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cogl: Remove no-op cogl_shader_compile and cogl_shader_get_info_log
https://gitlab.gnome.org/GNOME/mutter/merge_requests/1024
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1981449776
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5c704e3f81
@ -367,10 +367,6 @@ clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
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CLUTTER_NOTE (SHADER, "Compiling shader effect");
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cogl_shader_compile (class_priv->shader);
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if (cogl_shader_is_compiled (class_priv->shader))
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{
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class_priv->program = cogl_create_program ();
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cogl_program_attach_shader (class_priv->program,
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@ -378,14 +374,6 @@ clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
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cogl_program_link (class_priv->program);
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}
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else
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{
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gchar *log_buf = cogl_shader_get_info_log (class_priv->shader);
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g_warning (G_STRLOC ": Unable to compile the GLSL shader: %s", log_buf);
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g_free (log_buf);
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}
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}
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priv->shader = cogl_object_ref (class_priv->shader);
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@ -902,23 +890,11 @@ clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
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CLUTTER_NOTE (SHADER, "Compiling shader effect");
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cogl_shader_compile (priv->shader);
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if (cogl_shader_is_compiled (priv->shader))
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{
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priv->program = cogl_create_program ();
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cogl_program_attach_shader (priv->program, priv->shader);
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cogl_program_link (priv->program);
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}
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else
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{
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gchar *log_buf = cogl_shader_get_info_log (priv->shader);
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g_warning (G_STRLOC ": Unable to compile the GLSL shader: %s", log_buf);
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g_free (log_buf);
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}
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return TRUE;
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}
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@ -418,7 +418,6 @@ cogl_pipeline_get_user_program (CoglPipeline *pipeline);
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* "!!ARBfp1.0\n"
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* "MOV result.color,fragment.color;\n"
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* "END\n");
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* cogl_shader_compile (shader);
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*
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* program = cogl_create_program ();
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* cogl_program_attach_shader (program, shader);
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@ -404,7 +404,6 @@ cogl_material_set_point_size (CoglMaterial *material,
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* "!!ARBfp1.0\n"
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* "MOV result.color,fragment.color;\n"
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* "END\n");
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* cogl_shader_compile (shader);
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*
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* program = cogl_create_program ();
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* cogl_program_attach_shader (program, shader);
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@ -124,19 +124,6 @@ cogl_shader_source (CoglHandle handle,
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shader->source = g_strdup (source);
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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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/* XXX: For GLSL we don't actually compile anything until the shader
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* gets used so we have an opportunity to add some boilerplate to
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* the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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* so thinly wrap the OpenGL shader API and the current plan is to
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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CoglPipeline *pipeline)
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@ -208,33 +195,6 @@ _cogl_shader_compile_real (CoglHandle handle,
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}
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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if (!cogl_is_shader (handle))
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return NULL;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The way this API was originally designed as a very thin wrapper
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* over the GL api was a mistake and it's now very difficult to
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* make the API work in a meaningful way given how the rest of Cogl
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* has evolved.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return g_strdup ("");
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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@ -251,35 +211,3 @@ cogl_shader_get_type (CoglHandle handle)
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shader = handle;
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return shader->type;
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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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#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
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if (!cogl_is_shader (handle))
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return FALSE;
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/* XXX: This API doesn't really do anything!
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*
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* This API is purely for compatibility and blatantly lies to the
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* user about whether their shader has been compiled.
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*
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* I suppose we could say we're stretching the definition of
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* "compile" and are deferring any related errors to be "linker"
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* errors.
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*
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* The reason we don't do anything is because a shader needs to
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* be associated with a CoglPipeline for Cogl to be able to
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* compile and link anything.
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*
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* The CoglShader API is mostly deprecated by CoglSnippets and so
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* these days we do the bare minimum to support the existing users
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* of it until they are able to migrate to the snippets api.
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*/
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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@ -281,37 +281,6 @@ void
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cogl_shader_source (CoglHandle shader,
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const char *source);
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/**
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* cogl_shader_compile:
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* @handle: #CoglHandle for a shader.
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*
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* Compiles the shader, no return value, but the shader is now ready
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* for linking into a program. Note that calling this function is
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* optional. If it is not called then the shader will be automatically
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* compiled when it is linked.
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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void
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cogl_shader_compile (CoglHandle handle);
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/**
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* cogl_shader_get_info_log:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves the information log for a coglobject, can be used in conjunction
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* with cogl_shader_get_parameteriv() to retrieve the compiler warnings/error
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* messages that caused a shader to not compile correctly, mainly useful for
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* debugging purposes.
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*
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* Return value: a newly allocated string containing the info log. Use
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* g_free() to free it
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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char *
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cogl_shader_get_info_log (CoglHandle handle);
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/**
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* cogl_shader_get_type:
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* @handle: #CoglHandle for a shader.
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@ -326,19 +295,6 @@ COGL_DEPRECATED_FOR (cogl_snippet_)
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle);
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/**
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* cogl_shader_is_compiled:
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* @handle: #CoglHandle for a shader.
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*
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* Retrieves whether a shader #CoglHandle has been compiled
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*
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* Return value: %TRUE if the shader object has sucessfully be compiled
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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gboolean
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cogl_shader_is_compiled (CoglHandle handle);
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/**
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* cogl_create_program:
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*
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@ -69,14 +69,6 @@ paint (TestState *state)
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" cogl_color_out = cogl_color_in;\n"
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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char *log = cogl_shader_get_info_log (shader);
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g_warning ("Shader compilation failed:\n%s", log);
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g_free (log);
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g_assert_not_reached ();
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}
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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@ -196,7 +196,6 @@ set_shader_num (int new_no)
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shaders[new_no].source);
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cogl_shader_compile (shader);
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program = cogl_create_program ();
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cogl_program_attach_shader (program, shader);
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