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70925a3194
The commit to split the fragment processing backends out from
cogl-material.c (3e1323a636
) broke the GLES 1 and 2 builds the
fix was to guard the code in each backend according to the
COGL_MATERIAL_BACKEND_XYZ defines which are setup in
cogl-material-private.h.
129 lines
3.2 KiB
C
129 lines
3.2 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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#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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#ifndef HAVE_COGL_GLES
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#include "cogl-program.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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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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_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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/* FIXME: This will likely conflict with the GLES 2 backends use of
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* glUseProgram.
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*/
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if (materials_difference & COGL_MATERIAL_STATE_USER_SHADER)
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{
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CoglMaterial *authority =
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_cogl_material_get_authority (material,
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COGL_MATERIAL_STATE_USER_SHADER);
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CoglHandle program = authority->big_state->user_program;
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if (program == COGL_INVALID_HANDLE)
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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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/* TODO: also support code generation */
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return FALSE;
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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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