forked from AuroraMiddleware/gtk
f8a6a09896
Previously, we translated the uniform key (an enum) into a location within the shader program in GskNglProgram. A number of performance improvements were focused around having low nubers for the uniform locations. Generally this is the case, but some drivers such as old Intel drivers on Windows may use rather large numbers for those. To combat this, we can push the translation of uniform keys into locations at the GskNglUniformState level so that we work with unranslated keys through the process until applying them. Fixes #3780
177 lines
5.1 KiB
C
177 lines
5.1 KiB
C
/* gsknglprogram.c
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*
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* Copyright 2020 Christian Hergert <chergert@redhat.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: LGPL-2.1-or-later
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*/
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#include "config.h"
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#include "gsknglcommandqueueprivate.h"
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#include "gsknglprogramprivate.h"
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#include "gskngluniformstateprivate.h"
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G_DEFINE_TYPE (GskNglProgram, gsk_ngl_program, G_TYPE_OBJECT)
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GskNglProgram *
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gsk_ngl_program_new (GskNglDriver *driver,
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const char *name,
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int program_id)
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{
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GskNglProgram *self;
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g_return_val_if_fail (GSK_IS_NGL_DRIVER (driver), NULL);
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g_return_val_if_fail (program_id >= -1, NULL);
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self = g_object_new (GSK_TYPE_GL_PROGRAM, NULL);
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self->id = program_id;
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self->name = g_strdup (name);
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self->driver = g_object_ref (driver);
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self->n_mappings = 0;
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return self;
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}
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static void
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gsk_ngl_program_finalize (GObject *object)
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{
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GskNglProgram *self = (GskNglProgram *)object;
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if (self->id >= 0)
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g_warning ("Leaking GLSL program %d (%s)",
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self->id,
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self->name ? self->name : "");
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g_clear_pointer (&self->name, g_free);
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g_clear_object (&self->driver);
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G_OBJECT_CLASS (gsk_ngl_program_parent_class)->finalize (object);
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}
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static void
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gsk_ngl_program_class_init (GskNglProgramClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = gsk_ngl_program_finalize;
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}
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static void
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gsk_ngl_program_init (GskNglProgram *self)
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{
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self->id = -1;
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for (guint i = 0; i < G_N_ELEMENTS (self->mappings); i++)
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self->mappings[i].location = -1;
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}
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/**
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* gsk_ngl_program_add_uniform:
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* @self: a #GskNglProgram
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* @name: the name of the uniform such as "u_source"
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* @key: the identifier to use for the uniform
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*
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* This method will create a mapping between @key and the location
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* of the uniform on the GPU. This simplifies calling code to not
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* need to know where the uniform location is and only register it
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* when creating the program.
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*
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* You might use this with an enum of all your uniforms for the
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* program and then register each of them like:
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*
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* ```
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* gsk_ngl_program_add_uniform (program, "u_source", UNIFORM_SOURCE);
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* ```
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*
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* That allows you to set values for the program with something
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* like the following:
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*
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* ```
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* gsk_ngl_program_set_uniform1i (program, UNIFORM_SOURCE, 1);
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* ```
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*
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* Returns: %TRUE if the uniform was found; otherwise %FALSE
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*/
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gboolean
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gsk_ngl_program_add_uniform (GskNglProgram *self,
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const char *name,
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guint key)
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{
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GLint location;
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g_return_val_if_fail (GSK_IS_NGL_PROGRAM (self), FALSE);
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g_return_val_if_fail (name != NULL, FALSE);
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g_return_val_if_fail (key < G_N_ELEMENTS (self->mappings), FALSE);
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location = glGetUniformLocation (self->id, name);
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/* Register the information even if unused */
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self->mappings[key].name = g_intern_string (name);
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self->mappings[key].location = location;
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if (key >= self->n_mappings)
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self->n_mappings = key + 1;
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#if 0
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g_print ("program [%d] %s uniform %s [%u of %u] at location %d.\n",
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self->id, self->name, name, key, self->n_mappings, location);
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#endif
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return location > -1;
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}
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/**
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* gsk_ngl_program_delete:
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* @self: a #GskNglProgram
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*
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* Deletes the GLSL program.
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*
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* You must call gsk_ngl_program_use() before and
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* gsk_ngl_program_unuse() after this function.
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*/
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void
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gsk_ngl_program_delete (GskNglProgram *self)
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{
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g_return_if_fail (GSK_IS_NGL_PROGRAM (self));
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g_return_if_fail (self->driver->command_queue != NULL);
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gsk_ngl_command_queue_delete_program (self->driver->command_queue, self->id);
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self->id = -1;
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}
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/**
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* gsk_ngl_program_uniforms_added:
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* @self: a #GskNglProgram
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* @has_attachments: if any uniform is for a bind/texture attachment
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*
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* This function should be called after all of the uniforms ahve
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* been added with gsk_ngl_program_add_uniform().
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*
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* This function will setup the uniform state so that the program
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* has fast access to the data buffers without as many lookups at
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* runtime for comparison data.
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*/
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void
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gsk_ngl_program_uniforms_added (GskNglProgram *self,
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gboolean has_attachments)
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{
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g_return_if_fail (GSK_IS_NGL_PROGRAM (self));
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g_return_if_fail (self->uniforms == NULL);
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self->uniforms = self->driver->command_queue->uniforms;
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self->program_info = gsk_ngl_uniform_state_get_program (self->uniforms, self->id, self->mappings, self->n_mappings);
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self->program_info->has_attachments = has_attachments;
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}
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