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cogl: Remove unused CoglShaderLanguage
There is only GLSL. https://gitlab.gnome.org/GNOME/mutter/merge_requests/819
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@ -76,9 +76,6 @@ _cogl_program_flush_uniforms (CoglProgram *program,
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GLuint gl_program,
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gboolean gl_program_changed);
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle);
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gboolean
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_cogl_program_has_fragment_shader (CoglHandle handle);
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@ -96,7 +96,6 @@ cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -104,11 +103,6 @@ cogl_program_attach_shader (CoglHandle program_handle,
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return;
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program = program_handle;
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shader = shader_handle;
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if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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g_return_if_fail (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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@ -355,26 +349,19 @@ _cogl_program_flush_uniforms (CoglProgram *program,
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{
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if (gl_program_changed || !uniform->location_valid)
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{
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if (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL)
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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uniform->location_valid = TRUE;
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uniform->location_valid = TRUE;
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}
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/* If the uniform isn't really in the program then there's
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no need to actually set it */
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if (uniform->location != -1)
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{
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switch (_cogl_program_get_language (program))
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{
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case COGL_SHADER_LANGUAGE_GLSL:
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_cogl_boxed_value_set_uniform (ctx,
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uniform->location,
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&uniform->value);
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break;
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}
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_cogl_boxed_value_set_uniform (ctx,
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uniform->location,
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&uniform->value);
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}
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uniform->dirty = FALSE;
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@ -382,22 +369,6 @@ _cogl_program_flush_uniforms (CoglProgram *program,
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}
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}
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle)
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{
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CoglProgram *program = handle;
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/* Use the language of the first shader */
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if (program->attached_shaders)
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{
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CoglShader *shader = program->attached_shaders->data;
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return shader->language;
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}
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else
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return COGL_SHADER_LANGUAGE_GLSL;
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}
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static gboolean
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_cogl_program_has_shader_type (CoglProgram *program,
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CoglShaderType type)
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@ -38,18 +38,12 @@
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typedef struct _CoglShader CoglShader;
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typedef enum
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{
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COGL_SHADER_LANGUAGE_GLSL,
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} CoglShaderLanguage;
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struct _CoglShader
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{
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CoglHandleObject _parent;
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GLuint gl_handle;
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CoglPipeline *compilation_pipeline;
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CoglShaderType type;
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CoglShaderLanguage language;
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char *source;
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};
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@ -84,7 +84,6 @@ cogl_create_shader (CoglShaderType type)
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}
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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@ -114,7 +113,6 @@ 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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CoglShaderLanguage language;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -122,16 +120,8 @@ cogl_shader_source (CoglHandle handle,
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return;
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shader = handle;
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language = COGL_SHADER_LANGUAGE_GLSL;
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/* Delete the old object if the language is changing... */
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if (G_UNLIKELY (language != shader->language) &&
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shader->gl_handle)
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delete_shader (shader);
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shader->source = g_strdup (source);
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shader->language = language;
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}
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void
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@ -638,15 +638,6 @@ _cogl_pipeline_progend_glsl_flush_uniforms (CoglPipeline *pipeline,
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static gboolean
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_cogl_pipeline_progend_glsl_start (CoglPipeline *pipeline)
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{
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CoglHandle user_program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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user_program = cogl_pipeline_get_user_program (pipeline);
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if (user_program &&
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_cogl_program_get_language (user_program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE;
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return TRUE;
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}
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@ -742,8 +733,6 @@ _cogl_pipeline_progend_glsl_end (CoglPipeline *pipeline,
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_cogl_shader_compile_real (shader, pipeline);
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g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
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GE( ctx, glAttachShader (program_state->program,
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shader->gl_handle) );
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}
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