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cda5ea771b
We don't want to use gl_PointCoord to implement point sprites on big GL because in that case we already use glTexEnv(GL_COORD_REPLACE) to replace the texture coords with the point sprite coords. Although GL also supports the gl_PointCoord variable, it requires GLSL 1.2 which would mean we would have to declare the GLSL version and check for it. We continue to use gl_PointCoord for GLES2 because it has no glTexEnv function.
1262 lines
39 KiB
C
1262 lines
39 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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* Robert Bragg <robert@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 <string.h>
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#include "cogl-pipeline-private.h"
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#include "cogl-shader-private.h"
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#include "cogl-blend-string.h"
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#ifdef COGL_PIPELINE_BACKEND_GLSL
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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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#ifndef HAVE_COGL_GLES2
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#define glCreateProgram ctx->drv.pf_glCreateProgram
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#define glAttachShader ctx->drv.pf_glAttachShader
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#define glUseProgram ctx->drv.pf_glUseProgram
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#define glLinkProgram ctx->drv.pf_glLinkProgram
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#define glDeleteProgram ctx->drv.pf_glDeleteProgram
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#define glGetProgramInfoLog ctx->drv.pf_glGetProgramInfoLog
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#define glGetProgramiv ctx->drv.pf_glGetProgramiv
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#define glCreateShader ctx->drv.pf_glCreateShader
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#define glGetShaderiv ctx->drv.pf_glGetShaderiv
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#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
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#define glCompileShader ctx->drv.pf_glCompileShader
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#define glShaderSource ctx->drv.pf_glShaderSource
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#define glDeleteShader ctx->drv.pf_glDeleteShader
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#define glGetUniformLocation ctx->drv.pf_glGetUniformLocation
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#define glUniform1i ctx->drv.pf_glUniform1i
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#define glUniform1f ctx->drv.pf_glUniform1f
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#define glUniform4fv ctx->drv.pf_glUniform4fv
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#endif /* HAVE_COGL_GLES2 */
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#include <glib.h>
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/*
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* GL/GLES compatability defines for pipeline thingies:
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*/
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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/* This might not be defined on GLES */
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#ifndef GL_TEXTURE_3D
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#define GL_TEXTURE_3D 0x806F
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#endif
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typedef struct _UnitState
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{
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unsigned int sampled:1;
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unsigned int combine_constant_used:1;
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unsigned int dirty_combine_constant:1;
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GLint combine_constant_uniform;
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} UnitState;
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typedef struct _GlslProgramState
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{
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int ref_count;
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/* Age of the user program that was current when the gl_program was
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linked. This is used to detect when we need to relink a new
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program */
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unsigned int user_program_age;
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GLuint gl_program;
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GString *header, *source;
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UnitState *unit_state;
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/* To allow writing shaders that are portable between GLES 2 and
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* OpenGL Cogl prepends a number of boilerplate #defines and
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* declarations to user shaders. One of those declarations is an
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* array of texture coordinate varyings, but to know how to emit the
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* declaration we need to know how many texture coordinate
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* attributes are in use. The boilerplate also needs to be changed
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* if this increases. */
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int n_tex_coord_attribs;
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#ifdef HAVE_COGL_GLES2
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/* The GLES2 generated program that was generated from the user
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program. This is used to detect when the GLES2 backend generates
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a different program which would mean we need to flush all of the
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custom uniforms. This is a massive hack but it can go away once
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this GLSL backend starts generating its own shaders */
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GLuint gles2_program;
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/* Under GLES2 the alpha test is implemented in the shader. We need
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a uniform for the reference value */
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gboolean alpha_test_reference_used;
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gboolean dirty_alpha_test_reference;
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GLint alpha_test_reference_uniform;
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#endif
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/* We need to track the last pipeline that the program was used with
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* so know if we need to update all of the uniforms */
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CoglPipeline *last_used_for_pipeline;
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} GlslProgramState;
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typedef struct _CoglPipelineBackendGlslPrivate
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{
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GlslProgramState *glsl_program_state;
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} CoglPipelineBackendGlslPrivate;
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const CoglPipelineBackend _cogl_pipeline_glsl_backend;
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static int
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_cogl_pipeline_backend_glsl_get_max_texture_units (void)
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{
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return _cogl_get_max_texture_image_units ();
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}
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static GlslProgramState *
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glsl_program_state_new (int n_layers)
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{
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GlslProgramState *state = g_slice_new0 (GlslProgramState);
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state->ref_count = 1;
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state->unit_state = g_new0 (UnitState, n_layers);
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return state;
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}
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static GlslProgramState *
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glsl_program_state_ref (GlslProgramState *state)
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{
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state->ref_count++;
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return state;
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}
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static void
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delete_program (GLuint program)
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{
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#ifdef HAVE_COGL_GLES2
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/* This hack can go away once this GLSL backend replaces the GLES2
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wrapper */
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_cogl_gles2_clear_cache_for_program (program);
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#else
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#endif
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GE (glDeleteProgram (program));
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}
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void
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glsl_program_state_unref (GlslProgramState *state)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (state->ref_count > 0);
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state->ref_count--;
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if (state->ref_count == 0)
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{
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if (state->gl_program)
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{
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delete_program (state->gl_program);
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state->gl_program = 0;
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}
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g_free (state->unit_state);
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g_slice_free (GlslProgramState, state);
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}
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}
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static CoglPipelineBackendGlslPrivate *
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get_glsl_priv (CoglPipeline *pipeline)
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{
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if (!(pipeline->backend_priv_set_mask & COGL_PIPELINE_BACKEND_GLSL_MASK))
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return NULL;
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return pipeline->backend_privs[COGL_PIPELINE_BACKEND_GLSL];
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}
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static void
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set_glsl_priv (CoglPipeline *pipeline, CoglPipelineBackendGlslPrivate *priv)
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{
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if (priv)
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{
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pipeline->backend_privs[COGL_PIPELINE_BACKEND_GLSL] = priv;
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pipeline->backend_priv_set_mask |= COGL_PIPELINE_BACKEND_GLSL_MASK;
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}
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else
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pipeline->backend_priv_set_mask &= ~COGL_PIPELINE_BACKEND_GLSL_MASK;
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}
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static GlslProgramState *
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get_glsl_program_state (CoglPipeline *pipeline)
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{
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CoglPipelineBackendGlslPrivate *priv = get_glsl_priv (pipeline);
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if (!priv)
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return NULL;
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return priv->glsl_program_state;
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}
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static void
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dirty_glsl_program_state (CoglPipeline *pipeline)
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{
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CoglPipelineBackendGlslPrivate *priv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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priv = get_glsl_priv (pipeline);
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if (!priv)
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return;
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if (priv->glsl_program_state)
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{
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glsl_program_state_unref (priv->glsl_program_state);
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priv->glsl_program_state = NULL;
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}
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}
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static void
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link_program (GLint gl_program)
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{
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/* On GLES2 we'll let the backend link the program. This hack can go
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away once this backend replaces the GLES2 wrapper */
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#ifndef HAVE_COGL_GLES2
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GLint link_status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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GE( glLinkProgram (gl_program) );
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GE( glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) );
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if (!link_status)
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{
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GLint log_length;
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GLsizei out_log_length;
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char *log;
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GE( glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) );
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log = g_malloc (log_length);
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GE( glGetProgramInfoLog (gl_program, log_length,
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&out_log_length, log) );
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g_warning ("Failed to link GLSL program:\n%.*s\n",
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log_length, log);
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g_free (log);
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}
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#endif /* HAVE_COGL_GLES2 */
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}
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static gboolean
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_cogl_pipeline_backend_glsl_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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CoglPipelineBackendGlslPrivate *priv;
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CoglPipeline *authority;
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CoglPipelineBackendGlslPrivate *authority_priv;
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CoglProgram *user_program;
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GSList *l;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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return FALSE;
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program &&
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE;
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/* Now lookup our glsl backend private state (allocating if
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* necessary) */
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priv = get_glsl_priv (pipeline);
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if (!priv)
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{
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priv = g_slice_new0 (CoglPipelineBackendGlslPrivate);
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set_glsl_priv (pipeline, priv);
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}
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/* If we already have a valid GLSL program then we don't need to
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relink a new one */
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if (priv->glsl_program_state)
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{
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/* However if the program has changed since the last link then we do
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* need to relink
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*
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* Also if the number of texture coordinate attributes in use has
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* increased, then delete the program so we can prepend a new
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* _cogl_tex_coord[] varying array declaration. */
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if (user_program == NULL ||
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(priv->glsl_program_state->user_program_age == user_program->age
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#ifdef HAVE_COGL_GLES2
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&& (priv->glsl_program_state->n_tex_coord_attribs >=
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n_tex_coord_attribs)
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#endif
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))
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return TRUE;
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/* Destroy the existing program. We can't just dirty the whole
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glsl state because otherwise if we are not the authority on
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the user program then we'll just find the same state again */
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delete_program (priv->glsl_program_state->gl_program);
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priv->glsl_program_state->gl_program = 0;
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}
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else
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{
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/* If we don't have an associated glsl program yet then find the
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* glsl-authority (the oldest ancestor whose state will result in
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* the same program being generated as for this pipeline).
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*
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* We always make sure to associate new programs with the
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* glsl-authority to maximize the chance that other pipelines can
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* share it.
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*/
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authority =
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_cogl_pipeline_find_codegen_authority (pipeline, user_program);
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authority_priv = get_glsl_priv (authority);
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if (!authority_priv)
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{
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authority_priv = g_slice_new0 (CoglPipelineBackendGlslPrivate);
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set_glsl_priv (authority, authority_priv);
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}
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/* If we don't have an existing program associated with the
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* glsl-authority then start generating code for a new program...
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*/
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if (!authority_priv->glsl_program_state)
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{
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GlslProgramState *glsl_program_state =
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glsl_program_state_new (n_layers);
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authority_priv->glsl_program_state = glsl_program_state;
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}
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/* If the pipeline isn't actually its own glsl-authority
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* then take a reference to the program state associated
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* with the glsl-authority... */
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if (authority != pipeline)
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priv->glsl_program_state =
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glsl_program_state_ref (authority_priv->glsl_program_state);
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}
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/* If we make it here then we have a glsl_program_state struct
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without a gl_program either because this is the first time we've
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encountered it or because the user program has changed since it
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was last linked */
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#ifdef HAVE_COGL_GLES2
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/* Find the largest count of texture coordinate attributes
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* associated with each of the shaders so we can ensure a consistent
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* _cogl_tex_coord[] array declaration across all of the shaders.*/
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if (user_program)
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
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n_tex_coord_attribs);
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}
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#endif
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priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs;
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/* Check whether the user program contains a fragment
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shader. Otherwise we need to generate one */
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if (user_program)
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for (l = user_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 == COGL_SHADER_TYPE_FRAGMENT)
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goto no_fragment_shader_needed;
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}
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/* We reuse two grow-only GStrings for code-gen. One string
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contains the uniform and attribute declarations while the
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other contains the main function. We need two strings
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because we need to dynamically declare attributes as the
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add_layer callback is invoked */
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g_string_set_size (ctx->fragment_header_buffer, 0);
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g_string_set_size (ctx->fragment_source_buffer, 0);
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priv->glsl_program_state->header = ctx->fragment_header_buffer;
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priv->glsl_program_state->source = ctx->fragment_source_buffer;
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g_string_append (priv->glsl_program_state->source,
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"void\n"
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"main ()\n"
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"{\n");
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#ifdef HAVE_COGL_GLES2
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priv->glsl_program_state->alpha_test_reference_uniform = -1;
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priv->glsl_program_state->alpha_test_reference_used = FALSE;
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priv->glsl_program_state->dirty_alpha_test_reference = FALSE;
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#endif
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for (i = 0; i < n_layers; i++)
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{
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priv->glsl_program_state->unit_state[i].sampled = FALSE;
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priv->glsl_program_state->unit_state[i].combine_constant_used = FALSE;
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priv->glsl_program_state->unit_state[i].dirty_combine_constant = FALSE;
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}
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no_fragment_shader_needed:
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return TRUE;
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}
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|
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static void
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add_constant_lookup (GlslProgramState *glsl_program_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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const char *swizzle)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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/* Create a sampler uniform for this layer if we haven't already */
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if (!glsl_program_state->unit_state[unit_index].combine_constant_used)
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{
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g_string_append_printf (glsl_program_state->header,
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"uniform vec4 _cogl_layer_constant_%i;\n",
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unit_index);
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glsl_program_state->unit_state[unit_index].combine_constant_used = TRUE;
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glsl_program_state->unit_state[unit_index].dirty_combine_constant = TRUE;
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}
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g_string_append_printf (glsl_program_state->source,
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"_cogl_layer_constant_%i.%s",
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unit_index, swizzle);
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}
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|
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static void
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add_texture_lookup (GlslProgramState *glsl_program_state,
|
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CoglPipeline *pipeline,
|
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CoglPipelineLayer *layer,
|
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const char *swizzle)
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{
|
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CoglHandle texture;
|
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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const char *target_string, *tex_coord_swizzle;
|
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texture = _cogl_pipeline_layer_get_texture (layer);
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if (texture == COGL_INVALID_HANDLE)
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{
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target_string = "2D";
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tex_coord_swizzle = "st";
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}
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else
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{
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GLenum gl_target;
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cogl_texture_get_gl_texture (texture, NULL, &gl_target);
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switch (gl_target)
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{
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#ifndef HAVE_COGL_GLES2
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case GL_TEXTURE_1D:
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target_string = "1D";
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tex_coord_swizzle = "s";
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break;
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#endif
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case GL_TEXTURE_2D:
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target_string = "2D";
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tex_coord_swizzle = "st";
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break;
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|
|
#ifdef GL_ARB_texture_rectangle
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case GL_TEXTURE_RECTANGLE_ARB:
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target_string = "2DRect";
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tex_coord_swizzle = "st";
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break;
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#endif
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case GL_TEXTURE_3D:
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target_string = "3D";
|
|
tex_coord_swizzle = "stp";
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
/* Create a sampler uniform for this layer if we haven't already */
|
|
if (!glsl_program_state->unit_state[unit_index].sampled)
|
|
{
|
|
g_string_append_printf (glsl_program_state->header,
|
|
"uniform sampler%s _cogl_sampler_%i;\n",
|
|
target_string,
|
|
unit_index);
|
|
glsl_program_state->unit_state[unit_index].sampled = TRUE;
|
|
}
|
|
|
|
g_string_append_printf (glsl_program_state->source,
|
|
"texture%s (_cogl_sampler_%i, ",
|
|
target_string, unit_index);
|
|
|
|
/* If point sprite coord generation is being used then divert to the
|
|
built-in varying var for that instead of the texture
|
|
coordinates. We don't want to do this under GL because in that
|
|
case we will instead use glTexEnv(GL_COORD_REPLACE) to replace
|
|
the texture coords with the point sprite coords. Although GL also
|
|
supports the gl_PointCoord variable, it requires GLSL 1.2 which
|
|
would mean we would have to declare the GLSL version and check
|
|
for it */
|
|
#ifdef HAVE_COGL_GLES2
|
|
if (cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
|
|
layer->index))
|
|
g_string_append_printf (glsl_program_state->source,
|
|
"gl_PointCoord.%s",
|
|
tex_coord_swizzle);
|
|
else
|
|
#endif
|
|
g_string_append_printf (glsl_program_state->source,
|
|
"cogl_tex_coord_in[%d].%s",
|
|
unit_index, tex_coord_swizzle);
|
|
|
|
g_string_append_printf (glsl_program_state->source, ").%s", swizzle);
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
int unit_index;
|
|
CoglPipelineLayer *layer;
|
|
} FindPipelineLayerData;
|
|
|
|
static gboolean
|
|
find_pipeline_layer_cb (CoglPipelineLayer *layer,
|
|
void *user_data)
|
|
{
|
|
FindPipelineLayerData *data = user_data;
|
|
int unit_index;
|
|
|
|
unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
|
|
if (unit_index == data->unit_index)
|
|
{
|
|
data->layer = layer;
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
add_arg (GlslProgramState *glsl_program_state,
|
|
CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
GLint src,
|
|
GLenum operand,
|
|
const char *swizzle)
|
|
{
|
|
GString *shader_source = glsl_program_state->source;
|
|
char alpha_swizzle[5] = "aaaa";
|
|
|
|
g_string_append_c (shader_source, '(');
|
|
|
|
if (operand == GL_ONE_MINUS_SRC_COLOR || operand == GL_ONE_MINUS_SRC_ALPHA)
|
|
g_string_append_printf (shader_source,
|
|
"vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
|
|
/* If the operand is reading from the alpha then replace the swizzle
|
|
with the same number of copies of the alpha */
|
|
if (operand == GL_SRC_ALPHA || operand == GL_ONE_MINUS_SRC_ALPHA)
|
|
{
|
|
alpha_swizzle[strlen (swizzle)] = '\0';
|
|
swizzle = alpha_swizzle;
|
|
}
|
|
|
|
switch (src)
|
|
{
|
|
case GL_TEXTURE:
|
|
add_texture_lookup (glsl_program_state,
|
|
pipeline,
|
|
layer,
|
|
swizzle);
|
|
break;
|
|
|
|
case GL_CONSTANT:
|
|
add_constant_lookup (glsl_program_state,
|
|
pipeline,
|
|
layer,
|
|
swizzle);
|
|
break;
|
|
|
|
case GL_PREVIOUS:
|
|
if (_cogl_pipeline_layer_get_unit_index (layer) > 0)
|
|
{
|
|
g_string_append_printf (shader_source, "cogl_color_out.%s", swizzle);
|
|
break;
|
|
}
|
|
/* flow through */
|
|
case GL_PRIMARY_COLOR:
|
|
g_string_append_printf (shader_source, "cogl_color_in.%s", swizzle);
|
|
break;
|
|
|
|
default:
|
|
if (src >= GL_TEXTURE0 && src < GL_TEXTURE0 + 32)
|
|
{
|
|
FindPipelineLayerData data;
|
|
|
|
data.unit_index = src - GL_TEXTURE0;
|
|
data.layer = layer;
|
|
|
|
_cogl_pipeline_foreach_layer_internal (pipeline,
|
|
find_pipeline_layer_cb,
|
|
&data);
|
|
|
|
add_texture_lookup (glsl_program_state,
|
|
pipeline,
|
|
data.layer,
|
|
swizzle);
|
|
}
|
|
break;
|
|
}
|
|
|
|
g_string_append_c (shader_source, ')');
|
|
}
|
|
|
|
static void
|
|
append_masked_combine (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
const char *swizzle,
|
|
GLint function,
|
|
GLint *src,
|
|
GLint *op)
|
|
{
|
|
GlslProgramState *glsl_program_state = get_glsl_program_state (pipeline);
|
|
GString *shader_source = glsl_program_state->source;
|
|
|
|
g_string_append_printf (glsl_program_state->source,
|
|
" cogl_color_out.%s = ", swizzle);
|
|
|
|
switch (function)
|
|
{
|
|
case GL_REPLACE:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
break;
|
|
|
|
case GL_MODULATE:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case GL_ADD:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case GL_ADD_SIGNED:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" - vec4(0.5, 0.5, 0.5, 0.5).%s",
|
|
swizzle);
|
|
break;
|
|
|
|
case GL_SUBTRACT:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " - ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case GL_INTERPOLATE:
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[2], op[2], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[2], op[2], swizzle);
|
|
g_string_append_c (shader_source, ')');
|
|
break;
|
|
|
|
case GL_DOT3_RGB:
|
|
case GL_DOT3_RGBA:
|
|
g_string_append (shader_source, "vec4(4 * ((");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], "r");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], "r");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], "g");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], "g");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[0], op[0], "b");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (glsl_program_state, pipeline, layer,
|
|
src[1], op[1], "b");
|
|
g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
|
|
break;
|
|
}
|
|
|
|
g_string_append_printf (shader_source, ";\n");
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_pipeline_backend_glsl_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference)
|
|
{
|
|
GlslProgramState *glsl_program_state = get_glsl_program_state (pipeline);
|
|
CoglPipelineLayer *combine_authority =
|
|
_cogl_pipeline_layer_get_authority (layer,
|
|
COGL_PIPELINE_LAYER_STATE_COMBINE);
|
|
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
|
|
|
|
if (!glsl_program_state->source)
|
|
return TRUE;
|
|
|
|
if (!_cogl_pipeline_need_texture_combine_separate (combine_authority) ||
|
|
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
|
|
* since if you use it, it overrides your ALPHA function...
|
|
*/
|
|
big_state->texture_combine_rgb_func == GL_DOT3_RGBA)
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
"rgba",
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
else
|
|
{
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
"rgb",
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
"a",
|
|
big_state->texture_combine_alpha_func,
|
|
big_state->texture_combine_alpha_src,
|
|
big_state->texture_combine_alpha_op);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_pipeline_backend_glsl_passthrough (CoglPipeline *pipeline)
|
|
{
|
|
GlslProgramState *glsl_program_state = get_glsl_program_state (pipeline);
|
|
|
|
if (!glsl_program_state->source)
|
|
return TRUE;
|
|
|
|
g_string_append (glsl_program_state->source,
|
|
" cogl_color_out = cogl_color_in;\n");
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
int unit;
|
|
GLuint gl_program;
|
|
gboolean update_all;
|
|
GlslProgramState *glsl_program_state;
|
|
} UpdateUniformsState;
|
|
|
|
static gboolean
|
|
get_uniform_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
UpdateUniformsState *state = user_data;
|
|
GlslProgramState *glsl_program_state = state->glsl_program_state;
|
|
UnitState *unit_state = &glsl_program_state->unit_state[state->unit];
|
|
GLint uniform_location;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (unit_state->sampled)
|
|
{
|
|
/* We can reuse the source buffer to create the uniform name because
|
|
the program has now been linked */
|
|
g_string_set_size (ctx->fragment_source_buffer, 0);
|
|
g_string_append_printf (ctx->fragment_source_buffer,
|
|
"_cogl_sampler_%i", state->unit);
|
|
|
|
GE_RET( uniform_location,
|
|
glGetUniformLocation (state->gl_program,
|
|
ctx->fragment_source_buffer->str) );
|
|
|
|
g_return_val_if_fail (uniform_location != -1, TRUE);
|
|
|
|
/* We can set the uniform immediately because the samplers are
|
|
the unit index not the texture object number so it will never
|
|
change. Unfortunately GL won't let us use a constant instead
|
|
of a uniform */
|
|
GE( glUniform1i (uniform_location, state->unit) );
|
|
}
|
|
|
|
if (unit_state->combine_constant_used)
|
|
{
|
|
g_string_set_size (ctx->fragment_source_buffer, 0);
|
|
g_string_append_printf (ctx->fragment_source_buffer,
|
|
"_cogl_layer_constant_%i", state->unit);
|
|
|
|
GE_RET( uniform_location,
|
|
glGetUniformLocation (state->gl_program,
|
|
ctx->fragment_source_buffer->str) );
|
|
|
|
g_return_val_if_fail (uniform_location != -1, TRUE);
|
|
|
|
unit_state->combine_constant_uniform = uniform_location;
|
|
}
|
|
|
|
state->unit++;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
update_constants_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
UpdateUniformsState *state = user_data;
|
|
GlslProgramState *glsl_program_state = state->glsl_program_state;
|
|
UnitState *unit_state = &glsl_program_state->unit_state[state->unit++];
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (unit_state->combine_constant_used &&
|
|
(state->update_all || unit_state->dirty_combine_constant))
|
|
{
|
|
float constant[4];
|
|
_cogl_pipeline_get_layer_combine_constant (pipeline,
|
|
layer_index,
|
|
constant);
|
|
GE (glUniform4fv (unit_state->combine_constant_uniform,
|
|
1, constant));
|
|
unit_state->dirty_combine_constant = FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/* GLES2 doesn't have alpha testing so we need to implement it in the
|
|
shader */
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
static void
|
|
add_alpha_test_snippet (CoglPipeline *pipeline,
|
|
GlslProgramState *glsl_program_state)
|
|
{
|
|
CoglPipelineAlphaFunc alpha_func;
|
|
|
|
alpha_func = cogl_pipeline_get_alpha_test_function (pipeline);
|
|
|
|
if (alpha_func == COGL_PIPELINE_ALPHA_FUNC_ALWAYS)
|
|
/* Do nothing */
|
|
return;
|
|
|
|
if (alpha_func == COGL_PIPELINE_ALPHA_FUNC_NEVER)
|
|
{
|
|
/* Always discard the fragment */
|
|
g_string_append (glsl_program_state->source,
|
|
" discard;\n");
|
|
return;
|
|
}
|
|
|
|
/* For all of the other alpha functions we need a uniform for the
|
|
reference */
|
|
|
|
glsl_program_state->alpha_test_reference_used = TRUE;
|
|
glsl_program_state->dirty_alpha_test_reference = TRUE;
|
|
|
|
g_string_append (glsl_program_state->header,
|
|
"uniform float _cogl_alpha_test_ref;\n");
|
|
|
|
g_string_append (glsl_program_state->source,
|
|
" if (cogl_color_out.a ");
|
|
|
|
switch (alpha_func)
|
|
{
|
|
case COGL_PIPELINE_ALPHA_FUNC_LESS:
|
|
g_string_append (glsl_program_state->source, ">=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_EQUAL:
|
|
g_string_append (glsl_program_state->source, "!=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_LEQUAL:
|
|
g_string_append (glsl_program_state->source, ">");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GREATER:
|
|
g_string_append (glsl_program_state->source, "<=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL:
|
|
g_string_append (glsl_program_state->source, "==");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GEQUAL:
|
|
g_string_append (glsl_program_state->source, "< ");
|
|
break;
|
|
|
|
case COGL_PIPELINE_ALPHA_FUNC_ALWAYS:
|
|
case COGL_PIPELINE_ALPHA_FUNC_NEVER:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
g_string_append (glsl_program_state->source,
|
|
" _cogl_alpha_test_ref)\n discard;\n");
|
|
}
|
|
|
|
static void
|
|
update_alpha_test_reference (CoglPipeline *pipeline,
|
|
GLuint gl_program,
|
|
GlslProgramState *glsl_program_state)
|
|
{
|
|
float alpha_reference;
|
|
|
|
if (glsl_program_state->dirty_alpha_test_reference)
|
|
{
|
|
if (glsl_program_state->alpha_test_reference_uniform == -1)
|
|
{
|
|
GE_RET( glsl_program_state->alpha_test_reference_uniform,
|
|
glGetUniformLocation (gl_program,
|
|
"_cogl_alpha_test_ref") );
|
|
g_return_if_fail (glsl_program_state->
|
|
alpha_test_reference_uniform != -1);
|
|
}
|
|
|
|
alpha_reference = cogl_pipeline_get_alpha_test_reference (pipeline);
|
|
|
|
GE( glUniform1f (glsl_program_state->alpha_test_reference_uniform,
|
|
alpha_reference) );
|
|
|
|
glsl_program_state->dirty_alpha_test_reference = FALSE;
|
|
}
|
|
}
|
|
|
|
#endif /* HAVE_COGL_GLES2 */
|
|
|
|
gboolean
|
|
_cogl_pipeline_backend_glsl_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
GlslProgramState *glsl_program_state = get_glsl_program_state (pipeline);
|
|
CoglProgram *user_program;
|
|
GLuint gl_program;
|
|
gboolean gl_program_changed = FALSE;
|
|
UpdateUniformsState state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
gl_program = glsl_program_state->gl_program;
|
|
user_program = cogl_pipeline_get_user_program (pipeline);
|
|
|
|
if (gl_program == 0)
|
|
{
|
|
gl_program_changed = TRUE;
|
|
|
|
GE_RET( gl_program, glCreateProgram () );
|
|
|
|
if (user_program)
|
|
{
|
|
GSList *l;
|
|
|
|
/* Add all of the shaders from the user program */
|
|
for (l = user_program->attached_shaders; l; l = l->next)
|
|
{
|
|
CoglShader *shader = l->data;
|
|
|
|
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
|
|
|
|
_cogl_shader_compile_real (shader,
|
|
glsl_program_state->
|
|
n_tex_coord_attribs);
|
|
|
|
GE( glAttachShader (gl_program, shader->gl_handle) );
|
|
}
|
|
|
|
glsl_program_state->user_program_age = user_program->age;
|
|
}
|
|
|
|
if (glsl_program_state->source)
|
|
{
|
|
const GLchar *source_strings[2];
|
|
GLint lengths[2];
|
|
GLint compile_status;
|
|
GLuint shader;
|
|
|
|
COGL_STATIC_COUNTER (backend_glsl_compile_counter,
|
|
"glsl compile counter",
|
|
"Increments each time a new GLSL "
|
|
"program is compiled",
|
|
0 /* no application private data */);
|
|
COGL_COUNTER_INC (_cogl_uprof_context, backend_glsl_compile_counter);
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
add_alpha_test_snippet (pipeline, glsl_program_state);
|
|
#endif
|
|
|
|
g_string_append (glsl_program_state->source, "}\n");
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_SHOW_SOURCE))
|
|
g_message ("pipeline program:\n%s%s",
|
|
glsl_program_state->header->str,
|
|
glsl_program_state->source->str);
|
|
|
|
GE_RET( shader, glCreateShader (GL_FRAGMENT_SHADER) );
|
|
|
|
lengths[0] = glsl_program_state->header->len;
|
|
source_strings[0] = glsl_program_state->header->str;
|
|
lengths[1] = glsl_program_state->source->len;
|
|
source_strings[1] = glsl_program_state->source->str;
|
|
|
|
_cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER,
|
|
glsl_program_state->
|
|
n_tex_coord_attribs,
|
|
2, /* count */
|
|
source_strings, lengths);
|
|
|
|
GE( glCompileShader (shader) );
|
|
GE( glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
|
|
|
if (!compile_status)
|
|
{
|
|
GLint len = 0;
|
|
char *shader_log;
|
|
|
|
GE( glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
|
shader_log = g_alloca (len);
|
|
GE( glGetShaderInfoLog (shader, len, &len, shader_log) );
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
}
|
|
|
|
GE( glAttachShader (gl_program, shader) );
|
|
|
|
/* We can delete the shader now, but it won't actually be
|
|
destroyed until the program is also desroyed */
|
|
GE( glDeleteShader (shader) );
|
|
|
|
glsl_program_state->header = NULL;
|
|
glsl_program_state->source = NULL;
|
|
}
|
|
|
|
link_program (gl_program);
|
|
|
|
glsl_program_state->gl_program = gl_program;
|
|
}
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
/* This function is a massive hack to get the GLES2 backend to
|
|
work. It should only be neccessary until we move the GLSL
|
|
generation into this file instead of the GLES2 driver backend */
|
|
gl_program = _cogl_gles2_use_program (gl_program);
|
|
/* We need to detect when the GLES2 backend gives us a different
|
|
program from last time */
|
|
if (gl_program != glsl_program_state->gles2_program)
|
|
{
|
|
glsl_program_state->gles2_program = gl_program;
|
|
gl_program_changed = TRUE;
|
|
}
|
|
#else
|
|
_cogl_use_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
|
|
#endif
|
|
|
|
state.unit = 0;
|
|
state.gl_program = gl_program;
|
|
state.glsl_program_state = glsl_program_state;
|
|
|
|
if (gl_program_changed)
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
get_uniform_cb,
|
|
&state);
|
|
|
|
state.unit = 0;
|
|
state.update_all = (gl_program_changed ||
|
|
glsl_program_state->last_used_for_pipeline != pipeline);
|
|
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
update_constants_cb,
|
|
&state);
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
if (glsl_program_state->alpha_test_reference_used)
|
|
{
|
|
if (gl_program_changed)
|
|
glsl_program_state->alpha_test_reference_uniform = -1;
|
|
if (gl_program_changed ||
|
|
glsl_program_state->last_used_for_pipeline != pipeline)
|
|
glsl_program_state->dirty_alpha_test_reference = TRUE;
|
|
|
|
update_alpha_test_reference (pipeline, gl_program, glsl_program_state);
|
|
}
|
|
#endif
|
|
|
|
if (user_program)
|
|
_cogl_program_flush_uniforms (user_program,
|
|
gl_program,
|
|
gl_program_changed);
|
|
|
|
/* We need to track the last pipeline that the program was used with
|
|
* so know if we need to update all of the uniforms */
|
|
glsl_program_state->last_used_for_pipeline = pipeline;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_backend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
static const unsigned long fragment_op_changes =
|
|
COGL_PIPELINE_STATE_LAYERS |
|
|
#ifdef COGL_HAS_GLES2
|
|
COGL_PIPELINE_STATE_ALPHA_FUNC |
|
|
#endif
|
|
COGL_PIPELINE_STATE_USER_SHADER;
|
|
/* TODO: COGL_PIPELINE_STATE_FOG */
|
|
|
|
if ((change & fragment_op_changes))
|
|
dirty_glsl_program_state (pipeline);
|
|
#ifdef COGL_HAS_GLES2
|
|
else if ((change & COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE))
|
|
{
|
|
GlslProgramState *glsl_program_state =
|
|
get_glsl_program_state (pipeline);
|
|
glsl_program_state->dirty_alpha_test_reference = TRUE;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* NB: layers are considered immutable once they have any dependants
|
|
* so although multiple pipelines can end up depending on a single
|
|
* static layer, we can guarantee that if a layer is being *changed*
|
|
* then it can only have one pipeline depending on it.
|
|
*
|
|
* XXX: Don't forget this is *pre* change, we can't read the new value
|
|
* yet!
|
|
*/
|
|
static void
|
|
_cogl_pipeline_backend_glsl_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
CoglPipelineBackendGlslPrivate *priv;
|
|
static const unsigned long not_fragment_op_changes =
|
|
COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT |
|
|
COGL_PIPELINE_LAYER_STATE_TEXTURE;
|
|
|
|
priv = get_glsl_priv (owner);
|
|
if (!priv)
|
|
return;
|
|
|
|
if (!(change & not_fragment_op_changes))
|
|
{
|
|
dirty_glsl_program_state (owner);
|
|
return;
|
|
}
|
|
|
|
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
|
|
{
|
|
GlslProgramState *glsl_program_state =
|
|
get_glsl_program_state (owner);
|
|
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
glsl_program_state->unit_state[unit_index].dirty_combine_constant = TRUE;
|
|
}
|
|
|
|
/* TODO: we could be saving snippets of texture combine code along
|
|
* with each layer and then when a layer changes we would just free
|
|
* the snippet. */
|
|
return;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_backend_glsl_free_priv (CoglPipeline *pipeline)
|
|
{
|
|
CoglPipelineBackendGlslPrivate *priv = get_glsl_priv (pipeline);
|
|
if (priv)
|
|
{
|
|
if (priv->glsl_program_state)
|
|
glsl_program_state_unref (priv->glsl_program_state);
|
|
g_slice_free (CoglPipelineBackendGlslPrivate, priv);
|
|
set_glsl_priv (pipeline, NULL);
|
|
}
|
|
}
|
|
|
|
const CoglPipelineBackend _cogl_pipeline_glsl_backend =
|
|
{
|
|
_cogl_pipeline_backend_glsl_get_max_texture_units,
|
|
_cogl_pipeline_backend_glsl_start,
|
|
_cogl_pipeline_backend_glsl_add_layer,
|
|
_cogl_pipeline_backend_glsl_passthrough,
|
|
_cogl_pipeline_backend_glsl_end,
|
|
_cogl_pipeline_backend_glsl_pre_change_notify,
|
|
NULL, /* pipeline_set_parent_notify */
|
|
_cogl_pipeline_backend_glsl_layer_pre_change_notify,
|
|
_cogl_pipeline_backend_glsl_free_priv,
|
|
NULL /* free_layer_priv */
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_BACKEND_GLSL */
|
|
|