1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
/*
* Cogl
*
* A Low-Level GPU Graphics and Utilities API
*
* Copyright (C) 2012 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* 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-util-gl-private.h"
#include "cogl-glsl-shader-private.h"
#include "cogl-glsl-shader-boilerplate.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,
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 + 4));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 4));
char *version_string;
int count = 0;
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE;
version_string = g_strdup_printf ("#version %i\n\n",
ctx->glsl_version_to_use);
strings[count] = version_string;
lengths[count++] = -1;
if (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_EMBEDDED) &&
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);
}
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 (version_string);
}
|