2008-04-29 12:10:37 -04:00
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/*
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2009-04-27 10:48:12 -04:00
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* Cogl
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2008-04-29 12:10:37 -04:00
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*
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2009-04-27 10:48:12 -04:00
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* An object oriented GL/GLES Abstraction/Utility Layer
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2008-04-29 12:10:37 -04:00
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*
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2009-04-27 10:48:12 -04:00
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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2008-04-29 12:10:37 -04:00
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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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2008-10-30 13:25:00 -04:00
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#include "cogl-shader-private.h"
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2008-04-29 12:10:37 -04:00
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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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2009-11-17 08:52:40 -05:00
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#define glCreateShaderObject ctx->drv.pf_glCreateShaderObject
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#define glGetObjectParameteriv ctx->drv.pf_glGetObjectParameteriv
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#define glGetInfoLog ctx->drv.pf_glGetInfoLog
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#define glCompileShader ctx->drv.pf_glCompileShader
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#define glShaderSource ctx->drv.pf_glShaderSource
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#define glDeleteObject ctx->drv.pf_glDeleteObject
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2008-04-29 12:10:37 -04:00
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static void _cogl_shader_free (CoglShader *shader);
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2009-04-01 12:16:44 -04:00
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COGL_HANDLE_DEFINE (Shader, shader);
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2008-04-29 12:10:37 -04:00
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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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2009-11-17 08:52:40 -05:00
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glDeleteObject (shader->gl_handle);
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2008-04-29 12:10:37 -04:00
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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2008-04-29 12:10:37 -04:00
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{
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CoglShader *shader;
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2009-05-12 09:15:18 -04:00
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GLenum gl_type;
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2009-05-12 09:15:18 -04:00
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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 = glCreateShaderObject (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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2008-04-29 12:10:37 -04:00
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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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2009-11-17 08:52:40 -05:00
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glShaderSource (shader->gl_handle, 1, &source, NULL);
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2008-04-29 12:10:37 -04:00
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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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2009-11-17 08:52:40 -05:00
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glCompileShader (shader->gl_handle);
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2008-04-29 12:10:37 -04:00
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}
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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.
2010-02-09 20:57:32 -05:00
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char *
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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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2009-06-01 11:31:32 -04:00
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char buffer[512];
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int len;
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2009-06-01 11:31:32 -04:00
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_COGL_GET_CONTEXT (ctx, NULL);
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2008-04-29 12:10:37 -04:00
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if (!cogl_is_shader (handle))
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return NULL;
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2008-04-29 12:10:37 -04:00
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shader = _cogl_shader_pointer_from_handle (handle);
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2009-11-17 08:52:40 -05:00
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glGetInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len]='\0';
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2009-06-01 11:31:32 -04:00
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return g_strdup (buffer);
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2008-04-29 12:10:37 -04:00
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}
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2009-05-12 09:15:18 -04:00
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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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2009-11-17 08:52:40 -05:00
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GE (glGetObjectParameteriv (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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2009-11-17 08:52:40 -05:00
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GE (glGetObjectParameteriv (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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