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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 1134:f502f3d32f90
prev1130:5f56fc931112
next1140:7dc1c71ece76
author nkeynes
date Sun Oct 24 13:40:52 2010 +1000 (13 years ago)
permissions -rw-r--r--
last change Change forced-depth-function lists (autosort, punchout) to just set the
depth once at the start of the list
Remove unused parameter from render_set_tsp_context
file annotate diff log raw
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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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#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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#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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}
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gl_shader_t glsl_create_vertex_shader( const char *source )
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{
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    return 0;
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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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    return 0;
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}
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gl_program_t glsl_create_program( gl_shader_t vertex, gl_shader_t fragment )
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{
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    return 0;
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}
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void glsl_use_program(gl_program_t program)
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{
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}
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void glsl_destroy_shader(gl_shader_t shader)
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{
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}
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void glsl_destroy_program(gl_program_t program)
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{
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}
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#endif
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/****************************************************************************/
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/* Pull in the auto-generated shader definitions */
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#include "pvr2/shaders.def"
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static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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gboolean glsl_load_shaders()
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{
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    gl_shader_t shader_array[GLSL_NUM_SHADERS];
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    gboolean ok = TRUE;
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    unsigned i, j;
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    for( i=0; i<GLSL_NUM_SHADERS; i++ )
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        shader_array[i] = INVALID_SHADER;
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    for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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        program_array[i] = INVALID_PROGRAM;
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   319
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   320
    /* Compile the shader fragments */
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    for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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        gl_shader_t shader = INVALID_SHADER;
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   323
        switch(shader_source[i].type) {
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   324
        case GLSL_VERTEX_SHADER:
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   325
            shader = glsl_create_vertex_shader(shader_source[i].source);
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            break;
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   327
        case GLSL_FRAGMENT_SHADER:
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   328
            shader = glsl_create_fragment_shader(shader_source[i].source);
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   329
            break;
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   330
        }
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   331
        if( shader == INVALID_SHADER ) {
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            ok = FALSE;
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   333
            break;
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   334
        } else {
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            shader_array[i] = shader;
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   336
        }
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   337
    }
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   338
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   339
    /* Link the programs */
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   340
    if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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   341
        gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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   342
        for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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   343
            shaderv[j] = shader_array[program_list[i][j]];
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        }
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   345
        shaderv[j] = INVALID_SHADER;
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   346
        gl_program_t program = glsl_create_program(shaderv);
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   347
        if( program == INVALID_PROGRAM ) {
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   348
            ok = FALSE;
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   349
            break;
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   350
        } else {
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   351
            program_array[i] = program;
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   352
        }
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   353
    }
nkeynes@635
   354
nkeynes@1130
   355
    /**
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   356
     * Destroy the compiled fragments (the linked programs don't need them
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   357
     * anymore)
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   358
     */
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   359
    for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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   360
        if( shader_array[i] != INVALID_SHADER )
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   361
            glsl_destroy_shader(shader_array[i]);
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   362
    }
nkeynes@1130
   363
nkeynes@1130
   364
    /**
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   365
     * If we errored, delete the programs. It's all or nothing.
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   366
     */
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   367
    if( !ok ) {
nkeynes@736
   368
        glsl_unload_shaders();
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   369
        return FALSE;
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   370
    }
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   371
    return TRUE;
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   372
}
nkeynes@635
   373
nkeynes@1130
   374
void glsl_unload_shaders()
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   375
{
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   376
    unsigned i;
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   377
    for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
nkeynes@1130
   378
        if( program_array[i] != INVALID_PROGRAM ) {
nkeynes@1130
   379
            glsl_destroy_program(program_array[i]);
nkeynes@1130
   380
            program_array[i] = INVALID_PROGRAM;
nkeynes@736
   381
        }
nkeynes@635
   382
    }
nkeynes@635
   383
}
nkeynes@635
   384
nkeynes@1130
   385
gboolean glsl_set_shader(unsigned i)
nkeynes@635
   386
{
nkeynes@1130
   387
    assert( i >= 0 && i <= GLSL_LAST_PROGRAM );
nkeynes@1130
   388
nkeynes@1130
   389
    if( program_array[i] != INVALID_PROGRAM ) {
nkeynes@1130
   390
        glsl_use_program(program_array[i]);
nkeynes@1130
   391
        return TRUE;
nkeynes@1130
   392
    } else {
nkeynes@1130
   393
        return FALSE;
nkeynes@1130
   394
    }
nkeynes@635
   395
}
nkeynes@656
   396
nkeynes@1130
   397
void glsl_clear_shader()
nkeynes@656
   398
{
nkeynes@1130
   399
    glsl_use_program(0);
nkeynes@656
   400
}
.