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01937201e4
Since we used to support hybrid fixed-function + glsl pipelines when running with OpenGL there were numerous differences in how we handled codegen and uniform updates between GLES2 and full OpenGL. Now that we only support end-to-end glsl pipelines this patch can largely unify how we handle GLES2 and OpenGL. Most notably we now never use the builtin attribute names. This should also make it easy for us to support creating strict OpenGL 3.1 contexts where the builtin names have been removed. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
80 lines
2.6 KiB
C
80 lines
2.6 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) 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_SHADER_BOILERPLATE_H
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#define __COGL_SHADER_BOILERPLATE_H
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#define _COGL_COMMON_SHADER_BOILERPLATE \
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"#define COGL_VERSION 100\n" \
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"\n" \
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"uniform mat4 cogl_modelview_matrix;\n" \
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"uniform mat4 cogl_modelview_projection_matrix;\n" \
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"uniform mat4 cogl_projection_matrix;\n" \
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"uniform float cogl_point_size_in;\n"
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/* This declares all of the variables that we might need. This is
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* working on the assumption that the compiler will optimise them out
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* if they are not actually used. The GLSL spec at least implies that
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* this will happen for varyings but it doesn't explicitly so for
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* attributes */
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_out _cogl_color\n" \
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"varying vec4 _cogl_color;\n" \
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"#define cogl_tex_coord_out _cogl_tex_coord\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"\n" \
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"attribute vec4 cogl_color_in;\n" \
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"attribute vec4 cogl_position_in;\n" \
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"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
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"attribute vec3 cogl_normal_in;\n"
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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"#if __VERSION__ == 100\n" \
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"precision highp float;\n" \
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"#endif\n" \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"\n" \
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"varying vec4 _cogl_color;\n" \
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"\n" \
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"#define cogl_color_in _cogl_color\n" \
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"#define cogl_tex_coord_in _cogl_tex_coord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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#if 0
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/* GLSL 1.2 has a bottom left origin, though later versions
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* allow use of an origin_upper_left keyword which would be
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* more appropriate for Cogl. */
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"#define coglFragCoord gl_FragCoord\n"
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#endif
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#endif /* __COGL_SHADER_BOILERPLATE_H */
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