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mutter-performance-source/cogl/cogl-snippet.h

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 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/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_SNIPPET_H__
#define __COGL_SNIPPET_H__
#include <glib.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-snippet
* @short_description: Functions for creating and manipulating shader snippets
*
* #CoglSnippet<!-- -->s are used to modify or replace parts of a
* #CoglPipeline using GLSL. GLSL is a programming language supported
* by OpenGL on programmable hardware to provide a more flexible
* description of what should be rendered. A description of GLSL
* itself is outside the scope of this documentation but any good
* OpenGL book should help to describe it.
*
* Unlike in OpenGL, when using GLSL with Cogl it is possible to write
* short snippets to replace small sections of the pipeline instead of
* having to replace the whole of either the vertex or fragment
* pipelines. Of course it is also possible to replace the whole of
* the pipeline if needed.
*
* Each snippet is a standalone chunk of code which would attach to
* the pipeline at a particular point. The code is split into four
* separate strings (all of which are optional):
*
* <glosslist>
* <glossentry>
* <glossterm>declarations</glossterm>
* <glossdef><para>
* The code in this string will be inserted outside of any function in
* the global scope of the shader. This can be used to declare
* uniforms, attributes, varyings and functions to be used by the
* snippet.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>pre</glossterm>
* <glossdef><para>
* The code in this string will be inserted before the hook point.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>post</glossterm>
* <glossdef><para>
* The code in this string will be inserted after the hook point. This
* can be used to modify the results of the builtin generated code for
* that hook point.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>replace</glossterm>
* <glossdef><para>
* If present the code in this string will replace the generated code
* for the hook point.
* </para></glossdef>
* </glossentry>
* </glosslist>
*
* All of the strings apart from the declarations string of a pipeline
* are generated in a single function so they can share variables
* declared from one string in another. The scope of the code is
* limited to each snippet so local variables declared in the snippet
* will not collide with variables declared in another
* snippet. However, code in the 'declarations' string is global to
* the shader so it is the application's responsibility to ensure that
* variables declared here will not collide with those from other
* snippets.
*
* The snippets can be added to a pipeline with
* cogl_pipeline_add_snippet() or
* cogl_pipeline_add_layer_snippet(). Which function to use depends on
* which hook the snippet is targetting. The snippets are all
* generated in the order they are added to the pipeline. That is, the
* post strings are executed in the order they are added to the
* pipeline and the pre strings are executed in reverse order. If any
* replace strings are given for a snippet then any other snippets
* with the same hook added before that snippet will be ignored. The
* different hooks are documented under #CoglSnippetHook.
*
* For portability with GLES2, it is recommended not to use the GLSL
* builtin names such as gl_FragColor. Instead there are replacement
* names under the cogl_* namespace which can be used instead. These
* are:
*
* <glosslist>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_modelview_matrix</emphasis></glossterm>
* <glossdef><para>
* The current modelview matrix. This is equivalent to
* #gl_ModelViewMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_projection_matrix</emphasis></glossterm>
* <glossdef><para>
* The current projection matrix. This is equivalent to
* #gl_ProjectionMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_modelview_projection_matrix</emphasis></glossterm>
* <glossdef><para>
* The combined modelview and projection matrix. A vertex shader
* would typically use this to transform the incoming vertex
* position. The separate modelview and projection matrices are
* usually only needed for lighting calculations. This is
* equivalent to #gl_ModelViewProjectionMatrix.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>uniform mat4
* <emphasis>cogl_texture_matrix</emphasis>[]</glossterm>
* <glossdef><para>
* An array of matrices for transforming the texture
* coordinates. This is equivalent to #gl_TextureMatrix.
* </para></glossdef>
* </glossentry>
* </glosslist>
*
* In a vertex shader, the following are also available:
*
* <glosslist>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_position_in</emphasis></glossterm>
* <glossdef><para>
* The incoming vertex position. This is equivalent to #gl_Vertex.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_color_in</emphasis></glossterm>
* <glossdef><para>
* The incoming vertex color. This is equivalent to #gl_Color.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_tex_coord_in</emphasis></glossterm>
* <glossdef><para>
* The texture coordinate for the first texture unit. This is
* equivalent to #gl_MultiTexCoord0.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec4
* <emphasis>cogl_tex_coord0_in</emphasis></glossterm>
* <glossdef><para>
* The texture coordinate for the first texture unit. This is
* equivalent to #gl_MultiTexCoord0. There is also
* #cogl_tex_coord1_in and so on.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>attribute vec3
* <emphasis>cogl_normal_in</emphasis></glossterm>
* <glossdef><para>
* The normal of the vertex. This is equivalent to #gl_Normal.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>vec4
* <emphasis>cogl_position_out</emphasis></glossterm>
* <glossdef><para>
* The calculated position of the vertex. This must be written to
* in all vertex shaders. This is equivalent to #gl_Position.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>float
* <emphasis>cogl_point_size_out</emphasis></glossterm>
* <glossdef><para>
* The calculated size of a point. This is equivalent to #gl_PointSize.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_color_out</emphasis></glossterm>
* <glossdef><para>
* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_tex_coord_out</emphasis>[]</glossterm>
* <glossdef><para>
* An array of calculated texture coordinates for a vertex. This is
* equivalent to #gl_TexCoord.
* </para></glossdef>
* </glossentry>
* </glosslist>
*
* In a fragment shader, the following are also available:
*
* <glosslist>
* <glossentry>
* <glossterm>varying vec4 <emphasis>cogl_color_in</emphasis></glossterm>
* <glossdef><para>
* The calculated color of a vertex. This is equivalent to #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>varying vec4
* <emphasis>cogl_tex_coord_in</emphasis>[]</glossterm>
* <glossdef><para>
* An array of calculated texture coordinates for a vertex. This is
* equivalent to #gl_TexCoord.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>vec4 <emphasis>cogl_color_out</emphasis></glossterm>
* <glossdef><para>
* The final calculated color of the fragment. All fragment shaders
* must write to this variable. This is equivalent to
* #gl_FrontColor.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>float <emphasis>cogl_depth_out</emphasis></glossterm>
* <glossdef><para>
* An optional output variable specifying the depth value to use
* for this fragment. This is equivalent to #gl_FragDepth.
* </para></glossdef>
* </glossentry>
* <glossentry>
* <glossterm>bool <emphasis>cogl_front_facing</emphasis></glossterm>
* <glossdef><para>
* A readonly variable that will be true if the current primitive
* is front facing. This can be used to implement two-sided
* coloring algorithms. This is equivalent to #gl_FrontFacing.
* </para></glossdef>
* </glossentry>
* </glosslist>
*
* Here is an example of using a snippet to add a desaturate effect to the
* generated color on a pipeline.
*
* <programlisting>
* CoglPipeline *pipeline = cogl_pipeline_new ();
*
* /<!-- -->* Set up the pipeline here, ie by adding a texture or other
* layers *<!-- -->/
*
* /<!-- -->* Create the snippet. The first string is the declarations which
* we will use to add a uniform. The second is the 'post' string which
* will contain the code to perform the desaturation. *<!-- -->/
* CoglSnippet *snippet =
* cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
* "uniform float factor;",
* "float gray = dot (vec3 (0.299, 0.587, 0.114), "
* " cogl_color_out.rgb);"
* "cogl_color_out.rgb = mix (vec3 (gray),"
* " cogl_color_out.rgb,"
* " factor);");
*
* /<!-- -->* Add it to the pipeline *<!-- -->/
* cogl_pipeline_add_snippet (pipeline, snippet);
* /<!-- -->* The pipeline keeps a reference to the snippet
* so we don't need to *<!-- -->/
* cogl_object_unref (snippet);
*
* /<!-- -->* Update the custom uniform on the pipeline *<!-- -->/
* int location = cogl_pipeline_get_uniform_location (pipeline, "factor");
* cogl_pipeline_set_uniform_1f (pipeline, location, 0.5f);
*
* /<!-- -->* Now we can render with the snippet as usual *<!-- -->/
* cogl_push_source (pipeline);
* cogl_rectangle (0, 0, 10, 10);
* cogl_pop_source ();
* </programlisting>
*/
typedef struct _CoglSnippet CoglSnippet;
#define COGL_SNIPPET(OBJECT) ((CoglSnippet *)OBJECT)
/* Enumeration of all the hook points that a snippet can be attached
to within a pipeline. */
/**
* CoglSnippetHook:
* @COGL_SNIPPET_HOOK_VERTEX: A hook for the entire vertex processing
* stage of the pipeline.
* @COGL_SNIPPET_HOOK_VERTEX_TRANSFORM: A hook for the vertex transformation.
* @COGL_SNIPPET_HOOK_FRAGMENT: A hook for the entire fragment
* processing stage of the pipeline.
* @COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM: A hook for applying the
* layer matrix to a texture coordinate for a layer.
* @COGL_SNIPPET_HOOK_LAYER_FRAGMENT: A hook for the fragment
* processing of a particular layer.
* @COGL_SNIPPET_HOOK_TEXTURE_LOOKUP: A hook for the texture lookup
* stage of a given layer in a pipeline.
*
* #CoglSnippetHook is used to specify a location within a
* #CoglPipeline where the code of the snippet should be used when it
* is attached to a pipeline.
*
* <glosslist>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the vertex processing
* stage of the pipeline. This gives a chance for the application to
* modify the vertex attributes generated by the shader. Typically the
* snippet will modify cogl_color_out or cogl_position_out builtins.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted at the top of the
* main() function before any vertex processing is done.
* </para>
* <para>
* The replace string in @snippet will be used instead of the
* generated vertex processing if it is present. This can be used if
* the application wants to provide a complete vertex shader and
* doesn't need the generated output from Cogl.
* </para>
* <para>
* The post string in @snippet will be inserted after all of the
* standard vertex processing is done. This can be used to modify the
* outputs.
* </para>
* </glossdef>
* </glossentry>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_VERTEX_TRANSFORM</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the vertex transform stage.
* Typically the snippet will use the cogl_modelview_matrix,
* cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the
* cogl_position_in attribute. The hook must write to cogl_position_out.
* The default processing for this hook will multiply cogl_position_in by
* the combined modelview-projection matrix and store it on cogl_position_out.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted at the top of the
* main() function before the vertex transform is done.
* </para>
* <para>
* The replace string in @snippet will be used instead of the
* generated vertex transform if it is present.
* </para>
* <para>
* The post string in @snippet will be inserted after all of the
* standard vertex transformation is done. This can be used to modify the
* cogl_position_out in addition to the default processing.
* </para>
* </glossdef>
* </glossentry>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_FRAGMENT</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the fragment processing
* stage of the pipeline. This gives a chance for the application to
* modify the fragment color generated by the shader. Typically the
* snippet will modify cogl_color_out.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted at the top of the
* main() function before any fragment processing is done.
* </para>
* <para>
* The replace string in @snippet will be used instead of the
* generated fragment processing if it is present. This can be used if
* the application wants to provide a complete fragment shader and
* doesn't need the generated output from Cogl.
* </para>
* <para>
* The post string in @snippet will be inserted after all of the
* standard fragment processing is done. At this point the generated
* value for the rest of the pipeline state will already be in
* cogl_color_out so the application can modify the result by altering
* this variable.
* </para>
* </glossdef>
* </glossentry>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the texture coordinate
* transformation of a particular layer. This can be used to replace
* the processing for a layer or to modify the results.
* </para>
* <para>
* Within the snippet code for this hook there are two extra
* variables. The first is a mat4 called cogl_matrix which represents
* the user matrix for this layer. The second is called cogl_tex_coord
* and represents the incoming and outgoing texture coordinate. On
* entry to the hook, cogl_tex_coord contains the value of the
* corresponding texture coordinate attribute for this layer. The hook
* is expected to modify this variable. The output will be passed as a
* varying to the fragment processing stage. The default code will
* just multiply cogl_matrix by cogl_tex_coord and store the result in
* cogl_tex_coord.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted just before the
* fragment processing for this layer. At this point cogl_tex_coord
* still contains the value of the texture coordinate attribute.
* </para>
* <para>
* If a replace string is given then this will be used instead of
* the default fragment processing for this layer. The snippet can
* modify cogl_tex_coord or leave it as is to apply no transformation.
* </para>
* <para>
* The post string in @snippet will be inserted just after the
* transformation. At this point cogl_tex_coord will contain the
* results of the transformation but it can be further modified by the
* snippet.
* </para>
* </glossdef>
* </glossentry>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_LAYER_FRAGMENT</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the fragment processing
* of a particular layer. This can be used to replace the processing
* for a layer or to modify the results.
* </para>
* <para>
* Within the snippet code for this hook there is an extra vec4
* variable called cogl_layer. This contains the resulting color
* that will be used for the layer. This can be modified in the post
* section or it the default processing can be replaced entirely using
* the replace section.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted just before the
* fragment processing for this layer.
* </para>
* <para>
* If a replace string is given then this will be used instead of
* the default fragment processing for this layer. The snippet must write to
* the cogl_layer variable in that case.
* </para>
* <para>
* The post string in @snippet will be inserted just after the
* fragment processing for the layer. The results can be modified by changing
* the value of the cogl_layer variable.
* </para>
* </glossdef>
* </glossentry>
* <glossentry>
* <glossterm>%COGL_SNIPPET_HOOK_TEXTURE_LOOKUP</glossterm>
* <glossdef>
* <para>
* Adds a shader snippet that will hook on to the texture lookup part
* of a given layer. This gives a chance for the application to modify
* the coordinates that will be used for the texture lookup or to
* alter the returned texel.
* </para>
* <para>
* Within the snippet code for this hook there are three extra
* variables available. cogl_sampler is a sampler object
* representing the sampler for the layer where the snippet is
* attached. cogl_tex_coord is a vec4 which contains the texture
* coordinates that will be used for the texture lookup. This can be
* modified. cogl_texel will contain the result of the texture
* lookup. This can also be modified.
* </para>
* <para>
* The declarations string in @snippet will be inserted in the
* global scope of the shader. Use this to declare any uniforms,
* attributes or functions that the snippet requires.
* </para>
* <para>
* The pre string in @snippet will be inserted at the top of the
* main() function before any fragment processing is done. This is a
* good place to modify the cogl_tex_coord variable.
* </para>
* <para>
* If a replace string is given then this will be used instead of a
* the default texture lookup. The snippet would typically use its own
* sampler in this case.
* </para>
* <para>
* The post string in @snippet will be inserted after texture lookup
* has been preformed. Here the snippet can modify the cogl_texel
* variable to alter the returned texel.
* </para>
* </glossdef>
* </glossentry>
* </glosslist>
*
* Since: 1.10
* Stability: Unstable
*/
typedef enum {
/* Per pipeline vertex hooks */
COGL_SNIPPET_HOOK_VERTEX = 0,
COGL_SNIPPET_HOOK_VERTEX_TRANSFORM,
/* Per pipeline fragment hooks */
COGL_SNIPPET_HOOK_FRAGMENT = 2048,
/* Per layer vertex hooks */
COGL_SNIPPET_HOOK_TEXTURE_COORD_TRANSFORM = 4096,
/* Per layer fragment hooks */
COGL_SNIPPET_HOOK_LAYER_FRAGMENT = 6144,
COGL_SNIPPET_HOOK_TEXTURE_LOOKUP
} CoglSnippetHook;
/**
* cogl_snippet_new:
* @hook: The point in the pipeline that this snippet will wrap around
* or replace.
* @declarations: The source code for the declarations for this
* snippet or %NULL. See cogl_snippet_set_declarations().
* @post: The source code to run after the hook point where this
* shader snippet is attached or %NULL. See cogl_snippet_set_post().
*
* Allocates and initializes a new snippet with the given source strings.
*
* Return value: a pointer to a new #CoglSnippet
*
* Since: 1.10
* Stability: Unstable
*/
CoglSnippet *
cogl_snippet_new (CoglSnippetHook hook,
const char *declarations,
const char *post);
/**
* cogl_snippet_get_hook:
* @snippet: A #CoglSnippet
*
* Return value: the hook that was set when cogl_snippet_new() was
* called.
* Since: 1.10
* Stability: Unstable
*/
CoglSnippetHook
cogl_snippet_get_hook (CoglSnippet *snippet);
/**
* cogl_is_snippet:
* @object: A #CoglObject pointer
*
* Gets whether the given @object references an existing snippet object.
*
* Return value: %TRUE if the @object references a #CoglSnippet,
* %FALSE otherwise
*
* Since: 1.10
* Stability: Unstable
*/
CoglBool
cogl_is_snippet (void *object);
/**
* cogl_snippet_set_declarations:
* @snippet: A #CoglSnippet
* @declarations: The new source string for the declarations section
* of this snippet.
*
* Sets a source string that will be inserted in the global scope of
* the generated shader when this snippet is used on a pipeline. This
* string is typically used to declare uniforms, attributes or
* functions that will be used by the other parts of the snippets.
*
* This function should only be called before the snippet is attached
* to its first pipeline. After that the snippet should be considered
* immutable.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_snippet_set_declarations (CoglSnippet *snippet,
const char *declarations);
/**
* cogl_snippet_get_declarations:
* @snippet: A #CoglSnippet
*
* Return value: the source string that was set with
* cogl_snippet_set_declarations() or %NULL if none was set.
*
* Since: 1.10
* Stability: Unstable
*/
const char *
cogl_snippet_get_declarations (CoglSnippet *snippet);
/**
* cogl_snippet_set_pre:
* @snippet: A #CoglSnippet
* @pre: The new source string for the pre section of this snippet.
*
* Sets a source string that will be inserted before the hook point in
* the generated shader for the pipeline that this snippet is attached
* to. Please see the documentation of each hook point in
* #CoglPipeline for a description of how this string should be used.
*
* This function should only be called before the snippet is attached
* to its first pipeline. After that the snippet should be considered
* immutable.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_snippet_set_pre (CoglSnippet *snippet,
const char *pre);
/**
* cogl_snippet_get_pre:
* @snippet: A #CoglSnippet
*
* Return value: the source string that was set with
* cogl_snippet_set_pre() or %NULL if none was set.
*
* Since: 1.10
* Stability: Unstable
*/
const char *
cogl_snippet_get_pre (CoglSnippet *snippet);
/**
* cogl_snippet_set_replace:
* @snippet: A #CoglSnippet
* @replace: The new source string for the replace section of this snippet.
*
* Sets a source string that will be used instead of any generated
* source code or any previous snippets for this hook point. Please
* see the documentation of each hook point in #CoglPipeline for a
* description of how this string should be used.
*
* This function should only be called before the snippet is attached
* to its first pipeline. After that the snippet should be considered
* immutable.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_snippet_set_replace (CoglSnippet *snippet,
const char *replace);
/**
* cogl_snippet_get_replace:
* @snippet: A #CoglSnippet
*
* Return value: the source string that was set with
* cogl_snippet_set_replace() or %NULL if none was set.
*
* Since: 1.10
* Stability: Unstable
*/
const char *
cogl_snippet_get_replace (CoglSnippet *snippet);
/**
* cogl_snippet_set_post:
* @snippet: A #CoglSnippet
* @post: The new source string for the post section of this snippet.
*
* Sets a source string that will be inserted after the hook point in
* the generated shader for the pipeline that this snippet is attached
* to. Please see the documentation of each hook point in
* #CoglPipeline for a description of how this string should be used.
*
* This function should only be called before the snippet is attached
* to its first pipeline. After that the snippet should be considered
* immutable.
*
* Since: 1.10
* Stability: Unstable
*/
void
cogl_snippet_set_post (CoglSnippet *snippet,
const char *post);
/**
* cogl_snippet_get_post:
* @snippet: A #CoglSnippet
*
* Return value: the source string that was set with
* cogl_snippet_set_post() or %NULL if none was set.
*
* Since: 1.10
* Stability: Unstable
*/
const char *
cogl_snippet_get_post (CoglSnippet *snippet);
G_END_DECLS
#endif /* __COGL_SNIPPET_H__ */