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Author SHA1 Message Date
Neil Roberts
cb178b7a3a Always add the #version pragma to shaders
Previously we would only add the #version pragma to shaders when
point sprite texture coordinates are enabled for a layer so that we
can access the gl_PointCoord builtin. However I don't think there's
any good reason not to just always request GLSL version 1.2 if it's
available. That way applications can always use gl_PointCoord without
having to enable point sprite texture coordinates.

This adds a glsl_version_to_use member to CoglContext which is used to
generate the #version pragma as part of the shader boilerplate. On
desktop GL this is set to 120 if version 1.2 is available, otherwise
it is left at 110. On GLES it is always left as 100.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
(cherry picked from commit e4dfe8b07e8af111ecbcb0da20ff2a2875a2b5d0)

Conflicts:
	cogl/driver/gl/gl/cogl-driver-gl.c
2013-09-02 16:22:01 +01:00
Robert Bragg
7fa04bb1a6 Adds back tex_coord array for CoglShader compatibility
This adds back compatibility for CoglShaders that reference the
cogl_tex_coord_in[] or cogl_tex_coord_out[] varyings. Unlike the
previous way this was done this patch maintains the use of layer numbers
for attributes and maintains forwards compatibility by letting shaders
alternatively access the per-layer tex_coord varyings via
cogl_tex_coord%i_in/out defines that index into the array.
2013-01-22 17:48:07 +00:00
Robert Bragg
1c449c67f6 Remove the varying array for tex_coords
This removes the need to maintain an array of tex_coord varyings and
instead we now just emit a varying per-layer uniquely named using a
layer_number infix like cogl_tex_coord0_out and cogl_tex_coord0_in.

Notable this patch also had to change the journal flushing code to use
pipeline layer numbers to determine the name of texture coordinate
attributes.

We now also break batches by using a deeper comparison of layers so
such that two pipelines with the same number of layers can now cause a
batch break if they use different layer numbers.

This adds an internal _cogl_pipeline_layer_numbers_equal() function that
takes two pipelines and returns TRUE if they have the same number of
layers and all the layer numbers are the same too, otherwise it returns
FALSE.

Where we used to break batches based on changes to the number of layers
we now break according to the status of
_cogl_pipeline_layer_numbers_equal

Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit e55b64a9cdc93285049d9b969bef67484c2d9fb3)

Note: this will cause a temporary regression for the Cogl 1.x CoglShader
api since it will break compatibility with existing shaders that
reference the texture varyings from the fragment shader.

The intention is to follow up with another patch to add back
CoglShader compatibility.
2013-01-22 17:48:06 +00:00
Robert Bragg
01937201e4 Unify a lot of gles2 vs gl glsl code
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)
2013-01-22 17:48:01 +00:00
Robert Bragg
62b472f4f5 add cogl-glsl-shader files to aid backporting patches
To aid with backporting patches from master made after the deprecated
CoglShader api was removed this patch adds the cogl-glsl- files that
have been added on master so we should get less conflicts when cherry
picking.
2013-01-22 17:48:01 +00:00