mirror of
https://github.com/brl/mutter.git
synced 2024-12-24 12:02:04 +00:00
b884bc4dd5
* clutter/clutter-shader.c (clutter_shader_constructor): Keep the constructor line under the 80 columns using a variable.
721 lines
18 KiB
C
721 lines
18 KiB
C
/*
|
|
* Clutter.
|
|
*
|
|
* An OpenGL based 'interactive canvas' library.
|
|
*
|
|
* Authored By Matthew Allum <mallum@openedhand.com>
|
|
* Øyvind Kolås <pippin@o-hand.com>
|
|
*
|
|
* Copyright (C) 2007 OpenedHand
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the
|
|
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
|
* Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
/**
|
|
* SECTION:clutter-shader
|
|
* @short_description: Programmable pipeline abstraction
|
|
*
|
|
* #ClutterShader is an object providing an abstraction over the
|
|
* OpenGL programmable pipeline. By using #ClutterShader<!-- -->s is
|
|
* possible to override the drawing pipeline by using small programs
|
|
* also known as "shaders".
|
|
*
|
|
* #ClutterShader is available since Clutter 0.6
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
|
|
#ifdef HAVE_UNISTD_H
|
|
#include <unistd.h>
|
|
#endif
|
|
|
|
#include <glib.h>
|
|
|
|
#include <cogl/cogl.h>
|
|
|
|
#include "clutter-debug.h"
|
|
#include "clutter-private.h"
|
|
#include "clutter-shader.h"
|
|
|
|
static GList *clutter_shaders_list = NULL;
|
|
|
|
#define CLUTTER_SHADER_GET_PRIVATE(obj) \
|
|
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
|
|
CLUTTER_TYPE_SHADER, ClutterShaderPrivate))
|
|
|
|
typedef enum {
|
|
CLUTTER_VERTEX_SHADER,
|
|
CLUTTER_FRAGMENT_SHADER
|
|
} ClutterShaderType;
|
|
|
|
struct _ClutterShaderPrivate
|
|
{
|
|
guint bound : 1; /* Shader is bound to the GL context */
|
|
guint is_enabled : 1;
|
|
|
|
guint vertex_is_glsl : 1;
|
|
guint fragment_is_glsl : 1;
|
|
|
|
gchar *vertex_source; /* GLSL source for vertex shader */
|
|
gchar *fragment_source; /* GLSL source for fragment shader */
|
|
|
|
COGLhandle program;
|
|
|
|
COGLhandle vertex_shader;
|
|
COGLhandle fragment_shader;
|
|
};
|
|
|
|
enum
|
|
{
|
|
PROP_0,
|
|
|
|
PROP_VERTEX_SOURCE,
|
|
PROP_FRAGMENT_SOURCE,
|
|
PROP_BOUND,
|
|
PROP_ENABLED
|
|
};
|
|
|
|
G_DEFINE_TYPE (ClutterShader, clutter_shader, G_TYPE_OBJECT);
|
|
|
|
G_CONST_RETURN gchar *clutter_shader_get_source (ClutterShader *shader,
|
|
ClutterShaderType type);
|
|
|
|
static void
|
|
clutter_shader_finalize (GObject *object)
|
|
{
|
|
ClutterShader *shader;
|
|
ClutterShaderPrivate *priv;
|
|
|
|
shader = CLUTTER_SHADER (object);
|
|
priv = shader->priv;
|
|
|
|
clutter_shader_release (shader);
|
|
|
|
clutter_shaders_list = g_list_remove (clutter_shaders_list, object);
|
|
|
|
g_free (priv->fragment_source);
|
|
g_free (priv->vertex_source);
|
|
|
|
G_OBJECT_CLASS (clutter_shader_parent_class)->finalize (object);
|
|
}
|
|
|
|
static void
|
|
clutter_shader_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterShader *shader = CLUTTER_SHADER(object);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_VERTEX_SOURCE:
|
|
clutter_shader_set_vertex_source (shader,
|
|
g_value_get_string (value), -1);
|
|
break;
|
|
case PROP_FRAGMENT_SOURCE:
|
|
clutter_shader_set_fragment_source (shader,
|
|
g_value_get_string (value), -1);
|
|
break;
|
|
case PROP_ENABLED:
|
|
clutter_shader_set_is_enabled (shader, g_value_get_boolean (value));
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_shader_get_property (GObject *object,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterShader *shader;
|
|
ClutterShaderPrivate *priv;
|
|
|
|
shader = CLUTTER_SHADER(object);
|
|
priv = shader->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_VERTEX_SOURCE:
|
|
g_value_set_string (value, priv->vertex_source);
|
|
break;
|
|
case PROP_FRAGMENT_SOURCE:
|
|
g_value_set_string (value, priv->fragment_source);
|
|
break;
|
|
case PROP_BOUND:
|
|
g_value_set_boolean (value, priv->bound);
|
|
break;
|
|
case PROP_ENABLED:
|
|
g_value_set_boolean (value, priv->is_enabled);
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static GObject *
|
|
clutter_shader_constructor (GType type,
|
|
guint n_params,
|
|
GObjectConstructParam *params)
|
|
{
|
|
GObjectClass *parent_class;
|
|
GObject *object;
|
|
|
|
parent_class = G_OBJECT_CLASS (clutter_shader_parent_class);
|
|
object = parent_class->constructor (type, n_params, params);
|
|
|
|
/* add this instance to the global list of shaders */
|
|
clutter_shaders_list = g_list_prepend (clutter_shaders_list, object);
|
|
|
|
return object;
|
|
}
|
|
|
|
|
|
static void
|
|
clutter_shader_class_init (ClutterShaderClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
|
|
object_class->finalize = clutter_shader_finalize;
|
|
object_class->set_property = clutter_shader_set_property;
|
|
object_class->get_property = clutter_shader_get_property;
|
|
object_class->constructor = clutter_shader_constructor;
|
|
|
|
g_type_class_add_private (klass, sizeof (ClutterShaderPrivate));
|
|
|
|
/**
|
|
* ClutterShader:vertex-source:
|
|
*
|
|
* GLSL source code for the vertex shader part of the shader program, if any.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_VERTEX_SOURCE,
|
|
g_param_spec_string ("vertex-source",
|
|
"Vertex Source",
|
|
"Source of vertex shader",
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterShader:fragment-source:
|
|
*
|
|
* GLSL source code for the fragment shader part of the shader program.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_FRAGMENT_SOURCE,
|
|
g_param_spec_string ("fragment-source",
|
|
"Fragment Source",
|
|
"Source of fragment shader",
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterShader:bound:
|
|
*
|
|
* Whether the shader is bound (compiled and linked, ready for use
|
|
* in the GL context).
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_BOUND,
|
|
g_param_spec_boolean ("bound",
|
|
"Bound",
|
|
"Whether the shader is bound",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE));
|
|
/**
|
|
* ClutterShader:enabled:
|
|
*
|
|
* Whether the shader is currently used in the GL rendering pipeline.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ENABLED,
|
|
g_param_spec_boolean ("enabled",
|
|
"Enabled",
|
|
"Whether the shader is enabled",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
}
|
|
|
|
static void
|
|
clutter_shader_init (ClutterShader *self)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
|
|
priv = self->priv = CLUTTER_SHADER_GET_PRIVATE (self);
|
|
|
|
priv->bound = FALSE;
|
|
|
|
priv->vertex_source = NULL;
|
|
priv->fragment_source = NULL;
|
|
|
|
priv->program = 0;
|
|
priv->vertex_shader = 0;
|
|
priv->fragment_shader = 0;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_new:
|
|
*
|
|
* Create a new #ClutterShader instance.
|
|
*
|
|
* Return value: a new #ClutterShader.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterShader *
|
|
clutter_shader_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_SHADER, NULL);
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_shader_set_fragment_source:
|
|
* @shader: a #ClutterShader
|
|
* @data: GLSL source code.
|
|
* @length: length of source buffer (currently ignored)
|
|
*
|
|
* Sets the GLSL source code to be used by a #ClutterShader for the fragment
|
|
* program.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_set_fragment_source (ClutterShader *shader,
|
|
const gchar *data,
|
|
gssize length)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
gboolean is_glsl;
|
|
|
|
/* FIXME: do not ignore length, since we are exposing it in the API */
|
|
|
|
if (shader == NULL)
|
|
g_error ("quack!");
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
g_return_if_fail (data != NULL);
|
|
|
|
priv = shader->priv;
|
|
|
|
/* release shader if bound when changing the source, the shader will
|
|
* automatically be rebound on the next use.
|
|
*/
|
|
if (clutter_shader_is_bound (shader))
|
|
clutter_shader_release (shader);
|
|
|
|
is_glsl = !g_str_has_prefix (data, "!!ARBfp");
|
|
|
|
g_free (priv->fragment_source);
|
|
|
|
CLUTTER_NOTE (SHADER, "setting fragment shader (GLSL:%s, len:%"
|
|
G_GSSIZE_FORMAT ")",
|
|
is_glsl ? "yes" : "no",
|
|
length);
|
|
|
|
priv->fragment_source = g_strdup (data);
|
|
priv->fragment_is_glsl = is_glsl;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_set_vertex_source:
|
|
* @shader: a #ClutterShader
|
|
* @data: GLSL source code.
|
|
* @length: length of source buffer (currently ignored)
|
|
*
|
|
* Sets the GLSL source code to be used by a #ClutterShader for the vertex
|
|
* program.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_set_vertex_source (ClutterShader *shader,
|
|
const gchar *data,
|
|
gssize length)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
gboolean is_glsl;
|
|
|
|
if (shader == NULL)
|
|
g_error ("quack!");
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
g_return_if_fail (data != NULL);
|
|
|
|
priv = shader->priv;
|
|
|
|
/* release shader if bound when changing the source, the shader will
|
|
* automatically be rebound on the next use.
|
|
*/
|
|
if (clutter_shader_is_bound (shader))
|
|
clutter_shader_release (shader);
|
|
|
|
is_glsl = !g_str_has_prefix (data, "!!ARBvp");
|
|
|
|
g_free (priv->vertex_source);
|
|
|
|
CLUTTER_NOTE (SHADER, "setting vertex shader (GLSL:%s, len:%"
|
|
G_GSSIZE_FORMAT ")",
|
|
is_glsl ? "yes" : "no",
|
|
length);
|
|
|
|
priv->vertex_source = g_strdup (data);
|
|
priv->vertex_is_glsl = is_glsl;
|
|
}
|
|
|
|
static gboolean
|
|
bind_glsl_shader (ClutterShader *self,
|
|
GError **error)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
priv = self->priv;
|
|
|
|
cogl_enable (CGL_FRAGMENT_SHADER);
|
|
cogl_enable (CGL_VERTEX_SHADER);
|
|
|
|
priv->program = cogl_create_program ();
|
|
|
|
if (priv->vertex_is_glsl && priv->vertex_source)
|
|
{
|
|
priv->vertex_shader = cogl_create_shader (CGL_VERTEX_SHADER);
|
|
|
|
cogl_shader_source (priv->vertex_shader, priv->vertex_source);
|
|
cogl_shader_compile (priv->vertex_shader);
|
|
cogl_program_attach_shader (priv->program, priv->vertex_shader);
|
|
}
|
|
|
|
if (priv->fragment_is_glsl && priv->fragment_source)
|
|
{
|
|
GLint compiled = CGL_FALSE;
|
|
|
|
priv->fragment_shader = cogl_create_shader (CGL_FRAGMENT_SHADER);
|
|
|
|
cogl_shader_source (priv->fragment_shader, priv->fragment_source);
|
|
cogl_shader_compile (priv->fragment_shader);
|
|
|
|
cogl_shader_get_parameteriv (priv->fragment_shader,
|
|
CGL_OBJECT_COMPILE_STATUS,
|
|
&compiled);
|
|
if (compiled != CGL_TRUE)
|
|
{
|
|
gchar error_buf[512];
|
|
|
|
cogl_shader_get_info_log (priv->fragment_shader, 512, error_buf);
|
|
|
|
g_set_error (error, CLUTTER_SHADER_ERROR,
|
|
CLUTTER_SHADER_ERROR_COMPILE,
|
|
"Shader compilation failed: %s",
|
|
error_buf);
|
|
|
|
return FALSE;
|
|
}
|
|
else
|
|
cogl_program_attach_shader (priv->program, priv->fragment_shader);
|
|
}
|
|
|
|
cogl_program_link (priv->program);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_bind:
|
|
* @shader: a #ClutterShader
|
|
* @error: return location for a #GError, or %NULL
|
|
*
|
|
* Compile and link GLSL sources set for vertex and fragment shaders for
|
|
* a #ClutterShader. If the compilation fails and a #GError return location is
|
|
* provided the error will contain the errors from the compiler, if any.
|
|
*
|
|
* Return value: returns TRUE if the shader was succesfully bound.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_shader_bind (ClutterShader *shader,
|
|
GError **error)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
priv = shader->priv;
|
|
|
|
if (priv->bound)
|
|
return priv->bound;
|
|
|
|
if ((priv->vertex_source && !priv->vertex_is_glsl) ||
|
|
(priv->fragment_source && !priv->fragment_is_glsl))
|
|
{
|
|
/* XXX: Could remove this check, since we only advertise support for GLSL
|
|
* shaders anyways. */
|
|
g_set_error (error, CLUTTER_SHADER_ERROR,
|
|
CLUTTER_SHADER_ERROR_NO_ASM,
|
|
"ASM shaders not supported");
|
|
priv->bound = FALSE;
|
|
return priv->bound;
|
|
}
|
|
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
|
{
|
|
g_set_error (error, CLUTTER_SHADER_ERROR,
|
|
CLUTTER_SHADER_ERROR_NO_GLSL,
|
|
"GLSL shaders not supported");
|
|
priv->bound = FALSE;
|
|
return priv->bound;
|
|
}
|
|
|
|
priv->bound = bind_glsl_shader (shader, error);
|
|
|
|
if (priv->bound)
|
|
g_object_notify (G_OBJECT (shader), "bound");
|
|
|
|
return priv->bound;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_release:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Free up any GL context resources held by the shader.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_release (ClutterShader *shader)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
if (!priv->bound)
|
|
return;
|
|
|
|
g_assert (priv->program);
|
|
|
|
if (priv->vertex_is_glsl && priv->vertex_shader)
|
|
cogl_shader_destroy (priv->vertex_shader);
|
|
|
|
if (priv->fragment_is_glsl && priv->fragment_shader)
|
|
cogl_shader_destroy (priv->fragment_shader);
|
|
|
|
if (priv->program)
|
|
cogl_program_destroy (priv->program);
|
|
|
|
priv->vertex_shader = 0;
|
|
priv->fragment_shader = 0;
|
|
priv->program = 0;
|
|
priv->bound = FALSE;
|
|
|
|
g_object_notify (G_OBJECT (shader), "bound");
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_is_bound:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Checks whether @shader is is currently compiled, linked and bound
|
|
* to the GL context.
|
|
*
|
|
* Return value: %TRUE if the shader is compiled, linked and ready for use.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_shader_is_bound (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
return shader->priv->bound;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_set_is_enabled:
|
|
* @shader: a #ClutterShader
|
|
* @enabled: The new state of the shader.
|
|
*
|
|
* Enable a shader, will attempt to bind the shader if it isn't already bound.
|
|
* When FALSE is passed in the default state of the GL pipeline will be used
|
|
* instead.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_set_is_enabled (ClutterShader *shader,
|
|
gboolean enabled)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
if (priv->is_enabled != enabled)
|
|
{
|
|
GError *error = NULL;
|
|
gboolean res;
|
|
|
|
res = clutter_shader_bind (shader, &error);
|
|
if (!res)
|
|
{
|
|
g_warning ("Unable to bind the shader: %s",
|
|
error ? error->message : "unknown error");
|
|
if (error)
|
|
g_error_free (error);
|
|
|
|
return;
|
|
}
|
|
|
|
priv->is_enabled = enabled;
|
|
|
|
if (priv->is_enabled)
|
|
cogl_program_use (priv->program);
|
|
else
|
|
cogl_program_use (0);
|
|
|
|
g_object_notify (G_OBJECT (shader), "enabled");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_is_enabled:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Checks whether @shader is enabled.
|
|
*
|
|
* Return value: %TRUE if the shader is enabled.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_shader_get_is_enabled (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
return shader->priv->is_enabled;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_set_uniform_1f:
|
|
* @shader: a #ClutterShader
|
|
* @name: name of uniform in vertex or fragment program to set.
|
|
* @value: the new value of the uniform.
|
|
*
|
|
* Sets a user configurable variable in the shader programs attached
|
|
* to a #ClutterShader.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_set_uniform_1f (ClutterShader *shader,
|
|
const gchar *name,
|
|
gfloat value)
|
|
{
|
|
ClutterShaderPrivate *priv;
|
|
GLint location = 0;
|
|
GLfloat foo = value;
|
|
|
|
g_return_if_fail (CLUTTER_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
location = cogl_program_get_uniform_location (priv->program, name);
|
|
cogl_program_uniform_1f (location, foo);
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_release_all:
|
|
*
|
|
* Iterate through all #ClutterShaders and tell them to release GL context
|
|
* related sources.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_shader_release_all (void)
|
|
{
|
|
g_list_foreach (clutter_shaders_list,
|
|
(GFunc) clutter_shader_release,
|
|
NULL);
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_shader_get_fragment_source:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Query the current GLSL fragment source set on @shader.
|
|
*
|
|
* Return value: the source of the fragment shader for this
|
|
* ClutterShader object or %NULL. The returned string is owned by the
|
|
* shader object and should never be modified or freed
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
G_CONST_RETURN gchar *
|
|
clutter_shader_get_fragment_source (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
|
return shader->priv->fragment_source;
|
|
}
|
|
|
|
/**
|
|
* clutter_shader_get_vertex_source:
|
|
* @shader: a #ClutterShader
|
|
*
|
|
* Query the current GLSL vertex source set on @shader.
|
|
*
|
|
* Return value: the source of the vertex shader for this
|
|
* ClutterShader object or %NULL. The returned string is owned by the
|
|
* shader object and should never be modified or freed
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
G_CONST_RETURN gchar *
|
|
clutter_shader_get_vertex_source (ClutterShader *shader)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_SHADER (shader), NULL);
|
|
return shader->priv->vertex_source;
|
|
}
|
|
|
|
GQuark
|
|
clutter_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("clutter-shader-error");
|
|
}
|