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b72f255c0a
Since we've had several developers from admirable projects say they would like to use Cogl but would really prefer not to pull in gobject,gmodule and glib as extra dependencies we are investigating if we can get to the point where glib is only an optional dependency. Actually we feel like we only make minimal use of glib anyway, so it may well be quite straightforward to achieve this. This adds a --disable-glib configure option that can be used to disable features that depend on glib. Actually --disable-glib doesn't strictly disable glib at this point because it's more helpful if cogl continues to build as we make incremental progress towards this. The first use of glib that this patch tackles is the use of g_return_val_if_fail and g_return_if_fail which have been replaced with equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros. Reviewed-by: Neil Roberts <neil@linux.intel.com>
600 lines
17 KiB
C
600 lines
17 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*
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*
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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-util.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-handle.h"
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#include "cogl-shader-private.h"
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#include "cogl-program-private.h"
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#include <string.h>
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static void _cogl_program_free (CoglProgram *program);
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COGL_HANDLE_DEFINE (Program, program);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (program);
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/* A CoglProgram is effectively just a list of shaders that will be
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used together and a set of values for the custom uniforms. No
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actual GL program is created - instead this is the responsibility
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of the GLSL material backend. The uniform values are collected in
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an array and then flushed whenever the material backend requests
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it. */
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static void
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_cogl_program_free (CoglProgram *program)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Unref all of the attached shaders */
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g_slist_foreach (program->attached_shaders, (GFunc) cogl_handle_unref, NULL);
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/* Destroy the list */
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g_slist_free (program->attached_shaders);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms, CoglProgramUniform, i);
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g_free (uniform->name);
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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}
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g_array_free (program->custom_uniforms, TRUE);
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g_slice_free (CoglProgram, program);
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}
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CoglHandle
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cogl_create_program (void)
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{
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CoglProgram *program;
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program = g_slice_new0 (CoglProgram);
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program->custom_uniforms =
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g_array_new (FALSE, FALSE, sizeof (CoglProgramUniform));
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program->age = 0;
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return _cogl_program_handle_new (program);
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}
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void
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cogl_program_attach_shader (CoglHandle program_handle,
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CoglHandle shader_handle)
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{
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CoglProgram *program;
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CoglShader *shader;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle))
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return;
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program = _cogl_program_pointer_from_handle (program_handle);
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shader = _cogl_shader_pointer_from_handle (shader_handle);
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/* Only one shader is allowed if the type is ARBfp */
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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_COGL_RETURN_IF_FAIL (program->attached_shaders == NULL);
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else if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
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_COGL_RETURN_IF_FAIL (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL);
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program->attached_shaders
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= g_slist_prepend (program->attached_shaders,
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cogl_handle_ref (shader_handle));
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program->age++;
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}
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void
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cogl_program_link (CoglHandle handle)
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{
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/* There's no point in linking the program here because it will have
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to be relinked with a different fixed functionality shader
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whenever the settings change */
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}
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void
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cogl_program_use (CoglHandle handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (handle == COGL_INVALID_HANDLE ||
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cogl_is_program (handle));
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if (ctx->current_program == 0 && handle != 0)
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ctx->legacy_state_set++;
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else if (handle == 0 && ctx->current_program != 0)
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ctx->legacy_state_set--;
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if (handle != COGL_INVALID_HANDLE)
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cogl_handle_ref (handle);
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if (ctx->current_program != COGL_INVALID_HANDLE)
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cogl_handle_unref (ctx->current_program);
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ctx->current_program = handle;
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}
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int
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cogl_program_get_uniform_location (CoglHandle handle,
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const char *uniform_name)
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{
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int i;
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CoglProgram *program;
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CoglProgramUniform *uniform;
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if (!cogl_is_program (handle))
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return -1;
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program = _cogl_program_pointer_from_handle (handle);
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/* We can't just ask the GL program object for the uniform location
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directly because it will change every time the program is linked
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with a different shader. Instead we make our own mapping of
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uniform numbers and cache the names */
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (!strcmp (uniform->name, uniform_name))
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return i;
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}
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/* Create a new uniform with the given name */
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g_array_set_size (program->custom_uniforms,
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program->custom_uniforms->len + 1);
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform,
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program->custom_uniforms->len - 1);
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uniform->name = g_strdup (uniform_name);
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memset (&uniform->value, 0, sizeof (CoglBoxedValue));
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uniform->dirty = TRUE;
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uniform->location_valid = FALSE;
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return program->custom_uniforms->len - 1;
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}
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static void
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cogl_program_uniform_x (CoglHandle handle,
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int uniform_no,
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int size,
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int count,
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CoglBoxedType type,
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gsize value_size,
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gconstpointer value,
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gboolean transpose)
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{
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CoglProgram *program = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (cogl_is_program (handle));
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_COGL_RETURN_IF_FAIL (program != NULL);
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if (uniform_no >= 0 && uniform_no < program->custom_uniforms->len &&
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size >= 1 && size <= 4 && count >= 1)
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{
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CoglProgramUniform *uniform =
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&g_array_index (program->custom_uniforms,
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CoglProgramUniform, uniform_no);
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if (count == 1)
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{
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if (uniform->value.count > 1)
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g_free (uniform->value.v.array);
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memcpy (uniform->value.v.float_value, value, value_size);
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}
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else
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{
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if (uniform->value.count > 1)
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{
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if (uniform->value.count != count ||
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uniform->value.size != size ||
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uniform->value.type != type)
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{
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g_free (uniform->value.v.array);
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uniform->value.v.array = g_malloc (count * value_size);
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}
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}
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else
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uniform->value.v.array = g_malloc (count * value_size);
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memcpy (uniform->value.v.array, value, count * value_size);
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}
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uniform->value.type = type;
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uniform->value.size = size;
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uniform->value.count = count;
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uniform->dirty = TRUE;
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}
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}
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void
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cogl_program_uniform_1f (int uniform_no,
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float value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value, FALSE);
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}
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void
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cogl_program_set_uniform_1f (CoglHandle handle,
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int uniform_location,
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float value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_FLOAT,
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sizeof (float), &value, FALSE);
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}
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void
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cogl_program_uniform_1i (int uniform_no,
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int value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value, FALSE);
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}
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void
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cogl_program_set_uniform_1i (CoglHandle handle,
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int uniform_location,
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int value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, 1, 1, COGL_BOXED_INT,
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sizeof (int), &value, FALSE);
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}
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void
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cogl_program_uniform_float (int uniform_no,
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int size,
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int count,
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const GLfloat *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_FLOAT,
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sizeof (float) * size, value, FALSE);
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}
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void
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cogl_program_set_uniform_float (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const float *value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_FLOAT,
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sizeof (float) * n_components, value, FALSE);
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}
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void
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cogl_program_uniform_int (int uniform_no,
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int size,
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int count,
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const GLint *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_uniform_x (ctx->current_program,
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uniform_no, size, count, COGL_BOXED_INT,
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sizeof (int) * size, value, FALSE);
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}
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void
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cogl_program_set_uniform_int (CoglHandle handle,
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int uniform_location,
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int n_components,
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int count,
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const int *value)
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{
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cogl_program_uniform_x (handle,
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uniform_location, n_components, count,
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COGL_BOXED_INT,
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sizeof (int) * n_components, value, FALSE);
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}
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void
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cogl_program_set_uniform_matrix (CoglHandle handle,
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int uniform_location,
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int dimensions,
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int count,
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gboolean transpose,
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const float *value)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_program (handle));
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cogl_program_uniform_x (handle,
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uniform_location, dimensions, count,
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COGL_BOXED_MATRIX,
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sizeof (float) * dimensions * dimensions,
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value,
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transpose);
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}
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void
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cogl_program_uniform_matrix (int uniform_no,
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int size,
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int count,
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gboolean transpose,
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const float *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_program_set_uniform_matrix (ctx->current_program,
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uniform_no, size, count, transpose, value);
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}
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/* ARBfp local parameters can be referenced like:
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*
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* "program.local[5]"
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* ^14char offset (after whitespace is stripped)
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*/
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static int
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get_local_param_index (const char *uniform_name)
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{
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char *input = g_strdup (uniform_name);
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int i;
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char *p = input;
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char *endptr;
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int _index;
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for (i = 0; input[i] != '\0'; i++)
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if (input[i] != '_' && input[i] != '\t')
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*p++ = input[i];
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input[i] = '\0';
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_COGL_RETURN_VAL_IF_FAIL (strncmp ("program.local[", input, 14) == 0, -1);
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_index = g_ascii_strtoull (input + 14, &endptr, 10);
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_COGL_RETURN_VAL_IF_FAIL (endptr != input + 14, -1);
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_COGL_RETURN_VAL_IF_FAIL (*endptr == ']', -1);
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_COGL_RETURN_VAL_IF_FAIL (_index >= 0, -1);
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g_free (input);
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return _index;
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}
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static void
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_cogl_program_flush_uniform_glsl (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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switch (value->type)
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{
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case COGL_BOXED_NONE:
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break;
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case COGL_BOXED_INT:
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{
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int *ptr;
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if (value->count == 1)
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ptr = value->v.int_value;
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else
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ptr = value->v.int_array;
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switch (value->size)
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{
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case 1: ctx->glUniform1iv (location, value->count, ptr); break;
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case 2: ctx->glUniform2iv (location, value->count, ptr); break;
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case 3: ctx->glUniform3iv (location, value->count, ptr); break;
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case 4: ctx->glUniform4iv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_FLOAT:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.float_value;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 1: ctx->glUniform1fv (location, value->count, ptr); break;
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case 2: ctx->glUniform2fv (location, value->count, ptr); break;
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case 3: ctx->glUniform3fv (location, value->count, ptr); break;
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case 4: ctx->glUniform4fv (location, value->count, ptr); break;
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}
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}
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break;
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case COGL_BOXED_MATRIX:
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{
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float *ptr;
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if (value->count == 1)
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ptr = value->v.matrix;
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else
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ptr = value->v.float_array;
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switch (value->size)
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{
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case 2:
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ctx->glUniformMatrix2fv (location, value->count,
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value->transpose, ptr);
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break;
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case 3:
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ctx->glUniformMatrix3fv (location, value->count,
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value->transpose, ptr);
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break;
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case 4:
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ctx->glUniformMatrix4fv (location, value->count,
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value->transpose, ptr);
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break;
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}
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}
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break;
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}
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}
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#ifdef HAVE_COGL_GL
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static void
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_cogl_program_flush_uniform_arbfp (GLint location,
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CoglBoxedValue *value)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (value->type != COGL_BOXED_NONE)
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{
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_COGL_RETURN_IF_FAIL (value->type == COGL_BOXED_FLOAT);
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_COGL_RETURN_IF_FAIL (value->size == 4);
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_COGL_RETURN_IF_FAIL (value->count == 1);
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GE( ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB, location,
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value->v.float_value) );
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}
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}
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#endif /* HAVE_COGL_GL */
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void
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_cogl_program_flush_uniforms (CoglProgram *program,
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GLuint gl_program,
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gboolean gl_program_changed)
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{
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CoglProgramUniform *uniform;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_RETURN_IF_FAIL (ctx->driver != COGL_DRIVER_GLES1);
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for (i = 0; i < program->custom_uniforms->len; i++)
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{
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uniform = &g_array_index (program->custom_uniforms,
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CoglProgramUniform, i);
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if (gl_program_changed || uniform->dirty)
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{
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if (gl_program_changed || !uniform->location_valid)
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{
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if (_cogl_program_get_language (program) ==
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COGL_SHADER_LANGUAGE_GLSL)
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uniform->location =
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ctx->glGetUniformLocation (gl_program, uniform->name);
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else
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uniform->location =
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get_local_param_index (uniform->name);
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uniform->location_valid = TRUE;
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}
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/* If the uniform isn't really in the program then there's
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no need to actually set it */
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if (uniform->location != -1)
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{
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switch (_cogl_program_get_language (program))
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{
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case COGL_SHADER_LANGUAGE_GLSL:
|
|
_cogl_program_flush_uniform_glsl (uniform->location,
|
|
&uniform->value);
|
|
break;
|
|
|
|
case COGL_SHADER_LANGUAGE_ARBFP:
|
|
#ifdef HAVE_COGL_GL
|
|
_cogl_program_flush_uniform_arbfp (uniform->location,
|
|
&uniform->value);
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
uniform->dirty = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
CoglShaderLanguage
|
|
_cogl_program_get_language (CoglHandle handle)
|
|
{
|
|
CoglProgram *program = handle;
|
|
|
|
/* Use the language of the first shader */
|
|
|
|
if (program->attached_shaders)
|
|
{
|
|
CoglShader *shader = program->attached_shaders->data;
|
|
return shader->language;
|
|
}
|
|
else
|
|
return COGL_SHADER_LANGUAGE_GLSL;
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_program_has_shader_type (CoglProgram *program,
|
|
CoglShaderType type)
|
|
{
|
|
GSList *l;
|
|
|
|
for (l = program->attached_shaders; l; l = l->next)
|
|
{
|
|
CoglShader *shader = l->data;
|
|
|
|
if (shader->type == type)
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_fragment_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_FRAGMENT);
|
|
}
|
|
|
|
gboolean
|
|
_cogl_program_has_vertex_shader (CoglHandle handle)
|
|
{
|
|
return _cogl_program_has_shader_type (handle, COGL_SHADER_TYPE_VERTEX);
|
|
}
|