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glshader: Add preconditions
Add preconditions to many of the glshader uniform apis.
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@ -162,6 +162,7 @@ uniform_type_from_glsl (const char *str)
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return GSK_GL_UNIFORM_TYPE_NONE;
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}
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#ifdef G_ENABLE_DEBUG
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static const char *
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uniform_type_name (GskGLUniformType type)
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{
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@ -194,6 +195,7 @@ uniform_type_name (GskGLUniformType type)
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return NULL;
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}
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}
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#endif
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static int
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uniform_type_size (GskGLUniformType type)
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@ -397,6 +399,7 @@ gsk_gl_shader_constructed (GObject *object)
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shader->n_textures = max_texture_seen;
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#ifdef G_ENABLE_DEBUG
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if (GSK_DEBUG_CHECK(SHADERS))
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{
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GString *s;
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@ -414,6 +417,7 @@ gsk_gl_shader_constructed (GObject *object)
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s->str);
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g_string_free (s, TRUE);
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}
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#endif
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}
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#define SPACE_RE "[ \\t]+" // Don't use \s, we don't want to match newlines
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@ -631,6 +635,7 @@ gsk_gl_shader_get_uniform_name (GskGLShader *shader,
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int idx)
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{
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g_return_val_if_fail (GSK_IS_GL_SHADER (shader), NULL);
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g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, NULL);
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return g_array_index (shader->uniforms, GskGLUniform, idx).name;
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}
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@ -675,6 +680,7 @@ gsk_gl_shader_get_uniform_type (GskGLShader *shader,
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int idx)
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{
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g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
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g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 0);
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return g_array_index (shader->uniforms, GskGLUniform, idx).type;
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}
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@ -693,6 +699,7 @@ gsk_gl_shader_get_uniform_offset (GskGLShader *shader,
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int idx)
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{
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g_return_val_if_fail (GSK_IS_GL_SHADER (shader), 0);
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g_return_val_if_fail (0 <= idx && idx < shader->uniforms->len, 0);
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return g_array_index (shader->uniforms, GskGLUniform, idx).offset;
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}
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