mutter/cogl/cogl-program.c
Neil Roberts 63206a208b Merge cogl-program-{gl,gles}.c into one cogl-program.c
This merges the two implementations of CoglProgram for the GLES2 and
GL backends into one. The implementation is more like the GLES2
version which would track the uniform values and delay sending them to
GL. CoglProgram is now effectively just a GList of CoglShaders along
with an array of stored uniform values. CoglProgram never actually
creates a GL program, instead this is left up to the GLSL material
backend. This is necessary on GLES2 where we may need to relink the
user's program with different generated shaders depending on the other
emulated fixed function state. It will also be necessary in the future
GLSL backends for regular OpenGL. The GLSL and ARBfp material backends
are now the ones that create and link the GL program from the list of
shaders. The linked program is attached to the private material state
so that it can be reused if the CoglProgram is used again with the
same material. This does mean the program will get relinked if the
shader is used with multiple materials. This will be particularly bad
if the legacy cogl_program_use function is used because that
effectively always makes one-shot materials. This problem will
hopefully be alleviated if we make a hash table with a cache of
generated programs. The cogl program would then need to become part of
the hash lookup.

Each CoglProgram now has an age counter which is incremented every
time a shader is added. This is used by the material backends to
detect when we need to create a new GL program for the user program.

The internal _cogl_use_program function now takes a GL program handle
rather than a CoglProgram. It no longer needs any special differences
for GLES2. The GLES2 wrapper function now also uses this function to
bind its generated shaders.

The ARBfp shaders no longer store a copy of the program source but
instead just directly create a program object when cogl_shader_source
is called. This avoids having to reupload the source if the same
shader is used in multiple materials.

There are currently a few gross hacks to get the GLES2 backend to work
with this. The problem is that the GLSL material backend is now
generating a complete GL program but the GLES2 wrapper still needs to
add its fixed function emulation shaders if the program doesn't
provide either a vertex or fragment shader. There is a new function in
the GLES2 wrapper called _cogl_gles2_use_program which replaces the
previous cogl_program_use implementation. It extracts the GL shaders
from the GL program object and creates a new GL program containing all
of the shaders plus its fixed function emulation. This new program is
returned to the GLSL material backend so that it can still flush the
custom uniforms using it. The user_program is attached to the GLES2
settings struct as before but its stored using a GL program handle
rather than a CoglProgram pointer. This hack will go away once the
GLSL material backend replaces the GLES2 wrapper by generating the
code itself.

Under Mesa this currently generates some GL errors when glClear is
called in test-cogl-shader-glsl. I think this is due to a bug in Mesa
however. When the user program on the material is changed the GLSL
backend gets notified and deletes the GL program that it linked from
the user shaders. The program will still be bound in GL
however. Leaving a deleted shader bound exposes a bug in Mesa's
glClear implementation. More details are here:

https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-28 19:51:42 +01:00

684 lines
19 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifndef HAVE_COGL_GLES
#include <string.h>
#include "cogl-shader-private.h"
#include "cogl-program-private.h"
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
/* A CoglProgram is effectively just a list of shaders that will be
used together and a set of values for the custom uniforms. No
actual GL program is created - instead this is the responsibility
of the GLSL material backend. The uniform values are collected in
an array and then flushed whenever the material backend requests
it. */
#ifndef HAVE_COGL_GLES2
#define glGetUniformLocation ctx->drv.pf_glGetUniformLocation
#define glUniform1f ctx->drv.pf_glUniform1f
#define glUniform2f ctx->drv.pf_glUniform2f
#define glUniform3f ctx->drv.pf_glUniform3f
#define glUniform4f ctx->drv.pf_glUniform4f
#define glUniform1fv ctx->drv.pf_glUniform1fv
#define glUniform2fv ctx->drv.pf_glUniform2fv
#define glUniform3fv ctx->drv.pf_glUniform3fv
#define glUniform4fv ctx->drv.pf_glUniform4fv
#define glUniform1i ctx->drv.pf_glUniform1i
#define glUniform2i ctx->drv.pf_glUniform2i
#define glUniform3i ctx->drv.pf_glUniform3i
#define glUniform4i ctx->drv.pf_glUniform4i
#define glUniform1iv ctx->drv.pf_glUniform1iv
#define glUniform2iv ctx->drv.pf_glUniform2iv
#define glUniform3iv ctx->drv.pf_glUniform3iv
#define glUniform4iv ctx->drv.pf_glUniform4iv
#define glUniformMatrix2fv ctx->drv.pf_glUniformMatrix2fv
#define glUniformMatrix3fv ctx->drv.pf_glUniformMatrix3fv
#define glUniformMatrix4fv ctx->drv.pf_glUniformMatrix4fv
#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
#endif /* HAVE_COGL_GLES2 */
static void
_cogl_program_free (CoglProgram *program)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Unref all of the attached shaders */
g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
/* Destroy the list */
g_slist_free (program->attached_shaders);
for (i = 0; i < program->custom_uniforms->len; i++)
{
CoglProgramUniform *uniform =
&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
g_free (uniform->name);
if (uniform->value.count > 1)
g_free (uniform->value.v.array);
}
g_array_free (program->custom_uniforms, TRUE);
g_slice_free (CoglProgram, program);
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
program = g_slice_new0 (CoglProgram);
program->custom_uniforms =
g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
program->age = 0;
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
shader = _cogl_shader_pointer_from_handle (shader_handle);
/* Only one shader is allowed if the type is ARBfp */
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
g_return_if_fail (program->attached_shaders == NULL);
else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
g_return_if_fail (_cogl_program_get_language (program) ==
COGL_SHADER_LANGUAGE_GLSL);
#endif
program->attached_shaders
= g_slist_prepend (program->attached_shaders,
cogl_handle_ref (shader_handle));
program->age++;
}
void
cogl_program_link (CoglHandle handle)
{
/* There's no point in linking the program here because it will have
to be relinked with a different fixed functionality shader
whenever the settings change */
}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (handle == COGL_INVALID_HANDLE ||
cogl_is_program (handle));
if (ctx->current_program == 0 && handle != 0)
ctx->legacy_state_set++;
else if (handle == 0 && ctx->current_program != 0)
ctx->legacy_state_set--;
if (handle != COGL_INVALID_HANDLE)
cogl_handle_ref (handle);
if (ctx->current_program != COGL_INVALID_HANDLE)
cogl_handle_unref (ctx->current_program);
ctx->current_program = handle;
}
int
cogl_program_get_uniform_location (CoglHandle handle,
const char *uniform_name)
{
int i;
CoglProgram *program;
CoglProgramUniform *uniform;
if (!cogl_is_program (handle))
return -1;
program = _cogl_program_pointer_from_handle (handle);
/* We can't just ask the GL program object for the uniform location
directly because it will change every time the program is linked
with a different shader. Instead we make our own mapping of
uniform numbers and cache the names */
for (i = 0; i < program->custom_uniforms->len; i++)
{
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform, i);
if (!strcmp (uniform->name, uniform_name))
return i;
}
/* Create a new uniform with the given name */
g_array_set_size (program->custom_uniforms,
program->custom_uniforms->len + 1);
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform,
program->custom_uniforms->len - 1);
uniform->name = g_strdup (uniform_name);
memset (&uniform->value, 0, sizeof (CoglBoxedValue));
uniform->dirty = TRUE;
uniform->location_valid = FALSE;
return program->custom_uniforms->len - 1;
}
static void
cogl_program_uniform_x (CoglHandle handle,
int uniform_no,
int size,
int count,
CoglBoxedType type,
gsize value_size,
gconstpointer value,
gboolean transpose)
{
CoglProgram *program = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (cogl_is_program (handle));
g_return_if_fail (program != NULL);
if (uniform_no >= 0 && uniform_no < program->custom_uniforms->len &&
size >= 1 && size <= 4 && count >= 1)
{
CoglProgramUniform *uniform =
&g_array_index (program->custom_uniforms,
CoglProgramUniform, uniform_no);
if (count == 1)
{
if (uniform->value.count > 1)
g_free (uniform->value.v.array);
memcpy (uniform->value.v.float_value, value, value_size);
}
else
{
if (uniform->value.count > 1)
{
if (uniform->value.count != count ||
uniform->value.size != size ||
uniform->value.type != type)
{
g_free (uniform->value.v.array);
uniform->value.v.array = g_malloc (count * value_size);
}
}
else
uniform->value.v.array = g_malloc (count * value_size);
memcpy (uniform->value.v.array, value, count * value_size);
}
uniform->value.type = type;
uniform->value.size = size;
uniform->value.count = count;
uniform->dirty = TRUE;
}
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_program_uniform_x (ctx->current_program,
uniform_no, 1, 1, COGL_BOXED_FLOAT,
sizeof (float), &value, FALSE);
}
void
cogl_program_set_uniform_1f (CoglHandle handle,
int uniform_location,
float value)
{
cogl_program_uniform_x (handle,
uniform_location, 1, 1, COGL_BOXED_FLOAT,
sizeof (float), &value, FALSE);
}
void
cogl_program_uniform_1i (int uniform_no,
int value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_program_uniform_x (ctx->current_program,
uniform_no, 1, 1, COGL_BOXED_INT,
sizeof (int), &value, FALSE);
}
void
cogl_program_set_uniform_1i (CoglHandle handle,
int uniform_location,
int value)
{
cogl_program_uniform_x (handle,
uniform_location, 1, 1, COGL_BOXED_INT,
sizeof (int), &value, FALSE);
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const GLfloat *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_program_uniform_x (ctx->current_program,
uniform_no, size, count, COGL_BOXED_FLOAT,
sizeof (float) * size, value, FALSE);
}
void
cogl_program_set_uniform_float (CoglHandle handle,
int uniform_location,
int n_components,
int count,
const float *value)
{
cogl_program_uniform_x (handle,
uniform_location, n_components, count,
COGL_BOXED_FLOAT,
sizeof (float) * n_components, value, FALSE);
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const GLint *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_program_uniform_x (ctx->current_program,
uniform_no, size, count, COGL_BOXED_INT,
sizeof (int) * size, value, FALSE);
}
void
cogl_program_set_uniform_int (CoglHandle handle,
int uniform_location,
int n_components,
int count,
const int *value)
{
cogl_program_uniform_x (handle,
uniform_location, n_components, count,
COGL_BOXED_INT,
sizeof (int) * n_components, value, FALSE);
}
void
cogl_program_set_uniform_matrix (CoglHandle handle,
int uniform_location,
int dimensions,
int count,
gboolean transpose,
const float *value)
{
g_return_if_fail (cogl_is_program (handle));
cogl_program_uniform_x (handle,
uniform_location, dimensions, count,
COGL_BOXED_MATRIX,
sizeof (float) * dimensions * dimensions,
value,
transpose);
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const float *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_program_set_uniform_matrix (ctx->current_program,
uniform_no, size, count, transpose, value);
}
/* ARBfp local parameters can be referenced like:
*
* "program.local[5]"
* ^14char offset (after whitespace is stripped)
*/
static int
get_local_param_index (const char *uniform_name)
{
char *input = g_strdup (uniform_name);
int i;
char *p = input;
char *endptr;
int _index;
for (i = 0; input[i] != '\0'; i++)
if (input[i] != '_' && input[i] != '\t')
*p++ = input[i];
input[i] = '\0';
g_return_val_if_fail (strncmp ("program.local[", input, 14) == 0, -1);
_index = g_ascii_strtoull (input + 14, &endptr, 10);
g_return_val_if_fail (endptr != input + 14, -1);
g_return_val_if_fail (*endptr == ']', -1);
g_return_val_if_fail (_index >= 0, -1);
g_free (input);
return _index;
}
static void
_cogl_program_flush_uniform_glsl (GLint location,
CoglBoxedValue *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
switch (value->type)
{
case COGL_BOXED_NONE:
break;
case COGL_BOXED_INT:
{
int *ptr;
if (value->count == 1)
ptr = value->v.int_value;
else
ptr = value->v.int_array;
switch (value->size)
{
case 1: glUniform1iv (location, value->count, ptr); break;
case 2: glUniform2iv (location, value->count, ptr); break;
case 3: glUniform3iv (location, value->count, ptr); break;
case 4: glUniform4iv (location, value->count, ptr); break;
}
}
break;
case COGL_BOXED_FLOAT:
{
float *ptr;
if (value->count == 1)
ptr = value->v.float_value;
else
ptr = value->v.float_array;
switch (value->size)
{
case 1: glUniform1fv (location, value->count, ptr); break;
case 2: glUniform2fv (location, value->count, ptr); break;
case 3: glUniform3fv (location, value->count, ptr); break;
case 4: glUniform4fv (location, value->count, ptr); break;
}
}
break;
case COGL_BOXED_MATRIX:
{
float *ptr;
if (value->count == 1)
ptr = value->v.matrix;
else
ptr = value->v.float_array;
switch (value->size)
{
case 2:
glUniformMatrix2fv (location, value->count, value->transpose, ptr);
break;
case 3:
glUniformMatrix3fv (location, value->count, value->transpose, ptr);
break;
case 4:
glUniformMatrix4fv (location, value->count, value->transpose, ptr);
break;
}
}
break;
}
}
#ifdef HAVE_COGL_GL
static void
_cogl_program_flush_uniform_arbfp (GLint location,
CoglBoxedValue *value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (value->type != COGL_BOXED_NONE)
{
g_return_if_fail (value->type == COGL_BOXED_FLOAT);
g_return_if_fail (value->size == 4);
g_return_if_fail (value->count == 1);
GE( glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
value->v.float_value) );
}
}
#endif /* HAVE_COGL_GL */
void
_cogl_program_flush_uniforms (CoglProgram *program,
GLuint gl_program,
gboolean gl_program_changed)
{
CoglProgramUniform *uniform;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (i = 0; i < program->custom_uniforms->len; i++)
{
uniform = &g_array_index (program->custom_uniforms,
CoglProgramUniform, i);
if (gl_program_changed || uniform->dirty)
{
if (gl_program_changed || !uniform->location_valid)
{
if (_cogl_program_get_language (program) ==
COGL_SHADER_LANGUAGE_GLSL)
uniform->location =
glGetUniformLocation (gl_program, uniform->name);
else
uniform->location =
get_local_param_index (uniform->name);
uniform->location_valid = TRUE;
}
/* If the uniform isn't really in the program then there's
no need to actually set it */
if (uniform->location != -1)
{
switch (_cogl_program_get_language (program))
{
case COGL_SHADER_LANGUAGE_GLSL:
_cogl_program_flush_uniform_glsl (uniform->location,
&uniform->value);
break;
#ifdef HAVE_COGL_GL
case COGL_SHADER_LANGUAGE_ARBFP:
_cogl_program_flush_uniform_arbfp (uniform->location,
&uniform->value);
break;
#endif
}
}
uniform->dirty = FALSE;
}
}
}
#else /* HAVE_COGL_GLES */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_program (void)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_program (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_program_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_program_unref (CoglHandle handle)
{
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
}
void
cogl_program_link (CoglHandle program_handle)
{
}
void
cogl_program_use (CoglHandle program_handle)
{
}
int
cogl_program_get_uniform_location (CoglHandle program_handle,
const char *uniform_name)
{
return 0;
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
}
void
cogl_program_uniform_1i (int uniform_no,
int value)
{
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const GLfloat *value)
{
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const int *value)
{
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const GLfloat *value)
{
}
#endif /* HAVE_COGL_GLES2 */
CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle)
{
CoglProgram *program = handle;
/* Use the language of the first shader */
if (program->attached_shaders)
{
CoglShader *shader = program->attached_shaders->data;
return shader->language;
}
else
return COGL_SHADER_LANGUAGE_GLSL;
}