[cogl/cogl-1.14: 32/174] add cogl-glsl-shader files to aid backporting patches



commit 62b472f4f5b952260f16ea6611775cc7e763e068
Author: Robert Bragg <robert linux intel com>
Date:   Mon Jan 7 19:16:11 2013 +0000

    add cogl-glsl-shader files to aid backporting patches
    
    To aid with backporting patches from master made after the deprecated
    CoglShader api was removed this patch adds the cogl-glsl- files that
    have been added on master so we should get less conflicts when cherry
    picking.

 cogl/Makefile.am                                   |    4 +-
 ...oilerplate.h => cogl-glsl-shader-boilerplate.h} |    0
 cogl/cogl-glsl-shader-private.h                    |   35 +++++
 cogl/cogl-glsl-shader.c                            |  154 ++++++++++++++++++++
 cogl/cogl-shader.c                                 |  132 ++----------------
 cogl/driver/gl/cogl-pipeline-fragend-glsl.c        |   12 +-
 cogl/driver/gl/cogl-pipeline-vertend-glsl.c        |   12 +-
 7 files changed, 216 insertions(+), 133 deletions(-)
---
diff --git a/cogl/Makefile.am b/cogl/Makefile.am
index aa3f2f6..0cbe5c3 100644
--- a/cogl/Makefile.am
+++ b/cogl/Makefile.am
@@ -336,6 +336,9 @@ cogl_sources_c = \
 	$(srcdir)/cogl-pipeline-layer-state.c		\
 	$(srcdir)/cogl-pipeline-state-private.h		\
 	$(srcdir)/cogl-pipeline-debug.c			\
+        $(srcdir)/cogl-glsl-shader.c                    \
+        $(srcdir)/cogl-glsl-shader-private.h            \
+        $(srcdir)/cogl-glsl-shader-boilerplate.h        \
 	$(srcdir)/cogl-pipeline-snippet-private.h	\
 	$(srcdir)/cogl-pipeline-snippet.c		\
 	$(srcdir)/cogl-pipeline-cache.h			\
@@ -384,7 +387,6 @@ cogl_sources_c = \
 	$(srcdir)/cogl-flags.h				\
 	$(srcdir)/cogl-bitmask.h                        \
 	$(srcdir)/cogl-bitmask.c                        \
-	$(srcdir)/cogl-shader-boilerplate.h		\
 	$(srcdir)/cogl-shader-private.h			\
 	$(srcdir)/cogl-shader.c                        	\
 	$(srcdir)/cogl-gtype-private.h                  \
diff --git a/cogl/cogl-shader-boilerplate.h b/cogl/cogl-glsl-shader-boilerplate.h
similarity index 100%
rename from cogl/cogl-shader-boilerplate.h
rename to cogl/cogl-glsl-shader-boilerplate.h
diff --git a/cogl/cogl-glsl-shader-private.h b/cogl/cogl-glsl-shader-private.h
new file mode 100644
index 0000000..9d50650
--- /dev/null
+++ b/cogl/cogl-glsl-shader-private.h
@@ -0,0 +1,35 @@
+/*
+ * Cogl
+ *
+ * An object oriented GL/GLES Abstraction/Utility Layer
+ *
+ * Copyright (C) 2012 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/>.
+ */
+
+#ifndef _COGL_GLSL_SHADER_PRIVATE_H_
+#define _COGL_GLSL_SHADER_PRIVATE_H_
+
+void
+_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
+                                               GLuint shader_gl_handle,
+                                               GLenum shader_gl_type,
+                                               int n_tex_coord_attribs,
+                                               GLsizei count_in,
+                                               const char **strings_in,
+                                               const GLint *lengths_in);
+
+#endif /* _COGL_GLSL_SHADER_PRIVATE_H_ */
diff --git a/cogl/cogl-glsl-shader.c b/cogl/cogl-glsl-shader.c
new file mode 100644
index 0000000..ae97942
--- /dev/null
+++ b/cogl/cogl-glsl-shader.c
@@ -0,0 +1,154 @@
+/*
+ * Cogl
+ *
+ * An object oriented GL/GLES Abstraction/Utility Layer
+ *
+ * Copyright (C) 2012 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/>.
+ *
+ *
+ *
+ * Authors:
+ *   Robert Bragg <robert linux intel com>
+ *   Neil Roberts <neil linux intel com>
+ */
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include "cogl-context-private.h"
+#include "cogl-glsl-shader-private.h"
+#include "cogl-glsl-shader-boilerplate.h"
+#include "cogl-internal.h"
+
+#include <string.h>
+
+#include <glib.h>
+
+void
+_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
+                                               GLuint shader_gl_handle,
+                                               GLenum shader_gl_type,
+                                               int n_tex_coord_attribs,
+                                               GLsizei count_in,
+                                               const char **strings_in,
+                                               const GLint *lengths_in)
+{
+  const char *vertex_boilerplate;
+  const char *fragment_boilerplate;
+
+  const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
+  GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
+  int count = 0;
+  char *tex_coord_declarations = NULL;
+
+  if (ctx->driver == COGL_DRIVER_GLES2)
+    {
+      vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
+      fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
+    }
+  else
+    {
+      vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
+      fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
+    }
+
+  if (ctx->driver == COGL_DRIVER_GLES2 &&
+      cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
+    {
+      static const char texture_3d_extension[] =
+        "#extension GL_OES_texture_3D : enable\n";
+      strings[count] = texture_3d_extension;
+      lengths[count++] = sizeof (texture_3d_extension) - 1;
+    }
+
+  if (shader_gl_type == GL_VERTEX_SHADER)
+    {
+      strings[count] = vertex_boilerplate;
+      lengths[count++] = strlen (vertex_boilerplate);
+    }
+  else if (shader_gl_type == GL_FRAGMENT_SHADER)
+    {
+      strings[count] = fragment_boilerplate;
+      lengths[count++] = strlen (fragment_boilerplate);
+    }
+
+  if (ctx->driver == COGL_DRIVER_GLES2 &&
+      n_tex_coord_attribs)
+    {
+      GString *declarations = g_string_new (NULL);
+
+      g_string_append_printf (declarations,
+                              "varying vec4 _cogl_tex_coord[%d];\n",
+                              n_tex_coord_attribs);
+
+      if (shader_gl_type == GL_VERTEX_SHADER)
+        {
+          int i;
+
+          g_string_append_printf (declarations,
+                                  "uniform mat4 cogl_texture_matrix[%d];\n",
+                                  n_tex_coord_attribs);
+
+          for (i = 0; i < n_tex_coord_attribs; i++)
+            g_string_append_printf (declarations,
+                                    "attribute vec4 cogl_tex_coord%d_in;\n",
+                                    i);
+        }
+
+      tex_coord_declarations = g_string_free (declarations, FALSE);
+      strings[count] = tex_coord_declarations;
+      lengths[count++] = -1; /* null terminated */
+    }
+
+  memcpy (strings + count, strings_in, sizeof (char *) * count_in);
+  if (lengths_in)
+    memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
+  else
+    {
+      int i;
+
+      for (i = 0; i < count_in; i++)
+        lengths[count + i] = -1; /* null terminated */
+    }
+  count += count_in;
+
+  if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
+    {
+      GString *buf = g_string_new (NULL);
+      int i;
+
+      g_string_append_printf (buf,
+                              "%s shader:\n",
+                              shader_gl_type == GL_VERTEX_SHADER ?
+                              "vertex" : "fragment");
+      for (i = 0; i < count; i++)
+        if (lengths[i] != -1)
+          g_string_append_len (buf, strings[i], lengths[i]);
+        else
+          g_string_append (buf, strings[i]);
+
+      g_message ("%s", buf->str);
+
+      g_string_free (buf, TRUE);
+    }
+
+  GE( ctx, glShaderSource (shader_gl_handle, count,
+                           (const char **) strings, lengths) );
+
+  g_free (tex_coord_declarations);
+}
diff --git a/cogl/cogl-shader.c b/cogl/cogl-shader.c
index d82c773..aa4995e 100644
--- a/cogl/cogl-shader.c
+++ b/cogl/cogl-shader.c
@@ -26,10 +26,11 @@
 #endif
 
 #include "cogl-shader-private.h"
-#include "cogl-shader-boilerplate.h"
 #include "cogl-internal.h"
 #include "cogl-context-private.h"
 #include "cogl-object-private.h"
+#include "cogl-glsl-shader-private.h"
+#include "cogl-glsl-shader-boilerplate.h"
 
 #include <glib.h>
 
@@ -173,121 +174,6 @@ cogl_shader_compile (CoglHandle handle)
 }
 
 void
-_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
-                                          GLenum shader_gl_type,
-                                          int n_tex_coord_attribs,
-                                          GLsizei count_in,
-                                          const char **strings_in,
-                                          const GLint *lengths_in)
-{
-  const char *vertex_boilerplate;
-  const char *fragment_boilerplate;
-
-  const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
-  GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
-  int count = 0;
-  char *tex_coord_declarations = NULL;
-
-  _COGL_GET_CONTEXT (ctx, NO_RETVAL);
-
-  if (ctx->driver == COGL_DRIVER_GLES2)
-    {
-      vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
-      fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
-    }
-  else
-    {
-      vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
-      fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
-    }
-
-  if (ctx->driver == COGL_DRIVER_GLES2 &&
-      cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
-    {
-      static const char texture_3d_extension[] =
-        "#extension GL_OES_texture_3D : enable\n";
-      strings[count] = texture_3d_extension;
-      lengths[count++] = sizeof (texture_3d_extension) - 1;
-    }
-
-  if (shader_gl_type == GL_VERTEX_SHADER)
-    {
-      strings[count] = vertex_boilerplate;
-      lengths[count++] = strlen (vertex_boilerplate);
-    }
-  else if (shader_gl_type == GL_FRAGMENT_SHADER)
-    {
-      strings[count] = fragment_boilerplate;
-      lengths[count++] = strlen (fragment_boilerplate);
-    }
-
-  if (ctx->driver == COGL_DRIVER_GLES2 &&
-      n_tex_coord_attribs)
-    {
-      GString *declarations = g_string_new (NULL);
-
-      g_string_append_printf (declarations,
-                              "varying vec4 _cogl_tex_coord[%d];\n",
-                              n_tex_coord_attribs);
-
-      if (shader_gl_type == GL_VERTEX_SHADER)
-        {
-          int i;
-
-          g_string_append_printf (declarations,
-                                  "uniform mat4 cogl_texture_matrix[%d];\n",
-                                  n_tex_coord_attribs);
-
-          for (i = 0; i < n_tex_coord_attribs; i++)
-            g_string_append_printf (declarations,
-                                    "attribute vec4 cogl_tex_coord%d_in;\n",
-                                    i);
-        }
-
-      tex_coord_declarations = g_string_free (declarations, FALSE);
-      strings[count] = tex_coord_declarations;
-      lengths[count++] = -1; /* null terminated */
-    }
-
-  memcpy (strings + count, strings_in, sizeof (char *) * count_in);
-  if (lengths_in)
-    memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
-  else
-    {
-      int i;
-
-      for (i = 0; i < count_in; i++)
-        lengths[count + i] = -1; /* null terminated */
-    }
-  count += count_in;
-
-  if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
-    {
-      GString *buf = g_string_new (NULL);
-      int i;
-
-      g_string_append_printf (buf,
-                              "%s shader:\n",
-                              shader_gl_type == GL_VERTEX_SHADER ?
-                              "vertex" : "fragment");
-      for (i = 0; i < count; i++)
-        if (lengths[i] != -1)
-          g_string_append_len (buf, strings[i], lengths[i]);
-        else
-          g_string_append (buf, strings[i]);
-
-      g_message ("%s", buf->str);
-
-      g_string_free (buf, TRUE);
-    }
-
-  GE( ctx, glShaderSource (shader_gl_handle, count,
-                           (const char **) strings, lengths) );
-
-  g_free (tex_coord_declarations);
-}
-
-void
 _cogl_shader_compile_real (CoglHandle handle,
                            int n_tex_coord_attribs)
 {
@@ -364,12 +250,14 @@ _cogl_shader_compile_real (CoglHandle handle,
 
       shader->gl_handle = ctx->glCreateShader (gl_type);
 
-      _cogl_shader_set_source_with_boilerplate (shader->gl_handle,
-                                                gl_type,
-                                                n_tex_coord_attribs,
-                                                1,
-                                                (const char **) &shader->source,
-                                                NULL);
+      _cogl_glsl_shader_set_source_with_boilerplate (ctx,
+                                                     shader->gl_handle,
+                                                     gl_type,
+                                                     n_tex_coord_attribs,
+                                                     1,
+                                                     (const char **)
+                                                      &shader->source,
+                                                     NULL);
 
       GE (ctx, glCompileShader (shader->gl_handle));
 
diff --git a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
index e66bf47..0eeb93a 100644
--- a/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-fragend-glsl.c
@@ -47,6 +47,7 @@
 #include "cogl-program-private.h"
 #include "cogl-pipeline-cache.h"
 #include "cogl-pipeline-fragend-glsl-private.h"
+#include "cogl-glsl-shader-private.h"
 
 #include <glib.h>
 
@@ -1074,11 +1075,12 @@ _cogl_pipeline_fragend_glsl_end (CoglPipeline *pipeline,
       lengths[1] = shader_state->source->len;
       source_strings[1] = shader_state->source->str;
 
-      _cogl_shader_set_source_with_boilerplate (shader, GL_FRAGMENT_SHADER,
-                                                shader_state
-                                                ->n_tex_coord_attribs,
-                                                2, /* count */
-                                                source_strings, lengths);
+      _cogl_glsl_shader_set_source_with_boilerplate (ctx,
+                                                     shader, GL_FRAGMENT_SHADER,
+                                                     shader_state
+                                                     ->n_tex_coord_attribs,
+                                                     2, /* count */
+                                                     source_strings, lengths);
 
       GE( ctx, glCompileShader (shader) );
       GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );
diff --git a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
index 16f037c..202b808 100644
--- a/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
+++ b/cogl/driver/gl/cogl-pipeline-vertend-glsl.c
@@ -43,6 +43,7 @@
 #include "cogl-program-private.h"
 #include "cogl-pipeline-vertend-glsl-private.h"
 #include "cogl-pipeline-state-private.h"
+#include "cogl-glsl-shader-private.h"
 
 const CoglPipelineVertend _cogl_pipeline_glsl_vertend;
 
@@ -462,11 +463,12 @@ _cogl_pipeline_vertend_glsl_end (CoglPipeline *pipeline,
       lengths[1] = shader_state->source->len;
       source_strings[1] = shader_state->source->str;
 
-      _cogl_shader_set_source_with_boilerplate (shader, GL_VERTEX_SHADER,
-                                                shader_state
-                                                ->n_tex_coord_attribs,
-                                                2, /* count */
-                                                source_strings, lengths);
+      _cogl_glsl_shader_set_source_with_boilerplate (ctx,
+                                                     shader, GL_VERTEX_SHADER,
+                                                     shader_state
+                                                     ->n_tex_coord_attribs,
+                                                     2, /* count */
+                                                     source_strings, lengths);
 
       GE( ctx, glCompileShader (shader) );
       GE( ctx, glGetShaderiv (shader, GL_COMPILE_STATUS, &compile_status) );



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