/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009,2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-shader-private.h" #include "cogl-shader-boilerplate.h" #include "cogl-internal.h" #include "cogl-context-private.h" #include "cogl-object-private.h" #include #include static void _cogl_shader_free (CoglShader *shader); COGL_HANDLE_DEFINE (Shader, shader); COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader); #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_VERTEX_SHADER #define GL_VERTEX_SHADER 0x8B31 #endif 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) { if (shader->gl_handle) GE (ctx, glDeletePrograms (1, &shader->gl_handle)); } else #endif if (shader->gl_handle) GE (ctx, glDeleteShader (shader->gl_handle)); g_slice_free (CoglShader, shader); } CoglHandle cogl_create_shader (CoglShaderType type) { 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; } shader = g_slice_new (CoglShader); shader->language = COGL_SHADER_LANGUAGE_GLSL; shader->gl_handle = 0; #ifdef HAVE_COGL_GLES2 shader->n_tex_coord_attribs = 0; #endif shader->type = type; 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; } 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; 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 = handle; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; if (ctx->driver == COGL_DRIVER_GL) _cogl_shader_compile_real (shader, 0 /* ignored */); /* XXX: For GLES2 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. */ } void _cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle, GLenum shader_gl_type, int n_tex_coord_attribs, GLsizei count_in, const char **strings_in, const GLint *lengths_in) { const char *vertex_boilerplate; const char *fragment_boilerplate; const char **strings = g_alloca (sizeof (char *) * (count_in + 3)); GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3)); int count = 0; char *tex_coord_declarations = NULL; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->driver == COGL_DRIVER_GLES2) { vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2; fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2; } else { vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL; fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL; } if (ctx->driver == COGL_DRIVER_GLES2 && cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D)) { static const char texture_3d_extension[] = "#extension GL_OES_texture_3D : enable\n"; strings[count] = texture_3d_extension; lengths[count++] = sizeof (texture_3d_extension) - 1; } if (shader_gl_type == GL_VERTEX_SHADER) { strings[count] = vertex_boilerplate; lengths[count++] = strlen (vertex_boilerplate); } else if (shader_gl_type == GL_FRAGMENT_SHADER) { strings[count] = fragment_boilerplate; lengths[count++] = strlen (fragment_boilerplate); } if (ctx->driver == COGL_DRIVER_GLES2 && n_tex_coord_attribs) { GString *declarations = g_string_new (NULL); g_string_append_printf (declarations, "varying vec4 _cogl_tex_coord[%d];\n", n_tex_coord_attribs); if (shader_gl_type == GL_VERTEX_SHADER) { int i; g_string_append_printf (declarations, "uniform mat4 cogl_texture_matrix[%d];\n", n_tex_coord_attribs); for (i = 0; i < n_tex_coord_attribs; i++) g_string_append_printf (declarations, "attribute vec4 cogl_tex_coord%d_in;\n", i); } tex_coord_declarations = g_string_free (declarations, FALSE); strings[count] = tex_coord_declarations; lengths[count++] = -1; /* null terminated */ } memcpy (strings + count, strings_in, sizeof (char *) * count_in); if (lengths_in) memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in); else { int i; for (i = 0; i < count_in; i++) lengths[count + i] = -1; /* null terminated */ } count += count_in; if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) { GString *buf = g_string_new (NULL); int i; g_string_append_printf (buf, "%s shader:\n", shader_gl_type == GL_VERTEX_SHADER ? "vertex" : "fragment"); for (i = 0; i < count; i++) if (lengths[i] != -1) g_string_append_len (buf, strings[i], lengths[i]); else g_string_append (buf, strings[i]); g_message ("%s", buf->str); g_string_free (buf, TRUE); } GE( ctx, glShaderSource (shader_gl_handle, count, (const char **) strings, lengths) ); g_free (tex_coord_declarations); } void _cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs) { CoglShader *shader = handle; _COGL_GET_CONTEXT (ctx, NO_RETVAL); #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { #ifdef COGL_GL_DEBUG GLenum gl_error; #endif if (shader->gl_handle) return; GE (ctx, glGenPrograms (1, &shader->gl_handle)); GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle)); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE))) g_message ("user ARBfp program:\n%s", shader->source); #ifdef COGL_GL_DEBUG while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR) ; #endif ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen (shader->source), shader->source); #ifdef COGL_GL_DEBUG gl_error = ctx->glGetError (); 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)); } #endif } else #endif { GLenum gl_type; if (shader->gl_handle #ifdef HAVE_COGL_GLES2 && (ctx->driver != COGL_DRIVER_GLES2 || shader->n_tex_coord_attribs == n_tex_coord_attribs) #endif ) return; if (shader->gl_handle) delete_shader (shader); switch (shader->type) { 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); _cogl_shader_set_source_with_boilerplate (shader->gl_handle, gl_type, n_tex_coord_attribs, 1, (const char **) &shader->source, NULL); GE (ctx, glCompileShader (shader->gl_handle)); #ifdef HAVE_COGL_GLES2 shader->n_tex_coord_attribs = n_tex_coord_attribs; #endif #ifdef COGL_GL_DEBUG if (!cogl_shader_is_compiled (handle)) { char *log = cogl_shader_get_info_log (handle); g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n", shader->source, log); g_free (log); } #endif } } char * cogl_shader_get_info_log (CoglHandle handle) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, NULL); if (!cogl_is_shader (handle)) return NULL; shader = handle; #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) { /* ARBfp exposes a program error string, but since cogl_program * doesn't have any API to query an error log it is not currently * exposed. */ return g_strdup (""); } else #endif { char buffer[512]; int len = 0; /* We don't normally compile the shader when the user calls * cogl_shader_compile() because we want to be able to add * boilerplate code that depends on how it ends up finally being * used. * * Here we force an early compile if the user is interested in * log information to increase the chance that the log will be * useful! We have to guess the number of texture coordinate * attributes that may be used since that affects the * boilerplate. We use four so that the shader will still * compile if the user is using more than one * layer. Unfortunately this is likely to end up causing it to * be compiled again when we know the actual number of layers */ if (!shader->gl_handle) _cogl_shader_compile_real (handle, 4); ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer); buffer[len] = '\0'; return g_strdup (buffer); } } CoglShaderType cogl_shader_get_type (CoglHandle handle) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX); if (!cogl_is_shader (handle)) { g_warning ("Non shader handle type passed to cogl_shader_get_type"); return COGL_SHADER_TYPE_VERTEX; } shader = handle; return shader->type; } CoglBool cogl_shader_is_compiled (CoglHandle handle) { #if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2) GLint status; CoglShader *shader; _COGL_GET_CONTEXT (ctx, FALSE); if (!cogl_is_shader (handle)) return FALSE; shader = handle; #ifdef HAVE_COGL_GL if (shader->language == COGL_SHADER_LANGUAGE_ARBFP) return TRUE; else #endif { /* FIXME: We currently have an arbitrary limit of 4 texture * coordinate attributes since our API means we have to add * some boilerplate to the users GLSL program (for GLES2) * before we actually know how many attributes are in use. * * 4 will probably be enough (or at least that limitation should * be enough until we can replace this API with the pipeline * snippets API) but if it isn't then the shader won't compile, * through no fault of the user. * * To some extent this is just a symptom of bad API design; it * was a mistake for Cogl to so thinly wrap the OpenGL shader * API. Eventually we plan for this whole API will be deprecated * by the pipeline snippets framework. */ if (!shader->gl_handle) _cogl_shader_compile_real (handle, 4); GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status)); if (status == GL_TRUE) return TRUE; else return FALSE; } #else return FALSE; #endif }