/* * Clutter COGL * * A basic GL/GLES Abstraction/Utility Layer * * Authored By Matthew Allum * * Copyright (C) 2008 OpenedHand * * 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, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #ifdef HAVE_COGL_GLES2 #include #include "cogl-shader-private.h" #include "cogl-program.h" static void _cogl_program_free (CoglProgram *program); COGL_HANDLE_DEFINE (Program, program, program_handles); static void _cogl_program_free (CoglProgram *program) { int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Unref all of the attached shaders */ g_slist_foreach (program->attached_shaders, (GFunc) cogl_shader_unref, NULL); /* Destroy the list */ g_slist_free (program->attached_shaders); _cogl_gles2_clear_cache_for_program ((CoglHandle) program); if (ctx->gles2.settings.user_program == (CoglHandle) program) { ctx->gles2.settings.user_program = COGL_INVALID_HANDLE; ctx->gles2.settings_dirty = TRUE; } for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++) if (program->custom_uniform_names[i]) g_free (program->custom_uniform_names[i]); } CoglHandle cogl_create_program (void) { CoglProgram *program; program = g_slice_new (CoglProgram); program->ref_count = 1; program->attached_shaders = NULL; memset (program->custom_uniform_names, 0, COGL_GLES2_NUM_CUSTOM_UNIFORMS * sizeof (char *)); COGL_HANDLE_DEBUG_NEW (program, program); return _cogl_program_handle_new (program); } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { CoglProgram *program; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_program (program_handle) || !cogl_is_shader (shader_handle)) return; program = _cogl_program_pointer_from_handle (program_handle); program->attached_shaders = g_slist_prepend (program->attached_shaders, cogl_shader_ref (shader_handle)); /* Whenever the shader changes we will need to relink the program with the fixed functionality shaders so we should forget the cached programs */ _cogl_gles2_clear_cache_for_program (program); } void cogl_program_link (CoglHandle handle) { /* There's no point in linking the program here because it will have to be relinked with a different fixed functionality shader whenever the settings change */ } void cogl_program_use (CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (handle != COGL_INVALID_HANDLE && !cogl_is_program (handle)) return; ctx->gles2.settings.user_program = handle; ctx->gles2.settings_dirty = TRUE; } COGLint cogl_program_get_uniform_location (CoglHandle handle, const gchar *uniform_name) { int i; CoglProgram *program; if (!cogl_is_program (handle)) return -1; program = _cogl_program_pointer_from_handle (handle); /* We can't just ask the GL program object for the uniform location directly because it will change every time the program is linked with a new fixed functionality shader. Instead we make our own mapping of uniform numbers and cache the names */ for (i = 0; program->custom_uniform_names[i] && i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++) if (!strcmp (program->custom_uniform_names[i], uniform_name)) return i; if (i < COGL_GLES2_NUM_CUSTOM_UNIFORMS) { program->custom_uniform_names[i] = g_strdup (uniform_name); return i; } else /* We've run out of space for new uniform names so just pretend it isn't there */ return -1; } void cogl_program_uniform_1f (COGLint uniform_no, gfloat value) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (uniform_no >= 0 && uniform_no < COGL_GLES2_NUM_CUSTOM_UNIFORMS) { ctx->gles2.custom_uniforms[uniform_no] = value; ctx->gles2.dirty_custom_uniforms |= 1 << uniform_no; } } #else /* HAVE_COGL_GLES2 */ /* No support on regular OpenGL 1.1 */ CoglHandle cogl_create_program (void) { return COGL_INVALID_HANDLE; } gboolean cogl_is_program (CoglHandle handle) { return FALSE; } CoglHandle cogl_program_ref (CoglHandle handle) { return COGL_INVALID_HANDLE; } void cogl_program_unref (CoglHandle handle) { } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { } void cogl_program_link (CoglHandle program_handle) { } void cogl_program_use (CoglHandle program_handle) { } COGLint cogl_program_get_uniform_location (CoglHandle program_handle, const gchar *uniform_name) { return 0; } void cogl_program_uniform_1f (COGLint uniform_no, gfloat value) { } #endif /* HAVE_COGL_GLES2 */