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>
This commit is contained in:
Bilal Elmoussaoui 2024-07-28 14:49:13 +02:00 committed by Marge Bot
parent 716f23c7c1
commit b07c772fc8
8 changed files with 24 additions and 25 deletions

View File

@ -24,9 +24,9 @@
/** /**
* ClutterShaderEffect: * ClutterShaderEffect:
* *
* Base class for shader effects * Base class for shader effects
* *
* #ClutterShaderEffect is a class that implements all the plumbing for * #ClutterShaderEffect is a class that implements all the plumbing for
* creating [class@Effect]s using GLSL shaders. * creating [class@Effect]s using GLSL shaders.
* *
@ -305,11 +305,11 @@ clutter_shader_effect_create_shader (ClutterShaderEffect *self)
switch (priv->shader_type) switch (priv->shader_type)
{ {
case CLUTTER_FRAGMENT_SHADER: case CLUTTER_FRAGMENT_SHADER:
return cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); return cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
break; break;
case CLUTTER_VERTEX_SHADER: case CLUTTER_VERTEX_SHADER:
return cogl_create_shader (COGL_SHADER_TYPE_VERTEX); return cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
break; break;
default: default:
@ -349,7 +349,7 @@ clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
CLUTTER_NOTE (SHADER, "Compiling shader effect"); CLUTTER_NOTE (SHADER, "Compiling shader effect");
class_priv->program = cogl_create_program (); class_priv->program = cogl_program_new ();
cogl_program_attach_shader (class_priv->program, cogl_program_attach_shader (class_priv->program,
class_priv->shader); class_priv->shader);
@ -873,7 +873,7 @@ clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
CLUTTER_NOTE (SHADER, "Compiling shader effect"); CLUTTER_NOTE (SHADER, "Compiling shader effect");
priv->program = cogl_create_program (); priv->program = cogl_program_new ();
cogl_program_attach_shader (priv->program, priv->shader); cogl_program_attach_shader (priv->program, priv->shader);

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@ -166,13 +166,13 @@ cogl_pipeline_get_alpha_test_reference (CoglPipeline *pipeline);
* ``` * ```
* *
* This is the list of source-names usable as blend factors: * This is the list of source-names usable as blend factors:
* *
* - `SRC_COLOR`: The color of the incoming fragment * - `SRC_COLOR`: The color of the incoming fragment
* - `DST_COLOR`: The color of the framebuffer * - `DST_COLOR`: The color of the framebuffer
* - `CONSTANT`: The constant set via cogl_pipeline_set_blend_constant() * - `CONSTANT`: The constant set via cogl_pipeline_set_blend_constant()
* *
* These can also be used as factors: * These can also be used as factors:
* *
* - `0`: (0, 0, 0, 0) * - `0`: (0, 0, 0, 0)
* - `1`: (1, 1, 1, 1) * - `1`: (1, 1, 1, 1)
* - `SRC_ALPHA_SATURATE_FACTOR`: (f,f,f,1) where `f = MIN(SRC_COLOR[A],1-DST_COLOR[A])` * - `SRC_ALPHA_SATURATE_FACTOR`: (f,f,f,1) where `f = MIN(SRC_COLOR[A],1-DST_COLOR[A])`
@ -319,13 +319,13 @@ cogl_pipeline_get_user_program (CoglPipeline *pipeline);
* CoglProgram *program; * CoglProgram *program;
* CoglPipeline *pipeline; * CoglPipeline *pipeline;
* *
* shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); * shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
* cogl_shader_source (shader, * cogl_shader_source (shader,
* "!!ARBfp1.0\n" * "!!ARBfp1.0\n"
* "MOV result.color,fragment.color;\n" * "MOV result.color,fragment.color;\n"
* "END\n"); * "END\n");
* *
* program = cogl_create_program (); * program = cogl_program_new ();
* cogl_program_attach_shader (program, shader); * cogl_program_attach_shader (program, shader);
* cogl_program_link (program); * cogl_program_link (program);
* *

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@ -86,7 +86,7 @@ cogl_program_class_init (CoglProgramClass *class)
it. */ it. */
CoglProgram* CoglProgram*
cogl_create_program (void) cogl_program_new (void)
{ {
CoglProgram *program; CoglProgram *program;

View File

@ -70,7 +70,7 @@ cogl_shader_class_init (CoglShaderClass *class)
} }
CoglShader* CoglShader*
cogl_create_shader (CoglShaderType type) cogl_shader_new (CoglShaderType type)
{ {
CoglShader *shader; CoglShader *shader;
@ -81,7 +81,7 @@ cogl_create_shader (CoglShaderType type)
break; break;
default: default:
g_warning ("Unexpected shader type (0x%08lX) given to " g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type); "cogl_shader_new", (unsigned long) type);
return NULL; return NULL;
} }

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@ -145,7 +145,7 @@ typedef enum
} CoglShaderType; } CoglShaderType;
/** /**
* cogl_create_shader: * cogl_shader_new:
* @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT. * @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
* *
* Create a new shader handle, use cogl_shader_source() to set the * Create a new shader handle, use cogl_shader_source() to set the
@ -156,7 +156,7 @@ typedef enum
*/ */
COGL_DEPRECATED_FOR (cogl_snippet_) COGL_DEPRECATED_FOR (cogl_snippet_)
COGL_EXPORT CoglShader* COGL_EXPORT CoglShader*
cogl_create_shader (CoglShaderType shader_type); cogl_shader_new (CoglShaderType shader_type);
/** /**
* cogl_shader_source: * cogl_shader_source:
@ -165,7 +165,7 @@ cogl_create_shader (CoglShaderType shader_type);
* *
* Replaces the current source associated with a shader with a new * Replaces the current source associated with a shader with a new
* one. * one.
* *
* Deprecated: 1.16: Use #CoglSnippet api * Deprecated: 1.16: Use #CoglSnippet api
*/ */
COGL_DEPRECATED_FOR (cogl_snippet_) COGL_DEPRECATED_FOR (cogl_snippet_)
@ -188,7 +188,7 @@ COGL_EXPORT CoglShaderType
cogl_shader_get_shader_type (CoglShader *self); cogl_shader_get_shader_type (CoglShader *self);
/** /**
* cogl_create_program: * cogl_program_new:
* *
* Create a new cogl program object that can be used to replace parts of the GL * Create a new cogl program object that can be used to replace parts of the GL
* rendering pipeline with custom code. * rendering pipeline with custom code.
@ -198,7 +198,7 @@ cogl_shader_get_shader_type (CoglShader *self);
*/ */
COGL_DEPRECATED_FOR (cogl_snippet_) COGL_DEPRECATED_FOR (cogl_snippet_)
COGL_EXPORT CoglProgram* COGL_EXPORT CoglProgram*
cogl_create_program (void); cogl_program_new (void);
/** /**
* cogl_program_attach_shader: * cogl_program_attach_shader:

View File

@ -204,10 +204,10 @@ set_shader_num (int new_no)
shader_pipeline = cogl_pipeline_new (ctx); shader_pipeline = cogl_pipeline_new (ctx);
shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (shader, shaders[new_no].source); cogl_shader_source (shader, shaders[new_no].source);
program = cogl_create_program (); program = cogl_program_new ();
cogl_program_attach_shader (program, shader); cogl_program_attach_shader (program, shader);
g_object_unref (shader); g_object_unref (shader);
cogl_program_link (program); cogl_program_link (program);
@ -358,4 +358,3 @@ test_cogl_shader_glsl_main (int argc, char *argv[])
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }

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@ -58,7 +58,7 @@ paint (TestState *state)
/* Set up a dummy vertex shader that does nothing but the usual /* Set up a dummy vertex shader that does nothing but the usual
fixed function transform */ fixed function transform */
shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX); shader = cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
cogl_shader_source (shader, cogl_shader_source (shader,
"void\n" "void\n"
"main ()\n" "main ()\n"
@ -70,7 +70,7 @@ paint (TestState *state)
" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n" " cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
"}\n"); "}\n");
program = cogl_create_program (); program = cogl_program_new ();
cogl_program_attach_shader (program, shader); cogl_program_attach_shader (program, shader);
cogl_program_link (program); cogl_program_link (program);

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@ -94,10 +94,10 @@ create_pipeline_for_shader (TestState *state, const char *shader_source)
pipeline = cogl_pipeline_new (test_ctx); pipeline = cogl_pipeline_new (test_ctx);
shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (shader, shader_source); cogl_shader_source (shader, shader_source);
program = cogl_create_program (); program = cogl_program_new ();
cogl_program_attach_shader (program, shader); cogl_program_attach_shader (program, shader);
cogl_pipeline_set_user_program (pipeline, program); cogl_pipeline_set_user_program (pipeline, program);