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mutter-performance-source/cogl/cogl-shader.c
Neil Roberts c4a94439de cogl-debug: Split the flags to support more than 32
The CoglDebugFlags are now stored in an array of unsigned ints rather
than a single variable. The flags are accessed using macros instead of
directly peeking at the cogl_debug_flags variable. The index values
are stored in the enum rather than the actual mask values so that the
enum doesn't need to be more than 32 bits wide. The hope is that the
code to determine the index into the array can be optimized out by the
compiler so it should have exactly the same performance as the old
code.
2011-01-24 15:45:45 +00:00

534 lines
14 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-shader-private.h"
#include "cogl-shader-boilerplate.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include <glib.h>
#include <string.h>
#ifdef HAVE_COGL_GL
#define glCreateShader ctx->drv.pf_glCreateShader
#define glGetShaderiv ctx->drv.pf_glGetShaderiv
#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
#define glCompileShader ctx->drv.pf_glCompileShader
#define glShaderSource ctx->drv.pf_glShaderSource
#define glDeleteShader ctx->drv.pf_glDeleteShader
#define glProgramString ctx->drv.pf_glProgramString
#define glBindProgram ctx->drv.pf_glBindProgram
#define glDeletePrograms ctx->drv.pf_glDeletePrograms
#define glGenPrograms ctx->drv.pf_glGenPrograms
#define GET_CONTEXT _COGL_GET_CONTEXT
#else
#define GET_CONTEXT(CTXVAR,RETVAL) G_STMT_START { } G_STMT_END
#endif
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
static void
_cogl_shader_free (CoglShader *shader)
{
#ifndef HAVE_COGL_GLES
/* 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 (glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
#endif /* HAVE_COGL_GLES */
g_slice_free (CoglShader, shader);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
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)
{
#ifndef HAVE_COGL_GLES
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
{
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0;
#endif /* HAVE_COGL_GLES */
}
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 = _cogl_shader_pointer_from_handle (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)
{
#ifdef HAVE_COGL_GL
CoglShader *shader = handle;
#endif
if (!cogl_is_shader (handle))
return;
#ifdef HAVE_COGL_GL
_cogl_shader_compile_real (shader, 0 /* ignored */);
#endif
/* 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)
{
#ifndef HAVE_COGL_GLES
static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
int count = 0;
#ifdef HAVE_COGL_GLES2
char *tex_coord_declarations = NULL;
#endif
GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GLES2
if (cogl_features_available (COGL_FEATURE_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;
}
#endif
if (shader_gl_type == GL_VERTEX_SHADER)
{
strings[count] = vertex_boilerplate;
lengths[count++] = sizeof (vertex_boilerplate) - 1;
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = sizeof (fragment_boilerplate) - 1;
}
#ifdef HAVE_COGL_GLES2
if (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 */
}
#endif
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( glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
#ifdef HAVE_COGL_GLES2
g_free (tex_coord_declarations);
#endif
#endif /* HAVE_COGL_GLES */
}
void
_cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
#ifndef HAVE_COGL_GLES
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 (glGenPrograms (1, &shader->gl_handle));
GE (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 = glGetError ()) != GL_NO_ERROR)
;
#endif
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source),
shader->source);
#ifdef COGL_GL_DEBUG
gl_error = 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,
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
}
else
#endif
{
GLenum gl_type;
if (shader->gl_handle
#ifdef HAVE_COGL_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 = 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 (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);
}
#endif
}
#endif /* HAVE_COGL_GLES */
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
#ifdef HAVE_COGL_GLES
return NULL;
#else /* HAVE_COGL_GLES */
CoglShader *shader;
GET_CONTEXT (ctx, NULL);
if (!cogl_is_shader (handle))
return NULL;
shader = _cogl_shader_pointer_from_handle (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 (normally less than 4) since that
* affects the boilerplate.
*/
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
}
#endif /* HAVE_COGL_GLES */
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
CoglShader *shader;
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 = _cogl_shader_pointer_from_handle (handle);
return shader->type;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
#ifdef HAVE_COGL_GLES
return FALSE;
#else /* HAVE_COGL_GLES */
GLint status;
CoglShader *shader;
GET_CONTEXT (ctx, FALSE);
if (!cogl_is_shader (handle))
return FALSE;
shader = _cogl_shader_pointer_from_handle (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 (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
else
return FALSE;
}
#endif /* HAVE_COGL_GLES */
}