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01937201e4
Since we used to support hybrid fixed-function + glsl pipelines when running with OpenGL there were numerous differences in how we handled codegen and uniform updates between GLES2 and full OpenGL. Now that we only support end-to-end glsl pipelines this patch can largely unify how we handle GLES2 and OpenGL. Most notably we now never use the builtin attribute names. This should also make it easy for us to support creating strict OpenGL 3.1 contexts where the builtin names have been removed. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
153 lines
4.7 KiB
C
153 lines
4.7 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) 2012 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 "cogl-context-private.h"
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#include "cogl-glsl-shader-private.h"
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#include "cogl-glsl-shader-boilerplate.h"
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#include "cogl-internal.h"
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#include <string.h>
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#include <glib.h>
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void
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_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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const char *version_string,
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GLuint shader_gl_handle,
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GLenum shader_gl_type,
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int n_tex_coord_attribs,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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{
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const char *vertex_boilerplate;
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const char *fragment_boilerplate;
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const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
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int count = 0;
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char *tex_coord_declarations = NULL;
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vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
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fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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if (version_string)
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{
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strings[count] = version_string;
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lengths[count++] = -1;
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}
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if (ctx->driver == COGL_DRIVER_GLES2 &&
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cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
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{
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static const char texture_3d_extension[] =
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"#extension GL_OES_texture_3D : enable\n";
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strings[count] = texture_3d_extension;
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lengths[count++] = sizeof (texture_3d_extension) - 1;
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}
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = strlen (vertex_boilerplate);
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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lengths[count++] = strlen (fragment_boilerplate);
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}
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if (n_tex_coord_attribs)
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{
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GString *declarations = g_string_new (NULL);
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g_string_append_printf (declarations,
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"varying vec4 _cogl_tex_coord[%d];\n",
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n_tex_coord_attribs);
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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int i;
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g_string_append_printf (declarations,
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"uniform mat4 cogl_texture_matrix[%d];\n",
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n_tex_coord_attribs);
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for (i = 0; i < n_tex_coord_attribs; i++)
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g_string_append_printf (declarations,
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"attribute vec4 cogl_tex_coord%d_in;\n",
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i);
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}
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tex_coord_declarations = g_string_free (declarations, FALSE);
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strings[count] = tex_coord_declarations;
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lengths[count++] = -1; /* null terminated */
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}
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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{
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GString *buf = g_string_new (NULL);
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int i;
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g_string_append_printf (buf,
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"%s shader:\n",
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shader_gl_type == GL_VERTEX_SHADER ?
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"vertex" : "fragment");
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for (i = 0; i < count; i++)
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if (lengths[i] != -1)
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g_string_append_len (buf, strings[i], lengths[i]);
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else
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g_string_append (buf, strings[i]);
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g_message ("%s", buf->str);
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g_string_free (buf, TRUE);
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}
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GE( ctx, glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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g_free (tex_coord_declarations);
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}
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