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shader-effect: Attach the program to the target material
Instead of calling cogl_program_use() around the paint_target() chain-up, we can use the newly added API in CoglMaterial to attach user-defined shaders to the offscreen target material.
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304e7dd077
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@ -156,21 +156,20 @@ G_DEFINE_ABSTRACT_TYPE (ClutterShaderEffect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static inline void
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clutter_shader_effect_clear (ClutterShaderEffect *effect,
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clutter_shader_effect_clear (ClutterShaderEffect *self,
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gboolean reset_uniforms)
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{
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ClutterShaderEffectPrivate *priv = effect->priv;
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ClutterShaderEffectPrivate *priv = self->priv;
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if (priv->shader != COGL_INVALID_HANDLE)
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{
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if (priv->shader != COGL_INVALID_HANDLE && !priv->is_compiled)
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cogl_handle_unref (priv->shader);
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priv->shader = COGL_INVALID_HANDLE;
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}
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if (priv->program != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->program);
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priv->program = COGL_INVALID_HANDLE;
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priv->shader = COGL_INVALID_HANDLE;
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}
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if (reset_uniforms && priv->uniforms != NULL)
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@ -215,6 +214,11 @@ clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
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if (priv->uniforms == NULL)
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return;
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/* XXX - we need to do this dance here because the cogl_program_uniform*
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* family of functions do not take the program as a parameter
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*/
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cogl_program_use (priv->program);
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key = value = NULL;
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g_hash_table_iter_init (&iter, priv->uniforms);
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while (g_hash_table_iter_next (&iter, &key, &value))
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@ -263,6 +267,8 @@ clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
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g_type_name (G_VALUE_TYPE (&uniform->value)),
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uniform->name);
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}
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cogl_program_use (COGL_INVALID_HANDLE);
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}
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static void
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@ -324,16 +330,17 @@ clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterShaderEffectPrivate *priv = CLUTTER_SHADER_EFFECT (effect)->priv;
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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/* we haven't been prepared or we don't have support for
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* GLSL shaders in Clutter
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*/
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if (priv->program == COGL_INVALID_HANDLE ||
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priv->shader == COGL_INVALID_HANDLE)
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return;
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goto out;
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if (!priv->source_set)
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return;
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goto out;
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if (!priv->is_compiled)
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{
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@ -353,10 +360,12 @@ clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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cogl_handle_unref (priv->program);
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priv->shader = COGL_INVALID_HANDLE;
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return;
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goto out;
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}
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cogl_program_attach_shader (priv->program, priv->shader);
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cogl_handle_unref (priv->shader);
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cogl_program_link (priv->program);
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priv->is_compiled = TRUE;
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@ -365,17 +374,17 @@ clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect)
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CLUTTER_NOTE (SHADER, "Applying the shader effect of type '%s'",
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G_OBJECT_TYPE_NAME (effect));
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/* set the shader */
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cogl_program_use (priv->program);
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clutter_shader_effect_update_uniforms (CLUTTER_SHADER_EFFECT (effect));
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/* associate the program to the offscreen target material */
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material = clutter_offscreen_effect_get_target (effect);
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cogl_material_set_user_program (material, priv->program);
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out:
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/* paint the offscreen buffer */
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class);
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parent->paint_target (effect);
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/* unset the shader */
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cogl_program_use (COGL_INVALID_HANDLE);
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}
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static void
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