mirror of
https://github.com/brl/mutter.git
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4bc7377727
This adds a #define for gl_PointCoord to all shaders so that it can be accessed with a name in the Cogl namespace. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit c28fc054788e88627bcc2346f4c4c368870ff777)
1128 lines
38 KiB
C
1128 lines
38 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) 2008,2009,2010,2013 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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* Neil Roberts <neil@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <string.h>
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#include "cogl-context-private.h"
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#include "cogl-util-gl-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-layer-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-snippet-private.h"
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#include "cogl-list.h"
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#ifdef COGL_PIPELINE_FRAGEND_GLSL
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#include "cogl-context-private.h"
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#include "cogl-object-private.h"
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#include "cogl-shader-private.h"
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#include "cogl-program-private.h"
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#include "cogl-pipeline-cache.h"
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#include "cogl-pipeline-fragend-glsl-private.h"
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#include "cogl-glsl-shader-private.h"
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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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/* 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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const CoglPipelineFragend _cogl_pipeline_glsl_backend;
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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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} UnitState;
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typedef struct _LayerData
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{
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CoglList link;
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/* Layer index for the for the previous layer. This isn't
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necessarily the same as this layer's index - 1 because the
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indices can have gaps. If this is the first layer then it will be
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-1 */
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int previous_layer_index;
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CoglPipelineLayer *layer;
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} LayerData;
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typedef struct
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{
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int ref_count;
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GLuint gl_shader;
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GString *header, *source;
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UnitState *unit_state;
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/* List of layers that we haven't generated code for yet. These are
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in reverse order. As soon as we're about to generate code for
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layer we'll remove it from the list so we don't generate it
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again */
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CoglList layers;
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} CoglPipelineShaderState;
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static CoglUserDataKey shader_state_key;
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static void
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ensure_layer_generated (CoglPipeline *pipeline,
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int layer_num);
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static CoglPipelineShaderState *
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shader_state_new (int n_layers)
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{
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CoglPipelineShaderState *shader_state;
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shader_state = g_slice_new0 (CoglPipelineShaderState);
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shader_state->ref_count = 1;
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shader_state->unit_state = g_new0 (UnitState, n_layers);
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return shader_state;
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}
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static CoglPipelineShaderState *
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get_shader_state (CoglPipeline *pipeline)
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{
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return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
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}
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static void
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destroy_shader_state (void *user_data)
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{
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CoglPipelineShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (--shader_state->ref_count == 0)
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{
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if (shader_state->gl_shader)
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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g_free (shader_state->unit_state);
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g_slice_free (CoglPipelineShaderState, shader_state);
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}
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}
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static void
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set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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shader_state,
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destroy_shader_state);
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}
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static void
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dirty_shader_state (CoglPipeline *pipeline)
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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NULL,
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NULL);
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}
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GLuint
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_cogl_pipeline_fragend_glsl_get_shader (CoglPipeline *pipeline)
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{
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CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
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if (shader_state)
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return shader_state->gl_shader;
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else
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return 0;
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}
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static CoglPipelineSnippetList *
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get_fragment_snippets (CoglPipeline *pipeline)
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{
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pipeline =
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_cogl_pipeline_get_authority (pipeline,
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COGL_PIPELINE_STATE_FRAGMENT_SNIPPETS);
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return &pipeline->big_state->fragment_snippets;
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}
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static CoglPipelineSnippetList *
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get_layer_fragment_snippets (CoglPipelineLayer *layer)
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{
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unsigned long state = COGL_PIPELINE_LAYER_STATE_FRAGMENT_SNIPPETS;
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layer = _cogl_pipeline_layer_get_authority (layer, state);
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return &layer->big_state->fragment_snippets;
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}
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static CoglBool
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has_replace_hook (CoglPipelineLayer *layer,
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CoglSnippetHook hook)
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{
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GList *l;
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for (l = get_layer_fragment_snippets (layer)->entries; l; l = l->next)
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{
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CoglSnippet *snippet = l->data;
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if (snippet->hook == hook && snippet->replace)
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return TRUE;
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}
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return FALSE;
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}
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static CoglBool
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add_layer_declaration_cb (CoglPipelineLayer *layer,
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void *user_data)
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{
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CoglPipelineShaderState *shader_state = user_data;
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CoglTextureType texture_type =
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_cogl_pipeline_layer_get_texture_type (layer);
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const char *target_string;
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_cogl_gl_util_get_texture_target_string (texture_type, &target_string, NULL);
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g_string_append_printf (shader_state->header,
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"uniform sampler%s cogl_sampler%i;\n",
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target_string,
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layer->index);
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return TRUE;
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}
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static void
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add_layer_declarations (CoglPipeline *pipeline,
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CoglPipelineShaderState *shader_state)
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{
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/* We always emit sampler uniforms in case there will be custom
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* layer snippets that want to sample arbitrary layers. */
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_cogl_pipeline_foreach_layer_internal (pipeline,
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add_layer_declaration_cb,
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shader_state);
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}
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static void
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add_global_declarations (CoglPipeline *pipeline,
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CoglPipelineShaderState *shader_state)
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{
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CoglSnippetHook hook = COGL_SNIPPET_HOOK_FRAGMENT_GLOBALS;
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CoglPipelineSnippetList *snippets = get_fragment_snippets (pipeline);
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/* Add the global data hooks. All of the code in these snippets is
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* always added and only the declarations data is used */
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_cogl_pipeline_snippet_generate_declarations (shader_state->header,
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hook,
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snippets);
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}
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static void
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_cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference)
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{
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CoglPipelineShaderState *shader_state;
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CoglPipeline *authority;
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CoglPipeline *template_pipeline = NULL;
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CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Now lookup our glsl backend private state */
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shader_state = get_shader_state (pipeline);
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if (shader_state == NULL)
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{
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/* If we don't have an associated glsl shader yet then find the
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* glsl-authority (the oldest ancestor whose state will result in
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* the same shader being generated as for this pipeline).
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*
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* We always make sure to associate new shader 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 = _cogl_pipeline_find_equivalent_parent
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(pipeline,
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_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
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~COGL_PIPELINE_STATE_LAYERS,
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_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
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shader_state = get_shader_state (authority);
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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 shader...
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*/
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if (shader_state == NULL)
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{
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/* Check if there is already a similar cached pipeline whose
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shader state we can share */
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if (G_LIKELY (!(COGL_DEBUG_ENABLED
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(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
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{
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template_pipeline =
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_cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache,
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authority);
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shader_state = get_shader_state (template_pipeline);
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}
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if (shader_state)
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shader_state->ref_count++;
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else
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shader_state = shader_state_new (n_layers);
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set_shader_state (authority, shader_state);
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if (template_pipeline)
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{
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shader_state->ref_count++;
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set_shader_state (template_pipeline, shader_state);
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}
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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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{
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shader_state->ref_count++;
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set_shader_state (pipeline, shader_state);
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}
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}
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if (user_program)
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{
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/* If the user program contains a fragment shader then we don't need
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to generate one */
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if (_cogl_program_has_fragment_shader (user_program))
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{
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if (shader_state->gl_shader)
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{
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GE( ctx, glDeleteShader (shader_state->gl_shader) );
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shader_state->gl_shader = 0;
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}
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return;
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}
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}
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if (shader_state->gl_shader)
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return;
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/* If we make it here then we have a glsl_shader_state struct
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without a gl_shader either because this is the first time we've
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encountered it or because the user program has changed */
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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->codegen_header_buffer, 0);
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g_string_set_size (ctx->codegen_source_buffer, 0);
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shader_state->header = ctx->codegen_header_buffer;
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shader_state->source = ctx->codegen_source_buffer;
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_cogl_list_init (&shader_state->layers);
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add_layer_declarations (pipeline, shader_state);
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add_global_declarations (pipeline, shader_state);
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g_string_append (shader_state->source,
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"void\n"
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"cogl_generated_source ()\n"
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"{\n");
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for (i = 0; i < n_layers; i++)
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{
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shader_state->unit_state[i].sampled = FALSE;
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shader_state->unit_state[i].combine_constant_used = FALSE;
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}
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}
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static void
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add_constant_lookup (CoglPipelineShaderState *shader_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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g_string_append_printf (shader_state->header,
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"_cogl_layer_constant_%i.%s",
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layer->index, swizzle);
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}
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static void
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ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer)
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{
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int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
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CoglPipelineSnippetData snippet_data;
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CoglTextureType texture_type;
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const char *target_string, *tex_coord_swizzle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader_state->unit_state[unit_index].sampled)
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return;
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texture_type =
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_cogl_pipeline_layer_get_texture_type (layer);
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_cogl_gl_util_get_texture_target_string (texture_type,
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&target_string,
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&tex_coord_swizzle);
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shader_state->unit_state[unit_index].sampled = TRUE;
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g_string_append_printf (shader_state->header,
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"vec4 cogl_texel%i;\n",
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layer->index);
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g_string_append_printf (shader_state->source,
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" cogl_texel%i = cogl_texture_lookup%i ("
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"cogl_sampler%i, ",
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layer->index,
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layer->index,
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layer->index);
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if (cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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layer->index))
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g_string_append_printf (shader_state->source,
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"vec4 (cogl_point_coord, 0.0, 1.0)");
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else
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g_string_append_printf (shader_state->source,
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"cogl_tex_coord%i_in",
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layer->index);
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g_string_append (shader_state->source, ");\n");
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/* There's no need to generate the real texture lookup if it's going
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to be replaced */
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if (!has_replace_hook (layer, COGL_SNIPPET_HOOK_TEXTURE_LOOKUP))
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{
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g_string_append_printf (shader_state->header,
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"vec4\n"
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"cogl_real_texture_lookup%i (sampler%s tex,\n"
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" vec4 coords)\n"
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"{\n"
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" return ",
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layer->index,
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target_string);
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
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g_string_append (shader_state->header,
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"vec4 (1.0, 1.0, 1.0, 1.0);\n");
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else
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g_string_append_printf (shader_state->header,
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"texture%s (tex, coords.%s);\n",
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target_string, tex_coord_swizzle);
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g_string_append (shader_state->header, "}\n");
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}
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/* Wrap the texture lookup in any snippets that have been hooked */
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memset (&snippet_data, 0, sizeof (snippet_data));
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snippet_data.snippets = get_layer_fragment_snippets (layer);
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snippet_data.hook = COGL_SNIPPET_HOOK_TEXTURE_LOOKUP;
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snippet_data.chain_function = g_strdup_printf ("cogl_real_texture_lookup%i",
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layer->index);
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snippet_data.final_name = g_strdup_printf ("cogl_texture_lookup%i",
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layer->index);
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snippet_data.function_prefix = g_strdup_printf ("cogl_texture_lookup_hook%i",
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layer->index);
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snippet_data.return_type = "vec4";
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snippet_data.return_variable = "cogl_texel";
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snippet_data.arguments = "cogl_sampler, cogl_tex_coord";
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snippet_data.argument_declarations =
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g_strdup_printf ("sampler%s cogl_sampler, vec4 cogl_tex_coord",
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target_string);
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snippet_data.source_buf = shader_state->header;
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_cogl_pipeline_snippet_generate_code (&snippet_data);
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g_free ((char *) snippet_data.chain_function);
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g_free ((char *) snippet_data.final_name);
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g_free ((char *) snippet_data.function_prefix);
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g_free ((char *) snippet_data.argument_declarations);
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}
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static void
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add_arg (CoglPipelineShaderState *shader_state,
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CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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int previous_layer_index,
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CoglPipelineCombineSource src,
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CoglPipelineCombineOp operand,
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const char *swizzle)
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{
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GString *shader_source = shader_state->header;
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char alpha_swizzle[5] = "aaaa";
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g_string_append_c (shader_source, '(');
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if (operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR ||
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operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA)
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g_string_append_printf (shader_source,
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"vec4(1.0, 1.0, 1.0, 1.0).%s - ",
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swizzle);
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/* If the operand is reading from the alpha then replace the swizzle
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with the same number of copies of the alpha */
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if (operand == COGL_PIPELINE_COMBINE_OP_SRC_ALPHA ||
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operand == COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA)
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{
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alpha_swizzle[strlen (swizzle)] = '\0';
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swizzle = alpha_swizzle;
|
|
}
|
|
|
|
switch (src)
|
|
{
|
|
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
|
|
g_string_append_printf (shader_source,
|
|
"cogl_texel%i.%s",
|
|
layer->index,
|
|
swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
|
|
add_constant_lookup (shader_state,
|
|
pipeline,
|
|
layer,
|
|
swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
|
|
if (previous_layer_index >= 0)
|
|
{
|
|
g_string_append_printf (shader_source,
|
|
"cogl_layer%i.%s",
|
|
previous_layer_index,
|
|
swizzle);
|
|
break;
|
|
}
|
|
/* flow through */
|
|
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
|
|
g_string_append_printf (shader_source, "cogl_color_in.%s", swizzle);
|
|
break;
|
|
|
|
default:
|
|
{
|
|
int layer_num = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
|
|
CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
|
|
CoglPipelineLayer *other_layer =
|
|
_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
|
|
|
|
if (other_layer == NULL)
|
|
{
|
|
static CoglBool warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
{
|
|
g_warning ("The application is trying to use a texture "
|
|
"combine with a layer number that does not exist");
|
|
warning_seen = TRUE;
|
|
}
|
|
g_string_append_printf (shader_source,
|
|
"vec4 (1.0, 1.0, 1.0, 1.0).%s",
|
|
swizzle);
|
|
}
|
|
else
|
|
g_string_append_printf (shader_source,
|
|
"cogl_texel%i.%s",
|
|
other_layer->index,
|
|
swizzle);
|
|
}
|
|
break;
|
|
}
|
|
|
|
g_string_append_c (shader_source, ')');
|
|
}
|
|
|
|
static void
|
|
ensure_arg_generated (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
int previous_layer_index,
|
|
CoglPipelineCombineSource src)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
|
|
switch (src)
|
|
{
|
|
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
|
|
/* This doesn't involve any other layers */
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
|
|
{
|
|
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
|
|
/* Create a sampler uniform for this layer if we haven't already */
|
|
if (!shader_state->unit_state[unit_index].combine_constant_used)
|
|
{
|
|
g_string_append_printf (shader_state->header,
|
|
"uniform vec4 _cogl_layer_constant_%i;\n",
|
|
layer->index);
|
|
shader_state->unit_state[unit_index].combine_constant_used = TRUE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
|
|
if (previous_layer_index >= 0)
|
|
ensure_layer_generated (pipeline, previous_layer_index);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
|
|
ensure_texture_lookup_generated (shader_state,
|
|
pipeline,
|
|
layer);
|
|
break;
|
|
|
|
default:
|
|
if (src >= COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0)
|
|
{
|
|
int layer_num = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
|
|
CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
|
|
CoglPipelineLayer *other_layer =
|
|
_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
|
|
|
|
if (other_layer)
|
|
ensure_texture_lookup_generated (shader_state,
|
|
pipeline,
|
|
other_layer);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
ensure_args_for_func (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
int previous_layer_index,
|
|
CoglPipelineCombineFunc function,
|
|
CoglPipelineCombineSource *src)
|
|
{
|
|
int n_args = _cogl_get_n_args_for_combine_func (function);
|
|
int i;
|
|
|
|
for (i = 0; i < n_args; i++)
|
|
ensure_arg_generated (pipeline, layer, previous_layer_index, src[i]);
|
|
}
|
|
|
|
static void
|
|
append_masked_combine (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
int previous_layer_index,
|
|
const char *swizzle,
|
|
CoglPipelineCombineFunc function,
|
|
CoglPipelineCombineSource *src,
|
|
CoglPipelineCombineOp *op)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
GString *shader_source = shader_state->header;
|
|
|
|
g_string_append_printf (shader_state->header,
|
|
" cogl_layer.%s = ",
|
|
swizzle);
|
|
|
|
switch (function)
|
|
{
|
|
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" - vec4(0.5, 0.5, 0.5, 0.5).%s",
|
|
swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " - ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], swizzle);
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], swizzle);
|
|
g_string_append (shader_source, " * ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[2], op[2], swizzle);
|
|
g_string_append (shader_source, " + ");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], swizzle);
|
|
g_string_append_printf (shader_source,
|
|
" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
|
|
swizzle);
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[2], op[2], swizzle);
|
|
g_string_append_c (shader_source, ')');
|
|
break;
|
|
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
|
|
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
|
|
g_string_append (shader_source, "vec4(4.0 * ((");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], "r");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], "r");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], "g");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], "g");
|
|
g_string_append (shader_source, " - 0.5) + (");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[0], op[0], "b");
|
|
g_string_append (shader_source, " - 0.5) * (");
|
|
add_arg (shader_state, pipeline, layer, previous_layer_index,
|
|
src[1], op[1], "b");
|
|
g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
|
|
break;
|
|
}
|
|
|
|
g_string_append_printf (shader_source, ";\n");
|
|
}
|
|
|
|
static void
|
|
ensure_layer_generated (CoglPipeline *pipeline,
|
|
int layer_index)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
CoglPipelineLayer *combine_authority;
|
|
CoglPipelineLayerBigState *big_state;
|
|
CoglPipelineLayer *layer;
|
|
CoglPipelineSnippetData snippet_data;
|
|
LayerData *layer_data;
|
|
|
|
/* Find the layer that corresponds to this layer_num */
|
|
_cogl_list_for_each (layer_data, &shader_state->layers, link)
|
|
{
|
|
layer = layer_data->layer;
|
|
|
|
if (layer->index == layer_index)
|
|
goto found;
|
|
}
|
|
|
|
/* If we didn't find it then we can assume the layer has already
|
|
been generated */
|
|
return;
|
|
|
|
found:
|
|
|
|
/* Remove the layer from the list so we don't generate it again */
|
|
_cogl_list_remove (&layer_data->link);
|
|
|
|
combine_authority =
|
|
_cogl_pipeline_layer_get_authority (layer,
|
|
COGL_PIPELINE_LAYER_STATE_COMBINE);
|
|
big_state = combine_authority->big_state;
|
|
|
|
/* Make a global variable for the result of the layer code */
|
|
g_string_append_printf (shader_state->header,
|
|
"vec4 cogl_layer%i;\n",
|
|
layer_index);
|
|
|
|
/* Skip the layer generation if there is a snippet that replaces the
|
|
default layer code. This is important because generating this
|
|
code may cause the code for other layers to be generated and
|
|
stored in the global variable. If this code isn't actually used
|
|
then the global variables would be uninitialised and they may be
|
|
used from other layers */
|
|
if (!has_replace_hook (layer, COGL_SNIPPET_HOOK_LAYER_FRAGMENT))
|
|
{
|
|
ensure_args_for_func (pipeline,
|
|
layer,
|
|
layer_data->previous_layer_index,
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src);
|
|
ensure_args_for_func (pipeline,
|
|
layer,
|
|
layer_data->previous_layer_index,
|
|
big_state->texture_combine_alpha_func,
|
|
big_state->texture_combine_alpha_src);
|
|
|
|
g_string_append_printf (shader_state->header,
|
|
"vec4\n"
|
|
"cogl_real_generate_layer%i ()\n"
|
|
"{\n"
|
|
" vec4 cogl_layer;\n",
|
|
layer_index);
|
|
|
|
if (!_cogl_pipeline_layer_needs_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 ==
|
|
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
layer_data->previous_layer_index,
|
|
"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,
|
|
layer_data->previous_layer_index,
|
|
"rgb",
|
|
big_state->texture_combine_rgb_func,
|
|
big_state->texture_combine_rgb_src,
|
|
big_state->texture_combine_rgb_op);
|
|
append_masked_combine (pipeline,
|
|
layer,
|
|
layer_data->previous_layer_index,
|
|
"a",
|
|
big_state->texture_combine_alpha_func,
|
|
big_state->texture_combine_alpha_src,
|
|
big_state->texture_combine_alpha_op);
|
|
}
|
|
|
|
g_string_append (shader_state->header,
|
|
" return cogl_layer;\n"
|
|
"}\n");
|
|
}
|
|
|
|
/* Wrap the layer code in any snippets that have been hooked */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = get_layer_fragment_snippets (layer);
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_LAYER_FRAGMENT;
|
|
snippet_data.chain_function = g_strdup_printf ("cogl_real_generate_layer%i",
|
|
layer_index);
|
|
snippet_data.final_name = g_strdup_printf ("cogl_generate_layer%i",
|
|
layer_index);
|
|
snippet_data.function_prefix = g_strdup_printf ("cogl_generate_layer%i",
|
|
layer_index);
|
|
snippet_data.return_type = "vec4";
|
|
snippet_data.return_variable = "cogl_layer";
|
|
snippet_data.source_buf = shader_state->header;
|
|
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
g_free ((char *) snippet_data.chain_function);
|
|
g_free ((char *) snippet_data.final_name);
|
|
g_free ((char *) snippet_data.function_prefix);
|
|
|
|
g_string_append_printf (shader_state->source,
|
|
" cogl_layer%i = cogl_generate_layer%i ();\n",
|
|
layer_index,
|
|
layer_index);
|
|
|
|
g_slice_free (LayerData, layer_data);
|
|
}
|
|
|
|
static CoglBool
|
|
_cogl_pipeline_fragend_glsl_add_layer (CoglPipeline *pipeline,
|
|
CoglPipelineLayer *layer,
|
|
unsigned long layers_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
LayerData *layer_data;
|
|
|
|
if (!shader_state->source)
|
|
return TRUE;
|
|
|
|
/* Store the layers in reverse order */
|
|
layer_data = g_slice_new (LayerData);
|
|
layer_data->layer = layer;
|
|
|
|
if (_cogl_list_empty (&shader_state->layers))
|
|
{
|
|
layer_data->previous_layer_index = -1;
|
|
}
|
|
else
|
|
{
|
|
LayerData *first =
|
|
_cogl_container_of (shader_state->layers.next, first, link);
|
|
layer_data->previous_layer_index = first->layer->index;
|
|
}
|
|
|
|
_cogl_list_insert (&shader_state->layers, &layer_data->link);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* GLES2 and GL3 don't have alpha testing so we need to implement it
|
|
in the shader */
|
|
|
|
#if defined(HAVE_COGL_GLES2) || defined(HAVE_COGL_GL)
|
|
|
|
static void
|
|
add_alpha_test_snippet (CoglPipeline *pipeline,
|
|
CoglPipelineShaderState *shader_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 (shader_state->source,
|
|
" discard;\n");
|
|
return;
|
|
}
|
|
|
|
/* For all of the other alpha functions we need a uniform for the
|
|
reference */
|
|
|
|
g_string_append (shader_state->header,
|
|
"uniform float _cogl_alpha_test_ref;\n");
|
|
|
|
g_string_append (shader_state->source,
|
|
" if (cogl_color_out.a ");
|
|
|
|
switch (alpha_func)
|
|
{
|
|
case COGL_PIPELINE_ALPHA_FUNC_LESS:
|
|
g_string_append (shader_state->source, ">=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_EQUAL:
|
|
g_string_append (shader_state->source, "!=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_LEQUAL:
|
|
g_string_append (shader_state->source, ">");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GREATER:
|
|
g_string_append (shader_state->source, "<=");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_NOTEQUAL:
|
|
g_string_append (shader_state->source, "==");
|
|
break;
|
|
case COGL_PIPELINE_ALPHA_FUNC_GEQUAL:
|
|
g_string_append (shader_state->source, "< ");
|
|
break;
|
|
|
|
case COGL_PIPELINE_ALPHA_FUNC_ALWAYS:
|
|
case COGL_PIPELINE_ALPHA_FUNC_NEVER:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
g_string_append (shader_state->source,
|
|
" _cogl_alpha_test_ref)\n discard;\n");
|
|
}
|
|
|
|
#endif /* HAVE_COGL_GLES2 */
|
|
|
|
static CoglBool
|
|
_cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
|
|
unsigned long pipelines_difference)
|
|
{
|
|
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
if (shader_state->source)
|
|
{
|
|
const char *source_strings[2];
|
|
GLint lengths[2];
|
|
GLint compile_status;
|
|
GLuint shader;
|
|
CoglPipelineSnippetData snippet_data;
|
|
|
|
COGL_STATIC_COUNTER (fragend_glsl_compile_counter,
|
|
"glsl fragment compile counter",
|
|
"Increments each time a new GLSL "
|
|
"fragment shader is compiled",
|
|
0 /* no application private data */);
|
|
COGL_COUNTER_INC (_cogl_uprof_context, fragend_glsl_compile_counter);
|
|
|
|
/* We only need to generate code to calculate the fragment value
|
|
for the last layer. If the value of this layer depends on any
|
|
previous layers then it will recursively generate the code
|
|
for those layers */
|
|
if (!_cogl_list_empty (&shader_state->layers))
|
|
{
|
|
CoglPipelineLayer *last_layer;
|
|
LayerData *layer_data, *tmp;
|
|
|
|
layer_data = _cogl_container_of (shader_state->layers.next,
|
|
layer_data,
|
|
link);
|
|
last_layer = layer_data->layer;
|
|
|
|
ensure_layer_generated (pipeline, last_layer->index);
|
|
g_string_append_printf (shader_state->source,
|
|
" cogl_color_out = cogl_layer%i;\n",
|
|
last_layer->index);
|
|
|
|
_cogl_list_for_each_safe (layer_data,
|
|
tmp,
|
|
&shader_state->layers,
|
|
link)
|
|
g_slice_free (LayerData, layer_data);
|
|
}
|
|
else
|
|
g_string_append (shader_state->source,
|
|
" cogl_color_out = cogl_color_in;\n");
|
|
|
|
#if defined(HAVE_COGL_GLES2) || defined (HAVE_COGL_GL)
|
|
if (!(ctx->private_feature_flags & COGL_PRIVATE_FEATURE_ALPHA_TEST))
|
|
add_alpha_test_snippet (pipeline, shader_state);
|
|
#endif
|
|
|
|
/* Close the function surrounding the generated fragment processing */
|
|
g_string_append (shader_state->source, "}\n");
|
|
|
|
/* Add all of the hooks for fragment processing */
|
|
memset (&snippet_data, 0, sizeof (snippet_data));
|
|
snippet_data.snippets = get_fragment_snippets (pipeline);
|
|
snippet_data.hook = COGL_SNIPPET_HOOK_FRAGMENT;
|
|
snippet_data.chain_function = "cogl_generated_source";
|
|
snippet_data.final_name = "main";
|
|
snippet_data.function_prefix = "cogl_fragment_hook";
|
|
snippet_data.source_buf = shader_state->source;
|
|
_cogl_pipeline_snippet_generate_code (&snippet_data);
|
|
|
|
GE_RET( shader, ctx, glCreateShader (GL_FRAGMENT_SHADER) );
|
|
|
|
lengths[0] = shader_state->header->len;
|
|
source_strings[0] = shader_state->header->str;
|
|
lengths[1] = shader_state->source->len;
|
|
source_strings[1] = shader_state->source->str;
|
|
|
|
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
|
|
shader, GL_FRAGMENT_SHADER,
|
|
pipeline,
|
|
2, /* count */
|
|
source_strings, lengths);
|
|
|
|
GE( ctx, glCompileShader (shader) );
|
|
GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
|
|
|
|
if (!compile_status)
|
|
{
|
|
GLint len = 0;
|
|
char *shader_log;
|
|
|
|
GE( ctx, glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &len) );
|
|
shader_log = g_alloca (len);
|
|
GE( ctx, glGetShaderInfoLog (shader, len, &len, shader_log) );
|
|
g_warning ("Shader compilation failed:\n%s", shader_log);
|
|
}
|
|
|
|
shader_state->header = NULL;
|
|
shader_state->source = NULL;
|
|
shader_state->gl_shader = shader;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
_cogl_pipeline_fragend_glsl_pre_change_notify (CoglPipeline *pipeline,
|
|
CoglPipelineState change,
|
|
const CoglColor *new_color)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
|
|
dirty_shader_state (pipeline);
|
|
}
|
|
|
|
/* 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_fragend_glsl_layer_pre_change_notify (
|
|
CoglPipeline *owner,
|
|
CoglPipelineLayer *layer,
|
|
CoglPipelineLayerState change)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
|
|
{
|
|
dirty_shader_state (owner);
|
|
return;
|
|
}
|
|
|
|
/* 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. */
|
|
}
|
|
|
|
const CoglPipelineFragend _cogl_pipeline_glsl_fragend =
|
|
{
|
|
_cogl_pipeline_fragend_glsl_start,
|
|
_cogl_pipeline_fragend_glsl_add_layer,
|
|
NULL, /* passthrough */
|
|
_cogl_pipeline_fragend_glsl_end,
|
|
_cogl_pipeline_fragend_glsl_pre_change_notify,
|
|
NULL, /* pipeline_set_parent_notify */
|
|
_cogl_pipeline_fragend_glsl_layer_pre_change_notify
|
|
};
|
|
|
|
#endif /* COGL_PIPELINE_FRAGEND_GLSL */
|
|
|