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353ea5299b
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
463 lines
11 KiB
C
463 lines
11 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) 2007,2008,2009,2010 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-shader-private.h"
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#include "cogl-shader-boilerplate.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 <glib.h>
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#include <string.h>
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#ifdef HAVE_COGL_GL
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#define glCreateShader ctx->drv.pf_glCreateShader
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#define glGetShaderiv ctx->drv.pf_glGetShaderiv
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#define glGetShaderInfoLog ctx->drv.pf_glGetShaderInfoLog
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#define glCompileShader ctx->drv.pf_glCompileShader
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#define glShaderSource ctx->drv.pf_glShaderSource
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#define glDeleteShader ctx->drv.pf_glDeleteShader
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#define glProgramString ctx->drv.pf_glProgramString
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#define glBindProgram ctx->drv.pf_glBindProgram
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#define glDeletePrograms ctx->drv.pf_glDeletePrograms
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#define glGenPrograms ctx->drv.pf_glGenPrograms
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#define GET_CONTEXT _COGL_GET_CONTEXT
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#else
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#define GET_CONTEXT(CTXVAR,RETVAL) G_STMT_START { } G_STMT_END
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#endif
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#ifndef HAVE_COGL_GLES
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static void _cogl_shader_free (CoglShader *shader);
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COGL_HANDLE_DEFINE (Shader, shader);
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COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
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static void
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_cogl_shader_free (CoglShader *shader)
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{
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/* Frees shader resources but its handle is not
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released! Do that separately before this! */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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if (shader->gl_handle)
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GE (glDeleteShader (shader->gl_handle));
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g_slice_free (CoglShader, shader);
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}
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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{
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CoglShader *shader;
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GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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switch (type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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case COGL_SHADER_TYPE_FRAGMENT:
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break;
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default:
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g_warning ("Unexpected shader type (0x%08lX) given to "
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"cogl_create_shader", (unsigned long) type);
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return COGL_INVALID_HANDLE;
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}
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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#ifdef HAVE_COGL_GLES2
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shader->n_tex_coord_attribs = 0;
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#endif
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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}
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static void
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delete_shader (CoglShader *shader)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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if (shader->gl_handle)
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GE (glDeletePrograms (1, &shader->gl_handle));
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}
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else
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#endif
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{
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if (shader->gl_handle)
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GE (glDeleteShader (shader->gl_handle));
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}
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shader->gl_handle = 0;
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}
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void
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cogl_shader_source (CoglHandle handle,
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const char *source)
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{
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CoglShader *shader;
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CoglShaderLanguage language;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!cogl_is_shader (handle))
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return;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (strncmp (source, "!!ARBfp1.0", 10) == 0)
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language = COGL_SHADER_LANGUAGE_ARBFP;
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else
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#endif
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language = COGL_SHADER_LANGUAGE_GLSL;
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/* Delete the old object if the language is changing... */
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if (G_UNLIKELY (language != shader->language) &&
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shader->gl_handle)
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delete_shader (shader);
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shader->source = g_strdup (source);
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shader->language = language;
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}
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void
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cogl_shader_compile (CoglHandle handle)
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{
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CoglShader *shader = handle;
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if (!cogl_is_shader (handle))
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return;
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#ifdef HAVE_COGL_GL
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_cogl_shader_compile_real (shader, 0 /* ignored */);
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#endif
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/* XXX: For GLES2 we don't actually compile anything until the
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* shader gets used so we have an opportunity to add some
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* boilerplate to the shader.
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*
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* At the end of the day this is obviously a badly designed API
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* given that we are having to lie to the user. It was a mistake to
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* so thinly wrap the OpenGL shader API and the current plan is to
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* replace it with a pipeline snippets API. */
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}
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void
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_cogl_shader_compile_real (CoglHandle handle,
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int n_tex_coord_attribs)
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{
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CoglShader *shader = handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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#ifdef COGL_GL_DEBUG
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GLenum gl_error;
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#endif
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if (shader->gl_handle)
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return;
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GE (glGenPrograms (1, &shader->gl_handle));
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GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
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#ifdef COGL_GL_DEBUG
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while ((gl_error = glGetError ()) != GL_NO_ERROR)
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;
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#endif
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glProgramString (GL_FRAGMENT_PROGRAM_ARB,
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GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen (shader->source),
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shader->source);
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#ifdef COGL_GL_DEBUG
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gl_error = glGetError ();
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if (gl_error != GL_NO_ERROR)
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{
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g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
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G_STRLOC,
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gl_error,
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shader->source,
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glGetString (GL_PROGRAM_ERROR_STRING_ARB));
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}
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#endif
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}
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else
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#endif
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{
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char *sourcev[4];
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int count = 0;
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GLenum gl_type;
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if (shader->gl_handle
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#ifdef HAVE_COGL_GLES2
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&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
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#endif
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)
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return;
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if (shader->gl_handle)
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delete_shader (shader);
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switch (shader->type)
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{
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case COGL_SHADER_TYPE_VERTEX:
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gl_type = GL_VERTEX_SHADER;
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break;
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case COGL_SHADER_TYPE_FRAGMENT:
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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shader->gl_handle = glCreateShader (gl_type);
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sourcev[count++] = _COGL_COMMON_SHADER_BOILERPLATE;
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if (shader->type == COGL_SHADER_TYPE_VERTEX)
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sourcev[count++] = _COGL_VERTEX_SHADER_BOILERPLATE;
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else
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sourcev[count++] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
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#ifdef HAVE_COGL_GLES2
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if (n_tex_coord_attribs)
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sourcev[count++] =
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g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
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n_tex_coord_attribs);
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shader->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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sourcev[count++] = shader->source;
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glShaderSource (shader->gl_handle, count, (const char **)sourcev, NULL);
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#ifdef HAVE_COGL_GLES2
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if (count == 4)
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g_free (sourcev[2]);
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#endif
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GE (glCompileShader (shader->gl_handle));
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#ifdef COGL_GL_DEBUG
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if (!cogl_shader_is_compiled (handle))
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{
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char *log = cogl_shader_get_info_log (handle);
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g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
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shader->source,
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log);
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}
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#endif
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}
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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CoglShader *shader;
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GET_CONTEXT (ctx, NULL);
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if (!cogl_is_shader (handle))
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return NULL;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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{
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/* ARBfp exposes a program error string, but since cogl_program
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* doesn't have any API to query an error log it is not currently
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* exposed. */
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return g_strdup ("");
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}
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else
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#endif
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{
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char buffer[512];
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int len = 0;
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/* We don't normally compile the shader when the user calls
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* cogl_shader_compile() because we want to be able to add
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* boilerplate code that depends on how it ends up finally being
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* used.
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*
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* Here we force an early compile if the user is interested in
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* log information to increase the chance that the log will be
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* useful! We have to guess the number of texture coordinate
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* attributes that may be used (normally less than 4) since that
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* affects the boilerplate.
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*/
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if (!shader->gl_handle)
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_cogl_shader_compile_real (handle, 4);
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glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
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buffer[len] = '\0';
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return g_strdup (buffer);
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}
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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CoglShader *shader;
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GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
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if (!cogl_is_shader (handle))
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{
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g_warning ("Non shader handle type passed to cogl_shader_get_type");
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return COGL_SHADER_TYPE_VERTEX;
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}
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shader = _cogl_shader_pointer_from_handle (handle);
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return shader->type;
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}
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gboolean
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cogl_shader_is_compiled (CoglHandle handle)
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{
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GLint status;
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CoglShader *shader;
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GET_CONTEXT (ctx, FALSE);
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if (!cogl_is_shader (handle))
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return FALSE;
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shader = _cogl_shader_pointer_from_handle (handle);
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#ifdef HAVE_COGL_GL
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if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
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return TRUE;
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else
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#endif
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{
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/* FIXME: We currently have an arbitrary limit of 4 texture
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* coordinate attributes since our API means we have to add
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* some boilerplate to the users GLSL program (for GLES2)
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* before we actually know how many attributes are in use.
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*
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* 4 will probably be enough (or at least that limitation should
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* be enough until we can replace this API with the pipeline
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* snippets API) but if it isn't then the shader won't compile,
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* through no fault of the user.
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*
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* To some extent this is just a symptom of bad API design; it
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* was a mistake for Cogl to so thinly wrap the OpenGL shader
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* API. Eventually we plan for this whole API will be deprecated
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* by the pipeline snippets framework.
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*/
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if (!shader->gl_handle)
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_cogl_shader_compile_real (handle, 4);
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GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
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if (status == GL_TRUE)
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return TRUE;
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else
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return FALSE;
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}
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}
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#else /* HAVE_COGL_GLES */
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/* No support on regular OpenGL 1.1 */
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CoglHandle
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cogl_create_shader (CoglShaderType type)
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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_shader (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_shader_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_shader_unref (CoglHandle handle)
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{
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}
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void
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cogl_shader_source (CoglHandle shader,
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const char *source)
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{
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}
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void
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cogl_shader_compile (CoglHandle shader_handle)
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{
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}
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char *
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cogl_shader_get_info_log (CoglHandle handle)
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{
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return NULL;
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}
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CoglShaderType
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cogl_shader_get_type (CoglHandle handle)
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{
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return COGL_SHADER_TYPE_VERTEX;
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}
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gboolean
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cogl_shader_is_compiled (CoglHandle handle)
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{
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return FALSE;
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}
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#endif /* HAVE_COGL_GLES */
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