cogl: Rename Shader/Program constructors
Otherwise they end up as global functions instead of constructors of their corresponding types. Helps with better docs Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
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8 changed files with 24 additions and 25 deletions
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@ -24,9 +24,9 @@
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/**
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* ClutterShaderEffect:
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*
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*
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* Base class for shader effects
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*
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*
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* #ClutterShaderEffect is a class that implements all the plumbing for
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* creating [class@Effect]s using GLSL shaders.
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*
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@ -305,11 +305,11 @@ clutter_shader_effect_create_shader (ClutterShaderEffect *self)
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switch (priv->shader_type)
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{
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case CLUTTER_FRAGMENT_SHADER:
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return cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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return cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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break;
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case CLUTTER_VERTEX_SHADER:
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return cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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return cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
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break;
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default:
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@ -349,7 +349,7 @@ clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
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CLUTTER_NOTE (SHADER, "Compiling shader effect");
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class_priv->program = cogl_create_program ();
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class_priv->program = cogl_program_new ();
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cogl_program_attach_shader (class_priv->program,
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class_priv->shader);
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@ -873,7 +873,7 @@ clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
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CLUTTER_NOTE (SHADER, "Compiling shader effect");
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priv->program = cogl_create_program ();
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priv->program = cogl_program_new ();
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cogl_program_attach_shader (priv->program, priv->shader);
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@ -166,13 +166,13 @@ cogl_pipeline_get_alpha_test_reference (CoglPipeline *pipeline);
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* ```
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*
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* This is the list of source-names usable as blend factors:
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*
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*
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* - `SRC_COLOR`: The color of the incoming fragment
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* - `DST_COLOR`: The color of the framebuffer
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* - `CONSTANT`: The constant set via cogl_pipeline_set_blend_constant()
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*
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* These can also be used as factors:
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*
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*
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* - `0`: (0, 0, 0, 0)
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* - `1`: (1, 1, 1, 1)
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* - `SRC_ALPHA_SATURATE_FACTOR`: (f,f,f,1) where `f = MIN(SRC_COLOR[A],1-DST_COLOR[A])`
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@ -319,13 +319,13 @@ cogl_pipeline_get_user_program (CoglPipeline *pipeline);
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* CoglProgram *program;
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* CoglPipeline *pipeline;
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*
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* shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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* shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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* cogl_shader_source (shader,
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* "!!ARBfp1.0\n"
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* "MOV result.color,fragment.color;\n"
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* "END\n");
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*
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* program = cogl_create_program ();
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* program = cogl_program_new ();
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* cogl_program_attach_shader (program, shader);
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* cogl_program_link (program);
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*
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@ -86,7 +86,7 @@ cogl_program_class_init (CoglProgramClass *class)
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it. */
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CoglProgram*
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cogl_create_program (void)
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cogl_program_new (void)
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{
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CoglProgram *program;
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@ -70,7 +70,7 @@ cogl_shader_class_init (CoglShaderClass *class)
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}
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CoglShader*
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cogl_create_shader (CoglShaderType type)
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cogl_shader_new (CoglShaderType type)
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{
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CoglShader *shader;
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@ -81,7 +81,7 @@ cogl_create_shader (CoglShaderType type)
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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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"cogl_shader_new", (unsigned long) type);
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return NULL;
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}
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@ -145,7 +145,7 @@ typedef enum
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} CoglShaderType;
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/**
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* cogl_create_shader:
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* cogl_shader_new:
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* @shader_type: COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.
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*
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* Create a new shader handle, use cogl_shader_source() to set the
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@ -156,7 +156,7 @@ typedef enum
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT CoglShader*
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cogl_create_shader (CoglShaderType shader_type);
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cogl_shader_new (CoglShaderType shader_type);
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/**
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* cogl_shader_source:
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@ -165,7 +165,7 @@ cogl_create_shader (CoglShaderType shader_type);
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*
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* Replaces the current source associated with a shader with a new
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* one.
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*
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*
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* Deprecated: 1.16: Use #CoglSnippet api
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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@ -188,7 +188,7 @@ COGL_EXPORT CoglShaderType
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cogl_shader_get_shader_type (CoglShader *self);
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/**
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* cogl_create_program:
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* cogl_program_new:
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*
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* Create a new cogl program object that can be used to replace parts of the GL
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* rendering pipeline with custom code.
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@ -198,7 +198,7 @@ cogl_shader_get_shader_type (CoglShader *self);
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*/
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COGL_DEPRECATED_FOR (cogl_snippet_)
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COGL_EXPORT CoglProgram*
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cogl_create_program (void);
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cogl_program_new (void);
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/**
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* cogl_program_attach_shader:
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@ -204,10 +204,10 @@ set_shader_num (int new_no)
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shader_pipeline = cogl_pipeline_new (ctx);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shaders[new_no].source);
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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g_object_unref (shader);
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cogl_program_link (program);
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@ -358,4 +358,3 @@ test_cogl_shader_glsl_main (int argc, char *argv[])
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return EXIT_SUCCESS;
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}
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@ -58,7 +58,7 @@ paint (TestState *state)
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/* Set up a dummy vertex shader that does nothing but the usual
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fixed function transform */
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shader = cogl_create_shader (COGL_SHADER_TYPE_VERTEX);
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shader = cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
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cogl_shader_source (shader,
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"void\n"
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"main ()\n"
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@ -70,7 +70,7 @@ paint (TestState *state)
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" cogl_tex_coord_out[0] = cogl_tex_coord_in;\n"
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"}\n");
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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cogl_program_link (program);
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@ -94,10 +94,10 @@ create_pipeline_for_shader (TestState *state, const char *shader_source)
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pipeline = cogl_pipeline_new (test_ctx);
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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shader = cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, shader_source);
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program = cogl_create_program ();
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program = cogl_program_new ();
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cogl_program_attach_shader (program, shader);
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cogl_pipeline_set_user_program (pipeline, program);
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