mutter/cogl/cogl-material-glsl.c
Emmanuele Bassi eb179d4b67 build: Start moving to a non-recursive layout
*** WARNING: THIS COMMIT CHANGES THE BUILD ***

Do not recurse into the backend directories to build private, internal
libraries.

We only recurse from clutter/ into the cogl sub-directory; from there,
we don't recurse any further. All the backend-specific code in Cogl and
Clutter is compiled conditionally depending on the macros defined by the
configure script.

We still recurse from the top-level directory into doc, clutter and
tests, because gtk-doc and tests do not deal nicely with non-recursive
layouts.

This change makes Clutter compile slightly faster, and cleans up the
build system, especially when dealing with introspection data.

Ideally, we also want to make Cogl part of the top-level build, so that
we can finally drop the sed trick to change the shared library from the
GIR before compiling it.

Currently disabled:

  ‣ OSX backend
  ‣ Fruity backend

Currently enabled but untested:

  ‣ EGL backend
  ‣ Windows backend
2010-09-29 14:40:15 +01:00

126 lines
3.1 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"
#include "cogl-shader-private.h"
#ifdef HAVE_COGL_GL
#include "cogl-program-gl.h"
#endif
#ifdef HAVE_COGL_GLES2
#include "cogl-program-gles.h"
#endif
#include <glib.h>
/*
* GL/GLES compatability defines for material thingies:
*/
#ifdef HAVE_COGL_GLES2
#include "../gles/cogl-gles2-wrapper.h"
#endif
const CoglMaterialBackend _cogl_material_glsl_backend;
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 */