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mutter-performance-source/cogl/cogl-shader.c

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2008-06-02 10:58:57 +00:00
/*
* Cogl
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*
* An object oriented GL/GLES Abstraction/Utility Layer
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*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
* 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/>.
*
*
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*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-shader-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.h"
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#include <glib.h>
#include <string.h>
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static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
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Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
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#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
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static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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
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{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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
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}
else
#endif
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
g_slice_free (CoglShader, shader);
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}
CoglHandle
cogl_create_shader (CoglShaderType type)
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{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
switch (type)
{
case COGL_SHADER_TYPE_VERTEX:
case COGL_SHADER_TYPE_FRAGMENT:
break;
default:
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
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shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
shader->compilation_pipeline = NULL;
shader->type = type;
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return _cogl_shader_handle_new (shader);
}
static void
delete_shader (CoglShader *shader)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
{
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0;
if (shader->compilation_pipeline)
{
cogl_object_unref (shader->compilation_pipeline);
shader->compilation_pipeline = NULL;
}
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
CoglShaderLanguage language;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
Add -Wmissing-declarations to maintainer flags and fix problems This option to GCC makes it give a warning whenever a global function is defined without a declaration. This should catch cases were we've defined a function but forgot to put it in a header. In that case it is either only used within one file so we should make it static or we should declare it in a header. The following changes where made to fix problems: • Some functions were made static • cogl-path.h (the one containing the 1.0 API) was split into two files, one defining the functions and one defining the enums so that cogl-path.c can include the enum and function declarations from the 2.0 API as well as the function declarations from the 1.0 API. • cogl2-clip-state has been removed. This only had one experimental function called cogl_clip_push_from_path but as this is unstable we might as well remove it favour of the equivalent cogl_framebuffer_* API. • The GLX, SDL and WGL winsys's now have a private header to define their get_vtable function instead of directly declaring in the C file where it is called. • All places that were calling COGL_OBJECT_DEFINE need to have the cogl_is_whatever function declared so these have been added either as a public function or in a private header. • Some files that were not including the header containing their function declarations have been fixed to do so. • Any unused error quark functions have been removed. If we later want them we should add them back one by one and add a declaration for them in a header. • _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and made a public function with a declaration in cogl-framebuffer.h • Similarly for CoglOnscreen. • cogl_vdraw_indexed_attributes is called cogl_framebuffer_vdraw_indexed_attributes in the header. The definition has been changed to match the header. • cogl_index_buffer_allocate has been removed. This had no declaration and I'm not sure what it's supposed to do. • CoglJournal has been changed to use the internal CoglObject macro so that it won't define an exported cogl_is_journal symbol. • The _cogl_blah_pointer_from_handle functions have been removed. CoglHandle isn't used much anymore anyway and in the few places where it is used I think it's safe to just use the implicit cast from void* to the right type. • The test-utils.h header for the conformance tests explicitly disables the -Wmissing-declaration option using a pragma because all of the tests declare their main function without a header. Any mistakes relating to missing declarations aren't really important for the tests. • cogl_quaternion_init_from_quaternion and init_from_matrix have been given declarations in cogl-quaternion.h Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-03-06 18:21:28 +00:00
shader = handle;
#ifdef HAVE_COGL_GL
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
language = COGL_SHADER_LANGUAGE_ARBFP;
else
#endif
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language) &&
shader->gl_handle)
delete_shader (shader);
shader->source = g_strdup (source);
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
shader = handle;
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
_cogl_shader_compile_real (handle, NULL);
#endif
/* XXX: For GLSL we don't actually compile anything until the shader
* gets used so we have an opportunity to add some boilerplate to
* the shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
* so thinly wrap the OpenGL shader API and the current plan is to
* replace it with a pipeline snippets API. */
}
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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void
_cogl_shader_compile_real (CoglHandle handle,
CoglPipeline *pipeline)
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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{
CoglShader *shader = handle;
const char *version;
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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
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{
#ifdef COGL_GL_DEBUG
GLenum gl_error;
#endif
if (shader->gl_handle)
return;
GE (ctx, glGenPrograms (1, &shader->gl_handle));
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
2010-10-15 17:00:29 +00:00
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
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
2010-10-15 17:00:29 +00:00
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("user ARBfp program:\n%s", shader->source);
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
2010-10-15 17:00:29 +00:00
#ifdef COGL_GL_DEBUG
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
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
2010-10-15 17:00:29 +00:00
;
#endif
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source),
shader->source);
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
2010-10-15 17:00:29 +00:00
#ifdef COGL_GL_DEBUG
gl_error = ctx->glGetError ();
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
2010-10-15 17:00:29 +00:00
if (gl_error != GL_NO_ERROR)
{
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
shader->source,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
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
2010-10-15 17:00:29 +00:00
}
#endif
}
else
#endif
{
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
GLenum gl_type;
GLint status;
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
if (shader->gl_handle)
{
CoglPipeline *prev = shader->compilation_pipeline;
/* XXX: currently the only things that will affect the
* boilerplate for user shaders, apart from driver features,
* are the pipeline layer-indices and texture-unit-indices
*/
if (pipeline == prev ||
_cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
return;
}
if (shader->gl_handle)
delete_shader (shader);
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
switch (shader->type)
{
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = ctx->glCreateShader (gl_type);
2008-06-02 10:58:57 +00:00
Add a GL 3 driver This adds a new CoglDriver for GL 3 called COGL_DRIVER_GL3. When requested, the GLX, EGL and SDL2 winsyss will set the necessary attributes to request a forward-compatible core profile 3.1 context. That means it will have no deprecated features. To simplify the explosion of checks for specific combinations of context->driver, many of these conditionals have now been replaced with private feature flags that are checked instead. The GL and GLES drivers now initialise these private feature flags depending on which driver is used. The fixed function backends now explicitly check whether the fixed function private feature is available which means the GL3 driver will fall back to always using the GLSL progend. Since Rob's latest patches the GLSL progend no longer uses any fixed function API anyway so it should just work. The driver is currently lower priority than COGL_DRIVER_GL so it will not be used unless it is specificly requested. We may want to change this priority at some point because apparently Mesa can make some memory savings if a core profile context is used. In GL 3, getting the combined extensions string with glGetString is deprecated so this patch changes it to use glGetStringi to build up an array of extensions instead. _cogl_context_get_gl_extensions now returns this array instead of trying to return a const string. The caller is expected to free the array. Some issues with this patch: • GL 3 does not support GL_ALPHA format textures. We should probably make this a feature flag or something. Cogl uses this to render text which currently just throws a GL error and breaks so it's pretty important to do something about this before considering the GL3 driver to be stable. • GL 3 doesn't support client side vertex buffers. This probably doesn't matter because CoglBuffer won't normally use malloc'd buffers if VBOs are available, but it might but worth making malloc'd buffers a private feature and forcing it not to use them. • GL 3 doesn't support the default vertex array object. This patch just makes it create and bind a single non-default vertex array object which gets used just like the normal default object. Ideally it would be good to use vertex array objects properly and attach them to a CoglPrimitive to cache the state. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 66c9db993595b3a22e63f4c201ea468bc9b88cb6)
2012-09-26 19:32:36 +00:00
if ((ctx->driver == COGL_DRIVER_GL ||
ctx->driver == COGL_DRIVER_GL3 ) &&
ctx->glsl_major == 1 &&
ctx->glsl_minor >= 2)
{
version = "#version 120\n";
}
else
version = NULL;
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version,
shader->gl_handle,
gl_type,
pipeline,
1,
(const char **)
&shader->source,
NULL);
cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
GE (ctx, glCompileShader (shader->gl_handle));
shader->compilation_pipeline = cogl_object_ref (pipeline);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (!status)
{
char buffer[512];
int len = 0;
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
g_warning ("Failed to compile GLSL program:\n"
"src:\n%s\n"
"error:\n%s\n",
shader->source,
buffer);
}
}
2008-06-02 10:58:57 +00:00
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
2010-02-10 01:57:32 +00:00
char *
cogl_shader_get_info_log (CoglHandle handle)
2008-06-02 10:58:57 +00:00
{
if (!cogl_is_shader (handle))
return NULL;
2008-06-02 10:58:57 +00:00
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The way this API was originally designed as a very thin wrapper
* over the GL api was a mistake and it's now very difficult to
* make the API work in a meaningful way given how the rest of Cogl
* has evolved.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
2008-06-02 10:58:57 +00:00
return g_strdup ("");
2008-06-02 10:58:57 +00:00
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
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{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
2008-06-02 10:58:57 +00:00
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
Add -Wmissing-declarations to maintainer flags and fix problems This option to GCC makes it give a warning whenever a global function is defined without a declaration. This should catch cases were we've defined a function but forgot to put it in a header. In that case it is either only used within one file so we should make it static or we should declare it in a header. The following changes where made to fix problems: • Some functions were made static • cogl-path.h (the one containing the 1.0 API) was split into two files, one defining the functions and one defining the enums so that cogl-path.c can include the enum and function declarations from the 2.0 API as well as the function declarations from the 1.0 API. • cogl2-clip-state has been removed. This only had one experimental function called cogl_clip_push_from_path but as this is unstable we might as well remove it favour of the equivalent cogl_framebuffer_* API. • The GLX, SDL and WGL winsys's now have a private header to define their get_vtable function instead of directly declaring in the C file where it is called. • All places that were calling COGL_OBJECT_DEFINE need to have the cogl_is_whatever function declared so these have been added either as a public function or in a private header. • Some files that were not including the header containing their function declarations have been fixed to do so. • Any unused error quark functions have been removed. If we later want them we should add them back one by one and add a declaration for them in a header. • _cogl_is_framebuffer has been renamed to cogl_is_framebuffer and made a public function with a declaration in cogl-framebuffer.h • Similarly for CoglOnscreen. • cogl_vdraw_indexed_attributes is called cogl_framebuffer_vdraw_indexed_attributes in the header. The definition has been changed to match the header. • cogl_index_buffer_allocate has been removed. This had no declaration and I'm not sure what it's supposed to do. • CoglJournal has been changed to use the internal CoglObject macro so that it won't define an exported cogl_is_journal symbol. • The _cogl_blah_pointer_from_handle functions have been removed. CoglHandle isn't used much anymore anyway and in the few places where it is used I think it's safe to just use the implicit cast from void* to the right type. • The test-utils.h header for the conformance tests explicitly disables the -Wmissing-declaration option using a pragma because all of the tests declare their main function without a header. Any mistakes relating to missing declarations aren't really important for the tests. • cogl_quaternion_init_from_quaternion and init_from_matrix have been given declarations in cogl-quaternion.h Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-03-06 18:21:28 +00:00
shader = handle;
return shader->type;
}
CoglBool
cogl_shader_is_compiled (CoglHandle handle)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
if (!cogl_is_shader (handle))
return FALSE;
2008-06-02 10:58:57 +00:00
/* XXX: This API doesn't really do anything!
*
* This API is purely for compatibility and blatantly lies to the
* user about whether their shader has been compiled.
*
* I suppose we could say we're stretching the definition of
* "compile" and are deferring any related errors to be "linker"
* errors.
*
* The reason we don't do anything is because a shader needs to
* be associated with a CoglPipeline for Cogl to be able to
* compile and link anything.
*
* The CoglShader API is mostly deprecated by CoglSnippets and so
* these days we do the bare minimum to support the existing users
* of it until they are able to migrate to the snippets api.
*/
2008-06-02 10:58:57 +00:00
return TRUE;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
#else
return FALSE;
#endif
}