mutter/clutter/cogl/gles/cogl-program.c

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/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* 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>
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#include "cogl-shader.h"
#include "cogl-program.h"
static void _cogl_program_free (CoglProgram *program);
COGL_HANDLE_DEFINE (Program, program, program_handles);
static void
_cogl_program_free (CoglProgram *program)
{
int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Unref all of the attached shaders */
g_slist_foreach (program->attached_shaders, (GFunc) cogl_shader_unref, NULL);
/* Destroy the list */
g_slist_free (program->attached_shaders);
_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
if (ctx->gles2.settings.user_program == (CoglHandle) program)
{
ctx->gles2.settings.user_program = COGL_INVALID_HANDLE;
ctx->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]);
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}
CoglHandle
cogl_create_program (void)
{
CoglProgram *program;
program = g_slice_new (CoglProgram);
program->ref_count = 1;
program->attached_shaders = NULL;
memset (program->custom_uniform_names, 0,
COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *));
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COGL_HANDLE_DEBUG_NEW (program, program);
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_shader_ref (shader_handle));
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/* 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);
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}
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 */
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}
void
cogl_program_use (CoglHandle handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle))
return;
ctx->gles2.settings.user_program = handle;
ctx->gles2.settings_dirty = TRUE;
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}
COGLint
cogl_program_get_uniform_location (CoglHandle handle,
const gchar *uniform_name)
{
int i;
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CoglProgram *program;
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if (!cogl_is_program (handle))
return -1;
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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;
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}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS)
{
ctx->gles2.custom_uniforms[uniform_no] = value;
ctx->gles2.dirty_custom_uniforms |= 1 << uniform_no;
}
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}
#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)
{
}
COGLint
cogl_program_get_uniform_location (CoglHandle program_handle,
const gchar *uniform_name)
{
return 0;
}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
}
#endif /* HAVE_COGL_GLES2 */