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2ab9bef587
Update the GLES 2.0 backend to the new COGL API after the breakage introduced by the journal. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
433 lines
15 KiB
C
433 lines
15 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 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef __COGL_GLES2_WRAPPER_H__
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#define __COGL_GLES2_WRAPPER_H__
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#include "cogl-internal.h"
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G_BEGIN_DECLS
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#ifdef HAVE_COGL_GLES2
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typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
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typedef struct _CoglGles2WrapperTextureUnit
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CoglGles2WrapperTextureUnit;
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typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes;
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typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
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typedef struct _CoglGles2WrapperTextureUnitSettings
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CoglGles2WrapperTextureUnitSettings;
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typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
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typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram;
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typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
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#define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16
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#define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2
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/* Must be a power of two */
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#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
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#define COGL_GLES2_PROJECTION_STACK_SIZE 2
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#define COGL_GLES2_TEXTURE_STACK_SIZE 2
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/* Accessors for the texture unit bit mask */
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#define COGL_GLES2_TEXTURE_UNIT_IS_ENABLED(mask, unit) \
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(((mask) & (1 << ((unit) * 2))) ? TRUE : FALSE)
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#define COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY(mask, unit) \
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(((mask) & (1 << ((unit) * 2 + 1))) ? TRUE : FALSE)
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#define COGL_GLES2_SET_BIT(mask, bit, val) \
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((val) ? ((mask) |= (1 << (bit))) : ((mask) &= ~(1 << (bit))))
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#define COGL_GLES2_TEXTURE_UNIT_SET_ENABLED(mask, unit, val) \
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COGL_GLES2_SET_BIT ((mask), (unit) * 2, (val))
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#define COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY(mask, unit, val) \
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COGL_GLES2_SET_BIT ((mask), (unit) * 2 + 1, (val))
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#define COGL_GLES2_MAX_TEXTURE_UNITS (sizeof (guint32) * 8 / 2)
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/* Dirty flags for shader uniforms */
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enum
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{
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COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0,
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COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1,
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COGL_GLES2_DIRTY_TEXTURE_MATRICES = 1 << 2,
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COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3,
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COGL_GLES2_DIRTY_FOG_START = 1 << 4,
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COGL_GLES2_DIRTY_FOG_END = 1 << 5,
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COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6,
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COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7,
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COGL_GLES2_DIRTY_TEXTURE_UNITS = 1 << 8,
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COGL_GLES2_DIRTY_ALL = (1 << 9) - 1
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};
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/* Dirty flags for shader vertex attribute pointers */
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enum
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{
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COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB = 1 << 0
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};
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/* Dirty flags for shader vertex attributes enabled status */
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enum
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{
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COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES = 1 << 0
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};
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struct _CoglGles2WrapperAttributes
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{
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GLint multi_texture_coords[COGL_GLES2_MAX_TEXTURE_UNITS];
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};
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struct _CoglGles2WrapperUniforms
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{
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GLint mvp_matrix_uniform;
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GLint modelview_matrix_uniform;
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GLint texture_matrix_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
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GLint texture_sampler_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS];
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GLint fog_density_uniform;
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GLint fog_start_uniform;
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GLint fog_end_uniform;
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GLint fog_color_uniform;
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GLint alpha_test_ref_uniform;
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GLint texture_unit_uniform;
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};
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/* NB: We get a copy of this for each fragment/vertex
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* program varient we generate so we try to keep it
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* fairly lean */
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struct _CoglGles2WrapperSettings
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{
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guint32 texture_units;
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GLint alpha_test_func;
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GLint fog_mode;
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/* The current in-use user program */
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CoglHandle user_program;
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guint alpha_test_enabled:1;
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guint fog_enabled:1;
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};
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struct _CoglGles2WrapperTextureUnit
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{
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GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16];
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GLuint texture_stack_pos;
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GLenum texture_coords_type;
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GLint texture_coords_size;
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GLsizei texture_coords_stride;
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const void *texture_coords_pointer;
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guint texture_coords_enabled:1;
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guint dirty_matrix:1; /*!< shader uniform needs updating */
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};
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struct _CoglGles2Wrapper
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{
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GLuint matrix_mode;
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GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
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GLuint modelview_stack_pos;
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GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
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GLuint projection_stack_pos;
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guint active_texture_unit;
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guint active_client_texture_unit;
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CoglGles2WrapperTextureUnit texture_units[COGL_GLES2_MAX_TEXTURE_UNITS];
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/* The combined modelview and projection matrix is only updated at
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the last minute in glDrawArrays to avoid recalculating it for
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every change to the modelview matrix */
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GLboolean mvp_uptodate;
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/* The currently bound program */
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CoglGles2WrapperProgram *current_program;
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/* The current settings. Effectively these represent anything that
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* will require a modified fixed function shader */
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CoglGles2WrapperSettings settings;
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/* Whether the settings have changed since the last draw */
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gboolean settings_dirty;
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/* Uniforms that have changed since the last draw */
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int dirty_uniforms, dirty_custom_uniforms;
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/* Attribute pointers that have changed since the last draw */
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int dirty_attribute_pointers;
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/* Vertex attribute pointer enables that have changed since the last draw */
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int dirty_vertex_attrib_enables;
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/* List of all compiled program combinations */
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GSList *compiled_programs;
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/* List of all compiled vertex shaders */
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GSList *compiled_vertex_shaders;
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/* List of all compiled fragment shaders */
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GSList *compiled_fragment_shaders;
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/* Values for the uniforms */
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GLfloat alpha_test_ref;
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GLfloat fog_density;
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GLfloat fog_start;
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GLfloat fog_end;
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GLfloat fog_color[4];
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CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
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};
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struct _CoglGles2WrapperProgram
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{
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GLuint program;
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/* The settings that were used to generate this combination */
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CoglGles2WrapperSettings settings;
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/* The attributes for this program that are not bound up-front
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* with constant indices */
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CoglGles2WrapperAttributes attributes;
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/* The uniforms for this program */
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CoglGles2WrapperUniforms uniforms;
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GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
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};
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struct _CoglGles2WrapperShader
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{
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GLuint shader;
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/* The settings that were used to generate this shader */
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CoglGles2WrapperSettings settings;
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};
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/* These defines are missing from GL ES 2 but we can still use them
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with the wrapper functions */
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#ifndef GL_MODELVIEW
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#define GL_MODELVIEW 0x1700
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#define GL_PROJECTION 0x1701
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#ifdef COGL_ENABLE_DEBUG
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#define GL_STACK_OVERFLOW 0x0503
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#define GL_STACK_UNDERFLOW 0x0504
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#endif
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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#define GL_COLOR_ARRAY 0x8076
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_LIGHTING 0x0B50
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#define GL_ALPHA_TEST 0x0BC0
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#define GL_FOG 0x0B60
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#define GL_FOG_COLOR 0x0B66
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#define GL_FOG_MODE 0x0B65
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#define GL_FOG_HINT 0x0C54
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#define GL_FOG_DENSITY 0x0B62
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#define GL_FOG_START 0x0B63
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#define GL_FOG_END 0x0B64
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#define GL_CLIP_PLANE0 0x3000
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#define GL_CLIP_PLANE1 0x3001
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#define GL_CLIP_PLANE2 0x3002
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#define GL_CLIP_PLANE3 0x3003
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#define GL_MAX_CLIP_PLANES 0x0D32
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#define GL_MODELVIEW_MATRIX 0x0BA6
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#define GL_PROJECTION_MATRIX 0x0BA7
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#define GL_TEXTURE_MATRIX 0x0BA8
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#define GL_GENERATE_MIPMAP 0x8191
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#define GL_TEXTURE_ENV 0x2300
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#define GL_TEXTURE_ENV_MODE 0x2200
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#define GL_TEXTURE_ENV_COLOR 0x2201
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#define GL_MODULATE 0x2100
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#define GL_EXP 0x8000
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#define GL_EXP2 0x8001
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#define GL_ADD CGL_ADD
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#define GL_ADD_SIGNED CGL_ADD_SIGNED
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#define GL_INTERPOLATE CGL_INTERPOLATE
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#define GL_SUBTRACT CGL_SUBTRACT
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#define GL_DOT3_RGB CGL_DOT3_RGB
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#define GL_DOT3_RGBA CGL_DOT3_RGBA
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#define GL_CONSTANT CGL_CONSTANT
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#define GL_PRIMARY_COLOR CGL_PRIMARY_COLOR
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#define GL_PREVIOUS CGL_PREVIOUS
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#define GL_COMBINE CGL_COMBINE
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#define GL_COMBINE_RGB CGL_COMBINE_RGB
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#define GL_COMBINE_ALPHA CGL_COMBINE_ALPHA
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#define GL_SRC0_RGB CGL_SRC0_RGB
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#define GL_OPERAND0_RGB CGL_OPERAND0_RGB
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#define GL_SRC1_RGB CGL_SRC1_RGB
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#define GL_OPERAND1_RGB CGL_OPERAND1_RGB
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#define GL_SRC2_RGB CGL_SRC2_RGB
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#define GL_OPERAND2_RGB CGL_OPERAND2_RGB
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#define GL_SRC0_ALPHA CGL_SRC0_ALPHA
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#define GL_OPERAND0_ALPHA CGL_OPERAND0_ALPHA
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#define GL_SRC1_ALPHA CGL_SRC1_ALPHA
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#define GL_OPERAND1_ALPHA CGL_OPERAND1_ALPHA
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#define GL_SRC2_ALPHA CGL_SRC2_ALPHA
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#define GL_OPERAND2_ALPHA CGL_OPERAND2_ALPHA
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#define GL_AMBIENT CGL_AMBIENT
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#define GL_DIFFUSE CGL_DIFFUSE
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#define GL_SPECULAR CGL_SPECULAR
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#define GL_EMISSION CGL_EMISSION
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#define GL_SHININESS CGL_SHININESS
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#endif /* GL_MODELVIEW */
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void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
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void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
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void cogl_wrap_glPushMatrix ();
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void cogl_wrap_glPopMatrix ();
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void cogl_wrap_glMatrixMode (GLenum mode);
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void cogl_wrap_glLoadIdentity ();
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void cogl_wrap_glMultMatrixf (const GLfloat *m);
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void cogl_wrap_glLoadMatrixf (const GLfloat *m);
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void cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat z_near, GLfloat z_far);
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void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glOrthof (GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat near, GLfloat far);
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void cogl_wrap_glEnable (GLenum cap);
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void cogl_wrap_glDisable (GLenum cap);
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void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLint param);
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void cogl_wrap_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params);
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void cogl_wrap_glClientActiveTexture (GLenum texture);
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void cogl_wrap_glActiveTexture (GLenum texture);
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void cogl_wrap_glEnableClientState (GLenum array);
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void cogl_wrap_glDisableClientState (GLenum array);
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void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
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void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
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void cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a);
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void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
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void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
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void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
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void cogl_wrap_glFogf (GLenum pname, GLfloat param);
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void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
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void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
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void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
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const GLvoid *indices);
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void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param);
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void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
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GLenum internal_format);
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void cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params);
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/* This function is only available on GLES 2 */
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#define cogl_wrap_glGenerateMipmap glGenerateMipmap
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void _cogl_gles2_clear_cache_for_program (CoglHandle program);
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/* Remap the missing GL functions to use the wrappers */
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#ifndef COGL_GLES2_WRAPPER_NO_REMAP
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#define glDrawArrays cogl_wrap_glDrawArrays
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#define glDrawElements cogl_wrap_glDrawElements
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#define glPushMatrix cogl_wrap_glPushMatrix
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#define glPopMatrix cogl_wrap_glPopMatrix
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#define glMatrixMode cogl_wrap_glMatrixMode
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#define glLoadIdentity cogl_wrap_glLoadIdentity
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#define glMultMatrixf cogl_wrap_glMultMatrixf
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#define glLoadMatrixf cogl_wrap_glLoadMatrixf
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#define glFrustumf cogl_wrap_glFrustumf
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#define glScalef cogl_wrap_glScalef
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#define glTranslatef cogl_wrap_glTranslatef
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#define glRotatef cogl_wrap_glRotatef
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#define glOrthof cogl_wrap_glOrthof
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#define glEnable cogl_wrap_glEnable
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#define glDisable cogl_wrap_glDisable
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#define glTexCoordPointer cogl_wrap_glTexCoordPointer
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#define glVertexPointer cogl_wrap_glVertexPointer
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#define glColorPointer cogl_wrap_glColorPointer
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#define glNormalPointer cogl_wrap_glNormalPointer
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#define glTexEnvi cogl_wrap_glTexEnvi
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#define glTexEnvfv cogl_wrap_glTexEnvfv
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#define glActiveTexture cogl_wrap_glActiveTexture
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#define glClientActiveTexture cogl_wrap_glClientActiveTexture
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#define glEnableClientState cogl_wrap_glEnableClientState
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#define glDisableClientState cogl_wrap_glDisableClientState
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#define glAlphaFunc cogl_wrap_glAlphaFunc
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#define glColor4f cogl_wrap_glColor4f
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#define glColor4ub cogl_wrap_glColor4ub
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#define glClipPlanef cogl_wrap_glClipPlanef
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#define glGetIntegerv cogl_wrap_glGetIntegerv
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#define glGetFloatv cogl_wrap_glGetFloatv
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#define glFogf cogl_wrap_glFogf
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#define glFogfv cogl_wrap_glFogfv
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#define glTexParameteri cogl_wrap_glTexParameteri
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#define glMaterialfv cogl_wrap_glMaterialfv
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#endif /* COGL_GLES2_WRAPPER_NO_REMAP */
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#else /* HAVE_COGL_GLES2 */
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/* The extra third parameter of the bind texture wrapper isn't needed
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so we can just directly call glBindTexture */
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#define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \
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glBindTexture ((target), (texture))
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/* COGL uses the automatic mipmap generation for GLES 1 so
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glGenerateMipmap doesn't need to do anything */
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#define cogl_wrap_glGenerateMipmap(x) ((void) 0)
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/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
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* but that it makes no use of the start, end constraints: */
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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glDrawElements (mode, count, type, indices)
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#endif /* HAVE_COGL_GLES2 */
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G_END_DECLS
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#endif /* __COGL_GLES2_WRAPPER_H__ */
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