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mutter-performance-source/cogl/driver/gles/cogl-shader.c
Neil Roberts 023510636c Plug the leaking CoglProgram and CoglShader
_cogl_program_free and _cogl_shader_free never freed the struct their
structs so it would end up leaking a little bit.
2010-07-22 21:51:43 +01:00

224 lines
4.5 KiB
C

/*
* 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#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);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (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);
g_slice_free (CoglShader, shader);
}
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);
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
CoglShader *shader;
char buffer[512];
int len = 0;
_COGL_GET_CONTEXT (ctx, NULL);
if (!cogl_is_shader (handle))
return NULL;
shader = _cogl_shader_pointer_from_handle (handle);
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
}
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)
{
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
return NULL;
}
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 */