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@635 | 24 |
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nkeynes@635 | 25 | #define MAX_ERROR_BUF 4096
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nkeynes@1130 | 26 | #define INVALID_SHADER 0
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nkeynes@1130 | 27 | #define INVALID_PROGRAM 0
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nkeynes@1130 | 28 |
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nkeynes@1130 | 29 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@1130 | 30 | typedef GLhandleARB gl_program_t;
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nkeynes@1130 | 31 | typedef GLhandleARB gl_shader_t;
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nkeynes@1130 | 32 | #else
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nkeynes@1130 | 33 | typedef GLuint gl_program_t;
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nkeynes@1130 | 34 | typedef GLuint gl_shader_t;
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nkeynes@1130 | 35 | #endif
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nkeynes@1130 | 36 |
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nkeynes@1130 | 37 | gboolean glsl_is_supported();
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nkeynes@1130 | 38 | gl_shader_t glsl_create_vertex_shader( const char *source );
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nkeynes@1130 | 39 | gl_shader_t glsl_create_fragment_shader( const char *source );
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nkeynes@1130 | 40 | gl_program_t glsl_create_program( gl_shader_t *shaderv );
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nkeynes@1130 | 41 | void glsl_use_program(gl_program_t program);
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nkeynes@1130 | 42 | void glsl_destroy_shader(gl_shader_t shader);
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nkeynes@1130 | 43 | void glsl_destroy_program(gl_program_t program);
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nkeynes@1130 | 44 |
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nkeynes@1130 | 45 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@635 | 46 |
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nkeynes@635 | 47 | gboolean glsl_is_supported()
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nkeynes@635 | 48 | {
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nkeynes@635 | 49 | return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@736 | 50 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@736 | 51 | isGLExtensionSupported("GL_ARB_shading_language_100");
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nkeynes@635 | 52 | }
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nkeynes@635 | 53 |
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nkeynes@1134 | 54 | const char *glsl_get_version()
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nkeynes@1134 | 55 | {
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nkeynes@1134 | 56 | return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
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nkeynes@1134 | 57 | }
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nkeynes@1134 | 58 |
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nkeynes@635 | 59 | void glsl_print_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 60 | {
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nkeynes@635 | 61 | char buf[MAX_ERROR_BUF];
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nkeynes@635 | 62 | GLsizei length;
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nkeynes@635 | 63 | glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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nkeynes@635 | 64 | ERROR( "%s: %s", msg, buf );
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nkeynes@635 | 65 | }
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nkeynes@635 | 66 |
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nkeynes@635 | 67 | gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 68 | {
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nkeynes@635 | 69 | GLint value;
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nkeynes@635 | 70 |
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nkeynes@635 | 71 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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nkeynes@635 | 72 | if( value == 0 ) {
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nkeynes@736 | 73 | glsl_print_error(msg, obj);
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nkeynes@736 | 74 | return FALSE;
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nkeynes@635 | 75 | }
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nkeynes@635 | 76 | return TRUE;
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nkeynes@635 | 77 | }
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nkeynes@635 | 78 |
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nkeynes@635 | 79 | gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 80 | {
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nkeynes@635 | 81 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 82 | glsl_print_error(msg, obj);
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nkeynes@635 | 83 | }
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nkeynes@635 | 84 | return TRUE;
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nkeynes@635 | 85 | }
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nkeynes@635 | 86 |
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nkeynes@1130 | 87 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 88 | {
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nkeynes@1130 | 89 | gboolean ok;
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nkeynes@1130 | 90 | gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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nkeynes@635 | 91 |
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nkeynes@1130 | 92 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 93 | glCompileShaderARB(shader);
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nkeynes@1130 | 94 | ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
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nkeynes@1130 | 95 | if( !ok ) {
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nkeynes@1130 | 96 | glDeleteObjectARB(shader);
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nkeynes@1130 | 97 | return INVALID_SHADER;
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nkeynes@635 | 98 | } else {
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nkeynes@1130 | 99 | return shader;
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nkeynes@635 | 100 | }
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nkeynes@635 | 101 | }
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nkeynes@635 | 102 |
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nkeynes@1130 | 103 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@635 | 104 | {
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nkeynes@1130 | 105 | gboolean ok;
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nkeynes@1130 | 106 | gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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nkeynes@1130 | 107 |
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nkeynes@1130 | 108 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 109 | glCompileShaderARB(shader);
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nkeynes@1130 | 110 | ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
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nkeynes@1130 | 111 | if( !ok ) {
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nkeynes@1130 | 112 | glDeleteObjectARB(shader);
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nkeynes@1130 | 113 | return INVALID_SHADER;
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nkeynes@1130 | 114 | } else {
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nkeynes@1130 | 115 | return shader;
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nkeynes@1130 | 116 | }
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nkeynes@1130 | 117 | }
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nkeynes@1130 | 118 |
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nkeynes@1130 | 119 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 120 | {
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nkeynes@1130 | 121 | gboolean ok;
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nkeynes@1130 | 122 | unsigned i;
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nkeynes@1130 | 123 | gl_program_t program = glCreateProgramObjectARB();
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nkeynes@1130 | 124 |
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nkeynes@1130 | 125 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 126 | glAttachObjectARB(program, shaderv[i]);
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nkeynes@1130 | 127 | }
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nkeynes@1130 | 128 |
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nkeynes@1130 | 129 | glLinkProgramARB(program);
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nkeynes@1130 | 130 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 131 | if( !ok ) {
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nkeynes@1130 | 132 | glDeleteObjectARB(program);
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nkeynes@1130 | 133 | return INVALID_PROGRAM;
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nkeynes@1130 | 134 | } else {
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nkeynes@1130 | 135 | return program;
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nkeynes@1130 | 136 | }
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nkeynes@1130 | 137 | }
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nkeynes@1130 | 138 |
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nkeynes@1130 | 139 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 140 | {
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nkeynes@1130 | 141 | glUseProgramObjectARB(program);
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nkeynes@1130 | 142 | glsl_check_program_error( "Failed to activate shader program", program );
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nkeynes@1130 | 143 | }
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nkeynes@1130 | 144 |
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nkeynes@1130 | 145 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 146 | {
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nkeynes@1130 | 147 | glDeleteObjectARB(shader);
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nkeynes@1130 | 148 | }
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nkeynes@1130 | 149 |
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nkeynes@1130 | 150 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 151 | {
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nkeynes@1130 | 152 | glDeleteObjectARB(program);
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nkeynes@635 | 153 | }
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nkeynes@635 | 154 |
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nkeynes@1140 | 155 | static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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nkeynes@1140 | 156 | {
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nkeynes@1140 | 157 | return glGetUniformLocationARB(program, name);
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nkeynes@1140 | 158 | }
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nkeynes@1140 | 159 |
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nkeynes@1140 | 160 | static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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nkeynes@1140 | 161 | {
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nkeynes@1140 | 162 | glUniform1iARB(location,value);
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nkeynes@1140 | 163 | }
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nkeynes@1140 | 164 |
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nkeynes@656 | 165 | #elif HAVE_OPENGL_SHADER
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nkeynes@1130 | 166 |
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nkeynes@1130 | 167 | gboolean glsl_is_supported()
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nkeynes@1130 | 168 | {
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nkeynes@1130 | 169 | return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@1130 | 170 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@1130 | 171 | isGLExtensionSupported("GL_ARB_shading_language_100");
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nkeynes@1130 | 172 | }
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nkeynes@635 | 173 |
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nkeynes@1134 | 174 | const char *glsl_get_version()
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nkeynes@1134 | 175 | {
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nkeynes@1134 | 176 | return glGetString(GL_SHADING_LANGUAGE_VERSION);
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nkeynes@1134 | 177 | }
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nkeynes@1134 | 178 |
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nkeynes@635 | 179 | gboolean glsl_check_shader_error( char *msg, GLuint shader )
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nkeynes@635 | 180 | {
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nkeynes@635 | 181 | GLint value;
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nkeynes@635 | 182 |
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nkeynes@635 | 183 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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nkeynes@635 | 184 | if( value == 0 ) {
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nkeynes@736 | 185 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 186 | GLsizei length;
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nkeynes@736 | 187 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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nkeynes@736 | 188 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 189 | return FALSE;
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nkeynes@635 | 190 | }
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nkeynes@635 | 191 | return TRUE;
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nkeynes@635 | 192 | }
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nkeynes@1130 | 193 |
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nkeynes@635 | 194 | gboolean glsl_check_program_error( char *msg, GLuint program )
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nkeynes@635 | 195 | {
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nkeynes@635 | 196 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 197 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 198 | GLsizei length;
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nkeynes@736 | 199 | glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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nkeynes@736 | 200 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 201 | return FALSE;
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nkeynes@635 | 202 | }
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nkeynes@635 | 203 | return TRUE;
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nkeynes@635 | 204 | }
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nkeynes@635 | 205 |
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nkeynes@1130 | 206 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@635 | 207 | {
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nkeynes@1130 | 208 | gboolean ok;
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nkeynes@1130 | 209 | gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
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nkeynes@635 | 210 |
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nkeynes@1130 | 211 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 212 | glCompileShader(shader);
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nkeynes@1130 | 213 | ok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );
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nkeynes@1130 | 214 | if( !ok ) {
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nkeynes@1130 | 215 | glDeleteShader(shader);
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nkeynes@1130 | 216 | return INVALID_SHADER;
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nkeynes@1130 | 217 | } else {
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nkeynes@1130 | 218 | return shader;
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nkeynes@635 | 219 | }
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nkeynes@635 | 220 |
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nkeynes@1130 | 221 | }
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nkeynes@635 | 222 |
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nkeynes@1130 | 223 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 224 | {
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nkeynes@1130 | 225 | gboolean ok;
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nkeynes@1130 | 226 | gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
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nkeynes@1130 | 227 |
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nkeynes@1130 | 228 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 229 | glCompileShader(shader);
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nkeynes@1130 | 230 | ok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );
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nkeynes@1130 | 231 | if( !ok ) {
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nkeynes@1130 | 232 | glDeleteShader(shader);
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nkeynes@1130 | 233 | return INVALID_SHADER;
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nkeynes@1130 | 234 | } else {
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nkeynes@1130 | 235 | return shader;
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nkeynes@635 | 236 | }
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nkeynes@1130 | 237 | }
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nkeynes@1130 | 238 |
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nkeynes@1130 | 239 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 240 | {
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nkeynes@1130 | 241 | gboolean ok;
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nkeynes@1130 | 242 | unsigned i;
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nkeynes@1130 | 243 | gl_program_t program = glCreateProgram();
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nkeynes@1130 | 244 |
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nkeynes@1130 | 245 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 246 | glAttachShader(program, shaderv[i]);
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nkeynes@1130 | 247 | }
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nkeynes@1130 | 248 | glLinkProgram(program);
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nkeynes@1130 | 249 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 250 | if( !ok ) {
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nkeynes@1130 | 251 | glDeleteProgram(program);
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nkeynes@1130 | 252 | return INVALID_PROGRAM;
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nkeynes@1130 | 253 | } else {
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nkeynes@1130 | 254 | return program;
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nkeynes@1130 | 255 | }
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nkeynes@1130 | 256 | }
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nkeynes@1130 | 257 |
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nkeynes@1130 | 258 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 259 | {
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nkeynes@1130 | 260 | glUseProgram(program);
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nkeynes@1130 | 261 | }
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nkeynes@1130 | 262 |
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nkeynes@1130 | 263 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 264 | {
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nkeynes@1130 | 265 | glDeleteShader(shader);
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nkeynes@1130 | 266 | }
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nkeynes@1130 | 267 |
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nkeynes@1130 | 268 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 269 | {
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nkeynes@1130 | 270 | glDeleteProgram(program);
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nkeynes@1130 | 271 | }
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nkeynes@1130 | 272 |
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nkeynes@1140 | 273 | static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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nkeynes@1140 | 274 | {
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nkeynes@1140 | 275 | return glGetUniformLocation(program, name);
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nkeynes@1140 | 276 | }
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nkeynes@1140 | 277 | static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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nkeynes@1140 | 278 | {
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nkeynes@1140 | 279 | glUniform1i(location, value);
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nkeynes@1140 | 280 | }
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nkeynes@1140 | 281 |
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nkeynes@1130 | 282 | #else
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nkeynes@1130 | 283 | gboolean glsl_is_supported()
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nkeynes@1130 | 284 | {
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nkeynes@1130 | 285 | return FALSE;
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nkeynes@1130 | 286 | }
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nkeynes@1130 | 287 |
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nkeynes@1134 | 288 | int glsl_get_version()
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nkeynes@1134 | 289 | {
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nkeynes@1134 | 290 | return 0;
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nkeynes@1134 | 291 | }
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nkeynes@1134 | 292 |
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nkeynes@1130 | 293 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 294 | {
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nkeynes@1130 | 295 | return 0;
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nkeynes@1130 | 296 | }
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nkeynes@1130 | 297 |
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nkeynes@1130 | 298 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 299 | {
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nkeynes@1130 | 300 | return 0;
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nkeynes@1130 | 301 | }
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nkeynes@1130 | 302 |
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nkeynes@1130 | 303 | gl_program_t glsl_create_program( gl_shader_t vertex, gl_shader_t fragment )
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nkeynes@1130 | 304 | {
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nkeynes@1130 | 305 | return 0;
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nkeynes@1130 | 306 | }
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nkeynes@1130 | 307 |
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nkeynes@1130 | 308 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 309 | {
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nkeynes@1130 | 310 | }
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nkeynes@1130 | 311 |
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nkeynes@1130 | 312 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 313 | {
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nkeynes@1130 | 314 | }
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nkeynes@1130 | 315 |
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nkeynes@1130 | 316 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 317 | {
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nkeynes@1130 | 318 | }
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nkeynes@1140 | 319 |
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nkeynes@1140 | 320 | static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
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nkeynes@1140 | 321 | {
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nkeynes@1140 | 322 | return 0;
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nkeynes@1140 | 323 | }
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nkeynes@1140 | 324 |
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nkeynes@1140 | 325 | static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
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nkeynes@1140 | 326 | {
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nkeynes@1140 | 327 | }
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nkeynes@1130 | 328 | #endif
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nkeynes@1130 | 329 |
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nkeynes@1130 | 330 | /****************************************************************************/
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nkeynes@1130 | 331 |
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nkeynes@1130 | 332 | /* Pull in the auto-generated shader definitions */
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nkeynes@1130 | 333 |
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nkeynes@1130 | 334 | #include "pvr2/shaders.def"
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nkeynes@1130 | 335 |
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nkeynes@1130 | 336 | static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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nkeynes@1130 | 337 |
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nkeynes@1130 | 338 | gboolean glsl_load_shaders()
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nkeynes@1130 | 339 | {
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nkeynes@1130 | 340 | gl_shader_t shader_array[GLSL_NUM_SHADERS];
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nkeynes@1130 | 341 | gboolean ok = TRUE;
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nkeynes@1130 | 342 | unsigned i, j;
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nkeynes@1130 | 343 | for( i=0; i<GLSL_NUM_SHADERS; i++ )
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nkeynes@1130 | 344 | shader_array[i] = INVALID_SHADER;
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nkeynes@1130 | 345 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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nkeynes@1130 | 346 | program_array[i] = INVALID_PROGRAM;
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nkeynes@1130 | 347 |
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nkeynes@1130 | 348 | /* Compile the shader fragments */
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nkeynes@1130 | 349 | for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 350 | gl_shader_t shader = INVALID_SHADER;
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nkeynes@1130 | 351 | switch(shader_source[i].type) {
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nkeynes@1130 | 352 | case GLSL_VERTEX_SHADER:
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nkeynes@1130 | 353 | shader = glsl_create_vertex_shader(shader_source[i].source);
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nkeynes@1130 | 354 | break;
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nkeynes@1130 | 355 | case GLSL_FRAGMENT_SHADER:
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nkeynes@1130 | 356 | shader = glsl_create_fragment_shader(shader_source[i].source);
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nkeynes@1130 | 357 | break;
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nkeynes@1130 | 358 | }
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nkeynes@1130 | 359 | if( shader == INVALID_SHADER ) {
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nkeynes@1130 | 360 | ok = FALSE;
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nkeynes@1130 | 361 | break;
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nkeynes@1130 | 362 | } else {
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nkeynes@1130 | 363 | shader_array[i] = shader;
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nkeynes@1130 | 364 | }
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nkeynes@635 | 365 | }
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nkeynes@635 | 366 |
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nkeynes@1130 | 367 | /* Link the programs */
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nkeynes@1130 | 368 | if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 369 | gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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nkeynes@1130 | 370 | for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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nkeynes@1130 | 371 | shaderv[j] = shader_array[program_list[i][j]];
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nkeynes@736 | 372 | }
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nkeynes@1130 | 373 | shaderv[j] = INVALID_SHADER;
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nkeynes@1130 | 374 | gl_program_t program = glsl_create_program(shaderv);
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nkeynes@1130 | 375 | if( program == INVALID_PROGRAM ) {
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nkeynes@1130 | 376 | ok = FALSE;
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nkeynes@1130 | 377 | break;
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nkeynes@1130 | 378 | } else {
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nkeynes@1130 | 379 | program_array[i] = program;
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nkeynes@736 | 380 | }
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nkeynes@635 | 381 | }
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nkeynes@635 | 382 |
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nkeynes@1130 | 383 | /**
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nkeynes@1130 | 384 | * Destroy the compiled fragments (the linked programs don't need them
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nkeynes@1130 | 385 | * anymore)
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nkeynes@1130 | 386 | */
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nkeynes@1130 | 387 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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nkeynes@1130 | 388 | if( shader_array[i] != INVALID_SHADER )
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nkeynes@1130 | 389 | glsl_destroy_shader(shader_array[i]);
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nkeynes@1130 | 390 | }
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nkeynes@1130 | 391 |
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nkeynes@1130 | 392 | /**
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nkeynes@1130 | 393 | * If we errored, delete the programs. It's all or nothing.
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nkeynes@1130 | 394 | */
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nkeynes@1130 | 395 | if( !ok ) {
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nkeynes@736 | 396 | glsl_unload_shaders();
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nkeynes@1130 | 397 | return FALSE;
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nkeynes@635 | 398 | }
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nkeynes@1130 | 399 | return TRUE;
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nkeynes@635 | 400 | }
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nkeynes@635 | 401 |
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nkeynes@1130 | 402 | void glsl_unload_shaders()
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nkeynes@635 | 403 | {
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nkeynes@1130 | 404 | unsigned i;
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nkeynes@1130 | 405 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
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nkeynes@1130 | 406 | if( program_array[i] != INVALID_PROGRAM ) {
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nkeynes@1130 | 407 | glsl_destroy_program(program_array[i]);
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nkeynes@1130 | 408 | program_array[i] = INVALID_PROGRAM;
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nkeynes@736 | 409 | }
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nkeynes@635 | 410 | }
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nkeynes@635 | 411 | }
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nkeynes@635 | 412 |
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nkeynes@1130 | 413 | gboolean glsl_set_shader(unsigned i)
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nkeynes@635 | 414 | {
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nkeynes@1130 | 415 | assert( i >= 0 && i <= GLSL_LAST_PROGRAM );
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nkeynes@1130 | 416 |
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nkeynes@1130 | 417 | if( program_array[i] != INVALID_PROGRAM ) {
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nkeynes@1130 | 418 | glsl_use_program(program_array[i]);
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nkeynes@1130 | 419 | return TRUE;
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nkeynes@1130 | 420 | } else {
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nkeynes@1130 | 421 | return FALSE;
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nkeynes@1130 | 422 | }
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nkeynes@635 | 423 | }
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nkeynes@656 | 424 |
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nkeynes@1140 | 425 | GLint glsl_get_uniform_location( unsigned program, const char *name )
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nkeynes@1140 | 426 | {
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nkeynes@1140 | 427 | assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
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nkeynes@1140 | 428 |
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nkeynes@1140 | 429 | return glsl_get_uniform_location_prim(program_array[program], name);
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nkeynes@1140 | 430 | }
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nkeynes@1140 | 431 |
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nkeynes@1140 | 432 | void glsl_set_uniform_int( unsigned program, const char *name, GLint value )
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nkeynes@1140 | 433 | {
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nkeynes@1140 | 434 | assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
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nkeynes@1140 | 435 | GLint location = glsl_get_uniform_location_prim(program_array[program], name);
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nkeynes@1140 | 436 | glsl_set_uniform_int_prim(location, value);
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nkeynes@1140 | 437 | }
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nkeynes@1140 | 438 |
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nkeynes@1130 | 439 | void glsl_clear_shader()
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nkeynes@656 | 440 | {
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nkeynes@1130 | 441 | glsl_use_program(0);
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nkeynes@656 | 442 | }
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