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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:
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17
ChangeLog
17
ChangeLog
@ -1,3 +1,20 @@
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2008-04-11 Emmanuele Bassi <ebassi@openedhand.com>
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* README: Add a note about the Shader API changes.
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* clutter/clutter-deprecated.h: Add deprecation symbols.
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* clutter/clutter-shader.[ch]: Rename the :bound read-only
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property to :compiled. Also rename clutter_shader_bind()
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and clutter_shader_is_bound() to clutter_shader_compil() and
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clutter_shader_is_compiled(), respectively.
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* clutter/glx/clutter-stage-glx.c:
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(clutter_stage_glx_unrealize): Update after
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clutter_shader_release_all() rename.
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* tests/test-shader.c (button_release_cb), (main): Update.
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2008-04-10 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/eglx/clutter-backend-egl.c:
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6
README
6
README
@ -146,6 +146,12 @@ wanting to port to newer releases (See NEWS for general new feature info).
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Release Notes for Clutter 0.8
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-------------------------------
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* ClutterShader API has been slightly changed: the ClutterStage:bound
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property, clutter_shader_bind() and clutter_shader_is_bound() have
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been renamed to :compiled, clutter_shader_compile() and
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clutter_shader_is_compiled(), respectively. The previously semi-private
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clutter_shader_release_all() function is now not exported anymore.
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* ClutterStage is not an abstract type anymore: it can be instantiated
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using clutter_stage_new() and it can be properly subclassed. If the
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backend supports multiple stages, every stage will be a new window,
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@ -39,4 +39,7 @@
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#define clutter_entry_set_position clutter_entry_set_position_REPLACED_BY_clutter_entry_set_cursor_position
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#define clutter_entry_get_position clutter_entry_get_position_REPLACED_BY_clutter_entry_get_cursor_position
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#define clutter_shader_bind clutter_shader_bind_REPLACED_BY_clutter_shader_compile
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#define clutter_shader_is_bound clutter_shader_is_bound_REPLACED_BY_clutter_shader_is_compiled
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#endif /* CLUTTER_DEPRECATED_H */
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@ -68,7 +68,7 @@ typedef enum {
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struct _ClutterShaderPrivate
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{
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guint bound : 1; /* Shader is bound to the GL context */
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guint compiled : 1; /* Shader is bound to the GL context */
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guint is_enabled : 1;
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guint vertex_is_glsl : 1;
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@ -89,7 +89,7 @@ enum
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PROP_VERTEX_SOURCE,
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PROP_FRAGMENT_SOURCE,
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PROP_BOUND,
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PROP_COMPILED,
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PROP_ENABLED
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};
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@ -164,8 +164,8 @@ clutter_shader_get_property (GObject *object,
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case PROP_FRAGMENT_SOURCE:
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g_value_set_string (value, priv->fragment_source);
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break;
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case PROP_BOUND:
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g_value_set_boolean (value, priv->bound);
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case PROP_COMPILED:
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g_value_set_boolean (value, priv->compiled);
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break;
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case PROP_ENABLED:
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g_value_set_boolean (value, priv->is_enabled);
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@ -237,19 +237,19 @@ clutter_shader_class_init (ClutterShaderClass *klass)
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NULL,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterShader:bound:
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* ClutterShader:compiled:
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*
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* Whether the shader is bound (compiled and linked, ready for use
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* in the GL context).
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* Whether the shader is compiled and linked, ready for use
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* in the GL context.
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*
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* Since: 0.6
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* Since: 0.8
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*/
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g_object_class_install_property
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(object_class,
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PROP_BOUND,
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g_param_spec_boolean ("bound",
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"Bound",
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"Whether the shader is bound",
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PROP_COMPILED,
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g_param_spec_boolean ("compiled",
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"Compiled",
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"Whether the shader is compiled and linked",
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FALSE,
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CLUTTER_PARAM_READABLE));
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/**
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@ -276,7 +276,7 @@ clutter_shader_init (ClutterShader *self)
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priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
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priv->bound = FALSE;
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priv->compiled = FALSE;
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priv->vertex_source = NULL;
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priv->fragment_source = NULL;
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@ -334,7 +334,7 @@ clutter_shader_set_fragment_source (ClutterShader *shader,
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/* release shader if bound when changing the source, the shader will
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* automatically be rebound on the next use.
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*/
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if (clutter_shader_is_bound (shader))
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if (clutter_shader_is_compiled (shader))
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clutter_shader_release (shader);
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is_glsl = !g_str_has_prefix (data, "!!ARBfp");
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@ -380,7 +380,7 @@ clutter_shader_set_vertex_source (ClutterShader *shader,
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/* release shader if bound when changing the source, the shader will
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* automatically be rebound on the next use.
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*/
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if (clutter_shader_is_bound (shader))
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if (clutter_shader_is_compiled (shader))
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clutter_shader_release (shader);
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is_glsl = !g_str_has_prefix (data, "!!ARBvp");
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@ -452,21 +452,21 @@ bind_glsl_shader (ClutterShader *self,
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}
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/**
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* clutter_shader_bind:
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* clutter_shader_compile:
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* @shader: a #ClutterShader
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* @error: return location for a #GError, or %NULL
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*
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* Compile and link GLSL sources set for vertex and fragment shaders for
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* Compiles and links GLSL sources set for vertex and fragment shaders for
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* a #ClutterShader. If the compilation fails and a #GError return location is
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* provided the error will contain the errors from the compiler, if any.
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*
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* Return value: returns TRUE if the shader was succesfully bound.
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* Return value: returns TRUE if the shader was succesfully compiled.
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*
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* Since: 0.6
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* Since: 0.8
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*/
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gboolean
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clutter_shader_bind (ClutterShader *shader,
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GError **error)
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clutter_shader_compile (ClutterShader *shader,
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GError **error)
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{
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ClutterShaderPrivate *priv;
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@ -474,8 +474,8 @@ clutter_shader_bind (ClutterShader *shader,
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priv = shader->priv;
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if (priv->bound)
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return priv->bound;
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if (priv->compiled)
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return priv->compiled;
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if ((priv->vertex_source && !priv->vertex_is_glsl) ||
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(priv->fragment_source && !priv->fragment_is_glsl))
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@ -485,8 +485,8 @@ clutter_shader_bind (ClutterShader *shader,
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g_set_error (error, CLUTTER_SHADER_ERROR,
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CLUTTER_SHADER_ERROR_NO_ASM,
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"ASM shaders not supported");
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priv->bound = FALSE;
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return priv->bound;
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priv->compiled = FALSE;
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return priv->compiled;
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}
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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@ -494,23 +494,21 @@ clutter_shader_bind (ClutterShader *shader,
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g_set_error (error, CLUTTER_SHADER_ERROR,
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CLUTTER_SHADER_ERROR_NO_GLSL,
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"GLSL shaders not supported");
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priv->bound = FALSE;
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return priv->bound;
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priv->compiled = FALSE;
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return priv->compiled;
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}
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priv->bound = bind_glsl_shader (shader, error);
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priv->compiled = bind_glsl_shader (shader, error);
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g_object_notify (G_OBJECT (shader), "compiled");
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if (priv->bound)
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g_object_notify (G_OBJECT (shader), "bound");
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return priv->bound;
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return priv->compiled;
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}
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/**
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* clutter_shader_release:
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* @shader: a #ClutterShader
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*
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* Free up any GL context resources held by the shader.
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* Frees up any GL context resources held by the shader.
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*
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* Since: 0.6
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*/
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@ -523,7 +521,7 @@ clutter_shader_release (ClutterShader *shader)
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priv = shader->priv;
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if (!priv->bound)
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if (!priv->compiled)
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return;
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g_assert (priv->program);
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@ -540,13 +538,13 @@ clutter_shader_release (ClutterShader *shader)
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priv->vertex_shader = 0;
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priv->fragment_shader = 0;
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priv->program = 0;
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priv->bound = FALSE;
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priv->compiled = FALSE;
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g_object_notify (G_OBJECT (shader), "bound");
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g_object_notify (G_OBJECT (shader), "compiled");
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}
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/**
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* clutter_shader_is_bound:
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* clutter_shader_is_compiled:
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* @shader: a #ClutterShader
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*
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* Checks whether @shader is is currently compiled, linked and bound
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@ -554,14 +552,14 @@ clutter_shader_release (ClutterShader *shader)
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*
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* Return value: %TRUE if the shader is compiled, linked and ready for use.
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*
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* Since: 0.6
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* Since: 0.8
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*/
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gboolean
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clutter_shader_is_bound (ClutterShader *shader)
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clutter_shader_is_compiled (ClutterShader *shader)
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{
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g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
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return shader->priv->bound;
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return shader->priv->compiled;
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}
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/**
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@ -569,9 +567,11 @@ clutter_shader_is_bound (ClutterShader *shader)
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* @shader: a #ClutterShader
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* @enabled: The new state of the shader.
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*
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* Enable a shader, will attempt to bind the shader if it isn't already bound.
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* When FALSE is passed in the default state of the GL pipeline will be used
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* instead.
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* Enables a shader. This function will attempt to compile and link
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* the shader, if it isn't already.
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*
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* When @enabled is %FALSE the default state of the GL pipeline will be
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* used instead.
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*
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* Since: 0.6
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*/
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@ -590,7 +590,7 @@ clutter_shader_set_is_enabled (ClutterShader *shader,
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GError *error = NULL;
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gboolean res;
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res = clutter_shader_bind (shader, &error);
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res = clutter_shader_compile (shader, &error);
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if (!res)
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{
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g_warning ("Unable to bind the shader: %s",
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@ -658,8 +658,8 @@ clutter_shader_set_uniform_1f (ClutterShader *shader,
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cogl_program_uniform_1f (location, foo);
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}
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/**
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* clutter_shader_release_all:
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/*
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* _clutter_shader_release_all:
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*
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* Iterate through all #ClutterShaders and tell them to release GL context
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* related sources.
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@ -667,7 +667,7 @@ clutter_shader_set_uniform_1f (ClutterShader *shader,
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* Since: 0.6
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*/
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void
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clutter_shader_release_all (void)
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_clutter_shader_release_all (void)
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{
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g_list_foreach (clutter_shaders_list,
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(GFunc) clutter_shader_release,
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gboolean enabled);
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gboolean clutter_shader_get_is_enabled (ClutterShader *shader);
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gboolean clutter_shader_bind (ClutterShader *shader,
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gboolean clutter_shader_compile (ClutterShader *shader,
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GError **error);
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void clutter_shader_release (ClutterShader *shader);
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gboolean clutter_shader_is_bound (ClutterShader *shader);
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gboolean clutter_shader_is_compiled (ClutterShader *shader);
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void clutter_shader_set_vertex_source (ClutterShader *shader,
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const gchar *data,
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@ -102,7 +102,7 @@ void clutter_shader_set_uniform_1f (ClutterShader *sh
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const gchar *name,
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gfloat value);
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/* should be private and internal */
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void clutter_shader_release_all (void);
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void _clutter_shader_release_all (void);
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G_END_DECLS
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@ -77,7 +77,7 @@ clutter_stage_glx_unrealize (ClutterActor *actor)
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clutter_x11_trap_x_errors ();
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/* Unrealize all shaders, since the GL context is going away */
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clutter_shader_release_all ();
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_clutter_shader_release_all ();
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if (G_UNLIKELY (was_offscreen))
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{
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* possible to iterate through a set of alternate shader sources (glsl ->
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* asm -> cg?) and the one that succesfully compiles is used.
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*/
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clutter_shader_bind (shader, &error);
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to set shaders[%i] named '%s': %s",
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@ -211,7 +210,7 @@ main (gint argc,
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error = NULL;
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clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
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clutter_shader_bind (shader, &error);
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to load shaders[%d] named '%s': %s\n",
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