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lxdream.org :: lxdream/src/pvr2/gl_sl.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/gl_sl.c
changeset 1140:7dc1c71ece76
prev1134:f502f3d32f90
next1166:f405d42a9786
author nkeynes
date Wed Jan 19 12:50:48 2011 +1000 (13 years ago)
permissions -rw-r--r--
last change Rip out force_vsync - this didn't work even if it was turned on, which it
wasn't
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/**
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 * $Id$
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 *
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 * GLSL wrapper code to hide the differences between the different gl/sl APIs.
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  *
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 * Copyright (c) 2007-2010 Nathan Keynes.
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 */
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#include <assert.h>
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#include "lxdream.h"
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#include "display.h"
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#include "pvr2/glutil.h"
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#define MAX_ERROR_BUF 4096
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#define INVALID_SHADER 0
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#define INVALID_PROGRAM 0
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#ifdef HAVE_OPENGL_SHADER_ARB
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typedef GLhandleARB gl_program_t;
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typedef GLhandleARB gl_shader_t;
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#else
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typedef GLuint gl_program_t;
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typedef GLuint gl_shader_t;
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#endif
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gboolean glsl_is_supported();
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gl_shader_t glsl_create_vertex_shader( const char *source );
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gl_shader_t glsl_create_fragment_shader( const char *source );
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gl_program_t glsl_create_program( gl_shader_t *shaderv );
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void glsl_use_program(gl_program_t program);
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void glsl_destroy_shader(gl_shader_t shader);
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void glsl_destroy_program(gl_program_t program);
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#ifdef HAVE_OPENGL_SHADER_ARB
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gboolean glsl_is_supported()
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{
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    return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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    isGLExtensionSupported("GL_ARB_vertex_shader") &&
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    isGLExtensionSupported("GL_ARB_shading_language_100");
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}
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const char *glsl_get_version()
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{
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    return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
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}
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void glsl_print_error( char *msg, GLhandleARB obj )
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{
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    char buf[MAX_ERROR_BUF];
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    GLsizei length;
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    glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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    ERROR( "%s: %s", msg, buf );
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}
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gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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{
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    GLint value;
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    glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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    if( value == 0 ) {
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        glsl_print_error(msg, obj);
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        return FALSE;
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    }
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    return TRUE;
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}
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gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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{
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    if( glGetError() != GL_NO_ERROR ) {
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        glsl_print_error(msg, obj);
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    }
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    return TRUE;
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}
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gl_shader_t glsl_create_vertex_shader( const char *source )
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{
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    gboolean ok;
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    gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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    glShaderSourceARB( shader, 1, &source, NULL );
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    glCompileShaderARB(shader);
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    ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
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    if( !ok ) {
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        glDeleteObjectARB(shader);
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        return INVALID_SHADER;
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    } else {
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        return shader;
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    }
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}
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gl_shader_t glsl_create_fragment_shader( const char *source )
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{
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    gboolean ok;
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    gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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    glShaderSourceARB( shader, 1, &source, NULL );
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    glCompileShaderARB(shader);
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    ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
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    if( !ok ) {
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        glDeleteObjectARB(shader);
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        return INVALID_SHADER;
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    } else {
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        return shader;
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    }
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}
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gl_program_t glsl_create_program( gl_shader_t *shaderv )
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{
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    gboolean ok;
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    unsigned i;
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    gl_program_t program = glCreateProgramObjectARB();
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    for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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        glAttachObjectARB(program, shaderv[i]);
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    }
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    glLinkProgramARB(program);
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    ok = glsl_check_program_error( "Failed to link shader program", program );
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    if( !ok ) {
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        glDeleteObjectARB(program);
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        return INVALID_PROGRAM;
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    } else {
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        return program;
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    }
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}
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void glsl_use_program(gl_program_t program)
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{
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    glUseProgramObjectARB(program);
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    glsl_check_program_error( "Failed to activate shader program", program );
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}
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void glsl_destroy_shader(gl_shader_t shader)
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{
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    glDeleteObjectARB(shader);
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}
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void glsl_destroy_program(gl_program_t program)
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{
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    glDeleteObjectARB(program);
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}
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static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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{
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    return glGetUniformLocationARB(program, name);
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}
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static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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{
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    glUniform1iARB(location,value);
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}
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#elif HAVE_OPENGL_SHADER
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gboolean glsl_is_supported()
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{
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    return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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    isGLExtensionSupported("GL_ARB_vertex_shader") &&
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    isGLExtensionSupported("GL_ARB_shading_language_100");
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}
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const char *glsl_get_version()
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{
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    return glGetString(GL_SHADING_LANGUAGE_VERSION);
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}
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gboolean glsl_check_shader_error( char *msg, GLuint shader )
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{
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    GLint value;
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    glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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    if( value == 0 ) {
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        char buf[MAX_ERROR_BUF];
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        GLsizei length;
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        glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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        ERROR( "%s: %s", msg, buf );
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        return FALSE;
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    }
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    return TRUE;
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}
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gboolean glsl_check_program_error( char *msg, GLuint program )
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{
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    if( glGetError() != GL_NO_ERROR ) {
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        char buf[MAX_ERROR_BUF];
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        GLsizei length;
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        glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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        ERROR( "%s: %s", msg, buf );
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        return FALSE;
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    }
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    return TRUE;
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}
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gl_shader_t glsl_create_vertex_shader( const char *source )
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{
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    gboolean ok;
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    gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
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    glShaderSource( shader, 1, &source, NULL );
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    glCompileShader(shader);
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    ok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );
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    if( !ok ) {
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        glDeleteShader(shader);
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        return INVALID_SHADER;
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    } else {
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        return shader;
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    }
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}
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gl_shader_t glsl_create_fragment_shader( const char *source )
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{
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    gboolean ok;
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    gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
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    glShaderSource( shader, 1, &source, NULL );
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    glCompileShader(shader);
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    ok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );
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    if( !ok ) {
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        glDeleteShader(shader);
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        return INVALID_SHADER;
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    } else {
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        return shader;
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    }
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}
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gl_program_t glsl_create_program( gl_shader_t *shaderv )
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{
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    gboolean ok;
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    unsigned i;
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    gl_program_t program = glCreateProgram();
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    for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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        glAttachShader(program, shaderv[i]);
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    }
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    glLinkProgram(program);
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    ok = glsl_check_program_error( "Failed to link shader program", program );
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    if( !ok ) {
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        glDeleteProgram(program);
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        return INVALID_PROGRAM;
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    } else {
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        return program;
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    }
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}
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void glsl_use_program(gl_program_t program)
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{
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    glUseProgram(program);
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}
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void glsl_destroy_shader(gl_shader_t shader)
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{
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    glDeleteShader(shader);
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}
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void glsl_destroy_program(gl_program_t program)
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{
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    glDeleteProgram(program);
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}
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static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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{
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    return glGetUniformLocation(program, name);
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}
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static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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{
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    glUniform1i(location, value);
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}
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#else
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gboolean glsl_is_supported()
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{
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    return FALSE;
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}
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int glsl_get_version()
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{
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    return 0;
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   291
}
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gl_shader_t glsl_create_vertex_shader( const char *source )
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   294
{
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    return 0;
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   296
}
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   297
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   298
gl_shader_t glsl_create_fragment_shader( const char *source )
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   299
{
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   300
    return 0;
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   301
}
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   302
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   303
gl_program_t glsl_create_program( gl_shader_t vertex, gl_shader_t fragment )
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   304
{
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   305
    return 0;
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   306
}
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   307
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   308
void glsl_use_program(gl_program_t program)
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   309
{
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   310
}
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void glsl_destroy_shader(gl_shader_t shader)
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   313
{
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   314
}
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   315
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   316
void glsl_destroy_program(gl_program_t program)
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   317
{
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   318
}
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   319
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   320
static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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   321
{
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   322
    return 0;
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   323
}
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   324
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   325
static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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   326
{
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   327
}
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   328
#endif
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   329
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   330
/****************************************************************************/
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   331
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   332
/* Pull in the auto-generated shader definitions */
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   333
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#include "pvr2/shaders.def"
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   335
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   336
static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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   337
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   338
gboolean glsl_load_shaders()
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   339
{
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   340
    gl_shader_t shader_array[GLSL_NUM_SHADERS];
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   341
    gboolean ok = TRUE;
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   342
    unsigned i, j;
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   343
    for( i=0; i<GLSL_NUM_SHADERS; i++ )
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        shader_array[i] = INVALID_SHADER;
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   345
    for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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   346
        program_array[i] = INVALID_PROGRAM;
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   347
nkeynes@1130
   348
    /* Compile the shader fragments */
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   349
    for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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   350
        gl_shader_t shader = INVALID_SHADER;
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   351
        switch(shader_source[i].type) {
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   352
        case GLSL_VERTEX_SHADER:
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   353
            shader = glsl_create_vertex_shader(shader_source[i].source);
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   354
            break;
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   355
        case GLSL_FRAGMENT_SHADER:
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   356
            shader = glsl_create_fragment_shader(shader_source[i].source);
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   357
            break;
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   358
        }
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   359
        if( shader == INVALID_SHADER ) {
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   360
            ok = FALSE;
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   361
            break;
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   362
        } else {
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   363
            shader_array[i] = shader;
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   364
        }
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   365
    }
nkeynes@635
   366
nkeynes@1130
   367
    /* Link the programs */
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   368
    if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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   369
        gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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   370
        for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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   371
            shaderv[j] = shader_array[program_list[i][j]];
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   372
        }
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   373
        shaderv[j] = INVALID_SHADER;
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   374
        gl_program_t program = glsl_create_program(shaderv);
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   375
        if( program == INVALID_PROGRAM ) {
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   376
            ok = FALSE;
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   377
            break;
nkeynes@1130
   378
        } else {
nkeynes@1130
   379
            program_array[i] = program;
nkeynes@736
   380
        }
nkeynes@635
   381
    }
nkeynes@635
   382
nkeynes@1130
   383
    /**
nkeynes@1130
   384
     * Destroy the compiled fragments (the linked programs don't need them
nkeynes@1130
   385
     * anymore)
nkeynes@1130
   386
     */
nkeynes@1130
   387
    for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
nkeynes@1130
   388
        if( shader_array[i] != INVALID_SHADER )
nkeynes@1130
   389
            glsl_destroy_shader(shader_array[i]);
nkeynes@1130
   390
    }
nkeynes@1130
   391
nkeynes@1130
   392
    /**
nkeynes@1130
   393
     * If we errored, delete the programs. It's all or nothing.
nkeynes@1130
   394
     */
nkeynes@1130
   395
    if( !ok ) {
nkeynes@736
   396
        glsl_unload_shaders();
nkeynes@1130
   397
        return FALSE;
nkeynes@635
   398
    }
nkeynes@1130
   399
    return TRUE;
nkeynes@635
   400
}
nkeynes@635
   401
nkeynes@1130
   402
void glsl_unload_shaders()
nkeynes@635
   403
{
nkeynes@1130
   404
    unsigned i;
nkeynes@1130
   405
    for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
nkeynes@1130
   406
        if( program_array[i] != INVALID_PROGRAM ) {
nkeynes@1130
   407
            glsl_destroy_program(program_array[i]);
nkeynes@1130
   408
            program_array[i] = INVALID_PROGRAM;
nkeynes@736
   409
        }
nkeynes@635
   410
    }
nkeynes@635
   411
}
nkeynes@635
   412
nkeynes@1130
   413
gboolean glsl_set_shader(unsigned i)
nkeynes@635
   414
{
nkeynes@1130
   415
    assert( i >= 0 && i <= GLSL_LAST_PROGRAM );
nkeynes@1130
   416
nkeynes@1130
   417
    if( program_array[i] != INVALID_PROGRAM ) {
nkeynes@1130
   418
        glsl_use_program(program_array[i]);
nkeynes@1130
   419
        return TRUE;
nkeynes@1130
   420
    } else {
nkeynes@1130
   421
        return FALSE;
nkeynes@1130
   422
    }
nkeynes@635
   423
}
nkeynes@656
   424
nkeynes@1140
   425
GLint glsl_get_uniform_location( unsigned program, const char *name )
nkeynes@1140
   426
{
nkeynes@1140
   427
    assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
nkeynes@1140
   428
nkeynes@1140
   429
    return glsl_get_uniform_location_prim(program_array[program], name);
nkeynes@1140
   430
}
nkeynes@1140
   431
nkeynes@1140
   432
void glsl_set_uniform_int( unsigned program, const char *name, GLint value )
nkeynes@1140
   433
{
nkeynes@1140
   434
    assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
nkeynes@1140
   435
    GLint location = glsl_get_uniform_location_prim(program_array[program], name);
nkeynes@1140
   436
    glsl_set_uniform_int_prim(location, value);
nkeynes@1140
   437
}
nkeynes@1140
   438
nkeynes@1130
   439
void glsl_clear_shader()
nkeynes@656
   440
{
nkeynes@1130
   441
    glsl_use_program(0);
nkeynes@656
   442
}
.