filename | src/pvr2/gl_sl.c |
changeset | 1209:e606e65eaf54 |
prev | 1208:6955202d6408 |
next | 1229:dc935eee9767 |
author | nkeynes |
date | Wed Feb 15 17:54:51 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Use GL_TEXTURE_2D instead of GL_TEXTURE_RECTANGLE_ARB for frame buffers, for systems that don't provide the latter (and there's not really much difference anyway). Add macro wrangling for GL_DEPTH24_STENCIL8 format |
file | annotate | diff | log | raw |
nkeynes@635 | 1 | /** |
nkeynes@635 | 2 | * $Id$ |
nkeynes@635 | 3 | * |
nkeynes@1130 | 4 | * GLSL wrapper code to hide the differences between the different gl/sl APIs. |
nkeynes@1130 | 5 | * |
nkeynes@1130 | 6 | * Copyright (c) 2007-2010 Nathan Keynes. |
nkeynes@635 | 7 | * |
nkeynes@635 | 8 | * This program is free software; you can redistribute it and/or modify |
nkeynes@635 | 9 | * it under the terms of the GNU General Public License as published by |
nkeynes@635 | 10 | * the Free Software Foundation; either version 2 of the License, or |
nkeynes@635 | 11 | * (at your option) any later version. |
nkeynes@635 | 12 | * |
nkeynes@635 | 13 | * This program is distributed in the hope that it will be useful, |
nkeynes@635 | 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
nkeynes@635 | 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
nkeynes@635 | 16 | * GNU General Public License for more details. |
nkeynes@635 | 17 | */ |
nkeynes@635 | 18 | |
nkeynes@1130 | 19 | #include <assert.h> |
nkeynes@1130 | 20 | |
nkeynes@635 | 21 | #include "lxdream.h" |
nkeynes@635 | 22 | #include "display.h" |
nkeynes@635 | 23 | #include "pvr2/glutil.h" |
nkeynes@1207 | 24 | #include "pvr2/shaders.h" |
nkeynes@635 | 25 | |
nkeynes@635 | 26 | #define MAX_ERROR_BUF 4096 |
nkeynes@1130 | 27 | #define INVALID_SHADER 0 |
nkeynes@1130 | 28 | #define INVALID_PROGRAM 0 |
nkeynes@1130 | 29 | |
nkeynes@1130 | 30 | #ifdef HAVE_OPENGL_SHADER_ARB |
nkeynes@1130 | 31 | typedef GLhandleARB gl_program_t; |
nkeynes@1130 | 32 | typedef GLhandleARB gl_shader_t; |
nkeynes@1130 | 33 | #else |
nkeynes@1130 | 34 | typedef GLuint gl_program_t; |
nkeynes@1130 | 35 | typedef GLuint gl_shader_t; |
nkeynes@1130 | 36 | #endif |
nkeynes@1130 | 37 | |
nkeynes@1130 | 38 | gboolean glsl_is_supported(); |
nkeynes@1130 | 39 | gl_shader_t glsl_create_vertex_shader( const char *source ); |
nkeynes@1130 | 40 | gl_shader_t glsl_create_fragment_shader( const char *source ); |
nkeynes@1130 | 41 | gl_program_t glsl_create_program( gl_shader_t *shaderv ); |
nkeynes@1130 | 42 | void glsl_use_program(gl_program_t program); |
nkeynes@1130 | 43 | void glsl_destroy_shader(gl_shader_t shader); |
nkeynes@1130 | 44 | void glsl_destroy_program(gl_program_t program); |
nkeynes@1130 | 45 | |
nkeynes@1208 | 46 | typedef void (*program_cleanup_fn_t)(); |
nkeynes@1208 | 47 | static void glsl_set_cleanup_fn( program_cleanup_fn_t ); |
nkeynes@1208 | 48 | |
nkeynes@1130 | 49 | #ifdef HAVE_OPENGL_SHADER_ARB |
nkeynes@635 | 50 | |
nkeynes@635 | 51 | gboolean glsl_is_supported() |
nkeynes@635 | 52 | { |
nkeynes@635 | 53 | return isGLExtensionSupported("GL_ARB_fragment_shader") && |
nkeynes@736 | 54 | isGLExtensionSupported("GL_ARB_vertex_shader") && |
nkeynes@736 | 55 | isGLExtensionSupported("GL_ARB_shading_language_100"); |
nkeynes@635 | 56 | } |
nkeynes@635 | 57 | |
nkeynes@1134 | 58 | const char *glsl_get_version() |
nkeynes@1134 | 59 | { |
nkeynes@1134 | 60 | return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB); |
nkeynes@1134 | 61 | } |
nkeynes@1134 | 62 | |
nkeynes@635 | 63 | void glsl_print_error( char *msg, GLhandleARB obj ) |
nkeynes@635 | 64 | { |
nkeynes@635 | 65 | char buf[MAX_ERROR_BUF]; |
nkeynes@635 | 66 | GLsizei length; |
nkeynes@635 | 67 | glGetInfoLogARB( obj, sizeof(buf), &length, buf ); |
nkeynes@635 | 68 | ERROR( "%s: %s", msg, buf ); |
nkeynes@635 | 69 | } |
nkeynes@635 | 70 | |
nkeynes@635 | 71 | gboolean glsl_check_shader_error( char *msg, GLhandleARB obj ) |
nkeynes@635 | 72 | { |
nkeynes@635 | 73 | GLint value; |
nkeynes@635 | 74 | |
nkeynes@635 | 75 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value); |
nkeynes@635 | 76 | if( value == 0 ) { |
nkeynes@736 | 77 | glsl_print_error(msg, obj); |
nkeynes@736 | 78 | return FALSE; |
nkeynes@635 | 79 | } |
nkeynes@635 | 80 | return TRUE; |
nkeynes@635 | 81 | } |
nkeynes@635 | 82 | |
nkeynes@635 | 83 | gboolean glsl_check_program_error( char *msg, GLhandleARB obj ) |
nkeynes@635 | 84 | { |
nkeynes@635 | 85 | if( glGetError() != GL_NO_ERROR ) { |
nkeynes@736 | 86 | glsl_print_error(msg, obj); |
nkeynes@635 | 87 | } |
nkeynes@635 | 88 | return TRUE; |
nkeynes@635 | 89 | } |
nkeynes@635 | 90 | |
nkeynes@1130 | 91 | gl_shader_t glsl_create_vertex_shader( const char *source ) |
nkeynes@1130 | 92 | { |
nkeynes@1130 | 93 | gboolean ok; |
nkeynes@1130 | 94 | gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
nkeynes@635 | 95 | |
nkeynes@1130 | 96 | glShaderSourceARB( shader, 1, &source, NULL ); |
nkeynes@1130 | 97 | glCompileShaderARB(shader); |
nkeynes@1130 | 98 | ok = glsl_check_shader_error("Failed to compile vertex shader", shader); |
nkeynes@1130 | 99 | if( !ok ) { |
nkeynes@1130 | 100 | glDeleteObjectARB(shader); |
nkeynes@1130 | 101 | return INVALID_SHADER; |
nkeynes@635 | 102 | } else { |
nkeynes@1130 | 103 | return shader; |
nkeynes@635 | 104 | } |
nkeynes@635 | 105 | } |
nkeynes@635 | 106 | |
nkeynes@1130 | 107 | gl_shader_t glsl_create_fragment_shader( const char *source ) |
nkeynes@635 | 108 | { |
nkeynes@1130 | 109 | gboolean ok; |
nkeynes@1130 | 110 | gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
nkeynes@1130 | 111 | |
nkeynes@1130 | 112 | glShaderSourceARB( shader, 1, &source, NULL ); |
nkeynes@1130 | 113 | glCompileShaderARB(shader); |
nkeynes@1130 | 114 | ok = glsl_check_shader_error("Failed to compile fragment shader", shader); |
nkeynes@1130 | 115 | if( !ok ) { |
nkeynes@1130 | 116 | glDeleteObjectARB(shader); |
nkeynes@1130 | 117 | return INVALID_SHADER; |
nkeynes@1130 | 118 | } else { |
nkeynes@1130 | 119 | return shader; |
nkeynes@1130 | 120 | } |
nkeynes@1130 | 121 | } |
nkeynes@1130 | 122 | |
nkeynes@1130 | 123 | gl_program_t glsl_create_program( gl_shader_t *shaderv ) |
nkeynes@1130 | 124 | { |
nkeynes@1130 | 125 | gboolean ok; |
nkeynes@1130 | 126 | unsigned i; |
nkeynes@1130 | 127 | gl_program_t program = glCreateProgramObjectARB(); |
nkeynes@1130 | 128 | |
nkeynes@1130 | 129 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) { |
nkeynes@1130 | 130 | glAttachObjectARB(program, shaderv[i]); |
nkeynes@1130 | 131 | } |
nkeynes@1130 | 132 | |
nkeynes@1130 | 133 | glLinkProgramARB(program); |
nkeynes@1130 | 134 | ok = glsl_check_program_error( "Failed to link shader program", program ); |
nkeynes@1130 | 135 | if( !ok ) { |
nkeynes@1130 | 136 | glDeleteObjectARB(program); |
nkeynes@1130 | 137 | return INVALID_PROGRAM; |
nkeynes@1130 | 138 | } else { |
nkeynes@1130 | 139 | return program; |
nkeynes@1130 | 140 | } |
nkeynes@1130 | 141 | } |
nkeynes@1130 | 142 | |
nkeynes@1130 | 143 | void glsl_use_program(gl_program_t program) |
nkeynes@1130 | 144 | { |
nkeynes@1130 | 145 | glUseProgramObjectARB(program); |
nkeynes@1130 | 146 | } |
nkeynes@1130 | 147 | |
nkeynes@1130 | 148 | void glsl_destroy_shader(gl_shader_t shader) |
nkeynes@1130 | 149 | { |
nkeynes@1130 | 150 | glDeleteObjectARB(shader); |
nkeynes@1130 | 151 | } |
nkeynes@1130 | 152 | |
nkeynes@1130 | 153 | void glsl_destroy_program(gl_program_t program) |
nkeynes@1130 | 154 | { |
nkeynes@1130 | 155 | glDeleteObjectARB(program); |
nkeynes@635 | 156 | } |
nkeynes@635 | 157 | |
nkeynes@1207 | 158 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name) |
nkeynes@1140 | 159 | { |
nkeynes@1140 | 160 | return glGetUniformLocationARB(program, name); |
nkeynes@1140 | 161 | } |
nkeynes@1140 | 162 | |
nkeynes@1207 | 163 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name) |
nkeynes@1206 | 164 | { |
nkeynes@1206 | 165 | return glGetAttribLocationARB(program, name); |
nkeynes@1206 | 166 | } |
nkeynes@1206 | 167 | |
nkeynes@1207 | 168 | #define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v) |
nkeynes@1207 | 169 | #define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v) |
nkeynes@1209 | 170 | #define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v) |
nkeynes@1207 | 171 | #define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v) |
nkeynes@1207 | 172 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v) |
nkeynes@1207 | 173 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v) |
nkeynes@1207 | 174 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v) |
nkeynes@1208 | 175 | #define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id) |
nkeynes@1208 | 176 | #define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id) |
nkeynes@1206 | 177 | |
nkeynes@656 | 178 | #elif HAVE_OPENGL_SHADER |
nkeynes@1130 | 179 | |
nkeynes@1130 | 180 | gboolean glsl_is_supported() |
nkeynes@1130 | 181 | { |
nkeynes@1130 | 182 | return isGLExtensionSupported("GL_ARB_fragment_shader") && |
nkeynes@1130 | 183 | isGLExtensionSupported("GL_ARB_vertex_shader") && |
nkeynes@1130 | 184 | isGLExtensionSupported("GL_ARB_shading_language_100"); |
nkeynes@1130 | 185 | } |
nkeynes@635 | 186 | |
nkeynes@1134 | 187 | const char *glsl_get_version() |
nkeynes@1134 | 188 | { |
nkeynes@1134 | 189 | return glGetString(GL_SHADING_LANGUAGE_VERSION); |
nkeynes@1134 | 190 | } |
nkeynes@1134 | 191 | |
nkeynes@635 | 192 | gboolean glsl_check_shader_error( char *msg, GLuint shader ) |
nkeynes@635 | 193 | { |
nkeynes@635 | 194 | GLint value; |
nkeynes@635 | 195 | |
nkeynes@635 | 196 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value ); |
nkeynes@635 | 197 | if( value == 0 ) { |
nkeynes@736 | 198 | char buf[MAX_ERROR_BUF]; |
nkeynes@736 | 199 | GLsizei length; |
nkeynes@736 | 200 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf ); |
nkeynes@736 | 201 | ERROR( "%s: %s", msg, buf ); |
nkeynes@736 | 202 | return FALSE; |
nkeynes@635 | 203 | } |
nkeynes@635 | 204 | return TRUE; |
nkeynes@635 | 205 | } |
nkeynes@1130 | 206 | |
nkeynes@635 | 207 | gboolean glsl_check_program_error( char *msg, GLuint program ) |
nkeynes@635 | 208 | { |
nkeynes@635 | 209 | if( glGetError() != GL_NO_ERROR ) { |
nkeynes@736 | 210 | char buf[MAX_ERROR_BUF]; |
nkeynes@736 | 211 | GLsizei length; |
nkeynes@736 | 212 | glGetProgramInfoLog( program, sizeof(buf), &length, buf ); |
nkeynes@736 | 213 | ERROR( "%s: %s", msg, buf ); |
nkeynes@736 | 214 | return FALSE; |
nkeynes@635 | 215 | } |
nkeynes@635 | 216 | return TRUE; |
nkeynes@635 | 217 | } |
nkeynes@635 | 218 | |
nkeynes@1130 | 219 | gl_shader_t glsl_create_vertex_shader( const char *source ) |
nkeynes@635 | 220 | { |
nkeynes@1130 | 221 | gboolean ok; |
nkeynes@1130 | 222 | gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER); |
nkeynes@635 | 223 | |
nkeynes@1130 | 224 | glShaderSource( shader, 1, &source, NULL ); |
nkeynes@1130 | 225 | glCompileShader(shader); |
nkeynes@1203 | 226 | ok = glsl_check_shader_error( "Failed to compile vertex shader", shader ); |
nkeynes@1130 | 227 | if( !ok ) { |
nkeynes@1130 | 228 | glDeleteShader(shader); |
nkeynes@1130 | 229 | return INVALID_SHADER; |
nkeynes@1130 | 230 | } else { |
nkeynes@1130 | 231 | return shader; |
nkeynes@635 | 232 | } |
nkeynes@635 | 233 | |
nkeynes@1130 | 234 | } |
nkeynes@635 | 235 | |
nkeynes@1130 | 236 | gl_shader_t glsl_create_fragment_shader( const char *source ) |
nkeynes@1130 | 237 | { |
nkeynes@1130 | 238 | gboolean ok; |
nkeynes@1130 | 239 | gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER); |
nkeynes@1130 | 240 | |
nkeynes@1130 | 241 | glShaderSource( shader, 1, &source, NULL ); |
nkeynes@1130 | 242 | glCompileShader(shader); |
nkeynes@1203 | 243 | ok = glsl_check_shader_error( "Failed to compile fragment shader", shader ); |
nkeynes@1130 | 244 | if( !ok ) { |
nkeynes@1130 | 245 | glDeleteShader(shader); |
nkeynes@1130 | 246 | return INVALID_SHADER; |
nkeynes@1130 | 247 | } else { |
nkeynes@1130 | 248 | return shader; |
nkeynes@635 | 249 | } |
nkeynes@1130 | 250 | } |
nkeynes@1130 | 251 | |
nkeynes@1130 | 252 | gl_program_t glsl_create_program( gl_shader_t *shaderv ) |
nkeynes@1130 | 253 | { |
nkeynes@1130 | 254 | gboolean ok; |
nkeynes@1130 | 255 | unsigned i; |
nkeynes@1130 | 256 | gl_program_t program = glCreateProgram(); |
nkeynes@1130 | 257 | |
nkeynes@1130 | 258 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) { |
nkeynes@1130 | 259 | glAttachShader(program, shaderv[i]); |
nkeynes@1130 | 260 | } |
nkeynes@1130 | 261 | glLinkProgram(program); |
nkeynes@1130 | 262 | ok = glsl_check_program_error( "Failed to link shader program", program ); |
nkeynes@1130 | 263 | if( !ok ) { |
nkeynes@1130 | 264 | glDeleteProgram(program); |
nkeynes@1130 | 265 | return INVALID_PROGRAM; |
nkeynes@1130 | 266 | } else { |
nkeynes@1130 | 267 | return program; |
nkeynes@1130 | 268 | } |
nkeynes@1130 | 269 | } |
nkeynes@1130 | 270 | |
nkeynes@1130 | 271 | void glsl_use_program(gl_program_t program) |
nkeynes@1130 | 272 | { |
nkeynes@1130 | 273 | glUseProgram(program); |
nkeynes@1130 | 274 | } |
nkeynes@1130 | 275 | |
nkeynes@1130 | 276 | void glsl_destroy_shader(gl_shader_t shader) |
nkeynes@1130 | 277 | { |
nkeynes@1130 | 278 | glDeleteShader(shader); |
nkeynes@1130 | 279 | } |
nkeynes@1130 | 280 | |
nkeynes@1130 | 281 | void glsl_destroy_program(gl_program_t program) |
nkeynes@1130 | 282 | { |
nkeynes@1130 | 283 | glDeleteProgram(program); |
nkeynes@1130 | 284 | } |
nkeynes@1130 | 285 | |
nkeynes@1207 | 286 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name) |
nkeynes@1140 | 287 | { |
nkeynes@1140 | 288 | return glGetUniformLocation(program, name); |
nkeynes@1140 | 289 | } |
nkeynes@1207 | 290 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name) |
nkeynes@1206 | 291 | { |
nkeynes@1206 | 292 | return glGetAttribLocation(program, name); |
nkeynes@1206 | 293 | } |
nkeynes@1207 | 294 | |
nkeynes@1207 | 295 | #define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v) |
nkeynes@1207 | 296 | #define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v) |
nkeynes@1209 | 297 | #define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v) |
nkeynes@1207 | 298 | #define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v) |
nkeynes@1207 | 299 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v) |
nkeynes@1207 | 300 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v) |
nkeynes@1207 | 301 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v) |
nkeynes@1208 | 302 | #define glsl_enable_attrib(id) glEnableVertexAttribArray(id) |
nkeynes@1208 | 303 | #define glsl_disable_attrib(id) glDisableVertexAttribArray(id) |
nkeynes@1207 | 304 | |
nkeynes@1207 | 305 | |
nkeynes@1130 | 306 | #else |
nkeynes@1130 | 307 | gboolean glsl_is_supported() |
nkeynes@1130 | 308 | { |
nkeynes@1130 | 309 | return FALSE; |
nkeynes@1130 | 310 | } |
nkeynes@1130 | 311 | |
nkeynes@1203 | 312 | const char *glsl_get_version() |
nkeynes@1134 | 313 | { |
nkeynes@1134 | 314 | return 0; |
nkeynes@1134 | 315 | } |
nkeynes@1134 | 316 | |
nkeynes@1130 | 317 | gl_shader_t glsl_create_vertex_shader( const char *source ) |
nkeynes@1130 | 318 | { |
nkeynes@1130 | 319 | return 0; |
nkeynes@1130 | 320 | } |
nkeynes@1130 | 321 | |
nkeynes@1130 | 322 | gl_shader_t glsl_create_fragment_shader( const char *source ) |
nkeynes@1130 | 323 | { |
nkeynes@1130 | 324 | return 0; |
nkeynes@1130 | 325 | } |
nkeynes@1130 | 326 | |
nkeynes@1203 | 327 | gl_program_t glsl_create_program( gl_shader_t *shaderv ) |
nkeynes@1130 | 328 | { |
nkeynes@1130 | 329 | return 0; |
nkeynes@1130 | 330 | } |
nkeynes@1130 | 331 | |
nkeynes@1130 | 332 | void glsl_use_program(gl_program_t program) |
nkeynes@1130 | 333 | { |
nkeynes@1130 | 334 | } |
nkeynes@1130 | 335 | |
nkeynes@1130 | 336 | void glsl_destroy_shader(gl_shader_t shader) |
nkeynes@1130 | 337 | { |
nkeynes@1130 | 338 | } |
nkeynes@1130 | 339 | |
nkeynes@1130 | 340 | void glsl_destroy_program(gl_program_t program) |
nkeynes@1130 | 341 | { |
nkeynes@1130 | 342 | } |
nkeynes@1140 | 343 | |
nkeynes@1207 | 344 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name) |
nkeynes@1140 | 345 | { |
nkeynes@1140 | 346 | return 0; |
nkeynes@1140 | 347 | } |
nkeynes@1140 | 348 | |
nkeynes@1207 | 349 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name) |
nkeynes@1206 | 350 | { |
nkeynes@1206 | 351 | return 0; |
nkeynes@1206 | 352 | } |
nkeynes@1207 | 353 | |
nkeynes@1207 | 354 | #define glsl_set_uniform_sampler2D(id,v) |
nkeynes@1209 | 355 | #define glsl_set_uniform_vec3(id,v) |
nkeynes@1207 | 356 | #define glsl_set_uniform_vec4(id,v) |
nkeynes@1207 | 357 | #define glsl_set_uniform_mat4(id,v) |
nkeynes@1207 | 358 | #define glsl_set_attrib_vec3(id,stride,v) |
nkeynes@1207 | 359 | #define glsl_set_attrib_vec4(id,stride,v) |
nkeynes@1208 | 360 | #define glsl_enable_attrib(id) |
nkeynes@1208 | 361 | #define glsl_disable_attrib(id) |
nkeynes@1207 | 362 | |
nkeynes@1207 | 363 | |
nkeynes@1130 | 364 | #endif |
nkeynes@1130 | 365 | |
nkeynes@1130 | 366 | /****************************************************************************/ |
nkeynes@1130 | 367 | |
nkeynes@1208 | 368 | program_cleanup_fn_t current_cleanup_fn = NULL; |
nkeynes@1208 | 369 | |
nkeynes@1130 | 370 | /* Pull in the auto-generated shader definitions */ |
nkeynes@1130 | 371 | |
nkeynes@1130 | 372 | #include "pvr2/shaders.def" |
nkeynes@1130 | 373 | |
nkeynes@1130 | 374 | static gl_program_t program_array[GLSL_NUM_PROGRAMS]; |
nkeynes@1130 | 375 | |
nkeynes@1208 | 376 | |
nkeynes@1130 | 377 | gboolean glsl_load_shaders() |
nkeynes@1130 | 378 | { |
nkeynes@1130 | 379 | gl_shader_t shader_array[GLSL_NUM_SHADERS]; |
nkeynes@1130 | 380 | gboolean ok = TRUE; |
nkeynes@1130 | 381 | unsigned i, j; |
nkeynes@1130 | 382 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) |
nkeynes@1130 | 383 | shader_array[i] = INVALID_SHADER; |
nkeynes@1130 | 384 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) |
nkeynes@1130 | 385 | program_array[i] = INVALID_PROGRAM; |
nkeynes@1130 | 386 | |
nkeynes@1130 | 387 | /* Compile the shader fragments */ |
nkeynes@1130 | 388 | for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) { |
nkeynes@1130 | 389 | gl_shader_t shader = INVALID_SHADER; |
nkeynes@1130 | 390 | switch(shader_source[i].type) { |
nkeynes@1130 | 391 | case GLSL_VERTEX_SHADER: |
nkeynes@1130 | 392 | shader = glsl_create_vertex_shader(shader_source[i].source); |
nkeynes@1130 | 393 | break; |
nkeynes@1130 | 394 | case GLSL_FRAGMENT_SHADER: |
nkeynes@1130 | 395 | shader = glsl_create_fragment_shader(shader_source[i].source); |
nkeynes@1130 | 396 | break; |
nkeynes@1130 | 397 | } |
nkeynes@1130 | 398 | if( shader == INVALID_SHADER ) { |
nkeynes@1130 | 399 | ok = FALSE; |
nkeynes@1130 | 400 | break; |
nkeynes@1130 | 401 | } else { |
nkeynes@1130 | 402 | shader_array[i] = shader; |
nkeynes@1130 | 403 | } |
nkeynes@635 | 404 | } |
nkeynes@635 | 405 | |
nkeynes@1130 | 406 | /* Link the programs */ |
nkeynes@1130 | 407 | if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) { |
nkeynes@1130 | 408 | gl_shader_t shaderv[GLSL_NUM_SHADERS+1]; |
nkeynes@1130 | 409 | for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) { |
nkeynes@1130 | 410 | shaderv[j] = shader_array[program_list[i][j]]; |
nkeynes@736 | 411 | } |
nkeynes@1130 | 412 | shaderv[j] = INVALID_SHADER; |
nkeynes@1130 | 413 | gl_program_t program = glsl_create_program(shaderv); |
nkeynes@1130 | 414 | if( program == INVALID_PROGRAM ) { |
nkeynes@1130 | 415 | ok = FALSE; |
nkeynes@1130 | 416 | break; |
nkeynes@1130 | 417 | } else { |
nkeynes@1166 | 418 | /* Check that we can actually use the program (can this really fail?) */ |
nkeynes@1166 | 419 | glsl_use_program(program); |
nkeynes@1166 | 420 | if( !glsl_check_program_error( "Failed to activate shader program", program ) ) { |
nkeynes@1166 | 421 | ok = FALSE; |
nkeynes@1166 | 422 | } |
nkeynes@1130 | 423 | program_array[i] = program; |
nkeynes@736 | 424 | } |
nkeynes@635 | 425 | } |
nkeynes@635 | 426 | |
nkeynes@1130 | 427 | /** |
nkeynes@1130 | 428 | * Destroy the compiled fragments (the linked programs don't need them |
nkeynes@1130 | 429 | * anymore) |
nkeynes@1130 | 430 | */ |
nkeynes@1130 | 431 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) { |
nkeynes@1130 | 432 | if( shader_array[i] != INVALID_SHADER ) |
nkeynes@1130 | 433 | glsl_destroy_shader(shader_array[i]); |
nkeynes@1130 | 434 | } |
nkeynes@1130 | 435 | |
nkeynes@1130 | 436 | /** |
nkeynes@1130 | 437 | * If we errored, delete the programs. It's all or nothing. |
nkeynes@1130 | 438 | */ |
nkeynes@1130 | 439 | if( !ok ) { |
nkeynes@736 | 440 | glsl_unload_shaders(); |
nkeynes@1130 | 441 | return FALSE; |
nkeynes@635 | 442 | } |
nkeynes@1166 | 443 | |
nkeynes@1207 | 444 | glsl_init_programs(program_array); |
nkeynes@1166 | 445 | glsl_use_program(0); |
nkeynes@1130 | 446 | return TRUE; |
nkeynes@635 | 447 | } |
nkeynes@635 | 448 | |
nkeynes@1208 | 449 | static void glsl_set_cleanup_fn( program_cleanup_fn_t fn ) |
nkeynes@1208 | 450 | { |
nkeynes@1208 | 451 | if( fn != current_cleanup_fn ) { |
nkeynes@1208 | 452 | if( current_cleanup_fn != NULL ) { |
nkeynes@1208 | 453 | current_cleanup_fn(); |
nkeynes@1208 | 454 | } |
nkeynes@1208 | 455 | current_cleanup_fn = fn; |
nkeynes@1208 | 456 | } |
nkeynes@1208 | 457 | } |
nkeynes@1208 | 458 | |
nkeynes@1208 | 459 | static void glsl_run_cleanup_fn() |
nkeynes@1208 | 460 | { |
nkeynes@1208 | 461 | if( current_cleanup_fn ) { |
nkeynes@1208 | 462 | current_cleanup_fn(); |
nkeynes@1208 | 463 | } |
nkeynes@1208 | 464 | current_cleanup_fn = NULL; |
nkeynes@1208 | 465 | } |
nkeynes@1208 | 466 | |
nkeynes@1130 | 467 | void glsl_unload_shaders() |
nkeynes@635 | 468 | { |
nkeynes@1130 | 469 | unsigned i; |
nkeynes@1208 | 470 | glsl_run_cleanup_fn(); |
nkeynes@1130 | 471 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) { |
nkeynes@1130 | 472 | if( program_array[i] != INVALID_PROGRAM ) { |
nkeynes@1130 | 473 | glsl_destroy_program(program_array[i]); |
nkeynes@1130 | 474 | program_array[i] = INVALID_PROGRAM; |
nkeynes@736 | 475 | } |
nkeynes@635 | 476 | } |
nkeynes@635 | 477 | } |
nkeynes@635 | 478 | |
nkeynes@1130 | 479 | void glsl_clear_shader() |
nkeynes@656 | 480 | { |
nkeynes@1208 | 481 | glsl_run_cleanup_fn(); |
nkeynes@1130 | 482 | glsl_use_program(0); |
nkeynes@656 | 483 | } |
nkeynes@1208 | 484 |
.