mutter/cogl/driver/gles/stringify.sh

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GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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#! /bin/sh
# 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.
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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output_copyright ()
{
cat <<EOF
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/*
* Cogl
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* An object oriented GL/GLES Abstraction/Utility Layer
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* Copyright (C) 2008,2009 Intel Corporation.
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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*
* 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.
*/
EOF
}
# If two arguments are given then generate the header file instead
if test "$#" = 2; then
bfname="${2%.glsl}"
bname=`basename "$bfname"`
varname=`echo -n "${bname}" | tr -c a-z _`
guardname=`echo -n "${varname}" | tr a-z A-Z`
guardname="__${guardname}_H"
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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output_copyright
echo
echo "#ifndef ${guardname}"
echo "#define ${guardname}"
echo
sed -n \
-e 's/^ *\/\*\*\* \([a-zA-Z0-9_]*\) \*\*\*\//extern const char \1[];/p' \
< "$2"
echo
echo "#endif /* ${guardname} */"
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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else
bfname="${1%.glsl}";
bname=`basename "${bfname}"`;
varname=`echo -n "${bname}" | tr -c a-z _`;
output_copyright
echo
sed -n \
-e h \
-e 's/^ *\/\*\*\* \([a-zA-Z0-9_]*\) \*\*\*\// ;\nconst char \1[] =/' \
-e 't got' \
-e g \
-e 's/"/\\"/' \
-e 's/^/ "/' \
-e 's/$/\\n"/' \
-e ': got' \
-e p \
< "$1"
echo " ;"
fi