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mutter-performance-source/clutter/clutter-shader-types.c
Neil Roberts c9a81f035e Don't use any GL types or defines in Clutter
Some of the Clutter code was using GL types for the primitive types
such as GLint and GLubyte and then passing these to Cogl. This doesn't
make much sense because the Cogl functions directly take native C
types. This patch just replaces them with either a native C type or a
glib type.

Some of the cogl conformance tests are trying to directly call GL for
example to test creating a foreign texture. These tests have been
changed to manually define the GL enum values instead of relying on a
GL header to define them.

This is necessary because Cogl may soon stop including a GL header
from its public headers.

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
2012-03-23 17:24:42 +00:00

566 lines
14 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
* Chris Lord <chris@openedhand.com>
*
* 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#include <gobject/gvaluecollector.h>
#include "clutter-shader-types.h"
#include "clutter-private.h"
static GTypeInfo shader_float_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_float_finfo = { 0, };
static GTypeInfo shader_int_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_int_finfo = { 0, };
static GTypeInfo shader_matrix_info = {
0,
NULL,
NULL,
NULL,
NULL,
NULL,
0,
0,
NULL,
NULL,
};
static GTypeFundamentalInfo shader_matrix_finfo = { 0, };
struct _ClutterShaderFloat
{
gint size;
float value[4];
};
struct _ClutterShaderInt
{
gint size;
int value[4];
};
struct _ClutterShaderMatrix
{
gint size;
float value[16];
};
static gpointer
clutter_value_peek_pointer (const GValue *value)
{
return value->data[0].v_pointer;
}
/* Float */
static void
clutter_value_init_shader_float (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderFloat);
}
static void
clutter_value_free_shader_float (GValue *value)
{
g_slice_free (ClutterShaderFloat, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_float (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderFloat, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_float (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint float_count = collect_values[0].v_int;
const float *floats = collect_values[1].v_pointer;
if (!floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_float (value);
clutter_value_set_shader_float (value, float_count, floats);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_float (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *float_count = collect_values[0].v_pointer;
float **floats = collect_values[1].v_pointer;
ClutterShaderFloat *shader_float = value->data[0].v_pointer;
if (!float_count || !floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*float_count = shader_float->size;
*floats = g_memdup (shader_float->value, shader_float->size * sizeof (float));
return NULL;
}
static const GTypeValueTable _clutter_shader_float_value_table = {
clutter_value_init_shader_float,
clutter_value_free_shader_float,
clutter_value_copy_shader_float,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_float,
"pp",
clutter_value_lcopy_shader_float
};
GType
clutter_shader_float_get_type (void)
{
static GType _clutter_shader_float_type = 0;
if (G_UNLIKELY (_clutter_shader_float_type == 0))
{
shader_float_info.value_table = & _clutter_shader_float_value_table;
_clutter_shader_float_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderFloat"),
&shader_float_info,
&shader_float_finfo, 0);
}
return _clutter_shader_float_type;
}
/* Integer */
static void
clutter_value_init_shader_int (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderInt);
}
static void
clutter_value_free_shader_int (GValue *value)
{
g_slice_free (ClutterShaderInt, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_int (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderInt, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_int (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint int_count = collect_values[0].v_int;
const int *ints = collect_values[1].v_pointer;
if (!ints)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_int (value);
clutter_value_set_shader_int (value, int_count, ints);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_int (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *int_count = collect_values[0].v_pointer;
int **ints = collect_values[1].v_pointer;
ClutterShaderInt *shader_int = value->data[0].v_pointer;
if (!int_count || !ints)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*int_count = shader_int->size;
*ints = g_memdup (shader_int->value, shader_int->size * sizeof (int));
return NULL;
}
static const GTypeValueTable _clutter_shader_int_value_table = {
clutter_value_init_shader_int,
clutter_value_free_shader_int,
clutter_value_copy_shader_int,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_int,
"pp",
clutter_value_lcopy_shader_int
};
GType
clutter_shader_int_get_type (void)
{
static GType _clutter_shader_int_type = 0;
if (G_UNLIKELY (_clutter_shader_int_type == 0))
{
shader_int_info.value_table = & _clutter_shader_int_value_table;
_clutter_shader_int_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderInt"),
&shader_int_info,
&shader_int_finfo, 0);
}
return _clutter_shader_int_type;
}
/* Matrix */
static void
clutter_value_init_shader_matrix (GValue *value)
{
value->data[0].v_pointer = g_slice_new0 (ClutterShaderMatrix);
}
static void
clutter_value_free_shader_matrix (GValue *value)
{
g_slice_free (ClutterShaderMatrix, value->data[0].v_pointer);
}
static void
clutter_value_copy_shader_matrix (const GValue *src,
GValue *dest)
{
dest->data[0].v_pointer =
g_slice_dup (ClutterShaderMatrix, src->data[0].v_pointer);
}
static gchar *
clutter_value_collect_shader_matrix (GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint float_count = collect_values[0].v_int;
const float *floats = collect_values[1].v_pointer;
if (!floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
clutter_value_init_shader_matrix (value);
clutter_value_set_shader_matrix (value, float_count, floats);
return NULL;
}
static gchar *
clutter_value_lcopy_shader_matrix (const GValue *value,
guint n_collect_values,
GTypeCValue *collect_values,
guint collect_flags)
{
gint *float_count = collect_values[0].v_pointer;
float **floats = collect_values[1].v_pointer;
ClutterShaderFloat *shader_float = value->data[0].v_pointer;
if (!float_count || !floats)
return g_strdup_printf ("value location for '%s' passed as NULL",
G_VALUE_TYPE_NAME (value));
*float_count = shader_float->size;
*floats = g_memdup (shader_float->value,
shader_float->size * shader_float->size * sizeof (float));
return NULL;
}
static const GTypeValueTable _clutter_shader_matrix_value_table = {
clutter_value_init_shader_matrix,
clutter_value_free_shader_matrix,
clutter_value_copy_shader_matrix,
clutter_value_peek_pointer,
"ip",
clutter_value_collect_shader_matrix,
"pp",
clutter_value_lcopy_shader_matrix
};
GType
clutter_shader_matrix_get_type (void)
{
static GType _clutter_shader_matrix_type = 0;
if (G_UNLIKELY (_clutter_shader_matrix_type == 0))
{
shader_matrix_info.value_table = & _clutter_shader_matrix_value_table;
_clutter_shader_matrix_type =
g_type_register_fundamental (g_type_fundamental_next (),
I_("ClutterShaderMatrix"),
&shader_matrix_info,
&shader_matrix_finfo, 0);
}
return _clutter_shader_matrix_type;
}
/* Utility functions */
/**
* clutter_value_set_shader_float:
* @value: a #GValue
* @size: number of floating point values in @floats
* @floats: an array of floating point values
*
* Sets @floats as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_FLOAT.
*
* Since: 0.8
*/
void
clutter_value_set_shader_float (GValue *value,
gint size,
const gfloat *floats)
{
ClutterShaderFloat *shader_float;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value));
g_return_if_fail (size <= 4);
shader_float = value->data[0].v_pointer;
shader_float->size = size;
for (i = 0; i < size; i++)
shader_float->value[i] = floats[i];
}
/**
* clutter_value_set_shader_int:
* @value: a #GValue
* @size: number of integer values in @ints
* @ints: an array of integer values
*
* Sets @ints as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_INT.
*
* Since: 0.8
*/
void
clutter_value_set_shader_int (GValue *value,
gint size,
const gint *ints)
{
ClutterShaderInt *shader_int;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value));
g_return_if_fail (size <= 4);
shader_int = value->data[0].v_pointer;
shader_int->size = size;
for (i = 0; i < size; i++)
shader_int->value[i] = ints[i];
}
/**
* clutter_value_set_shader_matrix:
* @value: a #GValue
* @size: number of floating point values in @floats
* @matrix: a matrix of floating point values
*
* Sets @matrix as the contents of @value. The passed #GValue
* must have been initialized using %CLUTTER_TYPE_SHADER_MATRIX.
*
* Since: 0.8
*/
void
clutter_value_set_shader_matrix (GValue *value,
gint size,
const gfloat *matrix)
{
ClutterShaderMatrix *shader_matrix;
gint i;
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value));
g_return_if_fail (size <= 4);
shader_matrix = value->data[0].v_pointer;
shader_matrix->size = size;
for (i = 0; i < size * size; i++)
shader_matrix->value[i] = matrix[i];
}
/**
* clutter_value_get_shader_float:
* @value: a #GValue
* @length: return location for the number of returned floating
* point values, or %NULL
*
* Retrieves the list of floating point values stored inside
* the passed #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_FLOAT.
*
* Return value: the pointer to a list of floating point values.
* The returned value is owned by the #GValue and should never
* be modified or freed.
*
* Since: 0.8
*/
const gfloat *
clutter_value_get_shader_float (const GValue *value,
gsize *length)
{
ClutterShaderFloat *shader_float;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value), NULL);
shader_float = value->data[0].v_pointer;
if (length)
*length = shader_float->size;
return shader_float->value;
}
/**
* clutter_value_get_shader_int:
* @value: a #GValue
* @length: return location for the number of returned integer
* values, or %NULL
*
* Retrieves the list of integer values stored inside the passed
* #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_INT.
*
* Return value: the pointer to a list of integer values.
* The returned value is owned by the #GValue and should never
* be modified or freed.
*
* Since: 0.8
*/
const gint *
clutter_value_get_shader_int (const GValue *value,
gsize *length)
{
ClutterShaderInt *shader_int;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_INT (value), NULL);
shader_int = value->data[0].v_pointer;
if (length)
*length = shader_int->size;
return shader_int->value;
}
/**
* clutter_value_get_shader_matrix:
* @value: a #GValue
* @length: (out): return location for the number of returned floating
* point values, or %NULL
*
* Retrieves a matrix of floating point values stored inside
* the passed #GValue. @value must have been initialized with
* %CLUTTER_TYPE_SHADER_MATRIX.
*
* Return value: (array length=length) (transfer none): the pointer to a matrix
* of floating point values. The returned value is owned by the #GValue and
* should never be modified or freed.
*
* Since: 0.8
*/
const gfloat *
clutter_value_get_shader_matrix (const GValue *value,
gsize *length)
{
ClutterShaderMatrix *shader_matrix;
g_return_val_if_fail (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value), NULL);
shader_matrix = value->data[0].v_pointer;
if (length)
*length = shader_matrix->size;
return shader_matrix->value;
}