mutter/cogl/driver/gles/cogl-shader.c
Emmanuele Bassi 72f4ddf532 Remove mentions of the FSF address
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.

Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.

As a side note: this commit closes the oldes bug in Clutter's bug
report tool.

http://bugzilla.openedhand.com/show_bug.cgi?id=521
2010-03-01 12:56:10 +00:00

222 lines
4.5 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-shader-private.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifdef HAVE_COGL_GLES2
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glDeleteShader (shader->gl_handle);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
GLenum gl_type;
if (type == COGL_SHADER_TYPE_VERTEX)
gl_type = GL_VERTEX_SHADER;
else if (type == COGL_SHADER_TYPE_FRAGMENT)
gl_type = GL_FRAGMENT_SHADER;
else
{
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
shader = g_slice_new (CoglShader);
shader->gl_handle = glCreateShader (gl_type);
return _cogl_shader_handle_new (shader);
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
glShaderSource (shader->gl_handle, 1, &source, NULL);
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
glCompileShader (shader->gl_handle);
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
CoglShader *shader;
char buffer[512];
int len = 0;
_COGL_GET_CONTEXT (ctx, NULL);
if (!cogl_is_shader (handle))
return NULL;
shader = _cogl_shader_pointer_from_handle (handle);
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
GLint type;
CoglShader *shader;
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
shader = _cogl_shader_pointer_from_handle (handle);
GE (glGetShaderiv (shader->gl_handle, GL_SHADER_TYPE, &type));
if (type == GL_VERTEX_SHADER)
return COGL_SHADER_TYPE_VERTEX;
else if (type == GL_FRAGMENT_SHADER)
return COGL_SHADER_TYPE_VERTEX;
else
{
g_warning ("Unexpected shader type 0x%08lX", (unsigned long)type);
return COGL_SHADER_TYPE_VERTEX;
}
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
GLint status;
CoglShader *shader;
if (!cogl_is_shader (handle))
return FALSE;
shader = _cogl_shader_pointer_from_handle (handle);
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
else
return FALSE;
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_shader (CoglShaderType type)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_shader (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_shader_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_shader_unref (CoglHandle handle)
{
}
void
cogl_shader_source (CoglHandle shader,
const char *source)
{
}
void
cogl_shader_compile (CoglHandle shader_handle)
{
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
return NULL;
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
return COGL_SHADER_TYPE_VERTEX;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
return FALSE;
}
#endif /* HAVE_COGL_GLES2 */