/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010 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, see .
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-shader-private.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include
#include
#ifdef HAVE_COGL_GL
#define glCreateShader ctx->drv.pf_glCreateShader
#define glGetShaderiv ctx->drv.pf_glGetShaderiv
#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
#define glCompileShader ctx->drv.pf_glCompileShader
#define glShaderSource ctx->drv.pf_glShaderSource
#define glDeleteShader ctx->drv.pf_glDeleteShader
#define GET_CONTEXT _COGL_GET_CONTEXT
#else
#define GET_CONTEXT(CTXVAR,RETVAL) G_STMT_START { } G_STMT_END
#endif
#ifndef HAVE_COGL_GLES
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
g_free (shader->arbfp_source);
else
#endif
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
g_slice_free (CoglShader, shader);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
switch (type)
{
case COGL_SHADER_TYPE_VERTEX:
case COGL_SHADER_TYPE_FRAGMENT:
break;
default:
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
shader->type = type;
return _cogl_shader_handle_new (shader);
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
CoglShaderLanguage language;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
#ifdef HAVE_COGL_GL
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
language = COGL_SHADER_LANGUAGE_ARBFP;
else
#endif
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language))
{
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
g_free (shader->arbfp_source);
shader->arbfp_source = NULL;
}
else
#endif
{
if (shader->gl_handle)
GE (glDeleteShader (shader->gl_handle));
}
}
#ifdef HAVE_COGL_GL
if (language == COGL_SHADER_LANGUAGE_ARBFP)
shader->arbfp_source = g_strdup (source);
else
#endif
{
if (!shader->gl_handle)
{
GLenum gl_type;
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = glCreateShader (gl_type);
}
glShaderSource (shader->gl_handle, 1, &source, NULL);
}
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
GE (glCompileShader (shader->gl_handle));
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
CoglShader *shader;
GET_CONTEXT (ctx, NULL);
if (!cogl_is_shader (handle))
return NULL;
shader = _cogl_shader_pointer_from_handle (handle);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
/* ARBfp exposes a program error string, but since cogl_program
* doesn't have any API to query an error log it is not currently
* exposed. */
return g_strdup ("");
}
else
#endif
{
char buffer[512];
int len = 0;
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
}
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
CoglShader *shader;
GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
shader = _cogl_shader_pointer_from_handle (handle);
return shader->type;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
GLint status;
CoglShader *shader;
GET_CONTEXT (ctx, FALSE);
if (!cogl_is_shader (handle))
return FALSE;
shader = _cogl_shader_pointer_from_handle (handle);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
return TRUE;
else
#endif
{
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
else
return FALSE;
}
}
#else /* HAVE_COGL_GLES */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_shader (CoglShaderType type)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_shader (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_shader_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_shader_unref (CoglHandle handle)
{
}
void
cogl_shader_source (CoglHandle shader,
const char *source)
{
}
void
cogl_shader_compile (CoglHandle shader_handle)
{
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
return NULL;
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
return COGL_SHADER_TYPE_VERTEX;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
return FALSE;
}
#endif /* HAVE_COGL_GLES */