mutter/gles/cogl-shader.c
Robert Bragg 6db0d42193 [cogl] Remove the COGL{enum,int,uint} typedefs
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.

The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.

The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.

cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
2009-05-12 14:53:44 +01:00

222 lines
4.6 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-shader-private.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#ifdef HAVE_COGL_GLES2
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glDeleteShader (shader->gl_handle);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
GLenum gl_type;
if (type == COGL_SHADER_TYPE_VERTEX)
gl_type = GL_VERTEX_SHADER;
else if (type == COGL_SHADER_TYPE_FRAGMENT)
gl_type = GL_FRAGMENT_SHADER;
else
{
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
shader = g_slice_new (CoglShader);
shader->gl_handle = glCreateShader (gl_type);
return _cogl_shader_handle_new (shader);
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
glShaderSource (shader->gl_handle, 1, &source, NULL);
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
glCompileShader (shader->gl_handle);
}
void
cogl_shader_get_info_log (CoglHandle handle,
size_t size,
char *buffer)
{
CoglShader *shader;
int len = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = _cogl_shader_pointer_from_handle (handle);
glGetShaderInfoLog (shader->gl_handle, size - 1, &len, buffer);
buffer[len] = '\0';
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
GLint type;
CoglShader *shader;
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
shader = _cogl_shader_pointer_from_handle (handle);
GE (glGetShaderiv (shader->gl_handle, GL_SHADER_TYPE, &type));
if (type == GL_VERTEX_SHADER)
return COGL_SHADER_TYPE_VERTEX;
else if (type == GL_FRAGMENT_SHADER)
return COGL_SHADER_TYPE_VERTEX;
else
{
g_warning ("Unexpected shader type 0x%08lX", (unsigned long)type);
return COGL_SHADER_TYPE_VERTEX;
}
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
GLint status;
CoglShader *shader;
if (!cogl_is_shader (handle))
return FALSE;
shader = _cogl_shader_pointer_from_handle (handle);
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
else
return FALSE;
}
#else /* HAVE_COGL_GLES2 */
/* No support on regular OpenGL 1.1 */
CoglHandle
cogl_create_shader (CoglShaderType type)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_shader (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_shader_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_shader_unref (CoglHandle handle)
{
}
void
cogl_shader_source (CoglHandle shader,
const char *source)
{
}
void
cogl_shader_compile (CoglHandle shader_handle)
{
}
void
cogl_shader_get_info_log (CoglHandle handle,
size_t size,
char *buffer)
{
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
return COGL_SHADER_TYPE_VERTEX;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
return FALSE;
}
#endif /* HAVE_COGL_GLES2 */