[cogl/wip/cogl-1.14: 82/177] Adds back tex_coord array for CoglShader compatibility
- From: Robert Bragg <rbragg src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [cogl/wip/cogl-1.14: 82/177] Adds back tex_coord array for CoglShader compatibility
- Date: Mon, 21 Jan 2013 15:51:49 +0000 (UTC)
commit 5960a24ca27f8e355901cb46257b14ae0649b56d
Author: Robert Bragg <robert linux intel com>
Date: Sat Jan 19 16:00:33 2013 +0000
Adds back tex_coord array for CoglShader compatibility
This adds back compatibility for CoglShaders that reference the
cogl_tex_coord_in[] or cogl_tex_coord_out[] varyings. Unlike the
previous way this was done this patch maintains the use of layer numbers
for attributes and maintains forwards compatibility by letting shaders
alternatively access the per-layer tex_coord varyings via
cogl_tex_coord%i_in/out defines that index into the array.
cogl/cogl-context-private.h | 1 +
cogl/cogl-context.c | 1 +
cogl/cogl-glsl-shader-boilerplate.h | 2 +
cogl/cogl-glsl-shader-private.h | 1 +
cogl/cogl-glsl-shader.c | 67 ++++++++++-
cogl/cogl-pipeline-private.h | 4 +
cogl/cogl-pipeline.c | 35 ++++++
cogl/cogl-shader-private.h | 14 ++-
cogl/cogl-shader.c | 172 +++++++++++++--------------
cogl/driver/gl/cogl-pipeline-fragend-glsl.c | 48 +++-----
cogl/driver/gl/cogl-pipeline-progend-glsl.c | 4 +-
cogl/driver/gl/cogl-pipeline-vertend-glsl.c | 55 +++------
12 files changed, 232 insertions(+), 172 deletions(-)
---
diff --git a/cogl/cogl-context-private.h b/cogl/cogl-context-private.h
index 06acc3c..6340002 100644
--- a/cogl/cogl-context-private.h
+++ b/cogl/cogl-context-private.h
@@ -140,6 +140,7 @@ struct _CoglContext
CoglPipeline *texture_pipeline; /* used for set_source_texture */
GString *codegen_header_buffer;
GString *codegen_source_buffer;
+ GString *codegen_boilerplate_buffer;
GList *source_stack;
int legacy_state_set;
diff --git a/cogl/cogl-context.c b/cogl/cogl-context.c
index 207d68c..86965e2 100644
--- a/cogl/cogl-context.c
+++ b/cogl/cogl-context.c
@@ -293,6 +293,7 @@ cogl_context_new (CoglDisplay *display,
context->texture_pipeline = cogl_pipeline_new (context);
context->codegen_header_buffer = g_string_new ("");
context->codegen_source_buffer = g_string_new ("");
+ context->codegen_boilerplate_buffer = g_string_new ("");
context->source_stack = NULL;
context->legacy_state_set = 0;
diff --git a/cogl/cogl-glsl-shader-boilerplate.h b/cogl/cogl-glsl-shader-boilerplate.h
index 89b2c74..7a79fd3 100644
--- a/cogl/cogl-glsl-shader-boilerplate.h
+++ b/cogl/cogl-glsl-shader-boilerplate.h
@@ -44,6 +44,7 @@
_COGL_COMMON_SHADER_BOILERPLATE \
"#define cogl_color_out _cogl_color\n" \
"varying vec4 _cogl_color;\n" \
+ "#define cogl_tex_coord_out _cogl_tex_coord\n" \
"#define cogl_position_out gl_Position\n" \
"#define cogl_point_size_out gl_PointSize\n" \
"\n" \
@@ -61,6 +62,7 @@
"varying vec4 _cogl_color;\n" \
"\n" \
"#define cogl_color_in _cogl_color\n" \
+ "#define cogl_tex_coord_in _cogl_tex_coord\n" \
"\n" \
"#define cogl_color_out gl_FragColor\n" \
"#define cogl_depth_out gl_FragDepth\n" \
diff --git a/cogl/cogl-glsl-shader-private.h b/cogl/cogl-glsl-shader-private.h
index 1ec9762..816aec2 100644
--- a/cogl/cogl-glsl-shader-private.h
+++ b/cogl/cogl-glsl-shader-private.h
@@ -28,6 +28,7 @@ _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);
diff --git a/cogl/cogl-glsl-shader.c b/cogl/cogl-glsl-shader.c
index fc3c4f0..894bafd 100644
--- a/cogl/cogl-glsl-shader.c
+++ b/cogl/cogl-glsl-shader.c
@@ -39,11 +39,42 @@
#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)
@@ -54,7 +85,8 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
const char **strings = g_alloca (sizeof (char *) * (count_in + 4));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
int count = 0;
- char *tex_coord_declarations = NULL;
+
+ int n_layers;
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
@@ -85,6 +117,37 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
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);
@@ -119,6 +182,4 @@ _cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
GE( ctx, glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
-
- g_free (tex_coord_declarations);
}
diff --git a/cogl/cogl-pipeline-private.h b/cogl/cogl-pipeline-private.h
index 595444f..74a5fd5 100644
--- a/cogl/cogl-pipeline-private.h
+++ b/cogl/cogl-pipeline-private.h
@@ -930,6 +930,10 @@ _cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
CoglPipeline *pipeline1);
CoglBool
+_cogl_pipeline_layer_and_unit_numbers_equal (CoglPipeline *pipeline0,
+ CoglPipeline *pipeline1);
+
+CoglBool
_cogl_pipeline_need_texture_combine_separate
(CoglPipelineLayer *combine_authority);
diff --git a/cogl/cogl-pipeline.c b/cogl/cogl-pipeline.c
index f18b044..ef2d933 100644
--- a/cogl/cogl-pipeline.c
+++ b/cogl/cogl-pipeline.c
@@ -646,6 +646,41 @@ _cogl_pipeline_layer_numbers_equal (CoglPipeline *pipeline0,
return TRUE;
}
+CoglBool
+_cogl_pipeline_layer_and_unit_numbers_equal (CoglPipeline *pipeline0,
+ CoglPipeline *pipeline1)
+{
+ CoglPipeline *authority0 =
+ _cogl_pipeline_get_authority (pipeline0, COGL_PIPELINE_STATE_LAYERS);
+ CoglPipeline *authority1 =
+ _cogl_pipeline_get_authority (pipeline1, COGL_PIPELINE_STATE_LAYERS);
+ int n_layers = authority0->n_layers;
+ int i;
+
+ if (authority1->n_layers != n_layers)
+ return FALSE;
+
+ _cogl_pipeline_update_layers_cache (authority0);
+ _cogl_pipeline_update_layers_cache (authority1);
+
+ for (i = 0; i < n_layers; i++)
+ {
+ CoglPipelineLayer *layer0 = authority0->layers_cache[i];
+ CoglPipelineLayer *layer1 = authority1->layers_cache[i];
+ int unit0, unit1;
+
+ if (layer0->index != layer1->index)
+ return FALSE;
+
+ unit0 = _cogl_pipeline_layer_get_unit_index (layer0);
+ unit1 = _cogl_pipeline_layer_get_unit_index (layer1);
+ if (unit0 != unit1)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
typedef struct
{
int i;
diff --git a/cogl/cogl-shader-private.h b/cogl/cogl-shader-private.h
index b23cb42..8ad8335 100644
--- a/cogl/cogl-shader-private.h
+++ b/cogl/cogl-shader-private.h
@@ -27,6 +27,7 @@
#include "cogl-object-private.h"
#include "cogl-shader.h"
#include "cogl-gl-header.h"
+#include "cogl-pipeline.h"
typedef struct _CoglShader CoglShader;
@@ -38,16 +39,17 @@ typedef enum
struct _CoglShader
{
- CoglHandleObject _parent;
- GLuint gl_handle;
- int n_tex_coord_attribs;
- CoglShaderType type;
+ CoglHandleObject _parent;
+ GLuint gl_handle;
+ CoglPipeline *compilation_pipeline;
+ CoglShaderType type;
CoglShaderLanguage language;
- char *source;
+ char *source;
};
void
-_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
+_cogl_shader_compile_real (CoglHandle handle,
+ CoglPipeline *pipeline);
CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle);
diff --git a/cogl/cogl-shader.c b/cogl/cogl-shader.c
index d28133a..629575a 100644
--- a/cogl/cogl-shader.c
+++ b/cogl/cogl-shader.c
@@ -90,7 +90,7 @@ cogl_create_shader (CoglShaderType type)
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
- shader->n_tex_coord_attribs = 0;
+ shader->compilation_pipeline = NULL;
shader->type = type;
return _cogl_shader_handle_new (shader);
@@ -115,6 +115,12 @@ delete_shader (CoglShader *shader)
}
shader->gl_handle = 0;
+
+ if (shader->compilation_pipeline)
+ {
+ cogl_object_unref (shader->compilation_pipeline);
+ shader->compilation_pipeline = NULL;
+ }
}
void
@@ -151,14 +157,22 @@ cogl_shader_source (CoglHandle handle,
void
cogl_shader_compile (CoglHandle handle)
{
+ CoglShader *shader;
+
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
- /* XXX: We don't actually compile anything until the shader gets
- * used so we have an opportunity to add some boilerplate to the
- * shader.
+#ifdef HAVE_COGL_GL
+ shader = handle;
+ if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
+ _cogl_shader_compile_real (handle, NULL);
+#endif
+
+ /* XXX: For GLSL 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
@@ -168,7 +182,7 @@ cogl_shader_compile (CoglHandle handle)
void
_cogl_shader_compile_real (CoglHandle handle,
- int n_tex_coord_attribs)
+ CoglPipeline *pipeline)
{
CoglShader *shader = handle;
const char *version;
@@ -216,10 +230,20 @@ _cogl_shader_compile_real (CoglHandle handle,
#endif
{
GLenum gl_type;
+ GLint status;
- if (shader->gl_handle &&
- shader->n_tex_coord_attribs == n_tex_coord_attribs)
- return;
+ if (shader->gl_handle)
+ {
+ CoglPipeline *prev = shader->compilation_pipeline;
+
+ /* XXX: currently the only things that will affect the
+ * boilerplate for user shaders, apart from driver features,
+ * are the pipeline layer-indices and texture-unit-indices
+ */
+ if (pipeline == prev ||
+ _cogl_pipeline_layer_and_unit_numbers_equal (prev, pipeline))
+ return;
+ }
if (shader->gl_handle)
delete_shader (shader);
@@ -253,6 +277,7 @@ _cogl_shader_compile_real (CoglHandle handle,
version,
shader->gl_handle,
gl_type,
+ pipeline,
1,
(const char **)
&shader->source,
@@ -260,67 +285,51 @@ _cogl_shader_compile_real (CoglHandle handle,
GE (ctx, glCompileShader (shader->gl_handle));
- shader->n_tex_coord_attribs = n_tex_coord_attribs;
+ shader->compilation_pipeline = cogl_object_ref (pipeline);
-#ifdef COGL_GL_DEBUG
- if (!cogl_shader_is_compiled (handle))
+ GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
+ if (!status)
{
- char *log = cogl_shader_get_info_log (handle);
- g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
+ char buffer[512];
+ int len = 0;
+
+ ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
+ buffer[len] = '\0';
+
+ g_warning ("Failed to compile GLSL program:\n"
+ "src:\n%s\n"
+ "error:\n%s\n",
shader->source,
- log);
- g_free (log);
+ buffer);
}
-#endif
}
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
- CoglShader *shader;
-
- _COGL_GET_CONTEXT (ctx, NULL);
-
if (!cogl_is_shader (handle))
return NULL;
- shader = handle;
+ /* XXX: This API doesn't really do anything!
+ *
+ * This API is purely for compatibility
+ *
+ * The reason we don't do anything is because a shader needs to
+ * be associated with a CoglPipeline for Cogl to be able to
+ * compile and link anything.
+ *
+ * The way this API was originally designed as a very thin wrapper
+ * over the GL api was a mistake and it's now very difficult to
+ * make the API work in a meaningful way given how the rest of Cogl
+ * has evolved.
+ *
+ * The CoglShader API is mostly deprecated by CoglSnippets and so
+ * these days we do the bare minimum to support the existing users
+ * of it until they are able to migrate to the snippets api.
+ */
-#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 since that affects the
- * boilerplate. We use four so that the shader will still
- * compile if the user is using more than one
- * layer. Unfortunately this is likely to end up causing it to
- * be compiled again when we know the actual number of layers */
- if (!shader->gl_handle)
- _cogl_shader_compile_real (handle, 4);
-
- ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
- buffer[len] = '\0';
- return g_strdup (buffer);
- }
+ return g_strdup ("");
}
CoglShaderType
@@ -344,46 +353,29 @@ CoglBool
cogl_shader_is_compiled (CoglHandle handle)
{
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
- GLint status;
- CoglShader *shader;
-
- _COGL_GET_CONTEXT (ctx, FALSE);
-
if (!cogl_is_shader (handle))
return FALSE;
- shader = handle;
+ /* XXX: This API doesn't really do anything!
+ *
+ * This API is purely for compatibility and blatantly lies to the
+ * user about whether their shader has been compiled.
+ *
+ * I suppose we could say we're stretching the definition of
+ * "compile" and are deferring any related errors to be "linker"
+ * errors.
+ *
+ * The reason we don't do anything is because a shader needs to
+ * be associated with a CoglPipeline for Cogl to be able to
+ * compile and link anything.
+ *
+ * The CoglShader API is mostly deprecated by CoglSnippets and so
+ * these days we do the bare minimum to support the existing users
+ * of it until they are able to migrate to the snippets api.
+ */
-#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);
+ return TRUE;
- GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
- if (status == GL_TRUE)
- return TRUE;
- else
- return FALSE;
- }
#else
return FALSE;
#endif
diff --git a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
index bc57dd5..ef6f0c1 100644
--- a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
@@ -101,12 +101,6 @@ typedef struct
again */
LayerDataList layers;
- /* Age of the user program that was current when the shader was
- generated. We need to keep track of this because if the user
- program changes then we may need to redecide whether to generate
- a shader at all */
- unsigned int user_program_age;
-
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
@@ -288,34 +282,28 @@ _cogl_pipeline_fragend_glsl_start (CoglPipeline *pipeline,
}
}
- if (shader_state->gl_shader)
- {
- /* If we already have a valid GLSL shader then we don't need to generate
- * a new one. However if there's a user program and it has changed since
- * the last link then we do need a new shader. */
- if (user_program == NULL ||
- shader_state->user_program_age == user_program->age)
- return;
-
- /* We need to recreate the shader so destroy the existing one */
- GE( ctx, glDeleteShader (shader_state->gl_shader) );
- shader_state->gl_shader = 0;
- }
-
- /* If we make it here then we have a glsl_shader_state struct
- without a gl_shader either because this is the first time we've
- encountered it or because the user program has changed */
-
if (user_program)
{
- shader_state->user_program_age = user_program->age;
-
/* If the user program contains a fragment shader then we don't need
to generate one */
if (_cogl_program_has_fragment_shader (user_program))
- return;
+ {
+ if (shader_state->gl_shader)
+ {
+ GE( ctx, glDeleteShader (shader_state->gl_shader) );
+ shader_state->gl_shader = 0;
+ }
+ return;
+ }
}
+ if (shader_state->gl_shader)
+ return;
+
+ /* If we make it here then we have a glsl_shader_state struct
+ without a gl_shader either because this is the first time we've
+ encountered it or because the user program has changed */
+
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
other contains the main function. We need two strings
@@ -1017,12 +1005,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
get_texture_target_string (texture_type, &target_string, NULL);
g_string_append_printf (shader_state->header,
- "varying vec4 _cogl_tex_coord%i;\n"
- "#define cogl_tex_coord%i_in _cogl_tex_coord%i\n"
"uniform sampler%s cogl_sampler%i;\n",
- layer->index,
- layer->index,
- layer->index,
target_string,
layer->index);
}
@@ -1077,6 +1060,7 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
version_string,
shader, GL_FRAGMENT_SHADER,
+ pipeline,
2, /* count */
source_strings, lengths);
diff --git a/cogl/driver/gl/cogl-pipeline-progend-glsl.c b/cogl/driver/gl/cogl-pipeline-progend-glsl.c
index 6e9dec7..417e156 100644
--- a/cogl/driver/gl/cogl-pipeline-progend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-progend-glsl.c
@@ -377,7 +377,7 @@ get_uniform_cb (CoglPipeline *pipeline,
g_string_set_size (ctx->codegen_source_buffer, 0);
g_string_append_printf (ctx->codegen_source_buffer,
- "cogl_texture_matrix%i", layer_index);
+ "cogl_texture_matrix[%i]", layer_index);
GE_RET( uniform_location,
ctx, glGetUniformLocation (state->gl_program,
@@ -725,7 +725,7 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
{
CoglShader *shader = l->data;
- _cogl_shader_compile_real (shader, 4);
+ _cogl_shader_compile_real (shader, pipeline);
g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
diff --git a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
index 61e3939..8aea1eb 100644
--- a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
@@ -54,12 +54,6 @@ typedef struct
GLuint gl_shader;
GString *header, *source;
- /* Age of the user program that was current when the shader was
- generated. We need to keep track of this because if the user
- program changes then we may need to redecide whether to generate
- a shader at all */
- unsigned int user_program_age;
-
} CoglPipelineShaderState;
static CoglUserDataKey shader_state_key;
@@ -210,35 +204,28 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
}
}
- if (shader_state->gl_shader)
- {
- /* If we already have a valid GLSL shader then we don't need to
- * generate a new one. However if there's a user program and it
- * has changed since the last link then we do need a new shader.
- */
- if (user_program == NULL ||
- shader_state->user_program_age == user_program->age)
- return;
-
- /* We need to recreate the shader so destroy the existing one */
- GE( ctx, glDeleteShader (shader_state->gl_shader) );
- shader_state->gl_shader = 0;
- }
-
- /* If we make it here then we have a shader_state struct without a gl_shader
- either because this is the first time we've encountered it or
- because the user program has changed */
-
if (user_program)
{
- shader_state->user_program_age = user_program->age;
-
/* If the user program contains a vertex shader then we don't need
to generate one */
if (_cogl_program_has_vertex_shader (user_program))
- return;
+ {
+ if (shader_state->gl_shader)
+ {
+ GE( ctx, glDeleteShader (shader_state->gl_shader) );
+ shader_state->gl_shader = 0;
+ }
+ return;
+ }
}
+ if (shader_state->gl_shader)
+ return;
+
+ /* If we make it here then we have a shader_state struct without a gl_shader
+ either because this is the first time we've encountered it or
+ because the user program has changed */
+
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
other contains the main function. We need two strings
@@ -279,17 +266,6 @@ _cogl_pipeline_vertend_glsl_add_layer (CoglPipeline *pipeline,
if (shader_state->source == NULL)
return TRUE;
- g_string_append_printf (shader_state->header,
- "uniform mat4 cogl_texture_matrix%i;\n"
- "attribute vec4 cogl_tex_coord%i_in;\n"
- "varying vec4 _cogl_tex_coord%i;\n"
- "#define cogl_tex_coord%i_out _cogl_tex_coord%i\n",
- layer_index,
- layer_index,
- layer_index,
- layer_index,
- layer_index);
-
/* Transform the texture coordinates by the layer's user matrix.
*
* FIXME: this should avoid doing the transform if there is no user
@@ -439,6 +415,7 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
_cogl_glsl_shader_set_source_with_boilerplate (ctx,
NULL,
shader, GL_VERTEX_SHADER,
+ pipeline,
2, /* count */
source_strings, lengths);
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