61deeafa71
The cogl_shader_get_info_log() function is very inconvenient for language bindings and for regular use, as it requires a static buffer to be filled -- basically just providing a wrapper around glGetInfoLogARB(). Since COGL aims to be a more convenient API than raw GL we should just make cogl_shader_get_info_log() return an allocated string with the GLSL compiler log.
178 lines
4.4 KiB
C
178 lines
4.4 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 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include <glib.h>
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/* Expecting ARB functions not to be defined */
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#define glCreateShaderObjectARB ctx->pf_glCreateShaderObjectARB
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#define glGetObjectParameterivARB ctx->pf_glGetObjectParameterivARB
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#define glGetInfoLogARB ctx->pf_glGetInfoLogARB
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#define glCompileShaderARB ctx->pf_glCompileShaderARB
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#define glShaderSourceARB ctx->pf_glShaderSourceARB
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#define glDeleteObjectARB ctx->pf_glDeleteObjectARB
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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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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glDeleteObjectARB (shader->gl_handle);
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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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GLenum gl_type;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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if (type == COGL_SHADER_TYPE_VERTEX)
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gl_type = GL_VERTEX_SHADER;
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else if (type == COGL_SHADER_TYPE_FRAGMENT)
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gl_type = GL_FRAGMENT_SHADER;
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else
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{
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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->gl_handle = glCreateShaderObjectARB (gl_type);
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return _cogl_shader_handle_new (shader);
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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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_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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glShaderSourceARB (shader->gl_handle, 1, &source, NULL);
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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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CoglShader *shader;
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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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glCompileShaderARB (shader->gl_handle);
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}
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gchar *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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CoglShader *shader;
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char buffer[512];
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int len;
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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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glGetInfoLogARB (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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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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GLint type;
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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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GE (glGetObjectParameterivARB (shader->gl_handle, GL_SHADER_TYPE, &type));
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if (type == GL_VERTEX_SHADER)
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return COGL_SHADER_TYPE_VERTEX;
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else if (type == GL_FRAGMENT_SHADER)
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return COGL_SHADER_TYPE_VERTEX;
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else
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{
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g_warning ("Unexpected shader type 0x%08lX", (unsigned long)type);
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return COGL_SHADER_TYPE_VERTEX;
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}
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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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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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GE (glGetObjectParameterivARB (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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