return GSK_GL_UNIFORM_TYPE_NONE;
}
+#ifdef G_ENABLE_DEBUG
static const char *
uniform_type_name (GskGLUniformType type)
{
return NULL;
}
}
+#endif
static int
uniform_type_size (GskGLUniformType type)
shader->n_textures = max_texture_seen;
+#ifdef G_ENABLE_DEBUG
if (GSK_DEBUG_CHECK(SHADERS))
{
GString *s;
s->str);
g_string_free (s, TRUE);
}
+#endif
}
#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
+ g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, NULL);
return g_array_index (shader->uniforms, GskGLUniform, idx).name;
}
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+ g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 0);
return g_array_index (shader->uniforms, GskGLUniform, idx).type;
}
int idx)
{
g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
+ g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 0);
return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
}