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@1207 | 24 | #include "pvr2/shaders.h"
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nkeynes@635 | 25 |
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nkeynes@635 | 26 | #define MAX_ERROR_BUF 4096
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nkeynes@1130 | 27 | #define INVALID_SHADER 0
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nkeynes@1130 | 28 | #define INVALID_PROGRAM 0
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nkeynes@1130 | 29 |
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nkeynes@1130 | 30 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@1130 | 31 | typedef GLhandleARB gl_program_t;
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nkeynes@1130 | 32 | typedef GLhandleARB gl_shader_t;
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nkeynes@1130 | 33 | #else
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nkeynes@1130 | 34 | typedef GLuint gl_program_t;
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nkeynes@1130 | 35 | typedef GLuint gl_shader_t;
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nkeynes@1130 | 36 | #endif
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nkeynes@1130 | 37 |
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nkeynes@1258 | 38 | static gl_shader_t glsl_create_vertex_shader( const char *source );
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nkeynes@1258 | 39 | static gl_shader_t glsl_create_fragment_shader( const char *source );
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nkeynes@1258 | 40 | static gl_program_t glsl_create_program( gl_shader_t *shaderv );
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nkeynes@1258 | 41 | static void glsl_use_program(gl_program_t program);
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nkeynes@1258 | 42 | static void glsl_destroy_shader(gl_shader_t shader);
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nkeynes@1258 | 43 | static void glsl_destroy_program(gl_program_t program);
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nkeynes@1258 | 44 | static gboolean glsl_load_shaders( );
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nkeynes@1258 | 45 | static void glsl_unload_shaders(void);
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nkeynes@1130 | 46 |
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nkeynes@1208 | 47 | typedef void (*program_cleanup_fn_t)();
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nkeynes@1208 | 48 | static void glsl_set_cleanup_fn( program_cleanup_fn_t );
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nkeynes@1258 | 49 | static void glsl_run_cleanup_fn( );
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nkeynes@1208 | 50 |
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nkeynes@1130 | 51 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@635 | 52 |
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nkeynes@1258 | 53 | static void glsl_print_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 54 | {
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nkeynes@635 | 55 | char buf[MAX_ERROR_BUF];
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nkeynes@635 | 56 | GLsizei length;
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nkeynes@635 | 57 | glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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nkeynes@635 | 58 | ERROR( "%s: %s", msg, buf );
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nkeynes@635 | 59 | }
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nkeynes@635 | 60 |
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nkeynes@1258 | 61 | static gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 62 | {
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nkeynes@635 | 63 | GLint value;
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nkeynes@635 | 64 |
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nkeynes@635 | 65 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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nkeynes@635 | 66 | if( value == 0 ) {
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nkeynes@736 | 67 | glsl_print_error(msg, obj);
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nkeynes@736 | 68 | return FALSE;
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nkeynes@635 | 69 | }
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nkeynes@635 | 70 | return TRUE;
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nkeynes@635 | 71 | }
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nkeynes@635 | 72 |
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nkeynes@1258 | 73 | static gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 74 | {
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nkeynes@635 | 75 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 76 | glsl_print_error(msg, obj);
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nkeynes@635 | 77 | }
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nkeynes@635 | 78 | return TRUE;
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nkeynes@635 | 79 | }
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nkeynes@635 | 80 |
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nkeynes@1258 | 81 | static gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 82 | {
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nkeynes@1130 | 83 | gboolean ok;
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nkeynes@1130 | 84 | gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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nkeynes@635 | 85 |
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nkeynes@1130 | 86 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 87 | glCompileShaderARB(shader);
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nkeynes@1130 | 88 | ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
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nkeynes@1130 | 89 | if( !ok ) {
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nkeynes@1130 | 90 | glDeleteObjectARB(shader);
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nkeynes@1130 | 91 | return INVALID_SHADER;
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nkeynes@635 | 92 | } else {
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nkeynes@1130 | 93 | return shader;
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nkeynes@635 | 94 | }
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nkeynes@635 | 95 | }
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nkeynes@635 | 96 |
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nkeynes@1258 | 97 | static gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@635 | 98 | {
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nkeynes@1130 | 99 | gboolean ok;
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nkeynes@1130 | 100 | gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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nkeynes@1130 | 101 |
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nkeynes@1130 | 102 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 103 | glCompileShaderARB(shader);
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nkeynes@1130 | 104 | ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
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nkeynes@1130 | 105 | if( !ok ) {
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nkeynes@1130 | 106 | glDeleteObjectARB(shader);
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nkeynes@1130 | 107 | return INVALID_SHADER;
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nkeynes@1130 | 108 | } else {
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nkeynes@1130 | 109 | return shader;
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nkeynes@1130 | 110 | }
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nkeynes@1130 | 111 | }
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nkeynes@1130 | 112 |
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nkeynes@1258 | 113 | static gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 114 | {
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nkeynes@1130 | 115 | gboolean ok;
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nkeynes@1130 | 116 | unsigned i;
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nkeynes@1130 | 117 | gl_program_t program = glCreateProgramObjectARB();
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nkeynes@1130 | 118 |
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nkeynes@1130 | 119 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 120 | glAttachObjectARB(program, shaderv[i]);
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nkeynes@1130 | 121 | }
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nkeynes@1130 | 122 |
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nkeynes@1130 | 123 | glLinkProgramARB(program);
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nkeynes@1130 | 124 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 125 | if( !ok ) {
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nkeynes@1130 | 126 | glDeleteObjectARB(program);
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nkeynes@1130 | 127 | return INVALID_PROGRAM;
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nkeynes@1130 | 128 | } else {
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nkeynes@1130 | 129 | return program;
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nkeynes@1130 | 130 | }
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nkeynes@1130 | 131 | }
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nkeynes@1130 | 132 |
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nkeynes@1258 | 133 | static void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 134 | {
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nkeynes@1130 | 135 | glUseProgramObjectARB(program);
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nkeynes@1130 | 136 | }
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nkeynes@1130 | 137 |
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nkeynes@1258 | 138 | static void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 139 | {
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nkeynes@1130 | 140 | glDeleteObjectARB(shader);
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nkeynes@1130 | 141 | }
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nkeynes@1130 | 142 |
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nkeynes@1258 | 143 | static void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 144 | {
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nkeynes@1130 | 145 | glDeleteObjectARB(program);
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nkeynes@635 | 146 | }
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nkeynes@635 | 147 |
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nkeynes@1207 | 148 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 149 | {
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nkeynes@1140 | 150 | return glGetUniformLocationARB(program, name);
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nkeynes@1140 | 151 | }
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nkeynes@1140 | 152 |
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nkeynes@1207 | 153 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 154 | {
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nkeynes@1206 | 155 | return glGetAttribLocationARB(program, name);
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nkeynes@1206 | 156 | }
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nkeynes@1206 | 157 |
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nkeynes@1207 | 158 | #define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)
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nkeynes@1207 | 159 | #define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)
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nkeynes@1229 | 160 | #define glsl_set_uniform_float(id,v) glUniform1fARB(id,v)
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nkeynes@1240 | 161 | #define glsl_set_uniform_vec2(id,v) glUniform2fvARB(id,1,v)
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nkeynes@1209 | 162 | #define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)
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nkeynes@1207 | 163 | #define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)
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nkeynes@1207 | 164 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)
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nkeynes@1240 | 165 | #define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointerARB(id, 2, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 166 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 167 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1208 | 168 | #define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)
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nkeynes@1208 | 169 | #define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)
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nkeynes@1206 | 170 |
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nkeynes@656 | 171 | #elif HAVE_OPENGL_SHADER
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nkeynes@1130 | 172 |
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nkeynes@1258 | 173 | static gboolean glsl_check_shader_error( char *msg, GLuint shader )
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nkeynes@635 | 174 | {
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nkeynes@635 | 175 | GLint value;
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nkeynes@635 | 176 |
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nkeynes@635 | 177 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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nkeynes@635 | 178 | if( value == 0 ) {
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nkeynes@736 | 179 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 180 | GLsizei length;
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nkeynes@736 | 181 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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nkeynes@736 | 182 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 183 | return FALSE;
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nkeynes@635 | 184 | }
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nkeynes@635 | 185 | return TRUE;
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nkeynes@635 | 186 | }
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nkeynes@1130 | 187 |
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nkeynes@1258 | 188 | static gboolean glsl_check_program_error( char *msg, GLuint program )
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nkeynes@635 | 189 | {
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nkeynes@635 | 190 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 191 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 192 | GLsizei length;
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nkeynes@736 | 193 | glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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nkeynes@736 | 194 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 195 | return FALSE;
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nkeynes@635 | 196 | }
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nkeynes@635 | 197 | return TRUE;
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nkeynes@635 | 198 | }
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nkeynes@635 | 199 |
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nkeynes@1258 | 200 | static gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@635 | 201 | {
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nkeynes@1130 | 202 | gboolean ok;
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nkeynes@1130 | 203 | gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
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nkeynes@635 | 204 |
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nkeynes@1130 | 205 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 206 | glCompileShader(shader);
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nkeynes@1203 | 207 | ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );
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nkeynes@1130 | 208 | if( !ok ) {
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nkeynes@1130 | 209 | glDeleteShader(shader);
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nkeynes@1130 | 210 | return INVALID_SHADER;
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nkeynes@1130 | 211 | } else {
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nkeynes@1130 | 212 | return shader;
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nkeynes@635 | 213 | }
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nkeynes@635 | 214 |
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nkeynes@1130 | 215 | }
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nkeynes@635 | 216 |
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nkeynes@1258 | 217 | static gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 218 | {
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nkeynes@1130 | 219 | gboolean ok;
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nkeynes@1130 | 220 | gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
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nkeynes@1130 | 221 |
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nkeynes@1130 | 222 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 223 | glCompileShader(shader);
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nkeynes@1203 | 224 | ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );
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nkeynes@1130 | 225 | if( !ok ) {
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nkeynes@1130 | 226 | glDeleteShader(shader);
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nkeynes@1130 | 227 | return INVALID_SHADER;
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nkeynes@1130 | 228 | } else {
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nkeynes@1130 | 229 | return shader;
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nkeynes@635 | 230 | }
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nkeynes@1130 | 231 | }
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nkeynes@1130 | 232 |
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nkeynes@1258 | 233 | static gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 234 | {
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nkeynes@1130 | 235 | gboolean ok;
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nkeynes@1130 | 236 | unsigned i;
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nkeynes@1130 | 237 | gl_program_t program = glCreateProgram();
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nkeynes@1130 | 238 |
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nkeynes@1130 | 239 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 240 | glAttachShader(program, shaderv[i]);
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nkeynes@1130 | 241 | }
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nkeynes@1130 | 242 | glLinkProgram(program);
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nkeynes@1130 | 243 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 244 | if( !ok ) {
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nkeynes@1130 | 245 | glDeleteProgram(program);
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nkeynes@1130 | 246 | return INVALID_PROGRAM;
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nkeynes@1130 | 247 | } else {
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nkeynes@1130 | 248 | return program;
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nkeynes@1130 | 249 | }
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nkeynes@1130 | 250 | }
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nkeynes@1130 | 251 |
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nkeynes@1258 | 252 | static void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 253 | {
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nkeynes@1130 | 254 | glUseProgram(program);
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nkeynes@1130 | 255 | }
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nkeynes@1130 | 256 |
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nkeynes@1258 | 257 | static void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 258 | {
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nkeynes@1130 | 259 | glDeleteShader(shader);
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nkeynes@1130 | 260 | }
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nkeynes@1130 | 261 |
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nkeynes@1258 | 262 | static void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 263 | {
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nkeynes@1130 | 264 | glDeleteProgram(program);
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nkeynes@1130 | 265 | }
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nkeynes@1130 | 266 |
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nkeynes@1207 | 267 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 268 | {
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nkeynes@1140 | 269 | return glGetUniformLocation(program, name);
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nkeynes@1140 | 270 | }
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nkeynes@1207 | 271 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 272 | {
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nkeynes@1206 | 273 | return glGetAttribLocation(program, name);
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nkeynes@1206 | 274 | }
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nkeynes@1207 | 275 |
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nkeynes@1207 | 276 | #define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)
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nkeynes@1207 | 277 | #define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)
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nkeynes@1229 | 278 | #define glsl_set_uniform_float(id,v) glUniform1f(id,v)
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nkeynes@1240 | 279 | #define glsl_set_uniform_vec2(id,v) glUniform2fv(id,1,v)
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nkeynes@1209 | 280 | #define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)
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nkeynes@1207 | 281 | #define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)
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nkeynes@1207 | 282 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)
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nkeynes@1240 | 283 | #define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointer(id, 2, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 284 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 285 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1208 | 286 | #define glsl_enable_attrib(id) glEnableVertexAttribArray(id)
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nkeynes@1208 | 287 | #define glsl_disable_attrib(id) glDisableVertexAttribArray(id)
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nkeynes@1207 | 288 |
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nkeynes@1207 | 289 |
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nkeynes@1130 | 290 | #else
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nkeynes@1130 | 291 |
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nkeynes@1258 | 292 | static gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1134 | 293 | {
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nkeynes@1134 | 294 | return 0;
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nkeynes@1134 | 295 | }
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nkeynes@1134 | 296 |
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nkeynes@1258 | 297 | static gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 298 | {
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nkeynes@1130 | 299 | return 0;
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nkeynes@1130 | 300 | }
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nkeynes@1130 | 301 |
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nkeynes@1258 | 302 | static gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 303 | {
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nkeynes@1130 | 304 | return 0;
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nkeynes@1130 | 305 | }
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nkeynes@1130 | 306 |
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nkeynes@1258 | 307 | static void glsl_use_program(gl_program_t program)
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nkeynes@1258 | 308 | {
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nkeynes@1258 | 309 | }
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nkeynes@1258 | 310 |
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nkeynes@1258 | 311 | static void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1258 | 312 | {
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nkeynes@1258 | 313 | }
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nkeynes@1258 | 314 |
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nkeynes@1258 | 315 | static void glsl_destroy_program(gl_program_t program)
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nkeynes@1258 | 316 | {
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nkeynes@1258 | 317 | }
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nkeynes@1258 | 318 |
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nkeynes@1287 | 319 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1130 | 320 | {
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nkeynes@1130 | 321 | return 0;
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nkeynes@1130 | 322 | }
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nkeynes@1130 | 323 |
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nkeynes@1287 | 324 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 325 | {
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nkeynes@1206 | 326 | return 0;
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nkeynes@1206 | 327 | }
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nkeynes@1207 | 328 |
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nkeynes@1229 | 329 | #define glsl_set_uniform_sampler1D(id,v)
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nkeynes@1207 | 330 | #define glsl_set_uniform_sampler2D(id,v)
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nkeynes@1229 | 331 | #define glsl_set_uniform_float(id,v)
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nkeynes@1240 | 332 | #define glsl_set_uniform_vec2(id,v)
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nkeynes@1209 | 333 | #define glsl_set_uniform_vec3(id,v)
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nkeynes@1207 | 334 | #define glsl_set_uniform_vec4(id,v)
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nkeynes@1207 | 335 | #define glsl_set_uniform_mat4(id,v)
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nkeynes@1240 | 336 | #define glsl_set_attrib_vec2(id,stride,v)
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nkeynes@1207 | 337 | #define glsl_set_attrib_vec3(id,stride,v)
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nkeynes@1207 | 338 | #define glsl_set_attrib_vec4(id,stride,v)
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nkeynes@1208 | 339 | #define glsl_enable_attrib(id)
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nkeynes@1208 | 340 | #define glsl_disable_attrib(id)
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nkeynes@1207 | 341 |
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nkeynes@1207 | 342 |
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nkeynes@1130 | 343 | #endif
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nkeynes@1130 | 344 |
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nkeynes@1130 | 345 | /****************************************************************************/
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nkeynes@1130 | 346 |
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nkeynes@1208 | 347 | program_cleanup_fn_t current_cleanup_fn = NULL;
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nkeynes@1208 | 348 |
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nkeynes@1130 | 349 | /* Pull in the auto-generated shader definitions */
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nkeynes@1130 | 350 |
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nkeynes@1130 | 351 | #include "pvr2/shaders.def"
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nkeynes@1130 | 352 |
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nkeynes@1130 | 353 | static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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nkeynes@1130 | 354 |
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nkeynes@1258 | 355 | static gboolean glsl_load_shaders()
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nkeynes@1130 | 356 | {
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nkeynes@1130 | 357 | gl_shader_t shader_array[GLSL_NUM_SHADERS];
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nkeynes@1130 | 358 | gboolean ok = TRUE;
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nkeynes@1130 | 359 | unsigned i, j;
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nkeynes@1130 | 360 | for( i=0; i<GLSL_NUM_SHADERS; i++ )
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nkeynes@1130 | 361 | shader_array[i] = INVALID_SHADER;
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nkeynes@1130 | 362 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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nkeynes@1130 | 363 | program_array[i] = INVALID_PROGRAM;
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nkeynes@1130 | 364 |
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nkeynes@1130 | 365 | /* Compile the shader fragments */
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nkeynes@1130 | 366 | for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 367 | gl_shader_t shader = INVALID_SHADER;
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nkeynes@1130 | 368 | switch(shader_source[i].type) {
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nkeynes@1130 | 369 | case GLSL_VERTEX_SHADER:
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nkeynes@1130 | 370 | shader = glsl_create_vertex_shader(shader_source[i].source);
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nkeynes@1130 | 371 | break;
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nkeynes@1130 | 372 | case GLSL_FRAGMENT_SHADER:
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nkeynes@1130 | 373 | shader = glsl_create_fragment_shader(shader_source[i].source);
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nkeynes@1130 | 374 | break;
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nkeynes@1130 | 375 | }
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nkeynes@1130 | 376 | if( shader == INVALID_SHADER ) {
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nkeynes@1130 | 377 | ok = FALSE;
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nkeynes@1130 | 378 | break;
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nkeynes@1130 | 379 | } else {
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nkeynes@1130 | 380 | shader_array[i] = shader;
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nkeynes@1130 | 381 | }
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nkeynes@635 | 382 | }
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nkeynes@635 | 383 |
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nkeynes@1130 | 384 | /* Link the programs */
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nkeynes@1130 | 385 | if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 386 | gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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nkeynes@1130 | 387 | for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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nkeynes@1130 | 388 | shaderv[j] = shader_array[program_list[i][j]];
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nkeynes@736 | 389 | }
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nkeynes@1130 | 390 | shaderv[j] = INVALID_SHADER;
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nkeynes@1130 | 391 | gl_program_t program = glsl_create_program(shaderv);
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nkeynes@1130 | 392 | if( program == INVALID_PROGRAM ) {
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nkeynes@1130 | 393 | ok = FALSE;
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nkeynes@1130 | 394 | break;
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nkeynes@1130 | 395 | } else {
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nkeynes@1166 | 396 | /* Check that we can actually use the program (can this really fail?) */
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nkeynes@1166 | 397 | glsl_use_program(program);
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nkeynes@1166 | 398 | if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {
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nkeynes@1166 | 399 | ok = FALSE;
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nkeynes@1166 | 400 | }
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nkeynes@1130 | 401 | program_array[i] = program;
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nkeynes@736 | 402 | }
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nkeynes@635 | 403 | }
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nkeynes@635 | 404 |
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nkeynes@1130 | 405 | /**
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nkeynes@1130 | 406 | * Destroy the compiled fragments (the linked programs don't need them
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nkeynes@1130 | 407 | * anymore)
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nkeynes@1130 | 408 | */
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nkeynes@1130 | 409 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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nkeynes@1130 | 410 | if( shader_array[i] != INVALID_SHADER )
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nkeynes@1130 | 411 | glsl_destroy_shader(shader_array[i]);
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nkeynes@1130 | 412 | }
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nkeynes@1130 | 413 |
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nkeynes@1130 | 414 | /**
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nkeynes@1130 | 415 | * If we errored, delete the programs. It's all or nothing.
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nkeynes@1130 | 416 | */
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nkeynes@1130 | 417 | if( !ok ) {
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nkeynes@736 | 418 | glsl_unload_shaders();
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nkeynes@1130 | 419 | return FALSE;
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nkeynes@635 | 420 | }
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nkeynes@1166 | 421 |
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nkeynes@1207 | 422 | glsl_init_programs(program_array);
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nkeynes@1166 | 423 | glsl_use_program(0);
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nkeynes@1130 | 424 | return TRUE;
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nkeynes@635 | 425 | }
|
nkeynes@635 | 426 |
|
nkeynes@1208 | 427 | static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )
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nkeynes@1208 | 428 | {
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nkeynes@1208 | 429 | if( fn != current_cleanup_fn ) {
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nkeynes@1208 | 430 | if( current_cleanup_fn != NULL ) {
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nkeynes@1208 | 431 | current_cleanup_fn();
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nkeynes@1208 | 432 | }
|
nkeynes@1208 | 433 | current_cleanup_fn = fn;
|
nkeynes@1208 | 434 | }
|
nkeynes@1208 | 435 | }
|
nkeynes@1208 | 436 |
|
nkeynes@1208 | 437 | static void glsl_run_cleanup_fn()
|
nkeynes@1208 | 438 | {
|
nkeynes@1208 | 439 | if( current_cleanup_fn ) {
|
nkeynes@1208 | 440 | current_cleanup_fn();
|
nkeynes@1208 | 441 | }
|
nkeynes@1208 | 442 | current_cleanup_fn = NULL;
|
nkeynes@1208 | 443 | }
|
nkeynes@1208 | 444 |
|
nkeynes@1258 | 445 | static void glsl_unload_shaders()
|
nkeynes@635 | 446 | {
|
nkeynes@1130 | 447 | unsigned i;
|
nkeynes@1208 | 448 | glsl_run_cleanup_fn();
|
nkeynes@1130 | 449 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
|
nkeynes@1130 | 450 | if( program_array[i] != INVALID_PROGRAM ) {
|
nkeynes@1130 | 451 | glsl_destroy_program(program_array[i]);
|
nkeynes@1130 | 452 | program_array[i] = INVALID_PROGRAM;
|
nkeynes@736 | 453 | }
|
nkeynes@635 | 454 | }
|
nkeynes@635 | 455 | }
|
nkeynes@635 | 456 |
|
nkeynes@1256 | 457 | gboolean glsl_init( display_driver_t driver )
|
nkeynes@1256 | 458 | {
|
nkeynes@1256 | 459 | gboolean result;
|
nkeynes@1258 | 460 | if( isGLShaderSupported() && isGLMultitextureSupported() ) {
|
nkeynes@1256 | 461 | if( !glsl_load_shaders( ) ) {
|
nkeynes@1256 | 462 | WARN( "Unable to load GL shaders" );
|
nkeynes@1256 | 463 | result = FALSE;
|
nkeynes@1256 | 464 | } else {
|
nkeynes@1256 | 465 | INFO( "Shaders loaded successfully" );
|
nkeynes@1256 | 466 | result = TRUE;
|
nkeynes@1256 | 467 | }
|
nkeynes@1256 | 468 | } else {
|
nkeynes@1256 | 469 | INFO( "Shaders not supported" );
|
nkeynes@1256 | 470 | result = FALSE;
|
nkeynes@1256 | 471 | }
|
nkeynes@1256 | 472 | driver->capabilities.has_sl = result;
|
nkeynes@1256 | 473 | return result;
|
nkeynes@1256 | 474 | }
|