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mutter-performance-source/cogl/cogl-glsl-shader.c
Robert Bragg 36c85da3b8 Remove cogl-internal.h
This remove cogl-internal.h in favour of using cogl-private.h. Some
things in cogl-internal.h were moved to driver/gl/cogl-util-gl-private.h
and the _cogl_gl_error_to_string function whose prototype was moved from
cogl-internal.h to cogl-util-gl-private.h has had its implementation
moved from cogl.c to cogl-util-gl.c

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

(cherry picked from commit 01cc82ece091aa3bec4c07fdd6bc9e5135fca573)
2013-01-22 17:48:17 +00:00

185 lines
6 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2012 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>
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-util-gl-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.h"
#include <string.h>
#include <glib.h>
static CoglBool
add_layer_vertex_boilerplate_cb (CoglPipelineLayer *layer,
void *user_data)
{
GString *layer_declarations = user_data;
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
g_string_append_printf (layer_declarations,
"attribute vec4 cogl_tex_coord%d_in;\n"
"#define cogl_texture_matrix%i cogl_texture_matrix[%i]\n"
"#define cogl_tex_coord%i_out _cogl_tex_coord[%i]\n",
layer->index,
layer->index,
unit_index,
layer->index,
unit_index);
return TRUE;
}
static CoglBool
add_layer_fragment_boilerplate_cb (CoglPipelineLayer *layer,
void *user_data)
{
GString *layer_declarations = user_data;
g_string_append_printf (layer_declarations,
"#define cogl_tex_coord%i_in _cogl_tex_coord[%i]\n",
layer->index,
_cogl_pipeline_layer_get_unit_index (layer));
return TRUE;
}
void
_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
const char *version_string,
GLuint shader_gl_handle,
GLenum shader_gl_type,
CoglPipeline *pipeline,
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 + 4));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
int count = 0;
int n_layers;
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
if (version_string)
{
strings[count] = version_string;
lengths[count++] = -1;
}
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);
}
n_layers = cogl_pipeline_get_n_layers (pipeline);
if (n_layers)
{
GString *layer_declarations = ctx->codegen_boilerplate_buffer;
g_string_set_size (layer_declarations, 0);
g_string_append_printf (layer_declarations,
"varying vec4 _cogl_tex_coord[%d];\n",
n_layers);
if (shader_gl_type == GL_VERTEX_SHADER)
{
g_string_append_printf (layer_declarations,
"uniform mat4 cogl_texture_matrix[%d];\n",
n_layers);
_cogl_pipeline_foreach_layer_internal (pipeline,
add_layer_vertex_boilerplate_cb,
layer_declarations);
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
_cogl_pipeline_foreach_layer_internal (pipeline,
add_layer_fragment_boilerplate_cb,
layer_declarations);
}
strings[count] = layer_declarations->str;
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) );
}