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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 1209:e606e65eaf54
prev1208:6955202d6408
next1229:dc935eee9767
author nkeynes
date Tue Feb 07 11:59:07 2012 +1000 (12 years ago)
permissions -rw-r--r--
last change Add enable/disable vertex attribute calls when making a shader active
Add vec3 uniform setter
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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#include "pvr2/shaders.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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typedef void (*program_cleanup_fn_t)();
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static void glsl_set_cleanup_fn( program_cleanup_fn_t );
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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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}
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void glsl_destroy_shader(gl_shader_t shader)
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{
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    glDeleteObjectARB(shader);
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}
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void glsl_destroy_program(gl_program_t program)
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{
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    glDeleteObjectARB(program);
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}
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static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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{
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    return glGetUniformLocationARB(program, name);
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}
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static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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{
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    return glGetAttribLocationARB(program, name);
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}
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#define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)
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#define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)
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#define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)
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#define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)
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#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)
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#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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#define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)
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#define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)
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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", 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", shader );
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    if( !ok ) {
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        glDeleteShader(shader);
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        return INVALID_SHADER;
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    } else {
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        return shader;
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    }
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}
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gl_program_t glsl_create_program( gl_shader_t *shaderv )
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{
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    gboolean ok;
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    unsigned i;
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    gl_program_t program = glCreateProgram();
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    for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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        glAttachShader(program, shaderv[i]);
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    }
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    glLinkProgram(program);
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    ok = glsl_check_program_error( "Failed to link shader program", program );
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    if( !ok ) {
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        glDeleteProgram(program);
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        return INVALID_PROGRAM;
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    } else {
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        return program;
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    }
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}
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void glsl_use_program(gl_program_t program)
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{
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    glUseProgram(program);
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}
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void glsl_destroy_shader(gl_shader_t shader)
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{
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    glDeleteShader(shader);
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}
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void glsl_destroy_program(gl_program_t program)
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{
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    glDeleteProgram(program);
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}
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static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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{
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    return glGetUniformLocation(program, name);
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}
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static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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{
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    return glGetAttribLocation(program, name);
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}
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#define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)
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#define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)
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#define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)
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#define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)
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#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)
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#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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#define glsl_enable_attrib(id) glEnableVertexAttribArray(id)
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#define glsl_disable_attrib(id) glDisableVertexAttribArray(id)
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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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const char *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 *shaderv )
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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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static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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{
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    return 0;
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}
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static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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{
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    return 0;
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}
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#define glsl_set_uniform_sampler2D(id,v)
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#define glsl_set_uniform_vec3(id,v)
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#define glsl_set_uniform_vec4(id,v)
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#define glsl_set_uniform_mat4(id,v)
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#define glsl_set_attrib_vec3(id,stride,v)
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#define glsl_set_attrib_vec4(id,stride,v)
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#define glsl_enable_attrib(id)
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#define glsl_disable_attrib(id)
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#endif
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/****************************************************************************/
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program_cleanup_fn_t current_cleanup_fn = NULL;
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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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    /* 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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        switch(shader_source[i].type) {
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        case GLSL_VERTEX_SHADER:
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            shader = glsl_create_vertex_shader(shader_source[i].source);
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            break;
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        case GLSL_FRAGMENT_SHADER:
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            shader = glsl_create_fragment_shader(shader_source[i].source);
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            break;
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        }
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        if( shader == INVALID_SHADER ) {
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            ok = FALSE;
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            break;
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        } else {
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            shader_array[i] = shader;
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        }
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    }
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    /* Link the programs */
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    if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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        gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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        for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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            shaderv[j] = shader_array[program_list[i][j]];
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        }
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        shaderv[j] = INVALID_SHADER;
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        gl_program_t program = glsl_create_program(shaderv);
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        if( program == INVALID_PROGRAM ) {
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            ok = FALSE;
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            break;
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        } else {
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            /* Check that we can actually use the program (can this really fail?) */
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            glsl_use_program(program);
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            if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {
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                ok = FALSE;
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            }
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            program_array[i] = program;
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   424
        }
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   425
    }
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   426
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    /**
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   428
     * Destroy the compiled fragments (the linked programs don't need them
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   429
     * anymore)
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   430
     */
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   431
    for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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   432
        if( shader_array[i] != INVALID_SHADER )
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   433
            glsl_destroy_shader(shader_array[i]);
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   434
    }
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   435
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   436
    /**
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   437
     * If we errored, delete the programs. It's all or nothing.
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   438
     */
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   439
    if( !ok ) {
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   440
        glsl_unload_shaders();
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   441
        return FALSE;
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   442
    }
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   443
    
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   444
    glsl_init_programs(program_array);
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   445
    glsl_use_program(0);
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   446
    return TRUE;
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   447
}
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   448
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   449
static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )
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   450
{
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   451
    if( fn != current_cleanup_fn ) {
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   452
        if( current_cleanup_fn != NULL ) {
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   453
            current_cleanup_fn();
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   454
        }
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   455
        current_cleanup_fn = fn;
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   456
    }
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   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
    }
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   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++ ) {
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   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
        }
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   476
    }
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   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);
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   483
}
nkeynes@1208
   484
.