nkeynes@635 | 1 | /**
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nkeynes@635 | 2 | * $Id$
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nkeynes@635 | 3 | *
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nkeynes@1130 | 4 | * GLSL wrapper code to hide the differences between the different gl/sl APIs.
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nkeynes@1130 | 5 | *
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nkeynes@1130 | 6 | * Copyright (c) 2007-2010 Nathan Keynes.
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nkeynes@635 | 7 | *
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nkeynes@635 | 8 | * This program is free software; you can redistribute it and/or modify
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nkeynes@635 | 9 | * it under the terms of the GNU General Public License as published by
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nkeynes@635 | 10 | * the Free Software Foundation; either version 2 of the License, or
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nkeynes@635 | 11 | * (at your option) any later version.
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nkeynes@635 | 12 | *
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nkeynes@635 | 13 | * This program is distributed in the hope that it will be useful,
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nkeynes@635 | 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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nkeynes@635 | 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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nkeynes@635 | 16 | * GNU General Public License for more details.
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nkeynes@635 | 17 | */
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nkeynes@635 | 18 |
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nkeynes@1130 | 19 | #include <assert.h>
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nkeynes@1130 | 20 |
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nkeynes@635 | 21 | #include "lxdream.h"
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nkeynes@635 | 22 | #include "display.h"
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nkeynes@635 | 23 | #include "pvr2/glutil.h"
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nkeynes@1207 | 24 | #include "pvr2/shaders.h"
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nkeynes@635 | 25 |
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nkeynes@635 | 26 | #define MAX_ERROR_BUF 4096
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nkeynes@1130 | 27 | #define INVALID_SHADER 0
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nkeynes@1130 | 28 | #define INVALID_PROGRAM 0
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nkeynes@1130 | 29 |
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nkeynes@1130 | 30 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@1130 | 31 | typedef GLhandleARB gl_program_t;
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nkeynes@1130 | 32 | typedef GLhandleARB gl_shader_t;
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nkeynes@1130 | 33 | #else
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nkeynes@1130 | 34 | typedef GLuint gl_program_t;
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nkeynes@1130 | 35 | typedef GLuint gl_shader_t;
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nkeynes@1130 | 36 | #endif
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nkeynes@1130 | 37 |
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nkeynes@1130 | 38 | gboolean glsl_is_supported();
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nkeynes@1130 | 39 | gl_shader_t glsl_create_vertex_shader( const char *source );
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nkeynes@1130 | 40 | gl_shader_t glsl_create_fragment_shader( const char *source );
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nkeynes@1130 | 41 | gl_program_t glsl_create_program( gl_shader_t *shaderv );
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nkeynes@1130 | 42 | void glsl_use_program(gl_program_t program);
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nkeynes@1130 | 43 | void glsl_destroy_shader(gl_shader_t shader);
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nkeynes@1130 | 44 | void glsl_destroy_program(gl_program_t program);
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nkeynes@1130 | 45 |
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nkeynes@1208 | 46 | typedef void (*program_cleanup_fn_t)();
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nkeynes@1208 | 47 | static void glsl_set_cleanup_fn( program_cleanup_fn_t );
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nkeynes@1208 | 48 |
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nkeynes@1130 | 49 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@635 | 50 |
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nkeynes@635 | 51 | gboolean glsl_is_supported()
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nkeynes@635 | 52 | {
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nkeynes@1248 | 53 | return isOpenGLES2() || (isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@736 | 54 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@1248 | 55 | isGLExtensionSupported("GL_ARB_shading_language_100"));
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nkeynes@635 | 56 | }
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nkeynes@635 | 57 |
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nkeynes@1134 | 58 | const char *glsl_get_version()
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nkeynes@1134 | 59 | {
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nkeynes@1134 | 60 | return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
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nkeynes@1134 | 61 | }
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nkeynes@1134 | 62 |
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nkeynes@635 | 63 | void glsl_print_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 64 | {
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nkeynes@635 | 65 | char buf[MAX_ERROR_BUF];
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nkeynes@635 | 66 | GLsizei length;
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nkeynes@635 | 67 | glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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nkeynes@635 | 68 | ERROR( "%s: %s", msg, buf );
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nkeynes@635 | 69 | }
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nkeynes@635 | 70 |
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nkeynes@635 | 71 | gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 72 | {
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nkeynes@635 | 73 | GLint value;
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nkeynes@635 | 74 |
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nkeynes@635 | 75 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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nkeynes@635 | 76 | if( value == 0 ) {
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nkeynes@736 | 77 | glsl_print_error(msg, obj);
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nkeynes@736 | 78 | return FALSE;
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nkeynes@635 | 79 | }
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nkeynes@635 | 80 | return TRUE;
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nkeynes@635 | 81 | }
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nkeynes@635 | 82 |
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nkeynes@635 | 83 | gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 84 | {
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nkeynes@635 | 85 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 86 | glsl_print_error(msg, obj);
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nkeynes@635 | 87 | }
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nkeynes@635 | 88 | return TRUE;
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nkeynes@635 | 89 | }
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nkeynes@635 | 90 |
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nkeynes@1130 | 91 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 92 | {
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nkeynes@1130 | 93 | gboolean ok;
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nkeynes@1130 | 94 | gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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nkeynes@635 | 95 |
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nkeynes@1130 | 96 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 97 | glCompileShaderARB(shader);
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nkeynes@1130 | 98 | ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
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nkeynes@1130 | 99 | if( !ok ) {
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nkeynes@1130 | 100 | glDeleteObjectARB(shader);
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nkeynes@1130 | 101 | return INVALID_SHADER;
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nkeynes@635 | 102 | } else {
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nkeynes@1130 | 103 | return shader;
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nkeynes@635 | 104 | }
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nkeynes@635 | 105 | }
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nkeynes@635 | 106 |
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nkeynes@1130 | 107 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@635 | 108 | {
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nkeynes@1130 | 109 | gboolean ok;
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nkeynes@1130 | 110 | gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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nkeynes@1130 | 111 |
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nkeynes@1130 | 112 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 113 | glCompileShaderARB(shader);
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nkeynes@1130 | 114 | ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
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nkeynes@1130 | 115 | if( !ok ) {
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nkeynes@1130 | 116 | glDeleteObjectARB(shader);
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nkeynes@1130 | 117 | return INVALID_SHADER;
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nkeynes@1130 | 118 | } else {
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nkeynes@1130 | 119 | return shader;
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nkeynes@1130 | 120 | }
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nkeynes@1130 | 121 | }
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nkeynes@1130 | 122 |
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nkeynes@1130 | 123 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 124 | {
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nkeynes@1130 | 125 | gboolean ok;
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nkeynes@1130 | 126 | unsigned i;
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nkeynes@1130 | 127 | gl_program_t program = glCreateProgramObjectARB();
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nkeynes@1130 | 128 |
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nkeynes@1130 | 129 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 130 | glAttachObjectARB(program, shaderv[i]);
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nkeynes@1130 | 131 | }
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nkeynes@1130 | 132 |
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nkeynes@1130 | 133 | glLinkProgramARB(program);
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nkeynes@1130 | 134 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 135 | if( !ok ) {
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nkeynes@1130 | 136 | glDeleteObjectARB(program);
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nkeynes@1130 | 137 | return INVALID_PROGRAM;
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nkeynes@1130 | 138 | } else {
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nkeynes@1130 | 139 | return program;
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nkeynes@1130 | 140 | }
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nkeynes@1130 | 141 | }
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nkeynes@1130 | 142 |
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nkeynes@1130 | 143 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 144 | {
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nkeynes@1130 | 145 | glUseProgramObjectARB(program);
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nkeynes@1130 | 146 | }
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nkeynes@1130 | 147 |
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nkeynes@1130 | 148 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 149 | {
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nkeynes@1130 | 150 | glDeleteObjectARB(shader);
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nkeynes@1130 | 151 | }
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nkeynes@1130 | 152 |
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nkeynes@1130 | 153 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 154 | {
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nkeynes@1130 | 155 | glDeleteObjectARB(program);
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nkeynes@635 | 156 | }
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nkeynes@635 | 157 |
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nkeynes@1207 | 158 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 159 | {
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nkeynes@1140 | 160 | return glGetUniformLocationARB(program, name);
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nkeynes@1140 | 161 | }
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nkeynes@1140 | 162 |
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nkeynes@1207 | 163 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 164 | {
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nkeynes@1206 | 165 | return glGetAttribLocationARB(program, name);
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nkeynes@1206 | 166 | }
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nkeynes@1206 | 167 |
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nkeynes@1207 | 168 | #define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)
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nkeynes@1207 | 169 | #define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)
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nkeynes@1229 | 170 | #define glsl_set_uniform_float(id,v) glUniform1fARB(id,v)
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nkeynes@1240 | 171 | #define glsl_set_uniform_vec2(id,v) glUniform2fvARB(id,1,v)
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nkeynes@1209 | 172 | #define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)
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nkeynes@1207 | 173 | #define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)
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nkeynes@1207 | 174 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)
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nkeynes@1240 | 175 | #define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointerARB(id, 2, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 176 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 177 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1208 | 178 | #define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)
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nkeynes@1208 | 179 | #define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)
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nkeynes@1206 | 180 |
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nkeynes@656 | 181 | #elif HAVE_OPENGL_SHADER
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nkeynes@1130 | 182 |
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nkeynes@1130 | 183 | gboolean glsl_is_supported()
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nkeynes@1130 | 184 | {
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nkeynes@1248 | 185 | return isOpenGLES2() || (isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@1130 | 186 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@1248 | 187 | isGLExtensionSupported("GL_ARB_shading_language_100"));
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nkeynes@1130 | 188 | }
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nkeynes@635 | 189 |
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nkeynes@1134 | 190 | const char *glsl_get_version()
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nkeynes@1134 | 191 | {
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nkeynes@1134 | 192 | return glGetString(GL_SHADING_LANGUAGE_VERSION);
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nkeynes@1134 | 193 | }
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nkeynes@1134 | 194 |
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nkeynes@635 | 195 | gboolean glsl_check_shader_error( char *msg, GLuint shader )
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nkeynes@635 | 196 | {
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nkeynes@635 | 197 | GLint value;
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nkeynes@635 | 198 |
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nkeynes@635 | 199 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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nkeynes@635 | 200 | if( value == 0 ) {
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nkeynes@736 | 201 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 202 | GLsizei length;
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nkeynes@736 | 203 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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nkeynes@736 | 204 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 205 | return FALSE;
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nkeynes@635 | 206 | }
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nkeynes@635 | 207 | return TRUE;
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nkeynes@635 | 208 | }
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nkeynes@1130 | 209 |
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nkeynes@635 | 210 | gboolean glsl_check_program_error( char *msg, GLuint program )
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nkeynes@635 | 211 | {
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nkeynes@635 | 212 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 213 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 214 | GLsizei length;
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nkeynes@736 | 215 | glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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nkeynes@736 | 216 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 217 | return FALSE;
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nkeynes@635 | 218 | }
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nkeynes@635 | 219 | return TRUE;
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nkeynes@635 | 220 | }
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nkeynes@635 | 221 |
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nkeynes@1130 | 222 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@635 | 223 | {
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nkeynes@1130 | 224 | gboolean ok;
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nkeynes@1130 | 225 | gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
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nkeynes@635 | 226 |
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nkeynes@1130 | 227 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 228 | glCompileShader(shader);
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nkeynes@1203 | 229 | ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );
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nkeynes@1130 | 230 | if( !ok ) {
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nkeynes@1130 | 231 | glDeleteShader(shader);
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nkeynes@1130 | 232 | return INVALID_SHADER;
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nkeynes@1130 | 233 | } else {
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nkeynes@1130 | 234 | return shader;
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nkeynes@635 | 235 | }
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nkeynes@635 | 236 |
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nkeynes@1130 | 237 | }
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nkeynes@635 | 238 |
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nkeynes@1130 | 239 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 240 | {
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nkeynes@1130 | 241 | gboolean ok;
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nkeynes@1130 | 242 | gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
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nkeynes@1130 | 243 |
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nkeynes@1130 | 244 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 245 | glCompileShader(shader);
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nkeynes@1203 | 246 | ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );
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nkeynes@1130 | 247 | if( !ok ) {
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nkeynes@1130 | 248 | glDeleteShader(shader);
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nkeynes@1130 | 249 | return INVALID_SHADER;
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nkeynes@1130 | 250 | } else {
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nkeynes@1130 | 251 | return shader;
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nkeynes@635 | 252 | }
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nkeynes@1130 | 253 | }
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nkeynes@1130 | 254 |
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nkeynes@1130 | 255 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 256 | {
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nkeynes@1130 | 257 | gboolean ok;
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nkeynes@1130 | 258 | unsigned i;
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nkeynes@1130 | 259 | gl_program_t program = glCreateProgram();
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nkeynes@1130 | 260 |
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nkeynes@1130 | 261 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 262 | glAttachShader(program, shaderv[i]);
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nkeynes@1130 | 263 | }
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nkeynes@1130 | 264 | glLinkProgram(program);
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nkeynes@1130 | 265 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 266 | if( !ok ) {
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nkeynes@1130 | 267 | glDeleteProgram(program);
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nkeynes@1130 | 268 | return INVALID_PROGRAM;
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nkeynes@1130 | 269 | } else {
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nkeynes@1130 | 270 | return program;
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nkeynes@1130 | 271 | }
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nkeynes@1130 | 272 | }
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nkeynes@1130 | 273 |
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nkeynes@1130 | 274 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 275 | {
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nkeynes@1130 | 276 | glUseProgram(program);
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nkeynes@1130 | 277 | }
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nkeynes@1130 | 278 |
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nkeynes@1130 | 279 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 280 | {
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nkeynes@1130 | 281 | glDeleteShader(shader);
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nkeynes@1130 | 282 | }
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nkeynes@1130 | 283 |
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nkeynes@1130 | 284 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 285 | {
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nkeynes@1130 | 286 | glDeleteProgram(program);
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nkeynes@1130 | 287 | }
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nkeynes@1130 | 288 |
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nkeynes@1207 | 289 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 290 | {
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nkeynes@1140 | 291 | return glGetUniformLocation(program, name);
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nkeynes@1140 | 292 | }
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nkeynes@1207 | 293 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 294 | {
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nkeynes@1206 | 295 | return glGetAttribLocation(program, name);
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nkeynes@1206 | 296 | }
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nkeynes@1207 | 297 |
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nkeynes@1207 | 298 | #define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)
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nkeynes@1207 | 299 | #define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)
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nkeynes@1229 | 300 | #define glsl_set_uniform_float(id,v) glUniform1f(id,v)
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nkeynes@1240 | 301 | #define glsl_set_uniform_vec2(id,v) glUniform2fv(id,1,v)
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nkeynes@1209 | 302 | #define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)
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nkeynes@1207 | 303 | #define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)
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nkeynes@1207 | 304 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)
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nkeynes@1240 | 305 | #define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointer(id, 2, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 306 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 307 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1208 | 308 | #define glsl_enable_attrib(id) glEnableVertexAttribArray(id)
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nkeynes@1208 | 309 | #define glsl_disable_attrib(id) glDisableVertexAttribArray(id)
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nkeynes@1207 | 310 |
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nkeynes@1207 | 311 |
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nkeynes@1130 | 312 | #else
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nkeynes@1130 | 313 | gboolean glsl_is_supported()
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nkeynes@1130 | 314 | {
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nkeynes@1130 | 315 | return FALSE;
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nkeynes@1130 | 316 | }
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nkeynes@1130 | 317 |
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nkeynes@1203 | 318 | const char *glsl_get_version()
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nkeynes@1134 | 319 | {
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nkeynes@1134 | 320 | return 0;
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nkeynes@1134 | 321 | }
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nkeynes@1134 | 322 |
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nkeynes@1130 | 323 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 324 | {
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nkeynes@1130 | 325 | return 0;
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nkeynes@1130 | 326 | }
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nkeynes@1130 | 327 |
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nkeynes@1130 | 328 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 329 | {
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nkeynes@1130 | 330 | return 0;
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nkeynes@1130 | 331 | }
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nkeynes@1130 | 332 |
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nkeynes@1203 | 333 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 334 | {
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nkeynes@1130 | 335 | return 0;
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nkeynes@1130 | 336 | }
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nkeynes@1130 | 337 |
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nkeynes@1130 | 338 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 339 | {
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nkeynes@1130 | 340 | }
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nkeynes@1130 | 341 |
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nkeynes@1130 | 342 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 343 | {
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nkeynes@1130 | 344 | }
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nkeynes@1130 | 345 |
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nkeynes@1130 | 346 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 347 | {
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nkeynes@1130 | 348 | }
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nkeynes@1140 | 349 |
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nkeynes@1207 | 350 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 351 | {
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nkeynes@1140 | 352 | return 0;
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nkeynes@1140 | 353 | }
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nkeynes@1140 | 354 |
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nkeynes@1207 | 355 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 356 | {
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nkeynes@1206 | 357 | return 0;
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nkeynes@1206 | 358 | }
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nkeynes@1207 | 359 |
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nkeynes@1229 | 360 | #define glsl_set_uniform_sampler1D(id,v)
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nkeynes@1207 | 361 | #define glsl_set_uniform_sampler2D(id,v)
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nkeynes@1229 | 362 | #define glsl_set_uniform_float(id,v)
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nkeynes@1240 | 363 | #define glsl_set_uniform_vec2(id,v)
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nkeynes@1209 | 364 | #define glsl_set_uniform_vec3(id,v)
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nkeynes@1207 | 365 | #define glsl_set_uniform_vec4(id,v)
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nkeynes@1207 | 366 | #define glsl_set_uniform_mat4(id,v)
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nkeynes@1240 | 367 | #define glsl_set_attrib_vec2(id,stride,v)
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nkeynes@1207 | 368 | #define glsl_set_attrib_vec3(id,stride,v)
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nkeynes@1207 | 369 | #define glsl_set_attrib_vec4(id,stride,v)
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nkeynes@1208 | 370 | #define glsl_enable_attrib(id)
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nkeynes@1208 | 371 | #define glsl_disable_attrib(id)
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nkeynes@1207 | 372 |
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nkeynes@1207 | 373 |
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nkeynes@1130 | 374 | #endif
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nkeynes@1130 | 375 |
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nkeynes@1130 | 376 | /****************************************************************************/
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nkeynes@1130 | 377 |
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nkeynes@1208 | 378 | program_cleanup_fn_t current_cleanup_fn = NULL;
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nkeynes@1208 | 379 |
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nkeynes@1130 | 380 | /* Pull in the auto-generated shader definitions */
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nkeynes@1130 | 381 |
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nkeynes@1130 | 382 | #include "pvr2/shaders.def"
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nkeynes@1130 | 383 |
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nkeynes@1130 | 384 | static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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nkeynes@1130 | 385 |
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nkeynes@1208 | 386 |
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nkeynes@1130 | 387 | gboolean glsl_load_shaders()
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nkeynes@1130 | 388 | {
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nkeynes@1130 | 389 | gl_shader_t shader_array[GLSL_NUM_SHADERS];
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nkeynes@1130 | 390 | gboolean ok = TRUE;
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nkeynes@1130 | 391 | unsigned i, j;
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nkeynes@1130 | 392 | for( i=0; i<GLSL_NUM_SHADERS; i++ )
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nkeynes@1130 | 393 | shader_array[i] = INVALID_SHADER;
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nkeynes@1130 | 394 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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nkeynes@1130 | 395 | program_array[i] = INVALID_PROGRAM;
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nkeynes@1130 | 396 |
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nkeynes@1130 | 397 | /* Compile the shader fragments */
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nkeynes@1130 | 398 | for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 399 | gl_shader_t shader = INVALID_SHADER;
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nkeynes@1130 | 400 | switch(shader_source[i].type) {
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nkeynes@1130 | 401 | case GLSL_VERTEX_SHADER:
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nkeynes@1130 | 402 | shader = glsl_create_vertex_shader(shader_source[i].source);
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nkeynes@1130 | 403 | break;
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nkeynes@1130 | 404 | case GLSL_FRAGMENT_SHADER:
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nkeynes@1130 | 405 | shader = glsl_create_fragment_shader(shader_source[i].source);
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nkeynes@1130 | 406 | break;
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nkeynes@1130 | 407 | }
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nkeynes@1130 | 408 | if( shader == INVALID_SHADER ) {
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nkeynes@1130 | 409 | ok = FALSE;
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nkeynes@1130 | 410 | break;
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nkeynes@1130 | 411 | } else {
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nkeynes@1130 | 412 | shader_array[i] = shader;
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nkeynes@1130 | 413 | }
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nkeynes@635 | 414 | }
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nkeynes@635 | 415 |
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nkeynes@1130 | 416 | /* Link the programs */
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nkeynes@1130 | 417 | if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 418 | gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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nkeynes@1130 | 419 | for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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nkeynes@1130 | 420 | shaderv[j] = shader_array[program_list[i][j]];
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nkeynes@736 | 421 | }
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nkeynes@1130 | 422 | shaderv[j] = INVALID_SHADER;
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nkeynes@1130 | 423 | gl_program_t program = glsl_create_program(shaderv);
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nkeynes@1130 | 424 | if( program == INVALID_PROGRAM ) {
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nkeynes@1130 | 425 | ok = FALSE;
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nkeynes@1130 | 426 | break;
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nkeynes@1130 | 427 | } else {
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nkeynes@1166 | 428 | /* Check that we can actually use the program (can this really fail?) */
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nkeynes@1166 | 429 | glsl_use_program(program);
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nkeynes@1166 | 430 | if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {
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nkeynes@1166 | 431 | ok = FALSE;
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nkeynes@1166 | 432 | }
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nkeynes@1130 | 433 | program_array[i] = program;
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nkeynes@736 | 434 | }
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nkeynes@635 | 435 | }
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nkeynes@635 | 436 |
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nkeynes@1130 | 437 | /**
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nkeynes@1130 | 438 | * Destroy the compiled fragments (the linked programs don't need them
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nkeynes@1130 | 439 | * anymore)
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nkeynes@1130 | 440 | */
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nkeynes@1130 | 441 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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nkeynes@1130 | 442 | if( shader_array[i] != INVALID_SHADER )
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nkeynes@1130 | 443 | glsl_destroy_shader(shader_array[i]);
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nkeynes@1130 | 444 | }
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nkeynes@1130 | 445 |
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nkeynes@1130 | 446 | /**
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nkeynes@1130 | 447 | * If we errored, delete the programs. It's all or nothing.
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nkeynes@1130 | 448 | */
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nkeynes@1130 | 449 | if( !ok ) {
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nkeynes@736 | 450 | glsl_unload_shaders();
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nkeynes@1130 | 451 | return FALSE;
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nkeynes@635 | 452 | }
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nkeynes@1166 | 453 |
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nkeynes@1207 | 454 | glsl_init_programs(program_array);
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nkeynes@1166 | 455 | glsl_use_program(0);
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nkeynes@1130 | 456 | return TRUE;
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nkeynes@635 | 457 | }
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nkeynes@635 | 458 |
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nkeynes@1208 | 459 | static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )
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nkeynes@1208 | 460 | {
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nkeynes@1208 | 461 | if( fn != current_cleanup_fn ) {
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nkeynes@1208 | 462 | if( current_cleanup_fn != NULL ) {
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nkeynes@1208 | 463 | current_cleanup_fn();
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nkeynes@1208 | 464 | }
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nkeynes@1208 | 465 | current_cleanup_fn = fn;
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nkeynes@1208 | 466 | }
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nkeynes@1208 | 467 | }
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nkeynes@1208 | 468 |
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nkeynes@1208 | 469 | static void glsl_run_cleanup_fn()
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nkeynes@1208 | 470 | {
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nkeynes@1208 | 471 | if( current_cleanup_fn ) {
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nkeynes@1208 | 472 | current_cleanup_fn();
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nkeynes@1208 | 473 | }
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nkeynes@1208 | 474 | current_cleanup_fn = NULL;
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nkeynes@1208 | 475 | }
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nkeynes@1208 | 476 |
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nkeynes@1130 | 477 | void glsl_unload_shaders()
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nkeynes@635 | 478 | {
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nkeynes@1130 | 479 | unsigned i;
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nkeynes@1208 | 480 | glsl_run_cleanup_fn();
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nkeynes@1130 | 481 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
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nkeynes@1130 | 482 | if( program_array[i] != INVALID_PROGRAM ) {
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nkeynes@1130 | 483 | glsl_destroy_program(program_array[i]);
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nkeynes@1130 | 484 | program_array[i] = INVALID_PROGRAM;
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nkeynes@736 | 485 | }
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nkeynes@635 | 486 | }
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nkeynes@635 | 487 | }
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nkeynes@635 | 488 |
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nkeynes@1130 | 489 | void glsl_clear_shader()
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nkeynes@656 | 490 | {
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nkeynes@1208 | 491 | glsl_run_cleanup_fn();
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nkeynes@1130 | 492 | glsl_use_program(0);
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nkeynes@656 | 493 | }
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nkeynes@1208 | 494 |
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