clutter: Remove duplicated ShaderType
As we have the exact same one in Cogl. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/4127>
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@ -235,19 +235,6 @@ typedef enum
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CLUTTER_TEXT_DIRECTION_RTL
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} ClutterTextDirection;
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/**
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* ClutterShaderType:
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* @CLUTTER_VERTEX_SHADER: a vertex shader
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* @CLUTTER_FRAGMENT_SHADER: a fragment shader
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*
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* The type of GLSL shader program
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*/
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typedef enum
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{
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CLUTTER_VERTEX_SHADER,
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CLUTTER_FRAGMENT_SHADER
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} ClutterShaderType;
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/**
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* ClutterModifierType:
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* @CLUTTER_SHIFT_MASK: Mask applied by the Shift key
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@ -135,7 +135,7 @@ typedef struct _ClutterShaderEffectPrivate
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{
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ClutterActor *actor;
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ClutterShaderType shader_type;
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CoglShaderType shader_type;
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CoglProgram *program;
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CoglShader *shader;
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@ -302,20 +302,7 @@ clutter_shader_effect_create_shader (ClutterShaderEffect *self)
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ClutterShaderEffectPrivate *priv =
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clutter_shader_effect_get_instance_private (self);
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switch (priv->shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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return cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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break;
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case CLUTTER_VERTEX_SHADER:
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return cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
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break;
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default:
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g_assert_not_reached ();
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return NULL;
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}
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return cogl_shader_new (priv->shader_type);
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}
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static void
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@ -451,8 +438,8 @@ clutter_shader_effect_class_init (ClutterShaderEffectClass *klass)
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*/
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obj_props[PROP_SHADER_TYPE] =
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g_param_spec_enum ("shader-type", NULL, NULL,
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CLUTTER_TYPE_SHADER_TYPE,
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CLUTTER_FRAGMENT_SHADER,
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COGL_TYPE_SHADER_TYPE,
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COGL_SHADER_TYPE_FRAGMENT,
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G_PARAM_WRITABLE |
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G_PARAM_STATIC_STRINGS |
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G_PARAM_CONSTRUCT_ONLY);
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@ -474,13 +461,12 @@ clutter_shader_effect_init (ClutterShaderEffect *effect)
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ClutterShaderEffectPrivate *priv =
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clutter_shader_effect_get_instance_private (effect);
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priv->shader_type = CLUTTER_FRAGMENT_SHADER;
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priv->shader_type = COGL_SHADER_TYPE_FRAGMENT;
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}
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/**
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* clutter_shader_effect_new:
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* @shader_type: the type of the shader, either %CLUTTER_FRAGMENT_SHADER,
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* or %CLUTTER_VERTEX_SHADER
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* @shader_type: the type of the shader
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*
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* Creates a new #ClutterShaderEffect, to be applied to an actor using
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* [method@Actor.add_effect].
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@ -492,7 +478,7 @@ clutter_shader_effect_init (ClutterShaderEffect *effect)
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* Use g_object_unref() when done.
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*/
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ClutterEffect *
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clutter_shader_effect_new (ClutterShaderType shader_type)
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clutter_shader_effect_new (CoglShaderType shader_type)
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{
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return g_object_new (CLUTTER_TYPE_SHADER_EFFECT,
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"shader-type", shader_type,
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@ -62,7 +62,7 @@ struct _ClutterShaderEffectClass
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};
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CLUTTER_EXPORT
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ClutterEffect * clutter_shader_effect_new (ClutterShaderType shader_type);
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ClutterEffect * clutter_shader_effect_new (CoglShaderType shader_type);
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CLUTTER_EXPORT
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gboolean clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
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@ -311,6 +311,19 @@ typedef enum /*< prefix=COGL_READ_PIXELS >*/
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COGL_READ_PIXELS_COLOR_BUFFER = 1L << 0
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} CoglReadPixelsFlags;
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/**
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for processing vertices
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* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
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*
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* Types of shaders
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*/
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typedef enum
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{
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COGL_SHADER_TYPE_VERTEX,
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COGL_SHADER_TYPE_FRAGMENT
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} CoglShaderType;
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typedef struct _CoglAttribute CoglAttribute;
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typedef struct _CoglAttributeBuffer CoglAttributeBuffer;
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typedef struct _CoglAtlas CoglAtlas;
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@ -131,19 +131,6 @@ G_DECLARE_FINAL_TYPE (CoglShader,
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SHADER,
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GObject)
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/**
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for processing vertices
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* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
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*
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* Types of shaders
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*/
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typedef enum
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{
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COGL_SHADER_TYPE_VERTEX,
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COGL_SHADER_TYPE_FRAGMENT
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} CoglShaderType;
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/**
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* cogl_shader_new:
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* @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
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@ -54,7 +54,6 @@ cogl_headers = [
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'cogl-texture-2d-sliced.h',
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'cogl-texture.h',
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'cogl-trace.h',
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'cogl-types.h',
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]
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cogl_nonintrospected_headers = [
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@ -331,6 +330,7 @@ endif
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cogl_enum_headers = [
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'cogl-buffer.h',
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'cogl-pixel-format.h',
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'cogl-types.h',
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]
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cogl_headers += [
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@ -204,7 +204,7 @@ test_bind_constraint_main (int argc, char *argv[])
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* properties; so we use the ActorMeta:enabled property to toggle
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* the shader
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*/
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effect = clutter_shader_effect_new (CLUTTER_FRAGMENT_SHADER);
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effect = clutter_shader_effect_new (COGL_SHADER_TYPE_FRAGMENT);
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clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
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desaturare_glsl_shader);
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clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
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