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mutter-performance-source/cogl/driver/gles/cogl-program.c
Robert Bragg 0bce7eac53 Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.

Currently this is the structure I'm aiming for:
cogl/
    cogl/
	<put common source here>
	winsys/
	   cogl-glx.c
	   cogl-wgl.c
	driver/
	    gl/
	    gles/
	os/ ?
    utils/
	cogl-fixed
	cogl-matrix-stack?
        cogl-journal?
        cogl-primitives?
    pango/

The new winsys component is a starting point for migrating window system
code (i.e.  x11,glx,wgl,osx,egl etc) from Clutter to Cogl.

The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.

Overview of the planned structure:

* The winsys/ API is the API that binds OpenGL to a specific window system,
  be that X11 or win32 etc.  Example are glx, wgl and egl. Much of the logic
  under clutter/{glx,osx,win32 etc} should migrate here.

* Note there is also the idea of a winsys-base that may represent a window
  system for which there are multiple winsys APIs.  An example of this is
  x11, since glx and egl may both be used with x11.  (currently only Clutter
  has the idea of a winsys-base)

* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
  representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
  GLES 1.1 (fixed funciton) and 2.0 (fully shader based)

* Everything under cogl/ should fundamentally be supporting access to the
  GPU.  Essentially Cogl's most basic requirement is to provide a nice GPU
  Graphics API and drawing a line between this and the utility functionality
  we add to support Clutter should help keep this lean and maintainable.

* Code under utils/ as suggested builds on cogl/ adding more convenient
  APIs or mechanism to optimize special cases. Broadly speaking you can
  compare cogl/ to OpenGL and utils/ to GLU.

* clutter/pango will be moved to clutter/cogl/pango

How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"

Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps

As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
2009-10-16 18:58:50 +01:00

338 lines
7.9 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifdef HAVE_COGL_GLES2
#include <string.h>
#include "cogl-shader-private.h"
#include "cogl-program.h"
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program);
static void
_cogl_program_free (CoglProgram *program)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Unref all of the attached shaders */
g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
/* Destroy the list */
g_slist_free (program->attached_shaders);
_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
if (ctx->drv.gles2.settings.user_program == (CoglHandle) program)
{
ctx->drv.gles2.settings.user_program = COGL_INVALID_HANDLE;
ctx->drv.gles2.settings_dirty = TRUE;
}
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
if (program->custom_uniform_names[i])
g_free (program->custom_uniform_names[i]);
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
program = g_slice_new (CoglProgram);
program->attached_shaders = NULL;
memset (program->custom_uniform_names, 0,
COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *));
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
program->attached_shaders
= g_slist_prepend (program->attached_shaders,
cogl_handle_ref (shader_handle));
/* Whenever the shader changes we will need to relink the program
with the fixed functionality shaders so we should forget the
cached programs */
_cogl_gles2_clear_cache_for_program (program);
}
void
cogl_program_link (CoglHandle handle)
{
/* There's no point in linking the program here because it will have
to be relinked with a different fixed functionality shader
whenever the settings change */
}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
return;
ctx->drv.gles2.settings.user_program = handle;
ctx->drv.gles2.settings_dirty = TRUE;
}
int
cogl_program_get_uniform_location (CoglHandle handle,
const gchar *uniform_name)
{
int i;
CoglProgram *program;
if (!cogl_is_program (handle))
return -1;
program = _cogl_program_pointer_from_handle (handle);
/* We can't just ask the GL program object for the uniform location
directly because it will change every time the program is linked
with a new fixed functionality shader. Instead we make our own
mapping of uniform numbers and cache the names */
for (i = 0; program->custom_uniform_names[i]
&& i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
if (!strcmp (program->custom_uniform_names[i], uniform_name))
return i;
if (i < COGL_GLES2_NUM_CUSTOM_UNIFORMS)
{
program->custom_uniform_names[i] = g_strdup (uniform_name);
return i;
}
else
/* We've run out of space for new uniform names so just pretend it
isn't there */
return -1;
}
void
cogl_program_uniform_1f (int uniform_no,
gfloat value)
{
cogl_program_uniform_float (uniform_no, 1, 1, &value);
}
void
cogl_program_uniform_1i (int uniform_no,
gint value)
{
cogl_program_uniform_int (uniform_no, 1, 1, &value);
}
static void
cogl_program_uniform_x (int uniform_no,
gint size,
gint count,
CoglBoxedType type,
size_t value_size,
gconstpointer value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS
&& size >= 1 && size <= 4 && count >= 1)
{
CoglBoxedValue *bv = ctx->drv.gles2.custom_uniforms + uniform_no;
if (count == 1)
{
if (bv->count > 1)
g_free (bv->v.array);
memcpy (bv->v.float_value, value, value_size);
}
else
{
if (bv->count > 1)
{
if (bv->count != count || bv->size != size || bv->type != type)
{
g_free (bv->v.array);
bv->v.array = g_malloc (count * value_size);
}
}
else
bv->v.array = g_malloc (count * value_size);
memcpy (bv->v.array, value, count * value_size);
}
bv->type = type;
bv->size = size;
bv->count = count;
ctx->drv.gles2.dirty_custom_uniforms |= 1 << uniform_no;
}
}
void
cogl_program_uniform_float (int uniform_no,
gint size,
gint count,
const GLfloat *value)
{
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_FLOAT,
sizeof (float) * size, value);
}
void
cogl_program_uniform_int (int uniform_no,
gint size,
gint count,
const GLint *value)
{
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_INT,
sizeof (gint) * size, value);
}
void
cogl_program_uniform_matrix (int uniform_no,
gint size,
gint count,
gboolean transpose,
const GLfloat *value)
{
CoglBoxedValue *bv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
bv = ctx->drv.gles2.custom_uniforms + uniform_no;
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_MATRIX,
sizeof (float) * size * size, value);
bv->transpose = transpose;
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_program (void)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_program (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_program_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_program_unref (CoglHandle handle)
{
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
}
void
cogl_program_link (CoglHandle program_handle)
{
}
void
cogl_program_use (CoglHandle program_handle)
{
}
int
cogl_program_get_uniform_location (CoglHandle program_handle,
const gchar *uniform_name)
{
return 0;
}
void
cogl_program_uniform_1f (int uniform_no,
gfloat value)
{
}
void
cogl_program_uniform_float (int uniform_no,
gint size,
gint count,
const GLfloat *value)
{
}
void
cogl_program_uniform_int (int uniform_no,
gint size,
gint count,
const int *value)
{
}
void
cogl_program_uniform_matrix (int uniform_no,
gint size,
gint count,
gboolean transpose,
const GLfloat *value)
{
}
#endif /* HAVE_COGL_GLES2 */