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mutter-performance-source/clutter/clutter/clutter-shader-effect.c
Bilal Elmoussaoui b07c772fc8 cogl: Rename Shader/Program constructors
Otherwise they end up as global functions instead of constructors
of their corresponding types. Helps with better docs

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
2024-08-01 11:06:33 +00:00

883 lines
26 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 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/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* ClutterShaderEffect:
*
* Base class for shader effects
*
* #ClutterShaderEffect is a class that implements all the plumbing for
* creating [class@Effect]s using GLSL shaders.
*
* #ClutterShaderEffect creates an offscreen buffer and then applies the
* GLSL shader (after checking whether the compilation and linking were
* successful) to the buffer before painting it on screen.
*
*
* ## Implementing a ClutterShaderEffect
*
* Creating a sub-class of #ClutterShaderEffect requires the
* overriding of the [vfunc@OffscreenEffect.paint_target] virtual
* function from the [class@OffscreenEffect] class. It is also convenient
* to implement the [vfunc@ShaderEffect.get_static_shader_source]
* virtual function in case you are planning to create more than one
* instance of the effect.
*
* The [vfunc@ShaderEffect.get_static_shader_source]
* function should return a copy of the shader source to use. This
* function is only called once per subclass of #ClutterShaderEffect
* regardless of how many instances of the effect are created. The
* source for the shader is typically stored in a static const
* string which is returned from this function via
* g_strdup().
*
* The [vfunc@OffscreenEffect.paint_target] should set the
* shader's uniforms if any. This is done by calling
* [method@ShaderEffect.set_uniform_value] or
* [method@ShaderEffect.set_uniform]. The sub-class should then
* chain up to the #ClutterShaderEffect implementation.
*
* ## Setting uniforms on a ClutterShaderEffect
*
* The example below shows a typical implementation of the
* [vfunc@ShaderEffect.get_static_shader_source] and
* [vfunc@OffscreenEffect.paint_target] virtual functions
* for a #ClutterShaderEffect subclass.
*
* ```c
* static gchar *
* my_effect_get_static_shader_source (ClutterShaderEffect *effect)
* {
* // shader_source is set elsewhere
* return g_strdup (shader_source);
* }
*
* static gboolean
* my_effect_paint_target (ClutterOffscreenEffect *effect)
* {
* MyEffect *self = MY_EFFECT (effect);
* ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
* ClutterEffectClass *parent_class;
* gfloat component_r, component_g, component_b;
*
* // the "tex" uniform is declared in the shader as:
* //
* // uniform int tex;
* //
* // and it is passed a constant value of 0
* clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
*
* // the "component" uniform is declared in the shader as:
* //
* // uniform vec3 component;
* //
* // and it's defined to contain the normalized components
* // of a #CoglColor
* component_r = self->color.red / 255.0f;
* component_g = self->color.green / 255.0f;
* component_b = self->color.blue / 255.0f;
* clutter_shader_effect_set_uniform (shader, "component",
* G_TYPE_FLOAT, 3,
* component_r,
* component_g,
* component_b);
*
* // chain up to the parent's implementation
* parent_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (my_effect_parent_class);
* return parent_class->paint_target (effect);
* }
* ```
*/
#include "config.h"
#define COGL_DISABLE_DEPRECATION_WARNINGS
#include "cogl/cogl.h"
#include "clutter/clutter-shader-effect.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-enum-types.h"
#include "clutter/clutter-private.h"
#include "clutter/clutter-shader-types.h"
typedef struct _ShaderUniform
{
gchar *name;
GType type;
GValue value;
int location;
} ShaderUniform;
typedef struct _ClutterShaderEffectPrivate
{
ClutterActor *actor;
ClutterShaderType shader_type;
CoglProgram *program;
CoglShader *shader;
GHashTable *uniforms;
} ClutterShaderEffectPrivate;
typedef struct _ClutterShaderEffectClassPrivate
{
/* These are the per-class pre-compiled shader and program which is
used when the class implements get_static_shader_source without
calling set_shader_source. They will be shared by all instances
of this class */
CoglProgram *program;
CoglShader *shader;
} ClutterShaderEffectClassPrivate;
enum
{
PROP_0,
PROP_SHADER_TYPE,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE_WITH_CODE (ClutterShaderEffect,
clutter_shader_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT,
G_ADD_PRIVATE (ClutterShaderEffect)
g_type_add_class_private (g_define_type_id,
sizeof (ClutterShaderEffectClassPrivate)))
static inline void
clutter_shader_effect_clear (ClutterShaderEffect *self,
gboolean reset_uniforms)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (self);
g_clear_object (&priv->shader);
g_clear_object (&priv->program);
if (reset_uniforms && priv->uniforms != NULL)
{
g_hash_table_destroy (priv->uniforms);
priv->uniforms = NULL;
}
priv->actor = NULL;
}
static void
clutter_shader_effect_update_uniforms (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (effect);
GHashTableIter iter;
gpointer key, value;
gsize size;
if (priv->program == NULL)
return;
if (priv->uniforms == NULL)
return;
key = value = NULL;
g_hash_table_iter_init (&iter, priv->uniforms);
while (g_hash_table_iter_next (&iter, &key, &value))
{
ShaderUniform *uniform = value;
if (uniform->location == -1)
uniform->location = cogl_program_get_uniform_location (priv->program,
uniform->name);
if (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (&uniform->value))
{
const float *floats;
floats = clutter_value_get_shader_float (&uniform->value, &size);
cogl_program_set_uniform_float (priv->program, uniform->location,
size, 1,
floats);
}
else if (CLUTTER_VALUE_HOLDS_SHADER_INT (&uniform->value))
{
const int *ints;
ints = clutter_value_get_shader_int (&uniform->value, &size);
cogl_program_set_uniform_int (priv->program, uniform->location,
size, 1,
ints);
}
else if (CLUTTER_VALUE_HOLDS_SHADER_MATRIX (&uniform->value))
{
const float *matrix;
matrix = clutter_value_get_shader_matrix (&uniform->value, &size);
cogl_program_set_uniform_matrix (priv->program, uniform->location,
size, 1,
FALSE,
matrix);
}
else if (G_VALUE_HOLDS_FLOAT (&uniform->value))
{
const float float_val = g_value_get_float (&uniform->value);
cogl_program_set_uniform_float (priv->program, uniform->location,
1, 1,
&float_val);
}
else if (G_VALUE_HOLDS_DOUBLE (&uniform->value))
{
const float float_val =
(float) g_value_get_double (&uniform->value);
cogl_program_set_uniform_float (priv->program, uniform->location,
1, 1,
&float_val);
}
else if (G_VALUE_HOLDS_INT (&uniform->value))
{
const int int_val = g_value_get_int (&uniform->value);
cogl_program_set_uniform_int (priv->program, uniform->location,
1, 1,
&int_val);
}
else
g_warning ("Invalid uniform of type '%s' for name '%s'",
g_type_name (G_VALUE_TYPE (&uniform->value)),
uniform->name);
}
}
static void
clutter_shader_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (meta);
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (self);
ClutterActorMetaClass *parent;
parent = CLUTTER_ACTOR_META_CLASS (clutter_shader_effect_parent_class);
parent->set_actor (meta, actor);
/* we keep a back pointer here */
priv->actor = clutter_actor_meta_get_actor (meta);
if (priv->actor == NULL)
return;
CLUTTER_NOTE (SHADER, "Preparing shader effect of type '%s'",
G_OBJECT_TYPE_NAME (meta));
}
static CoglShader*
clutter_shader_effect_create_shader (ClutterShaderEffect *self)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (self);
switch (priv->shader_type)
{
case CLUTTER_FRAGMENT_SHADER:
return cogl_shader_new (COGL_SHADER_TYPE_FRAGMENT);
break;
case CLUTTER_VERTEX_SHADER:
return cogl_shader_new (COGL_SHADER_TYPE_VERTEX);
break;
default:
g_assert_not_reached ();
return NULL;
}
}
static void
clutter_shader_effect_try_static_source (ClutterShaderEffect *self)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (self);
ClutterShaderEffectClass *shader_effect_class =
CLUTTER_SHADER_EFFECT_GET_CLASS (self);
if (shader_effect_class->get_static_shader_source != NULL)
{
ClutterShaderEffectClassPrivate *class_priv;
class_priv =
G_TYPE_CLASS_GET_PRIVATE (shader_effect_class,
CLUTTER_TYPE_SHADER_EFFECT,
ClutterShaderEffectClassPrivate);
if (class_priv->shader == NULL)
{
gchar *source;
class_priv->shader = clutter_shader_effect_create_shader (self);
source = shader_effect_class->get_static_shader_source (self);
cogl_shader_source (class_priv->shader, source);
g_free (source);
CLUTTER_NOTE (SHADER, "Compiling shader effect");
class_priv->program = cogl_program_new ();
cogl_program_attach_shader (class_priv->program,
class_priv->shader);
cogl_program_link (class_priv->program);
}
priv->shader = g_object_ref (class_priv->shader);
if (class_priv->program != NULL)
priv->program = g_object_ref (class_priv->program);
}
}
static void
clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterShaderEffect *self = CLUTTER_SHADER_EFFECT (effect);
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (self);
ClutterOffscreenEffectClass *parent;
CoglPipeline *pipeline;
/* If the source hasn't been set then we'll try to get it from the
static source instead */
if (priv->shader == NULL)
clutter_shader_effect_try_static_source (self);
/* we haven't been prepared or we don't have support for
* GLSL shaders in Clutter
*/
if (priv->program == NULL)
goto out;
CLUTTER_NOTE (SHADER, "Applying the shader effect of type '%s'",
G_OBJECT_TYPE_NAME (effect));
clutter_shader_effect_update_uniforms (CLUTTER_SHADER_EFFECT (effect));
/* associate the program to the offscreen target pipeline */
pipeline = clutter_offscreen_effect_get_pipeline (effect);
cogl_pipeline_set_user_program (pipeline, priv->program);
out:
/* paint the offscreen buffer */
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class);
parent->paint_target (effect, node, paint_context);
}
static void
clutter_shader_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (CLUTTER_SHADER_EFFECT (gobject));
switch (prop_id)
{
case PROP_SHADER_TYPE:
priv->shader_type = g_value_get_enum (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_shader_effect_finalize (GObject *gobject)
{
ClutterShaderEffect *effect = CLUTTER_SHADER_EFFECT (gobject);
clutter_shader_effect_clear (effect, TRUE);
G_OBJECT_CLASS (clutter_shader_effect_parent_class)->finalize (gobject);
}
static void
clutter_shader_effect_class_init (ClutterShaderEffectClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
/**
* ClutterShaderEffect:shader-type:
*
* The type of shader that is used by the effect. This property
* should be set by the constructor of #ClutterShaderEffect
* sub-classes.
*/
obj_props[PROP_SHADER_TYPE] =
g_param_spec_enum ("shader-type", NULL, NULL,
CLUTTER_TYPE_SHADER_TYPE,
CLUTTER_FRAGMENT_SHADER,
G_PARAM_WRITABLE |
G_PARAM_STATIC_STRINGS |
G_PARAM_CONSTRUCT_ONLY);
gobject_class->set_property = clutter_shader_effect_set_property;
gobject_class->finalize = clutter_shader_effect_finalize;
g_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
meta_class->set_actor = clutter_shader_effect_set_actor;
offscreen_class->paint_target = clutter_shader_effect_paint_target;
}
static void
clutter_shader_effect_init (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (effect);
priv->shader_type = CLUTTER_FRAGMENT_SHADER;
}
/**
* clutter_shader_effect_new:
* @shader_type: the type of the shader, either %CLUTTER_FRAGMENT_SHADER,
* or %CLUTTER_VERTEX_SHADER
*
* Creates a new #ClutterShaderEffect, to be applied to an actor using
* [method@Actor.add_effect].
*
* The effect will be empty until [method@ShaderEffect.set_shader_source]
* is called.
*
* Return value: the newly created #ClutterShaderEffect.
* Use g_object_unref() when done.
*/
ClutterEffect *
clutter_shader_effect_new (ClutterShaderType shader_type)
{
return g_object_new (CLUTTER_TYPE_SHADER_EFFECT,
"shader-type", shader_type,
NULL);
}
/**
* clutter_shader_effect_get_shader:
* @effect: a #ClutterShaderEffect
*
* Retrieves a pointer to the shader's handle
*
* Return value: (transfer none): a pointer to the shader's handle,
* or %NULL
*/
CoglShader*
clutter_shader_effect_get_shader (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect),
NULL);
priv = clutter_shader_effect_get_instance_private (effect);
return priv->shader;
}
/**
* clutter_shader_effect_get_program:
* @effect: a #ClutterShaderEffect
*
* Retrieves a pointer to the program's handle
*
* Return value: (transfer none): a pointer to the program's handle,
* or %NULL
*/
CoglProgram*
clutter_shader_effect_get_program (ClutterShaderEffect *effect)
{
ClutterShaderEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect),
NULL);
priv = clutter_shader_effect_get_instance_private (effect);
return priv->program;
}
static void
shader_uniform_free (gpointer data)
{
if (data != NULL)
{
ShaderUniform *uniform = data;
g_value_unset (&uniform->value);
g_free (uniform->name);
g_free (uniform);
}
}
static ShaderUniform *
shader_uniform_new (const gchar *name,
const GValue *value)
{
ShaderUniform *retval;
retval = g_new0 (ShaderUniform, 1);
retval->name = g_strdup (name);
retval->type = G_VALUE_TYPE (value);
retval->location = -1;
g_value_init (&retval->value, retval->type);
g_value_copy (value, &retval->value);
return retval;
}
static void
shader_uniform_update (ShaderUniform *uniform,
const GValue *value)
{
g_value_unset (&uniform->value);
g_value_init (&uniform->value, G_VALUE_TYPE (value));
g_value_copy (value, &uniform->value);
}
static inline void
clutter_shader_effect_add_uniform (ClutterShaderEffect *effect,
const gchar *name,
const GValue *value)
{
ClutterShaderEffectPrivate *priv =
clutter_shader_effect_get_instance_private (effect);
ShaderUniform *uniform;
if (priv->uniforms == NULL)
{
priv->uniforms = g_hash_table_new_full (g_str_hash, g_str_equal,
NULL,
shader_uniform_free);
}
uniform = g_hash_table_lookup (priv->uniforms, name);
if (uniform == NULL)
{
uniform = shader_uniform_new (name, value);
g_hash_table_insert (priv->uniforms, uniform->name, uniform);
}
else
shader_uniform_update (uniform, value);
if (priv->actor != NULL && !CLUTTER_ACTOR_IN_PAINT (priv->actor))
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
}
/**
* clutter_shader_effect_set_uniform_value:
* @effect: a #ClutterShaderEffect
* @name: the name of the uniform to set
* @value: a #GValue with the value of the uniform to set
*
* Sets @value as the payload for the uniform @name inside the shader
* effect
*
* The #GType of the @value must be one of: %G_TYPE_INT, for a single
* integer value; %G_TYPE_FLOAT, for a single floating point value;
* %CLUTTER_TYPE_SHADER_INT, for an array of integer values;
* %CLUTTER_TYPE_SHADER_FLOAT, for an array of floating point values;
* and %CLUTTER_TYPE_SHADER_MATRIX, for a matrix of floating point
* values. It also accepts %G_TYPE_DOUBLE for compatibility with other
* languages than C.
*/
void
clutter_shader_effect_set_uniform_value (ClutterShaderEffect *effect,
const gchar *name,
const GValue *value)
{
g_return_if_fail (CLUTTER_IS_SHADER_EFFECT (effect));
g_return_if_fail (name != NULL);
g_return_if_fail (value != NULL);
clutter_shader_effect_add_uniform (effect, name, value);
}
static void
clutter_shader_effect_set_uniform_valist (ClutterShaderEffect *effect,
const gchar *name,
GType value_type,
gsize n_values,
va_list *args)
{
GValue value = G_VALUE_INIT;
if (value_type == CLUTTER_TYPE_SHADER_INT)
{
gint *int_values = va_arg (*args, gint*);
g_value_init (&value, CLUTTER_TYPE_SHADER_INT);
clutter_value_set_shader_int (&value, n_values, int_values);
goto add_uniform;
}
if (value_type == CLUTTER_TYPE_SHADER_FLOAT)
{
gfloat *float_values = va_arg (*args, gfloat*);
g_value_init (&value, CLUTTER_TYPE_SHADER_FLOAT);
clutter_value_set_shader_float (&value, n_values, float_values);
goto add_uniform;
}
if (value_type == CLUTTER_TYPE_SHADER_MATRIX)
{
gfloat *float_values = va_arg (*args, gfloat*);
g_value_init (&value, CLUTTER_TYPE_SHADER_MATRIX);
clutter_value_set_shader_matrix (&value, n_values, float_values);
goto add_uniform;
}
if (value_type == G_TYPE_INT)
{
g_return_if_fail (n_values <= 4);
/* if we only have one value we can go through the fast path
* of using G_TYPE_INT, otherwise we create a vector of integers
* from the passed values
*/
if (n_values == 1)
{
gint int_val = va_arg (*args, gint);
g_value_init (&value, G_TYPE_INT);
g_value_set_int (&value, int_val);
}
else
{
gint *int_values = g_new (gint, n_values);
gint i;
for (i = 0; i < n_values; i++)
int_values[i] = va_arg (*args, gint);
g_value_init (&value, CLUTTER_TYPE_SHADER_INT);
clutter_value_set_shader_int (&value, n_values, int_values);
g_free (int_values);
}
goto add_uniform;
}
if (value_type == G_TYPE_FLOAT)
{
g_return_if_fail (n_values <= 4);
/* if we only have one value we can go through the fast path
* of using G_TYPE_FLOAT, otherwise we create a vector of floats
* from the passed values
*/
if (n_values == 1)
{
gfloat float_val = (gfloat) va_arg (*args, gdouble);
g_value_init (&value, G_TYPE_FLOAT);
g_value_set_float (&value, float_val);
}
else
{
gfloat *float_values = g_new (gfloat, n_values);
gint i;
for (i = 0; i < n_values; i++)
float_values[i] = (gfloat) va_arg (*args, double);
g_value_init (&value, CLUTTER_TYPE_SHADER_FLOAT);
clutter_value_set_shader_float (&value, n_values, float_values);
g_free (float_values);
}
goto add_uniform;
}
g_warning ("Unrecognized type '%s' (values: %d) for uniform name '%s'",
g_type_name (value_type),
(int) n_values,
name);
return;
add_uniform:
clutter_shader_effect_add_uniform (effect, name, &value);
g_value_unset (&value);
}
/**
* clutter_shader_effect_set_uniform:
* @effect: a #ClutterShaderEffect
* @name: the name of the uniform to set
* @gtype: the type of the uniform to set
* @n_values: the number of values
* @...: a list of values
*
* Sets a list of values as the payload for the uniform @name inside
* the shader effect
*
* The @gtype must be one of: %G_TYPE_INT, for 1 or more integer values;
* %G_TYPE_FLOAT, for 1 or more floating point values;
* %CLUTTER_TYPE_SHADER_INT, for a pointer to an array of integer values;
* %CLUTTER_TYPE_SHADER_FLOAT, for a pointer to an array of floating point
* values; and %CLUTTER_TYPE_SHADER_MATRIX, for a pointer to an array of
* floating point values mapping a matrix
*
* The number of values interpreted is defined by the @n_value
* argument, and by the @gtype argument. For instance, a uniform named
* "sampler0" and containing a single integer value is set using:
*
* ```c
* clutter_shader_effect_set_uniform (effect, "sampler0",
* G_TYPE_INT, 1,
* 0);
* ```
*
* While a uniform named "components" and containing a 3-elements vector
* of floating point values (a "vec3") can be set using:
*
* ```c
* gfloat component_r, component_g, component_b;
*
* clutter_shader_effect_set_uniform (effect, "components",
* G_TYPE_FLOAT, 3,
* component_r,
* component_g,
* component_b);
* ```
*
* or can be set using:
*
* ```c
* gfloat component_vec[3];
*
* clutter_shader_effect_set_uniform (effect, "components",
* CLUTTER_TYPE_SHADER_FLOAT, 3,
* component_vec);
* ```
*
* Finally, a uniform named "map" and containing a matrix can be set using:
*
* ```c
* float v[16];
*
* cogl_matrix_to_float (&matrix, v);
* clutter_shader_effect_set_uniform (effect, "map",
* CLUTTER_TYPE_SHADER_MATRIX,
* 1, v);
* ```
*/
void
clutter_shader_effect_set_uniform (ClutterShaderEffect *effect,
const gchar *name,
GType gtype,
gsize n_values,
...)
{
va_list args;
g_return_if_fail (CLUTTER_IS_SHADER_EFFECT (effect));
g_return_if_fail (name != NULL);
g_return_if_fail (gtype != G_TYPE_INVALID);
g_return_if_fail (n_values > 0);
va_start (args, n_values);
clutter_shader_effect_set_uniform_valist (effect, name,
gtype,
n_values,
&args);
va_end (args);
}
/**
* clutter_shader_effect_set_shader_source:
* @effect: a #ClutterShaderEffect
* @source: the source of a GLSL shader
*
* Sets the source of the GLSL shader used by @effect
*
* This function should only be called by implementations of
* the #ClutterShaderEffect class, and not by application code.
*
* This function can only be called once; subsequent calls will
* yield no result.
*
* Return value: %TRUE if the source was set
*/
gboolean
clutter_shader_effect_set_shader_source (ClutterShaderEffect *effect,
const gchar *source)
{
ClutterShaderEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_SHADER_EFFECT (effect), FALSE);
g_return_val_if_fail (source != NULL && *source != '\0', FALSE);
priv = clutter_shader_effect_get_instance_private (effect);
if (priv->shader != NULL)
return TRUE;
priv->shader = clutter_shader_effect_create_shader (effect);
cogl_shader_source (priv->shader, source);
CLUTTER_NOTE (SHADER, "Compiling shader effect");
priv->program = cogl_program_new ();
cogl_program_attach_shader (priv->program, priv->shader);
cogl_program_link (priv->program);
return TRUE;
}