By default, ShaderEffect creates a fragment shader; in order to be able
to deprecate ClutterShader we need a way for ShaderEffect sub-classes to
create a vertex shader if needed - By using a write-only, constructor
only property.
ClutterShader has, internally, a ClutterShaderType enumeration that can
be used exactly for this. We just need to expose it and create a GObject
property for ClutterShaderEffect.
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
The cogl_shader_get_info_log() function is very inconvenient for
language bindings and for regular use, as it requires a static
buffer to be filled -- basically just providing a wrapper around
glGetInfoLogARB().
Since COGL aims to be a more convenient API than raw GL we should
just make cogl_shader_get_info_log() return an allocated string
with the GLSL compiler log.
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
Since we're planning to release 1.0 without any of the deprecated
API baggage, we can simply remove the set_uniform_1f() method from
ClutterShader public API and add it to the deprecated header.
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
ClutterShader contains a lot of duplication, as the vertex and fragment
shader code paths are mostly the same.
The code should be simplified by adding new internal functions that can
be called with a value from the already present ClutterShaderType
enumeration.
In the future it'll also be possible to deprecate the current split API
and expose the generic accessors instead.
Bug 1049 - Clutter doesn't support most GLSL uniforms (patch
by Chris Lord and Neil Roberts)
* README: Update release notes.
* clutter/Makefile.am:
* clutter/clutter-shader-types.[ch]: Add GValue types for
shader values.
* clutter/clutter-actor.[ch]: Update the shader API to use
the newly added GValue support for GLSL shader uniform
setters.
* clutter/clutter-shader.[ch]: Add float and integer convenience
API for single value GLSL uniform setters.
* clutter/cogl/cogl-shader.h: Add new uniform setters.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl.c: Update the GL implementation of COGL
to handle the GLSL uniform setters.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-internal.h:
* clutter/cogl/gles/cogl-program.c: Update the GLES 2.0 implementation
of COGL to handle the GLSL uniform setters.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-fbo.c:
* tests/interactive/test-shader.c: Update the shader tests.
wrapped in reference-counted CoglHandles instead.
* clutter/cogl/gl/cogl-shader.c:
* clutter/cogl/gl/cogl-shader.h:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl-program.h:
New files to hold the shader and program functions.
* clutter/cogl/gl/cogl.c: Removed shader and program functions.
* clutter/cogl/common/cogl-handle.h: New header to define
COGL_HANDLE_DEFINE which helps build functions to create
reference-counted handles. This reduces the amount of duplicated
code.
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE
from cogl-handle.h to avoid duplicating some of the common code.
* clutter/cogl/gles/cogl-defines.h.in:
* clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle
* clutter/cogl/gl/cogl-context.h: Added handle arrays for programs
and shaders.
* clutter/cogl/gl/cogl-context.c (cogl_create_context): Added
initialisers for shader_handles and program_handles.
(cogl_destroy_context): Added calls to g_array_free for all handle
arrays.
* clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added
cogl-{program,shader}.{c,h}
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Added cogl-handle.h
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in
CoglHandles instead of COGLhandles. cogl_program_destroy and
cogl_shader_destroy is now replaced with cogl_program_unref and
cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also
added.
* clutter/clutter-shader.c: Converted to use CoglHandles for the
programs and shaders instead of COGLhandles.
* cogl/cogl-sections.txt: Added cogl_shader_ref,
cogl_shader_unref, cogl_is_shader, cogl_program_ref,
cogl_program_unref, cogl_is_program and cogl_is_offscreen.
* README: Add a note about the Shader API changes.
* clutter/clutter-deprecated.h: Add deprecation symbols.
* clutter/clutter-shader.[ch]: Rename the :bound read-only
property to :compiled. Also rename clutter_shader_bind()
and clutter_shader_is_bound() to clutter_shader_compil() and
clutter_shader_is_compiled(), respectively.
* clutter/glx/clutter-stage-glx.c:
(clutter_stage_glx_unrealize): Update after
clutter_shader_release_all() rename.
* tests/test-shader.c (button_release_cb), (main): Update.
* clutter/clutter-shader.c:
Minor formatting cleanups to fit in 80 cols.
* clutter/clutter-texture.c:
More safety checks, clean ups in clutter_texture_new_from_actor()
* clutter/cogl/gl/cogl.c:
Always clear the FBO initially when rendering
* tests/test-fbo.c:
Overhall the test as to be more useful (and show current issues)
* clutter/cogl/cogl.h: Rename COGLhandleARB to COGLhandle.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl.c: Update GL implementation of COGL.
* clutter/cogl/gles/cogl-defines.h:
* clutter/cogl/gles/cogl.c: Update GLES implementation of COGL.
* clutter/clutter-shader.c: Fix ClutterShader to use the new
COGLhandle type instead of COGLhandlerARB.
patch from Tommi Komulainen <tommi.komulainen@iki.fi>, (#694)
* clutter/cogl/gl/cogl-defines.h.in: Added COGLhandleARB typedef.
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/clutter-shader.c: Use COGLhandleARB instead of COGLint when
referring to program or shader handles.
* clutter/clutter-actor.c: (clutter_actor_paint),
(clutter_actor_apply_shader): queue a redraw of actor when shader is
set.
* clutter/clutter-actor.h: indentation.
* clutter/clutter-shader.[ch]: made the fragment and vertex shader
sources properties. Report error through GError when binding shaders.
* tests/test-shader.c: modified to use newer API.