/* * YaGL * * Copyright (c) 2012 Samsung Electronics Co., Ltd. All rights reserved. * * Contact : * Stanislav Vorobiov * Jinhyung Jo * YeongKyoon Lee * * 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. * * Contributors: * - S-Core Co., Ltd * */ #ifndef _YAGL_GLES2_SHADER_H_ #define _YAGL_GLES2_SHADER_H_ #include "yagl_types.h" #include "yagl_object.h" #include "yagl_glsl_state.h" /* * Programs and shaders share the same namespace, * pretty clumsy! */ #define YAGL_NS_SHADER_PROGRAM 3 struct yagl_gles2_shader { /* * These members must be exactly as in yagl_gles2_program * @{ */ struct yagl_object base; int is_shader; /* * @} */ yagl_object_name global_name; GLenum type; GLchar *source; struct yagl_glsl_state state; // for late analysis at draw calls }; struct yagl_gles2_shader *yagl_gles2_shader_create(GLenum type); /* * Takes ownership of 'source'. */ void yagl_gles2_shader_source(struct yagl_gles2_shader *shader, GLchar *source, const GLchar *patched_source, int patched_len); /* * Passing NULL won't hurt, this is for convenience. */ void yagl_gles2_shader_acquire(struct yagl_gles2_shader *shader); /* * Passing NULL won't hurt, this is for convenience. */ void yagl_gles2_shader_release(struct yagl_gles2_shader *shader); #endif