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https://github.com/brl/mutter.git
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acc44161c1
As part of an effort to improve the architecture of CoglMaterial internally this overhauls how we flush layer state to OpenGL by adding a formal backend abstraction for fragment processing and further formalizing the CoglTextureUnit abstraction. There are three backends: "glsl", "arbfp" and "fixed". The fixed backend uses the OpenGL fixed function APIs to setup the fragment processing, the arbfp backend uses code generation to handle fragment processing using an ARBfp program, and the GLSL backend is currently only there as a formality to handle user programs associated with a material. (i.e. the glsl backend doesn't yet support code generation) The GLSL backend has highest precedence, then arbfp and finally the fixed. If a backend can't support some particular CoglMaterial feature then it will fallback to the next backend. This adds three new COGL_DEBUG options: * "disable-texturing" as expected should disable all texturing * "disable-arbfp" always make the arbfp backend fallback * "disable-glsl" always make the glsl backend fallback * "show-source" show code generated by the arbfp/glsl backends
350 lines
8.1 KiB
C
350 lines
8.1 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 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-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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#include <string.h>
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#include "cogl-shader-private.h"
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#include "cogl-program.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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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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_cogl_gles2_clear_cache_for_program ((CoglHandle) program);
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if (ctx->drv.gles2.settings.user_program == (CoglHandle) program)
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{
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ctx->drv.gles2.settings.user_program = COGL_INVALID_HANDLE;
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ctx->drv.gles2.settings_dirty = TRUE;
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}
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for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
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if (program->custom_uniform_names[i])
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g_free (program->custom_uniform_names[i]);
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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_new (CoglProgram);
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program->attached_shaders = NULL;
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memset (program->custom_uniform_names, 0,
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COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *));
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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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_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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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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/* Whenever the shader changes we will need to relink the program
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with the fixed functionality shaders so we should forget the
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cached programs */
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_cogl_gles2_clear_cache_for_program (program);
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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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g_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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ctx->drv.gles2.settings.user_program = handle;
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ctx->drv.gles2.settings_dirty = TRUE;
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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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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 new fixed functionality shader. Instead we make our own
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mapping of uniform numbers and cache the names */
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for (i = 0; program->custom_uniform_names[i]
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&& i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
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if (!strcmp (program->custom_uniform_names[i], uniform_name))
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return i;
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if (i < COGL_GLES2_NUM_CUSTOM_UNIFORMS)
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{
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program->custom_uniform_names[i] = g_strdup (uniform_name);
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return i;
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}
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else
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/* We've run out of space for new uniform names so just pretend it
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isn't there */
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return -1;
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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_program_uniform_float (uniform_no, 1, 1, &value);
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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_program_uniform_int (uniform_no, 1, 1, &value);
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}
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static void
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cogl_program_uniform_x (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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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS
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&& size >= 1 && size <= 4 && count >= 1)
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{
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CoglBoxedValue *bv = ctx->drv.gles2.custom_uniforms + uniform_no;
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if (count == 1)
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{
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if (bv->count > 1)
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g_free (bv->v.array);
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memcpy (bv->v.float_value, value, value_size);
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}
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else
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{
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if (bv->count > 1)
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{
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if (bv->count != count || bv->size != size || bv->type != type)
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{
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g_free (bv->v.array);
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bv->v.array = g_malloc (count * value_size);
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}
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}
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else
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bv->v.array = g_malloc (count * value_size);
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memcpy (bv->v.array, value, count * value_size);
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}
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bv->type = type;
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bv->size = size;
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bv->count = count;
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ctx->drv.gles2.dirty_custom_uniforms |= 1 << uniform_no;
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}
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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_program_uniform_x (uniform_no, size, count, COGL_BOXED_FLOAT,
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sizeof (float) * size, value);
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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_program_uniform_x (uniform_no, size, count, COGL_BOXED_INT,
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sizeof (int) * size, value);
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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 GLfloat *value)
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{
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CoglBoxedValue *bv;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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bv = ctx->drv.gles2.custom_uniforms + uniform_no;
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cogl_program_uniform_x (uniform_no, size, count, COGL_BOXED_MATRIX,
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sizeof (float) * size * size, value);
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bv->transpose = transpose;
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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_program (void)
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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_program (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_program_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_program_unref (CoglHandle handle)
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{
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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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}
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void
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cogl_program_link (CoglHandle program_handle)
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{
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}
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void
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cogl_program_use (CoglHandle program_handle)
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{
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}
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int
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cogl_program_get_uniform_location (CoglHandle program_handle,
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const char *uniform_name)
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{
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return 0;
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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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}
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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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}
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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 int *value)
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{
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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 GLfloat *value)
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{
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}
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#endif /* HAVE_COGL_GLES2 */
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