mutter/cogl/cogl-material-glsl.c
Robert Bragg 13e7260868 material-glsl: #include "cogl-shader-private.h"
We need to include cogl-shader-private.h to have the
COGL_SHADER_TYPE_GLSL define. When building for opengl this wasn't
noticed probably because some other header indirectly includes this
file. It was a problem when building for gles2 though.
2010-08-12 16:50:47 +01:00

119 lines
3.0 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-material-private.h"
#include "cogl-shader-private.h"
#ifdef COGL_MATERIAL_BACKEND_GLSL
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifndef HAVE_COGL_GLES
#include "cogl-program.h"
#endif
#include <glib.h>
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
static int
_cogl_material_backend_glsl_get_max_texture_units (void)
{
return _cogl_get_max_texture_image_units ();
}
static gboolean
_cogl_material_backend_glsl_start (CoglMaterial *material,
int n_layers,
unsigned long materials_difference)
{
CoglHandle program;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
return FALSE;
program = cogl_material_get_user_program (material);
if (program == COGL_INVALID_HANDLE ||
_cogl_program_get_language (program) != COGL_SHADER_LANGUAGE_GLSL)
return FALSE; /* XXX: change me when we support code generation here */
_cogl_use_program (program, COGL_MATERIAL_PROGRAM_TYPE_GLSL);
return TRUE;
}
gboolean
_cogl_material_backend_glsl_add_layer (CoglMaterial *material,
CoglMaterialLayer *layer,
unsigned long layers_difference)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_passthrough (CoglMaterial *material)
{
return TRUE;
}
gboolean
_cogl_material_backend_glsl_end (CoglMaterial *material,
unsigned long materials_difference)
{
return TRUE;
}
const CoglMaterialBackend _cogl_material_glsl_backend =
{
_cogl_material_backend_glsl_get_max_texture_units,
_cogl_material_backend_glsl_start,
_cogl_material_backend_glsl_add_layer,
_cogl_material_backend_glsl_passthrough,
_cogl_material_backend_glsl_end,
NULL, /* material_state_change_notify */
NULL, /* material_set_parent_notify */
NULL, /* layer_state_change_notify */
NULL, /* free_priv */
};
#endif /* COGL_MATERIAL_BACKEND_GLSL */