mirror of
https://github.com/brl/mutter.git
synced 2024-12-29 06:12:14 +00:00
f5dac3a5d9
Group all the three config files from clutter/cogl/meta into one and also remove unnused configurations and replace duplicated ones This also fixes Cogl usage of HAS_X11/HAS_XLIB to match the expected build options Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3368>
118 lines
3.0 KiB
C
118 lines
3.0 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#include "config.h"
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#include "cogl/cogl-context-private.h"
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#include "cogl/cogl-glsl-shader-boilerplate.h"
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#include "cogl/driver/gl/cogl-util-gl-private.h"
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#include "cogl/deprecated/cogl-shader-private.h"
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#include <glib.h>
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#include <string.h>
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G_DEFINE_TYPE (CoglShader, cogl_shader, G_TYPE_OBJECT);
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static void
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cogl_shader_dispose (GObject *object)
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{
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CoglShader *shader = COGL_SHADER (object);
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (shader->gl_handle)
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GE (ctx, glDeleteShader (shader->gl_handle));
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G_OBJECT_CLASS (cogl_shader_parent_class)->dispose (object);
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}
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static void
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cogl_shader_init (CoglShader *shader)
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{
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}
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static void
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cogl_shader_class_init (CoglShaderClass *class)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (class);
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object_class->dispose = cogl_shader_dispose;
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}
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CoglShader*
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NULL);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return NULL;
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}
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shader = g_object_new (COGL_TYPE_SHADER, NULL);
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shader->gl_handle = 0;
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shader->compilation_pipeline = NULL;
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shader->type = type;
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return shader;
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}
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void
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cogl_shader_source (CoglShader *self,
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const char *source)
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{
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g_return_if_fail (COGL_IS_SHADER (self));
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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self->source = g_strdup (source);
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}
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CoglShaderType
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cogl_shader_get_shader_type (CoglShader *self)
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{
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g_return_val_if_fail (COGL_IS_SHADER (self), COGL_SHADER_TYPE_VERTEX);
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_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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return self->type;
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}
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