mutter/cogl/cogl/deprecated/cogl-shader.c
Bilal Elmoussaoui f5dac3a5d9 build: One config file to rule them all
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>
2023-11-15 12:00:19 +00:00

118 lines
3.0 KiB
C

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