2008-04-11 Emmanuele Bassi <ebassi@openedhand.com>

* README: Add a note about the Shader API changes.

	* clutter/clutter-deprecated.h: Add deprecation symbols.

	* clutter/clutter-shader.[ch]: Rename the :bound read-only
	property to :compiled. Also rename clutter_shader_bind()
	and clutter_shader_is_bound() to clutter_shader_compil() and
	clutter_shader_is_compiled(), respectively.

	* clutter/glx/clutter-stage-glx.c:
	(clutter_stage_glx_unrealize): Update after
	clutter_shader_release_all() rename.

	* tests/test-shader.c (button_release_cb), (main): Update.
This commit is contained in:
Emmanuele Bassi 2008-04-11 12:00:50 +00:00
parent 0535283b77
commit 8867c1bae5
7 changed files with 79 additions and 54 deletions

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@ -1,3 +1,20 @@
2008-04-11 Emmanuele Bassi <ebassi@openedhand.com>
* README: Add a note about the Shader API changes.
* clutter/clutter-deprecated.h: Add deprecation symbols.
* clutter/clutter-shader.[ch]: Rename the :bound read-only
property to :compiled. Also rename clutter_shader_bind()
and clutter_shader_is_bound() to clutter_shader_compil() and
clutter_shader_is_compiled(), respectively.
* clutter/glx/clutter-stage-glx.c:
(clutter_stage_glx_unrealize): Update after
clutter_shader_release_all() rename.
* tests/test-shader.c (button_release_cb), (main): Update.
2008-04-10 Emmanuele Bassi <ebassi@openedhand.com> 2008-04-10 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/eglx/clutter-backend-egl.c: * clutter/eglx/clutter-backend-egl.c:

6
README
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@ -146,6 +146,12 @@ wanting to port to newer releases (See NEWS for general new feature info).
Release Notes for Clutter 0.8 Release Notes for Clutter 0.8
------------------------------- -------------------------------
* ClutterShader API has been slightly changed: the ClutterStage:bound
property, clutter_shader_bind() and clutter_shader_is_bound() have
been renamed to :compiled, clutter_shader_compile() and
clutter_shader_is_compiled(), respectively. The previously semi-private
clutter_shader_release_all() function is now not exported anymore.
* ClutterStage is not an abstract type anymore: it can be instantiated * ClutterStage is not an abstract type anymore: it can be instantiated
using clutter_stage_new() and it can be properly subclassed. If the using clutter_stage_new() and it can be properly subclassed. If the
backend supports multiple stages, every stage will be a new window, backend supports multiple stages, every stage will be a new window,

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@ -39,4 +39,7 @@
#define clutter_entry_set_position clutter_entry_set_position_REPLACED_BY_clutter_entry_set_cursor_position #define clutter_entry_set_position clutter_entry_set_position_REPLACED_BY_clutter_entry_set_cursor_position
#define clutter_entry_get_position clutter_entry_get_position_REPLACED_BY_clutter_entry_get_cursor_position #define clutter_entry_get_position clutter_entry_get_position_REPLACED_BY_clutter_entry_get_cursor_position
#define clutter_shader_bind clutter_shader_bind_REPLACED_BY_clutter_shader_compile
#define clutter_shader_is_bound clutter_shader_is_bound_REPLACED_BY_clutter_shader_is_compiled
#endif /* CLUTTER_DEPRECATED_H */ #endif /* CLUTTER_DEPRECATED_H */

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@ -68,7 +68,7 @@ typedef enum {
struct _ClutterShaderPrivate struct _ClutterShaderPrivate
{ {
guint bound : 1; /* Shader is bound to the GL context */ guint compiled : 1; /* Shader is bound to the GL context */
guint is_enabled : 1; guint is_enabled : 1;
guint vertex_is_glsl : 1; guint vertex_is_glsl : 1;
@ -89,7 +89,7 @@ enum
PROP_VERTEX_SOURCE, PROP_VERTEX_SOURCE,
PROP_FRAGMENT_SOURCE, PROP_FRAGMENT_SOURCE,
PROP_BOUND, PROP_COMPILED,
PROP_ENABLED PROP_ENABLED
}; };
@ -164,8 +164,8 @@ clutter_shader_get_property (GObject *object,
case PROP_FRAGMENT_SOURCE: case PROP_FRAGMENT_SOURCE:
g_value_set_string (value, priv->fragment_source); g_value_set_string (value, priv->fragment_source);
break; break;
case PROP_BOUND: case PROP_COMPILED:
g_value_set_boolean (value, priv->bound); g_value_set_boolean (value, priv->compiled);
break; break;
case PROP_ENABLED: case PROP_ENABLED:
g_value_set_boolean (value, priv->is_enabled); g_value_set_boolean (value, priv->is_enabled);
@ -237,19 +237,19 @@ clutter_shader_class_init (ClutterShaderClass *klass)
NULL, NULL,
CLUTTER_PARAM_READWRITE)); CLUTTER_PARAM_READWRITE));
/** /**
* ClutterShader:bound: * ClutterShader:compiled:
* *
* Whether the shader is bound (compiled and linked, ready for use * Whether the shader is compiled and linked, ready for use
* in the GL context). * in the GL context.
* *
* Since: 0.6 * Since: 0.8
*/ */
g_object_class_install_property g_object_class_install_property
(object_class, (object_class,
PROP_BOUND, PROP_COMPILED,
g_param_spec_boolean ("bound", g_param_spec_boolean ("compiled",
"Bound", "Compiled",
"Whether the shader is bound", "Whether the shader is compiled and linked",
FALSE, FALSE,
CLUTTER_PARAM_READABLE)); CLUTTER_PARAM_READABLE));
/** /**
@ -276,7 +276,7 @@ clutter_shader_init (ClutterShader *self)
priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self); priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
priv->bound = FALSE; priv->compiled = FALSE;
priv->vertex_source = NULL; priv->vertex_source = NULL;
priv->fragment_source = NULL; priv->fragment_source = NULL;
@ -334,7 +334,7 @@ clutter_shader_set_fragment_source (ClutterShader *shader,
/* release shader if bound when changing the source, the shader will /* release shader if bound when changing the source, the shader will
* automatically be rebound on the next use. * automatically be rebound on the next use.
*/ */
if (clutter_shader_is_bound (shader)) if (clutter_shader_is_compiled (shader))
clutter_shader_release (shader); clutter_shader_release (shader);
is_glsl = !g_str_has_prefix (data, "!!ARBfp"); is_glsl = !g_str_has_prefix (data, "!!ARBfp");
@ -380,7 +380,7 @@ clutter_shader_set_vertex_source (ClutterShader *shader,
/* release shader if bound when changing the source, the shader will /* release shader if bound when changing the source, the shader will
* automatically be rebound on the next use. * automatically be rebound on the next use.
*/ */
if (clutter_shader_is_bound (shader)) if (clutter_shader_is_compiled (shader))
clutter_shader_release (shader); clutter_shader_release (shader);
is_glsl = !g_str_has_prefix (data, "!!ARBvp"); is_glsl = !g_str_has_prefix (data, "!!ARBvp");
@ -452,21 +452,21 @@ bind_glsl_shader (ClutterShader *self,
} }
/** /**
* clutter_shader_bind: * clutter_shader_compile:
* @shader: a #ClutterShader * @shader: a #ClutterShader
* @error: return location for a #GError, or %NULL * @error: return location for a #GError, or %NULL
* *
* Compile and link GLSL sources set for vertex and fragment shaders for * Compiles and links GLSL sources set for vertex and fragment shaders for
* a #ClutterShader. If the compilation fails and a #GError return location is * a #ClutterShader. If the compilation fails and a #GError return location is
* provided the error will contain the errors from the compiler, if any. * provided the error will contain the errors from the compiler, if any.
* *
* Return value: returns TRUE if the shader was succesfully bound. * Return value: returns TRUE if the shader was succesfully compiled.
* *
* Since: 0.6 * Since: 0.8
*/ */
gboolean gboolean
clutter_shader_bind (ClutterShader *shader, clutter_shader_compile (ClutterShader *shader,
GError **error) GError **error)
{ {
ClutterShaderPrivate *priv; ClutterShaderPrivate *priv;
@ -474,8 +474,8 @@ clutter_shader_bind (ClutterShader *shader,
priv = shader->priv; priv = shader->priv;
if (priv->bound) if (priv->compiled)
return priv->bound; return priv->compiled;
if ((priv->vertex_source && !priv->vertex_is_glsl) || if ((priv->vertex_source && !priv->vertex_is_glsl) ||
(priv->fragment_source && !priv->fragment_is_glsl)) (priv->fragment_source && !priv->fragment_is_glsl))
@ -485,8 +485,8 @@ clutter_shader_bind (ClutterShader *shader,
g_set_error (error, CLUTTER_SHADER_ERROR, g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_NO_ASM, CLUTTER_SHADER_ERROR_NO_ASM,
"ASM shaders not supported"); "ASM shaders not supported");
priv->bound = FALSE; priv->compiled = FALSE;
return priv->bound; return priv->compiled;
} }
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
@ -494,23 +494,21 @@ clutter_shader_bind (ClutterShader *shader,
g_set_error (error, CLUTTER_SHADER_ERROR, g_set_error (error, CLUTTER_SHADER_ERROR,
CLUTTER_SHADER_ERROR_NO_GLSL, CLUTTER_SHADER_ERROR_NO_GLSL,
"GLSL shaders not supported"); "GLSL shaders not supported");
priv->bound = FALSE; priv->compiled = FALSE;
return priv->bound; return priv->compiled;
} }
priv->bound = bind_glsl_shader (shader, error); priv->compiled = bind_glsl_shader (shader, error);
g_object_notify (G_OBJECT (shader), "compiled");
if (priv->bound) return priv->compiled;
g_object_notify (G_OBJECT (shader), "bound");
return priv->bound;
} }
/** /**
* clutter_shader_release: * clutter_shader_release:
* @shader: a #ClutterShader * @shader: a #ClutterShader
* *
* Free up any GL context resources held by the shader. * Frees up any GL context resources held by the shader.
* *
* Since: 0.6 * Since: 0.6
*/ */
@ -523,7 +521,7 @@ clutter_shader_release (ClutterShader *shader)
priv = shader->priv; priv = shader->priv;
if (!priv->bound) if (!priv->compiled)
return; return;
g_assert (priv->program); g_assert (priv->program);
@ -540,13 +538,13 @@ clutter_shader_release (ClutterShader *shader)
priv->vertex_shader = 0; priv->vertex_shader = 0;
priv->fragment_shader = 0; priv->fragment_shader = 0;
priv->program = 0; priv->program = 0;
priv->bound = FALSE; priv->compiled = FALSE;
g_object_notify (G_OBJECT (shader), "bound"); g_object_notify (G_OBJECT (shader), "compiled");
} }
/** /**
* clutter_shader_is_bound: * clutter_shader_is_compiled:
* @shader: a #ClutterShader * @shader: a #ClutterShader
* *
* Checks whether @shader is is currently compiled, linked and bound * Checks whether @shader is is currently compiled, linked and bound
@ -554,14 +552,14 @@ clutter_shader_release (ClutterShader *shader)
* *
* Return value: %TRUE if the shader is compiled, linked and ready for use. * Return value: %TRUE if the shader is compiled, linked and ready for use.
* *
* Since: 0.6 * Since: 0.8
*/ */
gboolean gboolean
clutter_shader_is_bound (ClutterShader *shader) clutter_shader_is_compiled (ClutterShader *shader)
{ {
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE); g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
return shader->priv->bound; return shader->priv->compiled;
} }
/** /**
@ -569,9 +567,11 @@ clutter_shader_is_bound (ClutterShader *shader)
* @shader: a #ClutterShader * @shader: a #ClutterShader
* @enabled: The new state of the shader. * @enabled: The new state of the shader.
* *
* Enable a shader, will attempt to bind the shader if it isn't already bound. * Enables a shader. This function will attempt to compile and link
* When FALSE is passed in the default state of the GL pipeline will be used * the shader, if it isn't already.
* instead. *
* When @enabled is %FALSE the default state of the GL pipeline will be
* used instead.
* *
* Since: 0.6 * Since: 0.6
*/ */
@ -590,7 +590,7 @@ clutter_shader_set_is_enabled (ClutterShader *shader,
GError *error = NULL; GError *error = NULL;
gboolean res; gboolean res;
res = clutter_shader_bind (shader, &error); res = clutter_shader_compile (shader, &error);
if (!res) if (!res)
{ {
g_warning ("Unable to bind the shader: %s", g_warning ("Unable to bind the shader: %s",
@ -658,8 +658,8 @@ clutter_shader_set_uniform_1f (ClutterShader *shader,
cogl_program_uniform_1f (location, foo); cogl_program_uniform_1f (location, foo);
} }
/** /*
* clutter_shader_release_all: * _clutter_shader_release_all:
* *
* Iterate through all #ClutterShaders and tell them to release GL context * Iterate through all #ClutterShaders and tell them to release GL context
* related sources. * related sources.
@ -667,7 +667,7 @@ clutter_shader_set_uniform_1f (ClutterShader *shader,
* Since: 0.6 * Since: 0.6
*/ */
void void
clutter_shader_release_all (void) _clutter_shader_release_all (void)
{ {
g_list_foreach (clutter_shaders_list, g_list_foreach (clutter_shaders_list,
(GFunc) clutter_shader_release, (GFunc) clutter_shader_release,

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@ -83,10 +83,10 @@ void clutter_shader_set_is_enabled (ClutterShader *sh
gboolean enabled); gboolean enabled);
gboolean clutter_shader_get_is_enabled (ClutterShader *shader); gboolean clutter_shader_get_is_enabled (ClutterShader *shader);
gboolean clutter_shader_bind (ClutterShader *shader, gboolean clutter_shader_compile (ClutterShader *shader,
GError **error); GError **error);
void clutter_shader_release (ClutterShader *shader); void clutter_shader_release (ClutterShader *shader);
gboolean clutter_shader_is_bound (ClutterShader *shader); gboolean clutter_shader_is_compiled (ClutterShader *shader);
void clutter_shader_set_vertex_source (ClutterShader *shader, void clutter_shader_set_vertex_source (ClutterShader *shader,
const gchar *data, const gchar *data,
@ -102,7 +102,7 @@ void clutter_shader_set_uniform_1f (ClutterShader *sh
const gchar *name, const gchar *name,
gfloat value); gfloat value);
/* should be private and internal */ /* should be private and internal */
void clutter_shader_release_all (void); void _clutter_shader_release_all (void);
G_END_DECLS G_END_DECLS

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@ -77,7 +77,7 @@ clutter_stage_glx_unrealize (ClutterActor *actor)
clutter_x11_trap_x_errors (); clutter_x11_trap_x_errors ();
/* Unrealize all shaders, since the GL context is going away */ /* Unrealize all shaders, since the GL context is going away */
clutter_shader_release_all (); _clutter_shader_release_all ();
if (G_UNLIKELY (was_offscreen)) if (G_UNLIKELY (was_offscreen))
{ {

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@ -163,8 +163,7 @@ button_release_cb (ClutterActor *actor,
* possible to iterate through a set of alternate shader sources (glsl -> * possible to iterate through a set of alternate shader sources (glsl ->
* asm -> cg?) and the one that succesfully compiles is used. * asm -> cg?) and the one that succesfully compiles is used.
*/ */
clutter_shader_bind (shader, &error); clutter_shader_compile (shader, &error);
if (error) if (error)
{ {
g_print ("unable to set shaders[%i] named '%s': %s", g_print ("unable to set shaders[%i] named '%s': %s",
@ -211,7 +210,7 @@ main (gint argc,
error = NULL; error = NULL;
clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1); clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
clutter_shader_bind (shader, &error); clutter_shader_compile (shader, &error);
if (error) if (error)
{ {
g_print ("unable to load shaders[%d] named '%s': %s\n", g_print ("unable to load shaders[%d] named '%s': %s\n",