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Author SHA1 Message Date
Robert Bragg
a5fe4ae4ec [cogl] %.c: %.glsl codegen: use BUILT_SOURCES var + fix stringify.sh
Don't let stringify.sh write to the $srcdir + use the BUILT_SOURCES var in
Makefile.am so as to ensure all .c.  and .h files get generated from their
corresponding .glsl files before building other targets.
2009-08-19 15:43:20 +01:00
Robert Bragg
f85377372c [cogl] Updates all file headers and removes lots of trailing white space
Adds missing notices, and ensures all the notices are consistent. The Cogl
blurb also now reads:

 * Cogl
 *
 * An object oriented GL/GLES Abstraction/Utility Layer
2009-05-02 04:12:25 +01:00
Neil Roberts
d4da3a3e2a * clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and
	uniforms are now proxied into COGL variables instead of setting
	the GL uniforms directly. Just before glDrawArrays is executed a
	shader is generated using the given settings to avoid using 'if'
	statements. The shaders are cached.

	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: 
	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
	are now split into parts using comments instead of 'if' statements
	so that the simplest shader can be generated on the fly.

	* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
	into separate C strings where deliminated by special comments.

	* clutter/cogl/gles/cogl-program.h: 
	* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
	be directly linked with the fixed-functionality replacement
	because the replacement changes depending on the settings. Instead
	the bound shader is linked with the appropriate replacement shader
	just before glDrawArrays is executed. The custom uniform variables
	must also be proxied through COGL variables because their location
	can change when relinked.
2008-06-24 16:21:40 +00:00
Neil Roberts
70dbc03734 GLES 2 backend
* clutter/eglx/clutter-stage-egl.h:
	* clutter/eglx/clutter-egl-headers.h:
	* clutter/eglx/clutter-backend-egl.h:
	* clutter/eglx/Makefile.am: Include the GLES and EGL headers via
	clutter-egl-headers.h so that the right version can be used
	depending on whether the GLES 2 wrapper is being used.

	* configure.ac: Added an automake conditional for whether the GLES
	2 wrapper should be used.

	* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
	Remove the call to glGetIntegerv to get the max texture size. It
	was being called before the GL context was bound so it didn't work
	anyway and it was causing trouble for the GLES 2 simulator.

	* clutter/cogl/gles/stringify.sh: Shell script to convert the
	shaders into a C string.

	* clutter/cogl/gles/cogl-gles2-wrapper.h:
	* clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the
	missing GL functions in GLES 2.

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl:
	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for
	GLES 2

	* clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@
	macro instead of always using the GLES 1 header.

	* clutter/cogl/gles/cogl-context.h (CoglContext): Include a field
	for the state of the GLES 2 wrapper.

	* clutter/cogl/gles/cogl-texture.c:
	* clutter/cogl/gles/cogl-primitives.c:
	* clutter/cogl/gles/cogl.c: Use wrapped versions of the GL
	functions where neccessary.

	* clutter/cogl/gles/Makefile.am: Add sources for the GLES 2
	wrapper and an extra build step to put the GLSL files into a C
	string whenever the files change.
2008-05-27 17:42:50 +00:00