static CoglBool _cogl_pipeline_progend_fixed_arbfp_start (CoglPipeline *pipeline) { _COGL_GET_CONTEXT (ctx, FALSE); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED))) return FALSE; if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED)) return FALSE; /* Vertex snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_vertex_snippets (pipeline)) return FALSE; /* Validate that we can handle the fragment state using ARBfp */ if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_ARBFP)) return FALSE; /* Fragment snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_fragment_snippets (pipeline)) return FALSE; /* The ARBfp progend can't handle the per-vertex point size * attribute */ if (cogl_pipeline_get_per_vertex_point_size (pipeline)) return FALSE; return TRUE; }
static CoglBool _cogl_pipeline_progend_fixed_start (CoglPipeline *pipeline) { _COGL_GET_CONTEXT (ctx, FALSE); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED))) return FALSE; if (!_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED)) return FALSE; /* Vertex snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_vertex_snippets (pipeline)) return FALSE; /* Fragment snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_fragment_snippets (pipeline)) return FALSE; /* If there is a user program then the appropriate backend for that * language should handle it. */ if (cogl_pipeline_get_user_program (pipeline)) return FALSE; /* The fixed progend can't handle the per-vertex point size * attribute */ if (cogl_pipeline_get_per_vertex_point_size (pipeline)) return FALSE; return TRUE; }
static gboolean _cogl_pipeline_fragend_fixed_start (CoglPipeline *pipeline, int n_layers, unsigned long pipelines_difference, int n_tex_coord_attribs) { CoglHandle user_program; _COGL_GET_CONTEXT (ctx, FALSE); if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_FIXED))) return FALSE; if (ctx->driver == COGL_DRIVER_GLES2) return FALSE; /* Fragment snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_fragment_snippets (pipeline)) return FALSE; /* If there is a user program with a fragment shader then the appropriate backend for that language should handle it. We can still use the fixed fragment backend if the program only contains a vertex shader */ user_program = cogl_pipeline_get_user_program (pipeline); if (user_program != COGL_INVALID_HANDLE && _cogl_program_has_fragment_shader (user_program)) return FALSE; _cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED); return TRUE; }
static CoglBool _cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline, int n_layers, unsigned long pipelines_difference, int n_tex_coord_attribs) { CoglPipelineShaderState *shader_state; CoglPipeline *authority; CoglPipeline *template_pipeline = NULL; _COGL_GET_CONTEXT (ctx, FALSE); /* First validate that we can handle the current state using ARBfp */ if (!cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP)) return FALSE; /* TODO: support fog */ if (_cogl_pipeline_get_fog_enabled (pipeline)) return FALSE; /* Fragment snippets are only supported in the GLSL fragend */ if (_cogl_pipeline_has_fragment_snippets (pipeline)) return FALSE; /* Now lookup our ARBfp backend private state */ shader_state = get_shader_state (pipeline); /* If we have a valid shader_state then we are all set and don't * need to generate a new program. */ if (shader_state) return TRUE; /* If we don't have an associated arbfp program yet then find the * arbfp-authority (the oldest ancestor whose state will result in * the same program being generated as for this pipeline). * * We always make sure to associate new programs with the * arbfp-authority to maximize the chance that other pipelines can * share it. */ authority = _cogl_pipeline_find_equivalent_parent (pipeline, _cogl_pipeline_get_state_for_fragment_codegen (ctx) & ~COGL_PIPELINE_STATE_LAYERS, _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)); shader_state = get_shader_state (authority); if (shader_state) { /* If we are going to share our program state with an arbfp-authority * then add a reference to the program state associated with that * arbfp-authority... */ shader_state->ref_count++; set_shader_state (pipeline, shader_state); return TRUE; } /* If we haven't yet found an existing program then before we resort to * generating a new arbfp program we see if we can find a suitable * program in the pipeline_cache. */ if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES)))) { template_pipeline = _cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache, authority); shader_state = get_shader_state (template_pipeline); if (shader_state) shader_state->ref_count++; } /* If we still haven't got a shader state then we'll have to create a new one */ if (shader_state == NULL) { shader_state = shader_state_new (n_layers); /* We reuse a single grow-only GString for code-gen */ g_string_set_size (ctx->codegen_source_buffer, 0); shader_state->source = ctx->codegen_source_buffer; g_string_append (shader_state->source, "!!ARBfp1.0\n" "TEMP output;\n" "TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n" "PARAM half = {.5, .5, .5, .5};\n" "PARAM one = {1, 1, 1, 1};\n" "PARAM two = {2, 2, 2, 2};\n" "PARAM minus_one = {-1, -1, -1, -1};\n"); } set_shader_state (pipeline, shader_state); /* Since we have already resolved the arbfp-authority at this point * we might as well also associate any program we find from the cache * with the authority too... */ if (authority != pipeline) { shader_state->ref_count++; set_shader_state (authority, shader_state); } /* If we found a template then we'll attach it to that too so that next time a similar pipeline is used it can use the same state */ if (template_pipeline) { shader_state->ref_count++; set_shader_state (template_pipeline, shader_state); } return TRUE; }