2b119b07da
cogl-ext-functions.h now contains definitions for all of the core GL and GLES functions that we would normally link to directly. All of the code has changed to access them through the cogl context pointer. The GE macro now takes an extra parameter to specify the context because the macro itself needs to make GL calls but various points in the Cogl source use different names for the context variable.
519 lines
14 KiB
C
519 lines
14 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-shader-private.h"
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#include "cogl-shader-boilerplate.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include <glib.h>
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#include <string.h>
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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#ifndef HAVE_COGL_GLES
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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#endif /* HAVE_COGL_GLES */
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g_slice_free (CoglShader, shader);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return COGL_INVALID_HANDLE;
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}
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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#ifdef HAVE_COGL_GLES2
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shader->n_tex_coord_attribs = 0;
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#endif
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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#ifndef HAVE_COGL_GLES
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (ctx, glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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{
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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}
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shader->gl_handle = 0;
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#endif /* HAVE_COGL_GLES */
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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CoglShaderLanguage language;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (strncmp (source, "!!ARBfp1.0", 10) == 0)
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language = COGL_SHADER_LANGUAGE_ARBFP;
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else
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#endif
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language = COGL_SHADER_LANGUAGE_GLSL;
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/* Delete the old object if the language is changing... */
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if (G_UNLIKELY (language != shader->language) &&
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shader->gl_handle)
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delete_shader (shader);
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shader->source = g_strdup (source);
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shader->language = language;
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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#ifdef HAVE_COGL_GL
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CoglShader *shader = handle;
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#endif
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if (!cogl_is_shader (handle))
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return;
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#ifdef HAVE_COGL_GL
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_cogl_shader_compile_real (shader, 0 /* ignored */);
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#endif
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/* XXX: For GLES2 we don't actually compile anything until the
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* shader gets used so we have an opportunity to add some
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* boilerplate to the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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* so thinly wrap the OpenGL shader API and the current plan is to
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
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GLenum shader_gl_type,
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int n_tex_coord_attribs,
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GLsizei count_in,
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const char **strings_in,
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const GLint *lengths_in)
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{
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#ifndef HAVE_COGL_GLES
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static const char vertex_boilerplate[] = _COGL_VERTEX_SHADER_BOILERPLATE;
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static const char fragment_boilerplate[] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
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GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
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int count = 0;
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#ifdef HAVE_COGL_GLES2
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char *tex_coord_declarations = NULL;
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#endif
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GLES2
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if (cogl_features_available (COGL_FEATURE_TEXTURE_3D))
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{
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static const char texture_3d_extension[] =
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"#extension GL_OES_texture_3D : enable\n";
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strings[count] = texture_3d_extension;
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lengths[count++] = sizeof (texture_3d_extension) - 1;
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}
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#endif
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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strings[count] = vertex_boilerplate;
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lengths[count++] = sizeof (vertex_boilerplate) - 1;
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}
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else if (shader_gl_type == GL_FRAGMENT_SHADER)
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{
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strings[count] = fragment_boilerplate;
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lengths[count++] = sizeof (fragment_boilerplate) - 1;
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}
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#ifdef HAVE_COGL_GLES2
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if (n_tex_coord_attribs)
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{
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GString *declarations = g_string_new (NULL);
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g_string_append_printf (declarations,
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"varying vec4 _cogl_tex_coord[%d];\n",
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n_tex_coord_attribs);
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if (shader_gl_type == GL_VERTEX_SHADER)
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{
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int i;
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g_string_append_printf (declarations,
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"uniform mat4 cogl_texture_matrix[%d];\n",
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n_tex_coord_attribs);
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for (i = 0; i < n_tex_coord_attribs; i++)
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g_string_append_printf (declarations,
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"attribute vec4 cogl_tex_coord%d_in;\n",
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i);
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}
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tex_coord_declarations = g_string_free (declarations, FALSE);
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strings[count] = tex_coord_declarations;
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lengths[count++] = -1; /* null terminated */
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}
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#endif
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memcpy (strings + count, strings_in, sizeof (char *) * count_in);
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if (lengths_in)
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memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
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else
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{
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int i;
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for (i = 0; i < count_in; i++)
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lengths[count + i] = -1; /* null terminated */
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}
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count += count_in;
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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{
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GString *buf = g_string_new (NULL);
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int i;
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g_string_append_printf (buf,
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"%s shader:\n",
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shader_gl_type == GL_VERTEX_SHADER ?
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"vertex" : "fragment");
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for (i = 0; i < count; i++)
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if (lengths[i] != -1)
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g_string_append_len (buf, strings[i], lengths[i]);
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else
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g_string_append (buf, strings[i]);
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g_message ("%s", buf->str);
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g_string_free (buf, TRUE);
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}
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GE( ctx, glShaderSource (shader_gl_handle, count,
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(const char **) strings, lengths) );
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#ifdef HAVE_COGL_GLES2
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g_free (tex_coord_declarations);
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#endif
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#endif /* HAVE_COGL_GLES */
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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int n_tex_coord_attribs)
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{
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#ifndef HAVE_COGL_GLES
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CoglShader *shader = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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#ifdef COGL_GL_DEBUG
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GLenum gl_error;
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#endif
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if (shader->gl_handle)
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return;
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GE (ctx, glGenPrograms (1, &shader->gl_handle));
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GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
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if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
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g_message ("user ARBfp program:\n%s", shader->source);
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#ifdef COGL_GL_DEBUG
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while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
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;
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#endif
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ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
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GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen (shader->source),
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shader->source);
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#ifdef COGL_GL_DEBUG
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gl_error = ctx->glGetError ();
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if (gl_error != GL_NO_ERROR)
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{
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g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
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G_STRLOC,
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gl_error,
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shader->source,
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ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
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}
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#endif
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}
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else
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#endif
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{
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GLenum gl_type;
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if (shader->gl_handle
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#ifdef HAVE_COGL_GLES2
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&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
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#endif
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)
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return;
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = ctx->glCreateShader (gl_type);
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_cogl_shader_set_source_with_boilerplate (shader->gl_handle,
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gl_type,
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n_tex_coord_attribs,
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1,
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(const char **) &shader->source,
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NULL);
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GE (ctx, glCompileShader (shader->gl_handle));
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#ifdef HAVE_COGL_GLES2
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shader->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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#ifdef COGL_GL_DEBUG
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if (!cogl_shader_is_compiled (handle))
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{
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char *log = cogl_shader_get_info_log (handle);
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g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
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shader->source,
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log);
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}
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#endif
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}
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#endif /* HAVE_COGL_GLES */
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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#ifdef HAVE_COGL_GLES
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return NULL;
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#else /* HAVE_COGL_GLES */
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NULL);
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if (!cogl_is_shader (handle))
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return NULL;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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/* ARBfp exposes a program error string, but since cogl_program
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* doesn't have any API to query an error log it is not currently
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* exposed. */
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return g_strdup ("");
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}
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else
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#endif
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{
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char buffer[512];
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int len = 0;
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/* We don't normally compile the shader when the user calls
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* cogl_shader_compile() because we want to be able to add
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* boilerplate code that depends on how it ends up finally being
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* used.
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*
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* Here we force an early compile if the user is interested in
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* log information to increase the chance that the log will be
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* useful! We have to guess the number of texture coordinate
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* attributes that may be used (normally less than 4) since that
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* affects the boilerplate.
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*/
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if (!shader->gl_handle)
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_cogl_shader_compile_real (handle, 4);
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ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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return g_strdup (buffer);
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}
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#endif /* HAVE_COGL_GLES */
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = _cogl_shader_pointer_from_handle (handle);
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return shader->type;
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}
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gboolean
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cogl_shader_is_compiled (CoglHandle handle)
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{
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#ifdef HAVE_COGL_GLES
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return FALSE;
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#else /* HAVE_COGL_GLES */
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GLint status;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_is_shader (handle))
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return FALSE;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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return TRUE;
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else
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#endif
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{
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/* FIXME: We currently have an arbitrary limit of 4 texture
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* coordinate attributes since our API means we have to add
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* some boilerplate to the users GLSL program (for GLES2)
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* before we actually know how many attributes are in use.
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*
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* 4 will probably be enough (or at least that limitation should
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* be enough until we can replace this API with the pipeline
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* snippets API) but if it isn't then the shader won't compile,
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* through no fault of the user.
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*
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* To some extent this is just a symptom of bad API design; it
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* was a mistake for Cogl to so thinly wrap the OpenGL shader
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* API. Eventually we plan for this whole API will be deprecated
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* by the pipeline snippets framework.
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*/
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if (!shader->gl_handle)
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_cogl_shader_compile_real (handle, 4);
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GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (status == GL_TRUE)
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return TRUE;
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else
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return FALSE;
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}
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#endif /* HAVE_COGL_GLES */
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}
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