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mutter-performance-source/cogl/cogl-pipeline-progend-glsl.c
Robert Bragg e3d6bc36d3 Re-design the matrix stack using a graph of ops
This re-designs the matrix stack so we now keep track of each separate
operation such as rotating, scaling, translating and multiplying as
immutable, ref-counted nodes in a graph.

Being a "graph" here means that different transformations composed of
a sequence of linked operation nodes may share nodes.

The first node in a matrix-stack is always a LOAD_IDENTITY operation.

As an example consider if an application where to draw three rectangles
A, B and C something like this:

cogl_framebuffer_scale (fb, 2, 2, 2);
cogl_framebuffer_push_matrix(fb);

  cogl_framebuffer_translate (fb, 10, 0, 0);

  cogl_framebuffer_push_matrix(fb);

    cogl_framebuffer_rotate (fb, 45, 0, 0, 1);
    cogl_framebuffer_draw_rectangle (...); /* A */

  cogl_framebuffer_pop_matrix(fb);

  cogl_framebuffer_draw_rectangle (...); /* B */

cogl_framebuffer_pop_matrix(fb);

cogl_framebuffer_push_matrix(fb);
  cogl_framebuffer_set_modelview_matrix (fb, &mv);
  cogl_framebuffer_draw_rectangle (...); /* C */
cogl_framebuffer_pop_matrix(fb);

That would result in a graph of nodes like this:

LOAD_IDENTITY
      |
    SCALE
    /     \
SAVE       LOAD
  |           |
TRANSLATE    RECTANGLE(C)
  |     \
SAVE    RECTANGLE(B)
  |
ROTATE
  |
RECTANGLE(A)

Each push adds a SAVE operation which serves as a marker to rewind too
when a corresponding pop is issued and also each SAVE node may also
store a cached matrix representing the composition of all its ancestor
nodes. This means if we repeatedly need to resolve a real CoglMatrix
for a given node then we don't need to repeat the composition.

Some advantages of this design are:
- A single pointer to any node in the graph can now represent a
  complete, immutable transformation that can be logged for example
  into a journal. Previously we were storing a full CoglMatrix in
  each journal entry which is 16 floats for the matrix itself as well
  as space for flags and another 16 floats for possibly storing a
  cache of the inverse. This means that we significantly reduce
  the size of the journal when drawing lots of primitives and we also
  avoid copying over 128 bytes per entry.
- It becomes much cheaper to check for equality. In cases where some
  (unlikely) false negatives are allowed simply comparing the pointers
  of two matrix stack graph entries is enough. Previously we would use
  memcmp() to compare matrices.
- It becomes easier to do comparisons of transformations. By looking
  for the common ancestry between nodes we can determine the operations
  that differentiate the transforms and use those to gain a high level
  understanding of the differences. For example we use this in the
  journal to be able to efficiently determine when two rectangle
  transforms only differ by some translation so that we can perform
  software clipping.

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

(cherry picked from commit f75aee93f6b293ca7a7babbd8fcc326ee6bf7aef)
2012-08-06 14:27:40 +01:00

1108 lines
36 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include "cogl-util.h"
#include "cogl-context-private.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-offscreen.h"
#ifdef COGL_PIPELINE_PROGEND_GLSL
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-program-private.h"
#include "cogl-pipeline-fragend-glsl-private.h"
#include "cogl-pipeline-vertend-glsl-private.h"
#include "cogl-pipeline-cache.h"
#include "cogl-pipeline-state-private.h"
#include "cogl-attribute-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-pipeline-progend-glsl-private.h"
#ifdef HAVE_COGL_GLES2
/* These are used to generalise updating some uniforms that are
required when building for GLES2 */
typedef void (* UpdateUniformFunc) (CoglPipeline *pipeline,
int uniform_location,
void *getter_func);
static void update_float_uniform (CoglPipeline *pipeline,
int uniform_location,
void *getter_func);
typedef struct
{
const char *uniform_name;
void *getter_func;
UpdateUniformFunc update_func;
CoglPipelineState change;
} BuiltinUniformData;
static BuiltinUniformData builtin_uniforms[] =
{
{ "cogl_point_size_in",
cogl_pipeline_get_point_size, update_float_uniform,
COGL_PIPELINE_STATE_POINT_SIZE },
{ "_cogl_alpha_test_ref",
cogl_pipeline_get_alpha_test_reference, update_float_uniform,
COGL_PIPELINE_STATE_ALPHA_FUNC_REFERENCE }
};
#endif /* HAVE_COGL_GLES2 */
const CoglPipelineProgend _cogl_pipeline_glsl_progend;
typedef struct _UnitState
{
unsigned int dirty_combine_constant:1;
unsigned int dirty_texture_matrix:1;
GLint combine_constant_uniform;
GLint texture_matrix_uniform;
} UnitState;
typedef struct
{
unsigned int ref_count;
/* Age that the user program had last time we generated a GL
program. If it's different then we need to relink the program */
unsigned int user_program_age;
GLuint program;
/* To allow writing shaders that are portable between GLES 2 and
* OpenGL Cogl prepends a number of boilerplate #defines and
* declarations to user shaders. One of those declarations is an
* array of texture coordinate varyings, but to know how to emit the
* declaration we need to know how many texture coordinate
* attributes are in use. The boilerplate also needs to be changed
* if this changes. */
int n_tex_coord_attribs;
#ifdef HAVE_COGL_GLES2
unsigned long dirty_builtin_uniforms;
GLint builtin_uniform_locations[G_N_ELEMENTS (builtin_uniforms)];
GLint modelview_uniform;
GLint projection_uniform;
GLint mvp_uniform;
CoglMatrixEntryCache projection_cache;
CoglMatrixEntryCache modelview_cache;
#endif
/* We need to track the last pipeline that the program was used with
* so know if we need to update all of the uniforms */
CoglPipeline *last_used_for_pipeline;
/* Array of GL uniform locations indexed by Cogl's uniform
location. We are careful only to allocated this array if a custom
uniform is actually set */
GArray *uniform_locations;
/* Array of attribute locations. */
GArray *attribute_locations;
/* The 'flip' uniform is used to flip the geometry upside-down when
the framebuffer requires it only when there are vertex
snippets. Otherwise this is acheived using the projection
matrix */
GLint flip_uniform;
int flushed_flip_state;
UnitState *unit_state;
} CoglPipelineProgramState;
static CoglUserDataKey program_state_key;
static CoglPipelineProgramState *
get_program_state (CoglPipeline *pipeline)
{
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &program_state_key);
}
#define UNIFORM_LOCATION_UNKNOWN -2
#define ATTRIBUTE_LOCATION_UNKNOWN -2
/* Under GLES2 the vertex attribute API needs to query the attribute
numbers because it can't used the fixed function API to set the
builtin attributes. We cache the attributes here because the
progend knows when the program is changed so it can clear the
cache. This should always be called after the pipeline is flushed
so they can assert that the gl program is valid */
/* All attributes names get internally mapped to a global set of
* sequential indices when they are setup which we need to need to
* then be able to map to a GL attribute location once we have
* a linked GLSL program */
int
_cogl_pipeline_progend_glsl_get_attrib_location (CoglPipeline *pipeline,
int name_index)
{
CoglPipelineProgramState *program_state = get_program_state (pipeline);
int *locations;
_COGL_GET_CONTEXT (ctx, -1);
_COGL_RETURN_VAL_IF_FAIL (program_state != NULL, -1);
_COGL_RETURN_VAL_IF_FAIL (program_state->program != 0, -1);
if (G_UNLIKELY (program_state->attribute_locations == NULL))
program_state->attribute_locations =
g_array_new (FALSE, FALSE, sizeof (int));
if (G_UNLIKELY (program_state->attribute_locations->len <= name_index))
{
int i = program_state->attribute_locations->len;
g_array_set_size (program_state->attribute_locations, name_index + 1);
for (; i < program_state->attribute_locations->len; i++)
g_array_index (program_state->attribute_locations, int, i)
= ATTRIBUTE_LOCATION_UNKNOWN;
}
locations = &g_array_index (program_state->attribute_locations, int, 0);
if (locations[name_index] == ATTRIBUTE_LOCATION_UNKNOWN)
{
CoglAttributeNameState *name_state =
g_array_index (ctx->attribute_name_index_map,
CoglAttributeNameState *, name_index);
_COGL_RETURN_VAL_IF_FAIL (name_state != NULL, 0);
GE_RET( locations[name_index],
ctx, glGetAttribLocation (program_state->program,
name_state->name) );
}
return locations[name_index];
}
static void
clear_attribute_cache (CoglPipelineProgramState *program_state)
{
if (program_state->attribute_locations)
{
g_array_free (program_state->attribute_locations, TRUE);
program_state->attribute_locations = NULL;
}
}
#ifdef HAVE_COGL_GLES2
static void
clear_flushed_matrix_stacks (CoglPipelineProgramState *program_state)
{
_cogl_matrix_entry_cache_destroy (&program_state->projection_cache);
_cogl_matrix_entry_cache_init (&program_state->projection_cache);
_cogl_matrix_entry_cache_destroy (&program_state->modelview_cache);
_cogl_matrix_entry_cache_init (&program_state->modelview_cache);
}
#endif /* HAVE_COGL_GLES2 */
static CoglPipelineProgramState *
program_state_new (int n_layers)
{
CoglPipelineProgramState *program_state;
program_state = g_slice_new (CoglPipelineProgramState);
program_state->ref_count = 1;
program_state->program = 0;
program_state->n_tex_coord_attribs = 0;
program_state->unit_state = g_new (UnitState, n_layers);
program_state->uniform_locations = NULL;
program_state->attribute_locations = NULL;
#ifdef HAVE_COGL_GLES2
_cogl_matrix_entry_cache_init (&program_state->modelview_cache);
_cogl_matrix_entry_cache_init (&program_state->projection_cache);
#endif
return program_state;
}
static void
destroy_program_state (void *user_data,
void *instance)
{
CoglPipelineProgramState *program_state = user_data;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If the program state was last used for this pipeline then clear
it so that if same address gets used again for a new pipeline
then we won't think it's the same pipeline and avoid updating the
uniforms */
if (program_state->last_used_for_pipeline == instance)
program_state->last_used_for_pipeline = NULL;
if (--program_state->ref_count == 0)
{
clear_attribute_cache (program_state);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
_cogl_matrix_entry_cache_destroy (&program_state->projection_cache);
_cogl_matrix_entry_cache_destroy (&program_state->modelview_cache);
}
#endif
if (program_state->program)
GE( ctx, glDeleteProgram (program_state->program) );
g_free (program_state->unit_state);
if (program_state->uniform_locations)
g_array_free (program_state->uniform_locations, TRUE);
g_slice_free (CoglPipelineProgramState, program_state);
}
}
static void
set_program_state (CoglPipeline *pipeline,
CoglPipelineProgramState *program_state)
{
_cogl_object_set_user_data (COGL_OBJECT (pipeline),
&program_state_key,
program_state,
destroy_program_state);
}
static void
dirty_program_state (CoglPipeline *pipeline)
{
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&program_state_key,
NULL,
NULL);
}
static void
link_program (GLint gl_program)
{
GLint link_status;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE( ctx, glLinkProgram (gl_program) );
GE( ctx, glGetProgramiv (gl_program, GL_LINK_STATUS, &link_status) );
if (!link_status)
{
GLint log_length;
GLsizei out_log_length;
char *log;
GE( ctx, glGetProgramiv (gl_program, GL_INFO_LOG_LENGTH, &log_length) );
log = g_malloc (log_length);
GE( ctx, 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);
}
}
typedef struct
{
int unit;
GLuint gl_program;
CoglBool update_all;
CoglPipelineProgramState *program_state;
} UpdateUniformsState;
static CoglBool
get_uniform_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateUniformsState *state = user_data;
CoglPipelineProgramState *program_state = state->program_state;
UnitState *unit_state = &program_state->unit_state[state->unit];
GLint uniform_location;
_COGL_GET_CONTEXT (ctx, FALSE);
/* We can reuse the source buffer to create the uniform name because
the program has now been linked */
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
"cogl_sampler%i", layer_index);
GE_RET( uniform_location,
ctx, glGetUniformLocation (state->gl_program,
ctx->codegen_source_buffer->str) );
/* We can set the uniform immediately because the samplers are the
unit index not the texture object number so it will never
change. Unfortunately GL won't let us use a constant instead of a
uniform */
if (uniform_location != -1)
GE( ctx, glUniform1i (uniform_location, state->unit) );
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
"_cogl_layer_constant_%i", layer_index);
GE_RET( uniform_location,
ctx, glGetUniformLocation (state->gl_program,
ctx->codegen_source_buffer->str) );
unit_state->combine_constant_uniform = uniform_location;
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
"cogl_texture_matrix[%i]", state->unit);
GE_RET( uniform_location,
ctx, glGetUniformLocation (state->gl_program,
ctx->codegen_source_buffer->str) );
unit_state->texture_matrix_uniform = uniform_location;
}
#endif
state->unit++;
return TRUE;
}
static CoglBool
update_constants_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateUniformsState *state = user_data;
CoglPipelineProgramState *program_state = state->program_state;
UnitState *unit_state = &program_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (unit_state->combine_constant_uniform != -1 &&
(state->update_all || unit_state->dirty_combine_constant))
{
float constant[4];
_cogl_pipeline_get_layer_combine_constant (pipeline,
layer_index,
constant);
GE (ctx, glUniform4fv (unit_state->combine_constant_uniform,
1, constant));
unit_state->dirty_combine_constant = FALSE;
}
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2 &&
unit_state->texture_matrix_uniform != -1 &&
(state->update_all || unit_state->dirty_texture_matrix))
{
const CoglMatrix *matrix;
const float *array;
matrix = _cogl_pipeline_get_layer_matrix (pipeline, layer_index);
array = cogl_matrix_get_array (matrix);
GE (ctx, glUniformMatrix4fv (unit_state->texture_matrix_uniform,
1, FALSE, array));
unit_state->dirty_texture_matrix = FALSE;
}
#endif /* HAVE_COGL_GLES2 */
return TRUE;
}
#ifdef HAVE_COGL_GLES2
static void
update_builtin_uniforms (CoglPipeline *pipeline,
GLuint gl_program,
CoglPipelineProgramState *program_state)
{
int i;
if (program_state->dirty_builtin_uniforms == 0)
return;
for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++)
if ((program_state->dirty_builtin_uniforms & (1 << i)) &&
program_state->builtin_uniform_locations[i] != -1)
builtin_uniforms[i].update_func (pipeline,
program_state
->builtin_uniform_locations[i],
builtin_uniforms[i].getter_func);
program_state->dirty_builtin_uniforms = 0;
}
#endif /* HAVE_COGL_GLES2 */
typedef struct
{
CoglPipelineProgramState *program_state;
unsigned long *uniform_differences;
int n_differences;
CoglContext *ctx;
const CoglBoxedValue *values;
int value_index;
} FlushUniformsClosure;
static CoglBool
flush_uniform_cb (int uniform_num, void *user_data)
{
FlushUniformsClosure *data = user_data;
if (COGL_FLAGS_GET (data->uniform_differences, uniform_num))
{
GArray *uniform_locations;
GLint uniform_location;
if (data->program_state->uniform_locations == NULL)
data->program_state->uniform_locations =
g_array_new (FALSE, FALSE, sizeof (GLint));
uniform_locations = data->program_state->uniform_locations;
if (uniform_locations->len <= uniform_num)
{
unsigned int old_len = uniform_locations->len;
g_array_set_size (uniform_locations, uniform_num + 1);
while (old_len <= uniform_num)
{
g_array_index (uniform_locations, GLint, old_len) =
UNIFORM_LOCATION_UNKNOWN;
old_len++;
}
}
uniform_location = g_array_index (uniform_locations, GLint, uniform_num);
if (uniform_location == UNIFORM_LOCATION_UNKNOWN)
{
const char *uniform_name =
g_ptr_array_index (data->ctx->uniform_names, uniform_num);
uniform_location =
data->ctx->glGetUniformLocation (data->program_state->program,
uniform_name);
g_array_index (uniform_locations, GLint, uniform_num) =
uniform_location;
}
if (uniform_location != -1)
_cogl_boxed_value_set_uniform (data->ctx,
uniform_location,
data->values + data->value_index);
data->n_differences--;
COGL_FLAGS_SET (data->uniform_differences, uniform_num, FALSE);
}
data->value_index++;
return data->n_differences > 0;
}
static void
_cogl_pipeline_progend_glsl_flush_uniforms (CoglPipeline *pipeline,
CoglPipelineProgramState *
program_state,
GLuint gl_program,
CoglBool program_changed)
{
CoglPipelineUniformsState *uniforms_state;
FlushUniformsClosure data;
int n_uniform_longs;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (pipeline->differences & COGL_PIPELINE_STATE_UNIFORMS)
uniforms_state = &pipeline->big_state->uniforms_state;
else
uniforms_state = NULL;
data.program_state = program_state;
data.ctx = ctx;
n_uniform_longs = COGL_FLAGS_N_LONGS_FOR_SIZE (ctx->n_uniform_names);
data.uniform_differences = g_newa (unsigned long, n_uniform_longs);
/* Try to find a common ancestor for the values that were already
flushed on the pipeline that this program state was last used for
so we can avoid flushing those */
if (program_changed || program_state->last_used_for_pipeline == NULL)
{
if (program_changed)
{
/* The program has changed so all of the uniform locations
are invalid */
if (program_state->uniform_locations)
g_array_set_size (program_state->uniform_locations, 0);
}
/* We need to flush everything so mark all of the uniforms as
dirty */
memset (data.uniform_differences, 0xff,
n_uniform_longs * sizeof (unsigned long));
data.n_differences = G_MAXINT;
}
else if (program_state->last_used_for_pipeline)
{
int i;
memset (data.uniform_differences, 0,
n_uniform_longs * sizeof (unsigned long));
_cogl_pipeline_compare_uniform_differences
(data.uniform_differences,
program_state->last_used_for_pipeline,
pipeline);
/* We need to be sure to flush any uniforms that have changed
since the last flush */
if (uniforms_state)
_cogl_bitmask_set_flags (&uniforms_state->changed_mask,
data.uniform_differences);
/* Count the number of differences. This is so we can stop early
when we've flushed all of them */
data.n_differences = 0;
for (i = 0; i < n_uniform_longs; i++)
data.n_differences +=
_cogl_util_popcountl (data.uniform_differences[i]);
}
while (pipeline && data.n_differences > 0)
{
if (pipeline->differences & COGL_PIPELINE_STATE_UNIFORMS)
{
const CoglPipelineUniformsState *parent_uniforms_state =
&pipeline->big_state->uniforms_state;
data.values = parent_uniforms_state->override_values;
data.value_index = 0;
_cogl_bitmask_foreach (&parent_uniforms_state->override_mask,
flush_uniform_cb,
&data);
}
pipeline = _cogl_pipeline_get_parent (pipeline);
}
if (uniforms_state)
_cogl_bitmask_clear_all (&uniforms_state->changed_mask);
}
static void
_cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
{
CoglPipelineProgramState *program_state;
GLuint gl_program;
CoglBool program_changed = FALSE;
UpdateUniformsState state;
CoglProgram *user_program;
CoglPipeline *template_pipeline = NULL;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If neither of the glsl fragend or vertends are used then we don't
need to do anything */
if (pipeline->fragend != COGL_PIPELINE_FRAGEND_GLSL &&
pipeline->vertend != COGL_PIPELINE_VERTEND_GLSL)
return;
program_state = get_program_state (pipeline);
user_program = cogl_pipeline_get_user_program (pipeline);
if (program_state == NULL)
{
CoglPipeline *authority;
/* Get the authority for anything affecting program state. This
should include both fragment codegen state and vertex codegen
state */
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
(COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN |
_cogl_pipeline_get_state_for_fragment_codegen (ctx)) &
~COGL_PIPELINE_STATE_LAYERS,
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx) |
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN);
program_state = get_program_state (authority);
if (program_state == NULL)
{
/* Check if there is already a similar cached pipeline whose
program state we can share */
if (G_LIKELY (!(COGL_DEBUG_ENABLED
(COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
template_pipeline =
_cogl_pipeline_cache_get_combined_template (ctx->pipeline_cache,
authority);
program_state = get_program_state (template_pipeline);
}
if (program_state)
program_state->ref_count++;
else
program_state
= program_state_new (cogl_pipeline_get_n_layers (authority));
set_program_state (authority, program_state);
if (template_pipeline)
{
program_state->ref_count++;
set_program_state (template_pipeline, program_state);
}
}
if (authority != pipeline)
{
program_state->ref_count++;
set_program_state (pipeline, program_state);
}
}
/* If the program has changed since the last link then we do
* need to relink
*
* Also if the number of texture coordinate attributes in use has
* changed, then delete the program so we can prepend a new
* _cogl_tex_coord[] varying array declaration. */
if ((program_state->program && user_program &&
user_program->age != program_state->user_program_age) ||
(ctx->driver == COGL_DRIVER_GLES2 &&
n_tex_coord_attribs != program_state->n_tex_coord_attribs))
{
GE( ctx, glDeleteProgram (program_state->program) );
program_state->program = 0;
}
if (program_state->program == 0)
{
GLuint backend_shader;
GSList *l;
GE_RET( program_state->program, ctx, glCreateProgram () );
/* Attach all of the shader from the user program */
if (user_program)
{
for (l = user_program->attached_shaders; l; l = l->next)
{
CoglShader *shader = l->data;
_cogl_shader_compile_real (shader, n_tex_coord_attribs);
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
GE( ctx, glAttachShader (program_state->program,
shader->gl_handle) );
}
program_state->user_program_age = user_program->age;
}
/* Attach any shaders from the GLSL backends */
if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL &&
(backend_shader = _cogl_pipeline_fragend_glsl_get_shader (pipeline)))
GE( ctx, glAttachShader (program_state->program, backend_shader) );
if (pipeline->vertend == COGL_PIPELINE_VERTEND_GLSL &&
(backend_shader = _cogl_pipeline_vertend_glsl_get_shader (pipeline)))
GE( ctx, glAttachShader (program_state->program, backend_shader) );
link_program (program_state->program);
program_changed = TRUE;
program_state->n_tex_coord_attribs = n_tex_coord_attribs;
}
gl_program = program_state->program;
if (pipeline->fragend == COGL_PIPELINE_FRAGEND_GLSL)
_cogl_use_fragment_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
if (pipeline->vertend == COGL_PIPELINE_VERTEND_GLSL)
_cogl_use_vertex_program (gl_program, COGL_PIPELINE_PROGRAM_TYPE_GLSL);
state.unit = 0;
state.gl_program = gl_program;
state.program_state = program_state;
if (program_changed)
{
cogl_pipeline_foreach_layer (pipeline,
get_uniform_cb,
&state);
clear_attribute_cache (program_state);
GE_RET (program_state->flip_uniform,
ctx, glGetUniformLocation (gl_program, "_cogl_flip_vector"));
program_state->flushed_flip_state = -1;
}
state.unit = 0;
state.update_all = (program_changed ||
program_state->last_used_for_pipeline != pipeline);
cogl_pipeline_foreach_layer (pipeline,
update_constants_cb,
&state);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
if (program_changed)
{
int i;
clear_flushed_matrix_stacks (program_state);
for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++)
GE_RET( program_state->builtin_uniform_locations[i], ctx,
glGetUniformLocation (gl_program,
builtin_uniforms[i].uniform_name) );
GE_RET( program_state->modelview_uniform, ctx,
glGetUniformLocation (gl_program,
"cogl_modelview_matrix") );
GE_RET( program_state->projection_uniform, ctx,
glGetUniformLocation (gl_program,
"cogl_projection_matrix") );
GE_RET( program_state->mvp_uniform, ctx,
glGetUniformLocation (gl_program,
"cogl_modelview_projection_matrix") );
}
if (program_changed ||
program_state->last_used_for_pipeline != pipeline)
program_state->dirty_builtin_uniforms = ~(unsigned long) 0;
update_builtin_uniforms (pipeline, gl_program, program_state);
}
#endif
_cogl_pipeline_progend_glsl_flush_uniforms (pipeline,
program_state,
gl_program,
program_changed);
if (user_program)
_cogl_program_flush_uniforms (user_program,
gl_program,
program_changed);
/* We need to track the last pipeline that the program was used with
* so know if we need to update all of the uniforms */
program_state->last_used_for_pipeline = pipeline;
}
static void
_cogl_pipeline_progend_glsl_pre_change_notify (CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
dirty_program_state (pipeline);
#ifdef HAVE_COGL_GLES2
else if (ctx->driver == COGL_DRIVER_GLES2)
{
int i;
for (i = 0; i < G_N_ELEMENTS (builtin_uniforms); i++)
if ((change & builtin_uniforms[i].change))
{
CoglPipelineProgramState *program_state
= get_program_state (pipeline);
if (program_state)
program_state->dirty_builtin_uniforms |= 1 << i;
return;
}
}
#endif /* HAVE_COGL_GLES2 */
}
/* NB: layers are considered immutable once they have any dependants
* so although multiple pipelines can end up depending on a single
* static layer, we can guarantee that if a layer is being *changed*
* then it can only have one pipeline depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_pipeline_progend_glsl_layer_pre_change_notify (
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
{
dirty_program_state (owner);
return;
}
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
{
CoglPipelineProgramState *program_state = get_program_state (owner);
if (program_state)
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
program_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
}
if (change & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
{
CoglPipelineProgramState *program_state = get_program_state (owner);
if (program_state)
{
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
program_state->unit_state[unit_index].dirty_texture_matrix = TRUE;
}
}
}
static void
_cogl_pipeline_progend_glsl_pre_paint (CoglPipeline *pipeline,
CoglFramebuffer *framebuffer)
{
CoglBool needs_flip;
CoglMatrixEntry *projection_entry;
CoglMatrixEntry *modelview_entry;
CoglPipelineProgramState *program_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (pipeline->vertend != COGL_PIPELINE_VERTEND_GLSL)
return;
program_state = get_program_state (pipeline);
projection_entry = ctx->current_projection_entry;
modelview_entry = ctx->current_modelview_entry;
/* An initial pipeline is flushed while creating the context. At
this point there are no matrices selected so we can't do
anything */
if (modelview_entry == NULL || projection_entry == NULL)
return;
needs_flip = cogl_is_offscreen (ctx->current_draw_buffer);
#ifdef HAVE_COGL_GLES2
if (ctx->driver == COGL_DRIVER_GLES2)
{
CoglBool modelview_changed;
CoglBool projection_changed;
CoglBool need_modelview;
CoglBool need_projection;
CoglMatrix modelview, projection;
projection_changed =
_cogl_matrix_entry_cache_maybe_update (&program_state->projection_cache,
projection_entry,
(needs_flip &&
program_state->flip_uniform ==
-1));
modelview_changed =
_cogl_matrix_entry_cache_maybe_update (&program_state->modelview_cache,
modelview_entry,
/* never flip modelview */
FALSE);
if (modelview_changed || projection_changed)
{
if (program_state->mvp_uniform != -1)
need_modelview = need_projection = TRUE;
else
{
need_projection = (program_state->projection_uniform != -1 &&
projection_changed);
need_modelview = (program_state->modelview_uniform != -1 &&
modelview_changed);
}
if (need_modelview)
_cogl_matrix_entry_get (modelview_entry, &modelview);
if (need_projection)
{
if (needs_flip && program_state->flip_uniform == -1)
{
CoglMatrix tmp_matrix;
_cogl_matrix_entry_get (projection_entry, &tmp_matrix);
cogl_matrix_multiply (&projection,
&ctx->y_flip_matrix,
&tmp_matrix);
}
else
_cogl_matrix_entry_get (projection_entry, &projection);
}
if (projection_changed && program_state->projection_uniform != -1)
GE (ctx, glUniformMatrix4fv (program_state->projection_uniform,
1, /* count */
FALSE, /* transpose */
cogl_matrix_get_array (&projection)));
if (modelview_changed && program_state->modelview_uniform != -1)
GE (ctx, glUniformMatrix4fv (program_state->modelview_uniform,
1, /* count */
FALSE, /* transpose */
cogl_matrix_get_array (&modelview)));
if (program_state->mvp_uniform != -1)
{
/* The journal usually uses an identity matrix for the
modelview so we can optimise this common case by
avoiding the matrix multiplication */
if (_cogl_matrix_entry_has_identity_flag (modelview_entry))
{
GE (ctx,
glUniformMatrix4fv (program_state->mvp_uniform,
1, /* count */
FALSE, /* transpose */
cogl_matrix_get_array (&projection)));
}
else
{
CoglMatrix combined;
cogl_matrix_multiply (&combined,
&projection,
&modelview);
GE (ctx,
glUniformMatrix4fv (program_state->mvp_uniform,
1, /* count */
FALSE, /* transpose */
cogl_matrix_get_array (&combined)));
}
}
}
}
else
#endif
{
CoglBool disable_flip;
/* If there are vertex snippets, then we'll disable flipping the
geometry via the matrix and use the flip vertex instead */
disable_flip = program_state->flip_uniform != -1;
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
projection_entry,
COGL_MATRIX_PROJECTION,
framebuffer,
disable_flip);
_cogl_matrix_entry_flush_to_gl_builtins (ctx,
modelview_entry,
COGL_MATRIX_MODELVIEW,
framebuffer,
disable_flip);
}
if (program_state->flip_uniform != -1
&& program_state->flushed_flip_state != needs_flip)
{
static const float do_flip[4] = { 1.0f, -1.0f, 1.0f, 1.0f };
static const float dont_flip[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
GE( ctx, glUniform4fv (program_state->flip_uniform,
1, /* count */
needs_flip ? do_flip : dont_flip) );
program_state->flushed_flip_state = needs_flip;
}
}
#ifdef HAVE_COGL_GLES2
static void
update_float_uniform (CoglPipeline *pipeline,
int uniform_location,
void *getter_func)
{
float (* float_getter_func) (CoglPipeline *) = getter_func;
float value;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
value = float_getter_func (pipeline);
GE( ctx, glUniform1f (uniform_location, value) );
}
#endif
const CoglPipelineProgend _cogl_pipeline_glsl_progend =
{
_cogl_pipeline_progend_glsl_end,
_cogl_pipeline_progend_glsl_pre_change_notify,
_cogl_pipeline_progend_glsl_layer_pre_change_notify,
_cogl_pipeline_progend_glsl_pre_paint
};
#endif /* COGL_PIPELINE_PROGEND_GLSL */