g_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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static void
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_cogl_program_flush_uniform_glsl (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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switch (value->type)
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{
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case COGL_BOXED_NONE:
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break;
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case COGL_BOXED_INT:
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{
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int *ptr;
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if (value->count == 1)
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ptr = value->v.int_value;
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else
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ptr = value->v.int_array;
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switch (value->size)
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{
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case 1: glUniform1iv (location, value->count, ptr); break;
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case 2: glUniform2iv (location, value->count, ptr); break;
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case 3: glUniform3iv (location, value->count, ptr); break;
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case 4: glUniform4iv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_FLOAT:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.float_value;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 1: glUniform1fv (location, value->count, ptr); break;
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case 2: glUniform2fv (location, value->count, ptr); break;
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case 3: glUniform3fv (location, value->count, ptr); break;
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case 4: glUniform4fv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_MATRIX:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.matrix;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 2:
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glUniformMatrix2fv (location, value->count, value->transpose, ptr);
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break;
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case 3:
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glUniformMatrix3fv (location, value->count, value->transpose, ptr);
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break;
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case 4:
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glUniformMatrix4fv (location, value->count, value->transpose, ptr);
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break;
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}
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}
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break;
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}
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}
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#endif /* HAVE_COGL_GLES */
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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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g_return_if_fail (value->type == COGL_BOXED_FLOAT);
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g_return_if_fail (value->size == 4);
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g_return_if_fail (value->count == 1);
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GE( 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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gboolean gl_program_changed)
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{
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#ifdef HAVE_COGL_GLES
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g_return_if_reached ();
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#else /* HAVE_COGL_GLES */
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CoglProgramUniform *uniform;
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int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (i = 0; i < program->custom_uniforms->len; i++)
|
|
{
|
|
uniform = &g_array_index (program->custom_uniforms,
|
|
CoglProgramUniform, i);
|
|
|
|
if (gl_program_changed || uniform->dirty)
|
|
{
|
|
if (gl_program_changed || !uniform->location_valid)
|
|
{
|
|
if (_cogl_program_get_language (program) ==
|
|
COGL_SHADER_LANGUAGE_GLSL)
|
|
uniform->location =
|
|
glGetUniformLocation (gl_program, uniform->name);
|
|
else
|
|
uniform->location =
|
|
get_local_param_index (uniform->name);
|
|
|
|
uniform->location_valid = TRUE;
|
|
}
|
|
|
|
/* If the uniform isn't really in the program then there's
|
|
no need to actually set it */
|
|
if (uniform->location != -1)
|
|
{
|
|
switch (_cogl_program_get_language (program))
|
|
{
|
|
case COGL_SHADER_LANGUAGE_GLSL:
|
|
_cogl_program_flush_uniform_glsl (uniform->location,
|
|
&uniform->value);
|
|
break;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
case COGL_SHADER_LANGUAGE_ARBFP:
|
|
_cogl_program_flush_uniform_arbfp (uniform->location,
|
|
&uniform->value);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
uniform->dirty = FALSE;
|
|
}
|
|
}
|
|
|
|
#endif /* HAVE_COGL_GLES */
|
|
}
|
|
|
|
CoglShaderLanguage
|
|
_cogl_program_get_language (CoglHandle handle)
|
|
{
|
|
CoglProgram *program = handle;
|
|
|
|
/* Use the language of the first shader */
|
|
|
|
if (program->attached_shaders)
|
|
{
|
|
CoglShader *shader = program->attached_shaders->data;
|
|
return shader->language;
|
|
}
|
|
else
|
|
return COGL_SHADER_LANGUAGE_GLSL;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_program_has_shader_type (CoglProgram *program,
|
|
CoglShaderType type)
|
|
{
|
|
GSList *l;
|
|
|
|
for (l = program->attached_shaders; l; l = l->next)
|
|
{
|
|
CoglShader *shader = l->data;
|
|
|
|
if (shader->type == type)
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_fragment_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_vertex_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
|
|
}
|