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Support for shaders in clutter. At the moment limited to drivers
providing GLSL support. * clutter/cogl/cogl.h: added rather direct binding of needed for glsl shaders. * clutter/cogl/gl/cogl-defines.h.in: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl-defines.h: added stubs. * clutter/cogl/gles/cogl.c: added stubs. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): unrelated memory management sanity fix. (clutter_stage_glx_unrealize): unbind all shaders on stage unrealize. * clutter/Makefile.am: added clutter-shader.[ch] * clutter/clutter-actor.[ch]: adding shader capability to actors. * clutter/clutter-feature.h: added CLUTTER_FEATURE_SHADERS_GLSL * clutter/clutter-private.h: added stack of shaders to context. * clutter/clutter-shader.[ch]: new. * tests/Makefile.am: added shader test. * tests/test-shader.c: (frame_cb), (main): simple shader test, cycle through the inline shader with right/left mouse buttons.
This commit is contained in:
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947f47b6a4
commit
4dea166d53
52
cogl.h
52
cogl.h
@ -207,6 +207,58 @@ cogl_fog_set (const ClutterColor *fog_color,
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ClutterFixed z_near,
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ClutterFixed z_far);
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COGLint
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cogl_create_shader (COGLenum shaderType);
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void
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cogl_shader_destroy (COGLint handle);
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void
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cogl_shader_source (COGLint shader,
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const gchar *source);
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void
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cogl_shader_compile (COGLint shader_handle);
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void
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cogl_shader_get_info_log (COGLint handle,
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guint size,
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gchar *buffer);
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void
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cogl_shader_get_parameteriv (COGLint handle,
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COGLenum pname,
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COGLint *dest);
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COGLint
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cogl_create_program (void);
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void
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cogl_program_destroy (COGLint handle);
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void
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cogl_program_attach_shader (COGLint program_handle,
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COGLint shader_handle);
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/* 0 to use none */
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void
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cogl_program_link (COGLint program_handle);
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void
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cogl_program_use (COGLint program_handle);
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COGLint
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cogl_program_get_uniform_location (COGLint program_int,
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const gchar *uniform_name);
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value);
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G_END_DECLS
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#endif /* __COGL_H__ */
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@ -698,6 +698,12 @@ typedef GLuint COGLuint;
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#define CGL_UNSIGNED_SHORT_8_8_MESA 0
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#endif
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#define CGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER_ARB
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#define CGL_VERTEX_SHADER GL_VERTEX_SHADER_ARB
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#define CGL_OBJECT_COMPILE_STATUS GL_OBJECT_COMPILE_STATUS_ARB
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G_END_DECLS
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#endif
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137
gl/cogl.c
137
gl/cogl.c
@ -621,6 +621,12 @@ cogl_get_features ()
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}
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#endif
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if (cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
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cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
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{
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flags |= CLUTTER_FEATURE_SHADERS_GLSL;
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}
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return flags;
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}
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@ -746,3 +752,134 @@ cogl_fog_set (const ClutterColor *fog_color,
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glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
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glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
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}
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#ifdef __GNUC__
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#define PROC(rettype, retval, procname, args...) \
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static rettype (*proc) (args) = NULL; \
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if (proc == NULL) \
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{ \
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proc = (void*)cogl_get_proc_address (#procname);\
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if (!proc)\
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{\
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g_warning ("failed to lookup proc: %s", #procname);\
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return retval;\
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}\
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}
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#else
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#define PROC(rettype, retval, procname, ...) \
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static rettype (*proc) (__VA_ARGS__) = NULL; \
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if (proc == NULL) \
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{ \
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proc = (void*)cogl_get_proc_address (#procname);\
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if (!proc)\
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{\
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g_warning ("failed to lookup proc: %s", #procname);\
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return retval;\
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}\
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}
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#endif
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COGLint
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cogl_create_program (void)
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{
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PROC (GLhandleARB, 0, glCreateProgramObjectARB, void);
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return proc ();
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}
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COGLint
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cogl_create_shader (COGLenum shaderType)
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{
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PROC (GLhandleARB, 0, glCreateShaderObjectARB, GLenum);
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return proc (shaderType);
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}
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void
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cogl_shader_source (COGLint shader,
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const gchar *source)
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{
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PROC (GLvoid,, glShaderSourceARB, GLhandleARB, GLsizei, const GLcharARB **, const GLint *)
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proc (shader, 1, &source, NULL);
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}
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void
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cogl_shader_compile (COGLint shader_handle)
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{
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PROC (GLvoid,, glCompileShaderARB, GLhandleARB);
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proc (shader_handle);
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}
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void
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cogl_program_attach_shader (COGLint program_handle,
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COGLint shader_handle)
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{
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PROC (GLvoid,, glAttachObjectARB, GLhandleARB, GLhandleARB);
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proc (program_handle, shader_handle);
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}
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void
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cogl_program_link (COGLint program_handle)
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{
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PROC (GLvoid,, glLinkProgramARB, GLhandleARB);
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proc (program_handle);
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}
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void
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cogl_program_use (COGLint program_handle)
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{
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PROC (GLvoid,, glUseProgramObjectARB, GLhandleARB);
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proc (program_handle);
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}
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COGLint
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cogl_program_get_uniform_location (COGLint program_handle,
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const gchar *uniform_name)
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{
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PROC (GLint,0, glGetUniformLocationARB, GLhandleARB, const GLcharARB *)
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return proc (program_handle, uniform_name);
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}
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void
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cogl_program_destroy (COGLint handle)
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{
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PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
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proc (handle);
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}
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void
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cogl_shader_destroy (COGLint handle)
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{
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PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
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proc (handle);
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}
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void
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cogl_shader_get_info_log (COGLint handle,
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guint size,
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gchar *buffer)
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{
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gint len;
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PROC (GLvoid,, glGetInfoLogARB, GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
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proc (handle, size-1, &len, buffer);
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buffer[len]='\0';
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}
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void
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cogl_shader_get_parameteriv (COGLint handle,
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COGLenum pname,
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COGLint *dest)
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{
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PROC (GLvoid,, glGetObjectParameterivARB, GLhandleARB, GLenum, GLint*)
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proc (handle, pname, dest);
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}
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void
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cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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PROC (GLvoid,, glUniform1fARB, GLint, GLfloat);
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proc (uniform_no, value);
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}
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@ -460,6 +460,24 @@ typedef GLuint COGLuint;
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#define CGL_UNSIGNED_SHORT_8_8_REV_MESA 0
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#define CGL_UNSIGNED_SHORT_8_8_MESA 0
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#ifdef GL_FRAGMENT_SHADER
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#define CGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER
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#else
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#define CGL_FRAGMENT_SHADER 0
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#endif
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#ifdef GL_VERTEX_SHADER
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#define CGL_VERTEX_SHADER GL_VERTEX_SHADER
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#else
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#define CGL_VERTEX_SHADER 0
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#endif
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#ifdef GL_OBJECT_COMPILE_STATUS
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#define CGL_OBJECT_COMPILE_STATUS GL_OBJECT_COMPILE_STATUS
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#else
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#define CGL_OBJECT_COMPILE_STATUS 0
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#endif
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G_END_DECLS
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#endif
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68
gles/cogl.c
68
gles/cogl.c
@ -214,13 +214,13 @@ cogl_enable (gulong flags)
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if (flags & CGL_ENABLE_TEXTURE_RECT)
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{
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if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glEnable (GL_TEXTURE_RECTANGLE_);
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__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
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}
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else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
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{
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glDisable (GL_TEXTURE_RECTANGLE_);
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__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
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}
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#endif
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@ -630,3 +630,67 @@ cogl_fog_set (const ClutterColor *fog_color,
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glFogx (GL_FOG_START, (GLfixed) z_near);
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glFogx (GL_FOG_END, (GLfixed) z_far);
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}
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COGLint cogl_create_program (void)
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{
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return 0;
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}
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COGLint cogl_create_shader (COGLenum shaderType)
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{
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return 0;
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}
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void cogl_shader_source (COGLint shader,
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const gchar *source)
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{
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}
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void cogl_shader_compile (COGLint shader_handle)
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{
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}
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void cogl_program_attach_shader (COGLint program_handle,
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COGLint shader_handle)
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{
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}
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void cogl_program_link (COGLint program_handle)
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{
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}
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void cogl_program_use (COGLint program_handle)
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{
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}
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COGLint cogl_program_get_uniform_location (COGLint program_handle,
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const gchar *uniform_name)
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{
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return 0;
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}
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void cogl_program_destroy (COGLint handle)
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{
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}
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void cogl_shader_destroy (COGLint handle)
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{
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}
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void cogl_shader_get_info_log (COGLint handle,
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guint size,
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gchar *buffer)
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{
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}
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void cogl_shader_get_parameteriv (COGLint handle,
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COGLenum pname,
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COGLint *dest)
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{
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}
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void cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
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{
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}
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