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mutter-performance-source/cogl/cogl-material-glsl.c
Neil Roberts 63206a208b 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
2010-10-28 19:51:42 +01:00

452 lines
13 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-material-private.h"
#include "cogl-shader-private.h"
#ifdef COGL_MATERIAL_BACKEND_GLSL
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-shader-private.h"
#include "cogl-program-private.h"
#ifndef HAVE_COGL_GLES2
#define glCreateProgram ctx->drv.pf_glCreateProgram
#define glAttachShader ctx->drv.pf_glAttachShader
#define glUseProgram ctx->drv.pf_glUseProgram
#define glLinkProgram ctx->drv.pf_glLinkProgram
#define glDeleteProgram ctx->drv.pf_glDeleteProgram
#define glGetProgramInfoLog ctx->drv.pf_glGetProgramInfoLog
#define glGetProgramiv ctx->drv.pf_glGetProgramiv
#endif /* HAVE_COGL_GLES2 */
#include <glib.h>
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
typedef struct _GlslProgramState
{
int ref_count;
/* Age of the user program that was current when the gl_program was
linked. This is used to detect when we need to relink a new
program */
unsigned int user_program_age;
GLuint gl_program;
/* This is set to TRUE if the program has changed since we last
flushed the uniforms */
gboolean gl_program_changed;
#ifdef HAVE_COGL_GLES2
/* The GLES2 generated program that was generated from the user
program. This is used to detect when the GLES2 backend generates
a different program which would mean we need to flush all of the
custom uniforms. This is a massive hack but it can go away once
this GLSL backend starts generating its own shaders */
GLuint gles2_program;
#endif
} GlslProgramState;
typedef struct _CoglMaterialBackendGlslPrivate
{
GlslProgramState *glsl_program_state;
} CoglMaterialBackendGlslPrivate;
const CoglMaterialBackend _cogl_material_glsl_backend;
static int
_cogl_material_backend_glsl_get_max_texture_units (void)
{
return _cogl_get_max_texture_image_units ();
}
static GlslProgramState *
glsl_program_state_new (int n_layers)
{
GlslProgramState *state = g_slice_new0 (GlslProgramState);
state->ref_count = 1;
return state;
}
static GlslProgramState *
glsl_program_state_ref (GlslProgramState *state)
{
state->ref_count++;
return state;
}
static void
delete_program (GLuint program)
{
#ifdef HAVE_COGL_GLES2
/* This hack can go away once this GLSL backend replaces the GLES2
wrapper */
_cogl_gles2_clear_cache_for_program (program);
#else
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#endif
GE (glDeleteProgram (program));
}
void
glsl_program_state_unref (GlslProgramState *state)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (state->ref_count > 0);
state->ref_count--;
if (state->ref_count == 0)
{
if (state->gl_program)
{
delete_program (state->gl_program);
state->gl_program = 0;
}
g_slice_free (GlslProgramState, state);
}
}
/* This tries to find the oldest ancestor whos state would generate
* the same glsl program as the current material. This is a simple
* mechanism for reducing the number of glsl programs we have to
* generate.
*/
static CoglMaterial *
find_glsl_authority (CoglMaterial *material, CoglHandle user_program)
{
/* Find the first material that modifies the user shader */
return _cogl_material_get_authority (material,
COGL_MATERIAL_STATE_USER_SHADER);
}
static CoglMaterialBackendGlslPrivate *
get_glsl_priv (CoglMaterial *material)
{
if (!(material->backend_priv_set_mask & COGL_MATERIAL_BACKEND_GLSL_MASK))
return NULL;
return material->backend_privs[COGL_MATERIAL_BACKEND_GLSL];
}
static void
set_glsl_priv (CoglMaterial *material, CoglMaterialBackendGlslPrivate *priv)
{
if (priv)
{
material->backend_privs[COGL_MATERIAL_BACKEND_GLSL] = priv;
material->backend_priv_set_mask |= COGL_MATERIAL_BACKEND_GLSL_MASK;
}
else
material->backend_priv_set_mask &= ~COGL_MATERIAL_BACKEND_GLSL_MASK;
}
static GlslProgramState *
get_glsl_program_state (CoglMaterial *material)
{
CoglMaterialBackendGlslPrivate *priv = get_glsl_priv (material);
if (!priv)
return NULL;
return priv->glsl_program_state;
}
static void
dirty_glsl_program_state (CoglMaterial *material)
{
CoglMaterialBackendGlslPrivate *priv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
priv = get_glsl_priv (material);
if (!priv)
return;
if (priv->glsl_program_state)
{
glsl_program_state_unref (priv->glsl_program_state);
priv->glsl_program_state = NULL;
}
}
static void
link_program (GLint gl_program)
{
/* On GLES2 we'll let the backend link the program. This hack can go
away once this backend replaces the GLES2 wrapper */
#ifndef HAVE_COGL_GLES2
GLint link_status;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE( glLinkProgram (gl_program) );
GE( glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) );
if (!link_status)
{
GLint log_length;
GLsizei out_log_length;
char *log;
GE( glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) );
log = g_malloc (log_length);
GE( glGetProgramInfoLog (gl_program, log_length,
&out_log_length, log) );
g_warning ("Failed to link GLSL program:\n%.*s\n",
log_length, log);
g_free (log);
}
#endif /* HAVE_COGL_GLES2 */
}
static gboolean
_cogl_material_backend_glsl_start (CoglMaterial *material,
int n_layers,
unsigned long materials_difference)
{
CoglMaterialBackendGlslPrivate *priv;
CoglMaterial *authority;
CoglMaterialBackendGlslPrivate *authority_priv;
CoglProgram *user_program;
GLuint gl_program;
GSList *l;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
return FALSE;
user_program = cogl_material_get_user_program (material);
if (user_program == COGL_INVALID_HANDLE ||
_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
return FALSE; /* XXX: change me when we support code generation here */
/* Now lookup our glsl backend private state (allocating if
* necessary) */
priv = get_glsl_priv (material);
if (!priv)
{
priv = g_slice_new0 (CoglMaterialBackendGlslPrivate);
set_glsl_priv (material, priv);
}
/* If we already have a valid GLSL program then we don't need to
relink a new one */
if (priv->glsl_program_state)
{
/* However if the program has changed since the last link then we do
need to relink */
if (priv->glsl_program_state->user_program_age == user_program->age)
return TRUE;
/* Destroy the existing program. We can't just dirty the whole
glsl state because otherwise if we are not the authority on
the user program then we'll just find the same state again */
delete_program (priv->glsl_program_state->gl_program);
priv->glsl_program_state->gl_program = 0;
}
else
{
/* If we don't have an associated glsl program yet then find the
* glsl-authority (the oldest ancestor whose state will result in
* the same program being generated as for this material).
*
* We always make sure to associate new programs with the
* glsl-authority to maximize the chance that other materials can
* share it.
*/
authority = find_glsl_authority (material, user_program);
authority_priv = get_glsl_priv (authority);
if (!authority_priv)
{
authority_priv = g_slice_new0 (CoglMaterialBackendGlslPrivate);
set_glsl_priv (authority, authority_priv);
}
/* If we don't have an existing program associated with the
* glsl-authority then start generating code for a new program...
*/
if (!authority_priv->glsl_program_state)
{
GlslProgramState *glsl_program_state =
glsl_program_state_new (n_layers);
authority_priv->glsl_program_state = glsl_program_state;
/* If the material isn't actually its own glsl-authority
* then take a reference to the program state associated
* with the glsl-authority... */
if (authority != material)
priv->glsl_program_state =
glsl_program_state_ref (authority_priv->glsl_program_state);
}
}
/* If we make it here then we have a glsl_program_state struct
without a gl_program either because this is the first time we've
encountered it or because the user program has changed since it
was last linked */
priv->glsl_program_state->gl_program_changed = TRUE;
GE_RET( gl_program, glCreateProgram () );
/* Add all of the shaders from the user program */
for (l = user_program->attached_shaders; l; l = l->next)
{
CoglShader *shader = l->data;
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
GE( glAttachShader (gl_program, shader->gl_handle) );
}
priv->glsl_program_state->gl_program = gl_program;
priv->glsl_program_state->user_program_age = user_program->age;
link_program (gl_program);
return TRUE;
}
gboolean
_cogl_material_backend_glsl_add_layer (CoglMaterial *material,
CoglMaterialLayer *layer,
unsigned long layers_difference)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_passthrough (CoglMaterial *material)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_end (CoglMaterial *material,
unsigned long materials_difference)
{
GlslProgramState *glsl_program_state = get_glsl_program_state (material);
GLuint gl_program;
gboolean gl_program_changed;
gl_program = glsl_program_state->gl_program;
gl_program_changed = glsl_program_state->gl_program_changed;
#ifdef HAVE_COGL_GLES2
/* This function is a massive hack to get the GLES2 backend to
work. It should only be neccessary until we move the GLSL
generation into this file instead of the GLES2 driver backend */
gl_program = _cogl_gles2_use_program (gl_program);
/* We need to detect when the GLES2 backend gives us a different
program from last time */
if (gl_program != glsl_program_state->gles2_program)
{
glsl_program_state->gles2_program = gl_program;
gl_program_changed = TRUE;
}
#else
_cogl_use_program (gl_program, COGL_MATERIAL_PROGRAM_TYPE_GLSL);
#endif
_cogl_program_flush_uniforms (cogl_material_get_user_program (material),
gl_program, gl_program_changed);
glsl_program_state->gl_program_changed = FALSE;
return TRUE;
}
static void
_cogl_material_backend_glsl_pre_change_notify (CoglMaterial *material,
CoglMaterialState change,
const CoglColor *new_color)
{
static const unsigned long glsl_op_changes =
COGL_MATERIAL_STATE_USER_SHADER;
if (!(change & glsl_op_changes))
return;
dirty_glsl_program_state (material);
}
static void
_cogl_material_backend_glsl_free_priv (CoglMaterial *material)
{
CoglMaterialBackendGlslPrivate *priv = get_glsl_priv (material);
if (priv)
{
if (priv->glsl_program_state)
glsl_program_state_unref (priv->glsl_program_state);
g_slice_free (CoglMaterialBackendGlslPrivate, priv);
set_glsl_priv (material, NULL);
}
}
const CoglMaterialBackend _cogl_material_glsl_backend =
{
_cogl_material_backend_glsl_get_max_texture_units,
_cogl_material_backend_glsl_start,
_cogl_material_backend_glsl_add_layer,
_cogl_material_backend_glsl_passthrough,
_cogl_material_backend_glsl_end,
_cogl_material_backend_glsl_pre_change_notify,
NULL, /* material_set_parent_notify */
NULL, /* layer_pre_change_notify */
_cogl_material_backend_glsl_free_priv,
NULL /* free_layer_priv */
};
#endif /* COGL_MATERIAL_BACKEND_GLSL */