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214 lines
5.4 KiB
C
214 lines
5.4 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#include "cogl-config.h"
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#include "cogl-context-private.h"
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#include "cogl-object-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 "driver/gl/cogl-util-gl-private.h"
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#include "deprecated/cogl-shader-private.h"
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#include <glib.h>
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#include <string.h>
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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g_slice_free (CoglShader, shader);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NULL);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return NULL;
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}
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shader = g_slice_new (CoglShader);
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shader->gl_handle = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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shader->gl_handle = 0;
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if (shader->compilation_pipeline)
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{
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cogl_object_unref (shader->compilation_pipeline);
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shader->compilation_pipeline = NULL;
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}
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = handle;
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shader->source = g_strdup (source);
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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{
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CoglShader *shader = handle;
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GLenum gl_type;
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GLint status;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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{
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CoglPipeline *prev = shader->compilation_pipeline;
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/* XXX: currently the only things that will affect the
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* boilerplate for user shaders, apart from driver features,
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* are the pipeline layer-indices and texture-unit-indices
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*/
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if (pipeline == prev ||
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_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
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return;
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}
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_glsl_shader_set_source_with_boilerplate (ctx,
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shader->gl_handle,
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gl_type,
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pipeline,
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1,
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(const char **)
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&shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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shader->compilation_pipeline = cogl_object_ref (pipeline);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (!status)
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{
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char buffer[512];
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int len = 0;
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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g_warning ("Failed to compile GLSL program:\n"
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"src:\n%s\n"
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"error:\n%s\n",
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shader->source,
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buffer);
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}
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = handle;
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return shader->type;
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}
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