mutter/cogl/driver/gles/cogl-program.c
Robert Bragg 0f5f4e8645 cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.

There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.

The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:

 return_type
 cogl_function_name (CoglType arg0,
                     CoglType arg1);

Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.

The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.

The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.

The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-12 14:05:00 +00:00

339 lines
7.8 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifdef HAVE_COGL_GLES2
#include <string.h>
#include "cogl-shader-private.h"
#include "cogl-program.h"
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program);
static void
_cogl_program_free (CoglProgram *program)
{
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Unref all of the attached shaders */
g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
/* Destroy the list */
g_slist_free (program->attached_shaders);
_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
if (ctx->drv.gles2.settings.user_program == (CoglHandle) program)
{
ctx->drv.gles2.settings.user_program = COGL_INVALID_HANDLE;
ctx->drv.gles2.settings_dirty = TRUE;
}
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
if (program->custom_uniform_names[i])
g_free (program->custom_uniform_names[i]);
}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
program = g_slice_new (CoglProgram);
program->attached_shaders = NULL;
memset (program->custom_uniform_names, 0,
COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *));
return _cogl_program_handle_new (program);
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
CoglProgram *program;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
return;
program = _cogl_program_pointer_from_handle (program_handle);
program->attached_shaders
= g_slist_prepend (program->attached_shaders,
cogl_handle_ref (shader_handle));
/* Whenever the shader changes we will need to relink the program
with the fixed functionality shaders so we should forget the
cached programs */
_cogl_gles2_clear_cache_for_program (program);
}
void
cogl_program_link (CoglHandle handle)
{
/* There's no point in linking the program here because it will have
to be relinked with a different fixed functionality shader
whenever the settings change */
}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
return;
ctx->drv.gles2.settings.user_program = handle;
ctx->drv.gles2.settings_dirty = TRUE;
}
int
cogl_program_get_uniform_location (CoglHandle handle,
const char *uniform_name)
{
int i;
CoglProgram *program;
if (!cogl_is_program (handle))
return -1;
program = _cogl_program_pointer_from_handle (handle);
/* We can't just ask the GL program object for the uniform location
directly because it will change every time the program is linked
with a new fixed functionality shader. Instead we make our own
mapping of uniform numbers and cache the names */
for (i = 0; program->custom_uniform_names[i]
&& i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
if (!strcmp (program->custom_uniform_names[i], uniform_name))
return i;
if (i < COGL_GLES2_NUM_CUSTOM_UNIFORMS)
{
program->custom_uniform_names[i] = g_strdup (uniform_name);
return i;
}
else
/* We've run out of space for new uniform names so just pretend it
isn't there */
return -1;
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
cogl_program_uniform_float (uniform_no, 1, 1, &value);
}
void
cogl_program_uniform_1i (int uniform_no,
int value)
{
cogl_program_uniform_int (uniform_no, 1, 1, &value);
}
static void
cogl_program_uniform_x (int uniform_no,
int size,
int count,
CoglBoxedType type,
gsize value_size,
gconstpointer value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS
&& size >= 1 && size <= 4 && count >= 1)
{
CoglBoxedValue *bv = ctx->drv.gles2.custom_uniforms + uniform_no;
if (count == 1)
{
if (bv->count > 1)
g_free (bv->v.array);
memcpy (bv->v.float_value, value, value_size);
}
else
{
if (bv->count > 1)
{
if (bv->count != count || bv->size != size || bv->type != type)
{
g_free (bv->v.array);
bv->v.array = g_malloc (count * value_size);
}
}
else
bv->v.array = g_malloc (count * value_size);
memcpy (bv->v.array, value, count * value_size);
}
bv->type = type;
bv->size = size;
bv->count = count;
ctx->drv.gles2.dirty_custom_uniforms |= 1 << uniform_no;
}
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const GLfloat *value)
{
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_FLOAT,
sizeof (float) * size, value);
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const GLint *value)
{
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_INT,
sizeof (int) * size, value);
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const GLfloat *value)
{
CoglBoxedValue *bv;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
bv = ctx->drv.gles2.custom_uniforms + uniform_no;
cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_MATRIX,
sizeof (float) * size * size, value);
bv->transpose = transpose;
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_program (void)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_program (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_program_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_program_unref (CoglHandle handle)
{
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
}
void
cogl_program_link (CoglHandle program_handle)
{
}
void
cogl_program_use (CoglHandle program_handle)
{
}
int
cogl_program_get_uniform_location (CoglHandle program_handle,
const char *uniform_name)
{
return 0;
}
void
cogl_program_uniform_1f (int uniform_no,
float value)
{
}
void
cogl_program_uniform_float (int uniform_no,
int size,
int count,
const GLfloat *value)
{
}
void
cogl_program_uniform_int (int uniform_no,
int size,
int count,
const int *value)
{
}
void
cogl_program_uniform_matrix (int uniform_no,
int size,
int count,
gboolean transpose,
const GLfloat *value)
{
}
#endif /* HAVE_COGL_GLES2 */