cogl: Rename Shader/Program constructors
Otherwise they end up as global functions instead of constructors of their corresponding types. Helps with better docs Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
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@ -204,10 +204,10 @@ set_shader_num (int new_no)
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shader_pipeline = cogl_pipeline_new (ctx);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shaders[new_no].source);
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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g_object_unref (shader);
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cogl_program_link (program);
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@ -358,4 +358,3 @@ test_cogl_shader_glsl_main (int argc, char *argv[])
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return EXIT_SUCCESS;
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}
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@ -58,7 +58,7 @@ paint (TestState *state)
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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shader = cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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@ -70,7 +70,7 @@ paint (TestState *state)
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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@ -94,10 +94,10 @@ create_pipeline_for_shader (TestState *state, const char *shader_source)
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pipeline = cogl_pipeline_new (test_ctx);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shader_source);
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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cogl_pipeline_set_user_program (pipeline, program);
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