mutter/cogl/cogl-shader-private.h
Neil Roberts 6400b455b8 Don't include any GL header from the public GL headers
This splits the GL header inclusion from cogl-defines.h into a
separate headear called cogl-gl-header.h which we will only include
internally. That way we don't leak GL declarations out of our public
headers. The texture functions that were using GLenum and GLuint in
the public header have now changed to just use unsigned int. Note
however that if an EGL winsys is enabled then it will still publicly
include an EGL header. This is a bit more awkward to fix because we
have public API which returns an EGLDisplay and we can't determine
what type that is.

There is also a conformance test which just verifies that no GL header
has been included while compiling. The test isn't added to
test-conform-main because it doesn't actually test anything at
runtime.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit ef5680d3fda5df929dbd0b420c8f598ded58dfee)
2012-08-06 14:27:38 +01:00

64 lines
1.8 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_SHADER_H
#define __COGL_SHADER_H
#include "cogl-handle.h"
#include "cogl-shader.h"
#include "cogl-gl-header.h"
typedef struct _CoglShader CoglShader;
typedef enum
{
COGL_SHADER_LANGUAGE_GLSL,
COGL_SHADER_LANGUAGE_ARBFP
} CoglShaderLanguage;
struct _CoglShader
{
CoglHandleObject _parent;
GLuint gl_handle;
int n_tex_coord_attribs;
CoglShaderType type;
CoglShaderLanguage language;
char *source;
};
void
_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
CoglShaderLanguage
_cogl_program_get_language (CoglHandle handle);
void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in);
#endif /* __COGL_SHADER_H */