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1bcdf7d9eb
Bug 1219 - Clean up cogl.h * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-offscreen.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-shader.h: * clutter/cogl/cogl-texture.h: * clutter/cogl/cogl-types.h: Split up the massive cogl.h file into sub-header for each section of the API. * clutter/cogl/gl/*: * clutter/cogl/gles/*: Update the GL and GLES implementations of COGL to cope with the new header structure. * doc/reference/cogl/Makefile.am: Fix symbol retrieval.
185 lines
3.9 KiB
C
185 lines
3.9 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2008 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-shader-private.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#ifdef HAVE_COGL_GLES2
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader, shader_handles);
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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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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glDeleteShader (shader->gl_handle);
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}
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CoglHandle
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cogl_create_shader (COGLenum shaderType)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, 0);
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shader = g_slice_new (CoglShader);
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shader->ref_count = 1;
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shader->gl_handle = glCreateShader (shaderType);
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shader->type = shaderType;
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COGL_HANDLE_DEBUG_NEW (shader, shader);
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return _cogl_shader_handle_new (shader);
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}
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void
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cogl_shader_source (CoglHandle handle,
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const gchar *source)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glShaderSource (shader->gl_handle, 1, &source, NULL);
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glCompileShader (shader->gl_handle);
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}
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void
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cogl_shader_get_info_log (CoglHandle handle,
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guint size,
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gchar *buffer)
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{
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CoglShader *shader;
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COGLint len = 0;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glGetShaderInfoLog (shader->gl_handle, size - 1, &len, buffer);
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buffer[len] = '\0';
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}
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void
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cogl_shader_get_parameteriv (CoglHandle handle,
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COGLenum pname,
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COGLint *dest)
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{
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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glGetShaderiv (shader->gl_handle, pname, dest);
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}
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#else /* HAVE_COGL_GLES2 */
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/* No support on regular OpenGL 1.1 */
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CoglHandle
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cogl_create_shader (COGLenum shaderType)
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{
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return COGL_INVALID_HANDLE;
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}
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gboolean
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cogl_is_shader (CoglHandle handle)
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{
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return FALSE;
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}
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CoglHandle
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cogl_shader_ref (CoglHandle handle)
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{
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return COGL_INVALID_HANDLE;
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}
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void
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cogl_shader_unref (CoglHandle handle)
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{
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}
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void
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cogl_shader_source (CoglHandle shader,
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const gchar *source)
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{
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}
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void
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cogl_shader_compile (CoglHandle shader_handle)
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{
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}
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void
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cogl_shader_get_info_log (CoglHandle handle,
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guint size,
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gchar *buffer)
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{
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}
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void
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cogl_shader_get_parameteriv (CoglHandle handle,
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COGLenum pname,
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COGLint *dest)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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