/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009 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, 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-shader-private.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #ifdef HAVE_COGL_GLES2 static void _cogl_shader_free (CoglShader *shader); COGL_HANDLE_DEFINE (Shader, shader); static void _cogl_shader_free (CoglShader *shader) { /* Frees shader resources but its handle is not released! Do that separately before this! */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); glDeleteShader (shader->gl_handle); } CoglHandle cogl_create_shader (CoglShaderType type) { CoglShader *shader; GLenum gl_type; if (type == COGL_SHADER_TYPE_VERTEX) gl_type = GL_VERTEX_SHADER; else if (type == COGL_SHADER_TYPE_FRAGMENT) gl_type = GL_FRAGMENT_SHADER; else { g_warning ("Unexpected shader type (0x%08lX) given to " "cogl_create_shader", (unsigned long) type); return COGL_INVALID_HANDLE; } shader = g_slice_new (CoglShader); shader->gl_handle = glCreateShader (gl_type); return _cogl_shader_handle_new (shader); } void cogl_shader_source (CoglHandle handle, const char *source) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; shader = _cogl_shader_pointer_from_handle (handle); glShaderSource (shader->gl_handle, 1, &source, NULL); } void cogl_shader_compile (CoglHandle handle) { CoglShader *shader; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; shader = _cogl_shader_pointer_from_handle (handle); glCompileShader (shader->gl_handle); } void cogl_shader_get_info_log (CoglHandle handle, size_t size, char *buffer) { CoglShader *shader; int len = 0; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_shader (handle)) return; shader = _cogl_shader_pointer_from_handle (handle); glGetShaderInfoLog (shader->gl_handle, size - 1, &len, buffer); buffer[len] = '\0'; } CoglShaderType cogl_shader_get_type (CoglHandle handle) { GLint type; CoglShader *shader; if (!cogl_is_shader (handle)) { g_warning ("Non shader handle type passed to cogl_shader_get_type"); return COGL_SHADER_TYPE_VERTEX; } shader = _cogl_shader_pointer_from_handle (handle); GE (glGetShaderiv (shader->gl_handle, GL_SHADER_TYPE, &type)); if (type == GL_VERTEX_SHADER) return COGL_SHADER_TYPE_VERTEX; else if (type == GL_FRAGMENT_SHADER) return COGL_SHADER_TYPE_VERTEX; else { g_warning ("Unexpected shader type 0x%08lX", (unsigned long)type); return COGL_SHADER_TYPE_VERTEX; } } gboolean cogl_shader_is_compiled (CoglHandle handle) { GLint status; CoglShader *shader; if (!cogl_is_shader (handle)) return FALSE; shader = _cogl_shader_pointer_from_handle (handle); GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status)); if (status == GL_TRUE) return TRUE; else return FALSE; } #else /* HAVE_COGL_GLES2 */ /* No support on regular OpenGL 1.1 */ CoglHandle cogl_create_shader (CoglShaderType type) { return COGL_INVALID_HANDLE; } gboolean cogl_is_shader (CoglHandle handle) { return FALSE; } CoglHandle cogl_shader_ref (CoglHandle handle) { return COGL_INVALID_HANDLE; } void cogl_shader_unref (CoglHandle handle) { } void cogl_shader_source (CoglHandle shader, const char *source) { } void cogl_shader_compile (CoglHandle shader_handle) { } void cogl_shader_get_info_log (CoglHandle handle, size_t size, char *buffer) { } CoglShaderType cogl_shader_get_type (CoglHandle handle) { return COGL_SHADER_TYPE_VERTEX; } gboolean cogl_shader_is_compiled (CoglHandle handle) { return FALSE; } #endif /* HAVE_COGL_GLES2 */