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eb179d4b67
*** WARNING: THIS COMMIT CHANGES THE BUILD *** Do not recurse into the backend directories to build private, internal libraries. We only recurse from clutter/ into the cogl sub-directory; from there, we don't recurse any further. All the backend-specific code in Cogl and Clutter is compiled conditionally depending on the macros defined by the configure script. We still recurse from the top-level directory into doc, clutter and tests, because gtk-doc and tests do not deal nicely with non-recursive layouts. This change makes Clutter compile slightly faster, and cleans up the build system, especially when dealing with introspection data. Ideally, we also want to make Cogl part of the top-level build, so that we can finally drop the sed trick to change the shared library from the GIR before compiling it. Currently disabled: ‣ OSX backend ‣ Fruity backend Currently enabled but untested: ‣ EGL backend ‣ Windows backend
126 lines
3.1 KiB
C
126 lines
3.1 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) 2008,2009,2010 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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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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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-material-private.h"
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#include "cogl-shader-private.h"
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#ifdef COGL_MATERIAL_BACKEND_GLSL
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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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#include "cogl-shader-private.h"
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#ifdef HAVE_COGL_GL
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#include "cogl-program-gl.h"
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#endif
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#ifdef HAVE_COGL_GLES2
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#include "cogl-program-gles.h"
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#endif
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#include <glib.h>
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/*
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* GL/GLES compatability defines for material thingies:
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*/
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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const CoglMaterialBackend _cogl_material_glsl_backend;
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static int
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_cogl_material_backend_glsl_get_max_texture_units (void)
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{
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return _cogl_get_max_texture_image_units ();
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}
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static gboolean
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_cogl_material_backend_glsl_start (CoglMaterial *material,
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int n_layers,
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unsigned long materials_difference)
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{
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CoglHandle program;
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_COGL_GET_CONTEXT (ctx, FALSE);
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if (!cogl_features_available (COGL_FEATURE_SHADERS_GLSL))
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return FALSE;
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program = cogl_material_get_user_program (material);
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if (program == COGL_INVALID_HANDLE ||
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_cogl_program_get_language (program) != COGL_SHADER_LANGUAGE_GLSL)
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return FALSE; /* XXX: change me when we support code generation here */
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_cogl_use_program (program, COGL_MATERIAL_PROGRAM_TYPE_GLSL);
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return TRUE;
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}
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gboolean
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_cogl_material_backend_glsl_add_layer (CoglMaterial *material,
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CoglMaterialLayer *layer,
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unsigned long layers_difference)
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{
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return TRUE;
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}
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gboolean
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_cogl_material_backend_glsl_passthrough (CoglMaterial *material)
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{
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return TRUE;
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}
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gboolean
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_cogl_material_backend_glsl_end (CoglMaterial *material,
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unsigned long materials_difference)
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{
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return TRUE;
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}
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const CoglMaterialBackend _cogl_material_glsl_backend =
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{
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_cogl_material_backend_glsl_get_max_texture_units,
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_cogl_material_backend_glsl_start,
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_cogl_material_backend_glsl_add_layer,
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_cogl_material_backend_glsl_passthrough,
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_cogl_material_backend_glsl_end,
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NULL, /* material_state_change_notify */
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NULL, /* material_set_parent_notify */
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NULL, /* layer_state_change_notify */
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NULL, /* free_priv */
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};
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#endif /* COGL_MATERIAL_BACKEND_GLSL */
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