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authorRobert Bragg <robert@linux.intel.com>2012-09-25 21:08:10 +0100
committerRobert Bragg <robert@linux.intel.com>2013-01-22 17:48:00 +0000
commit8f3380adc30dceb23122a31a6526c517e0a85794 (patch)
treee1538699519186607e60f8651b62d54db24c7720 /cogl/driver/gl/cogl-pipeline-vertend-glsl.c
parentf05a1a62f408f458a530aade107b66c6cb06ddd0 (diff)
downloadcogl-8f3380adc30dceb23122a31a6526c517e0a85794.tar.gz
Clearly define 3 progends that own the frag+vertends
This adds a new "fixed-arbfp" progend so we now have 3 distinct ways of setting up the state of a pipeline: » fixed; where the vertex and fragment processing are implemented using fixed function opengl apis. » fixed-arbfp; where vertex processing is implemented using fixed function opengl apis but fragment processing is implemented using the ARB Fragment Processing language. » glsl; there vertex and fragment processing are both implemented using glsl. This means we avoid unusual, combinations such as glsl for vertex processing and arbfp for fragment processing, and also avoid pairing fixed-function vertex processing with glsl fragment processing which we happen to know hits some awkward code paths in Mesa that lead to poor performance. As part of this change, the progend now implies specific vertend and fragend choices so instead of associating a vertend and fragend with a pipeline we now just associate a progend choice. When flushing a pipeline and choosing what progend to use, we now call a progend->start() method that is able to determine if the vertend and fragend together will be able to handle the given pipeline so the vertend and fragend ->start() methods no longer need to return a boolean status. Since we now don't need to support glsl used in conjunction with fixed function this will allow us to avoid ever using OpenGL builtin attribute names, though this patch doesn't change that yet. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit cec381f50c7a2f2186bd4a8c5f38fecd5f099075)
Diffstat (limited to 'cogl/driver/gl/cogl-pipeline-vertend-glsl.c')
-rw-r--r--cogl/driver/gl/cogl-pipeline-vertend-glsl.c24
1 files changed, 5 insertions, 19 deletions
diff --git a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
index d8b7e6dc..16f037cb 100644
--- a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
@@ -149,7 +149,7 @@ get_layer_vertex_snippets (CoglPipelineLayer *layer)
return &layer->big_state->vertex_snippets;
}
-static CoglBool
+static void
_cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
@@ -157,21 +157,9 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
{
CoglPipelineShaderState *shader_state;
CoglPipeline *template_pipeline = NULL;
- CoglProgram *user_program;
-
- _COGL_GET_CONTEXT (ctx, FALSE);
-
- if (!cogl_has_feature (ctx, COGL_FEATURE_ID_GLSL))
- return FALSE;
-
- user_program = cogl_pipeline_get_user_program (pipeline);
+ CoglProgram *user_program = cogl_pipeline_get_user_program (pipeline);
- /* If the user program has a vertex shader that isn't GLSL then the
- appropriate vertend for that language should handle it */
- if (user_program &&
- _cogl_program_has_vertex_shader (user_program) &&
- _cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
- return FALSE;
+ _COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Now lookup our glsl backend private state (allocating if
* necessary) */
@@ -238,7 +226,7 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
shader_state->user_program_age == user_program->age)
&& (ctx->driver != COGL_DRIVER_GLES2 ||
shader_state->n_tex_coord_attribs == n_tex_coord_attribs))
- return TRUE;
+ return;
/* We need to recreate the shader so destroy the existing one */
GE( ctx, glDeleteShader (shader_state->gl_shader) );
@@ -258,7 +246,7 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
to generate one */
if (user_program &&
_cogl_program_has_vertex_shader (user_program))
- return TRUE;
+ return;
/* We reuse two grow-only GStrings for code-gen. One string
contains the uniform and attribute declarations while the
@@ -280,8 +268,6 @@ _cogl_pipeline_vertend_glsl_start (CoglPipeline *pipeline,
to copy it from the custom uniform in the vertex shader */
g_string_append (shader_state->source,
" cogl_point_size_out = cogl_point_size_in;\n");
-
- return TRUE;
}
static CoglBool