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@1130 | 38 | gboolean glsl_is_supported();
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nkeynes@1130 | 39 | gl_shader_t glsl_create_vertex_shader( const char *source );
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nkeynes@1130 | 40 | gl_shader_t glsl_create_fragment_shader( const char *source );
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nkeynes@1130 | 41 | gl_program_t glsl_create_program( gl_shader_t *shaderv );
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nkeynes@1130 | 42 | void glsl_use_program(gl_program_t program);
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nkeynes@1130 | 43 | void glsl_destroy_shader(gl_shader_t shader);
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nkeynes@1130 | 44 | void glsl_destroy_program(gl_program_t program);
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nkeynes@1130 | 45 |
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nkeynes@1130 | 46 | #ifdef HAVE_OPENGL_SHADER_ARB
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nkeynes@635 | 47 |
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nkeynes@635 | 48 | gboolean glsl_is_supported()
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nkeynes@635 | 49 | {
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nkeynes@635 | 50 | return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@736 | 51 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@736 | 52 | isGLExtensionSupported("GL_ARB_shading_language_100");
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nkeynes@635 | 53 | }
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nkeynes@635 | 54 |
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nkeynes@1134 | 55 | const char *glsl_get_version()
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nkeynes@1134 | 56 | {
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nkeynes@1134 | 57 | return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
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nkeynes@1134 | 58 | }
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nkeynes@1134 | 59 |
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nkeynes@635 | 60 | void glsl_print_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 61 | {
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nkeynes@635 | 62 | char buf[MAX_ERROR_BUF];
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nkeynes@635 | 63 | GLsizei length;
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nkeynes@635 | 64 | glGetInfoLogARB( obj, sizeof(buf), &length, buf );
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nkeynes@635 | 65 | ERROR( "%s: %s", msg, buf );
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nkeynes@635 | 66 | }
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nkeynes@635 | 67 |
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nkeynes@635 | 68 | gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 69 | {
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nkeynes@635 | 70 | GLint value;
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nkeynes@635 | 71 |
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nkeynes@635 | 72 | glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
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nkeynes@635 | 73 | if( value == 0 ) {
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nkeynes@736 | 74 | glsl_print_error(msg, obj);
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nkeynes@736 | 75 | return FALSE;
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nkeynes@635 | 76 | }
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nkeynes@635 | 77 | return TRUE;
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nkeynes@635 | 78 | }
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nkeynes@635 | 79 |
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nkeynes@635 | 80 | gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
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nkeynes@635 | 81 | {
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nkeynes@635 | 82 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 83 | glsl_print_error(msg, obj);
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nkeynes@635 | 84 | }
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nkeynes@635 | 85 | return TRUE;
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nkeynes@635 | 86 | }
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nkeynes@635 | 87 |
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nkeynes@1130 | 88 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 89 | {
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nkeynes@1130 | 90 | gboolean ok;
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nkeynes@1130 | 91 | gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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nkeynes@635 | 92 |
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nkeynes@1130 | 93 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 94 | glCompileShaderARB(shader);
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nkeynes@1130 | 95 | ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
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nkeynes@1130 | 96 | if( !ok ) {
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nkeynes@1130 | 97 | glDeleteObjectARB(shader);
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nkeynes@1130 | 98 | return INVALID_SHADER;
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nkeynes@635 | 99 | } else {
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nkeynes@1130 | 100 | return shader;
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nkeynes@635 | 101 | }
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nkeynes@635 | 102 | }
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nkeynes@635 | 103 |
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nkeynes@1130 | 104 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@635 | 105 | {
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nkeynes@1130 | 106 | gboolean ok;
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nkeynes@1130 | 107 | gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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nkeynes@1130 | 108 |
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nkeynes@1130 | 109 | glShaderSourceARB( shader, 1, &source, NULL );
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nkeynes@1130 | 110 | glCompileShaderARB(shader);
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nkeynes@1130 | 111 | ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
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nkeynes@1130 | 112 | if( !ok ) {
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nkeynes@1130 | 113 | glDeleteObjectARB(shader);
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nkeynes@1130 | 114 | return INVALID_SHADER;
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nkeynes@1130 | 115 | } else {
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nkeynes@1130 | 116 | return shader;
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nkeynes@1130 | 117 | }
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nkeynes@1130 | 118 | }
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nkeynes@1130 | 119 |
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nkeynes@1130 | 120 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 121 | {
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nkeynes@1130 | 122 | gboolean ok;
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nkeynes@1130 | 123 | unsigned i;
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nkeynes@1130 | 124 | gl_program_t program = glCreateProgramObjectARB();
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nkeynes@1130 | 125 |
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nkeynes@1130 | 126 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 127 | glAttachObjectARB(program, shaderv[i]);
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nkeynes@1130 | 128 | }
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nkeynes@1130 | 129 |
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nkeynes@1130 | 130 | glLinkProgramARB(program);
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nkeynes@1130 | 131 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 132 | if( !ok ) {
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nkeynes@1130 | 133 | glDeleteObjectARB(program);
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nkeynes@1130 | 134 | return INVALID_PROGRAM;
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nkeynes@1130 | 135 | } else {
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nkeynes@1130 | 136 | return program;
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nkeynes@1130 | 137 | }
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nkeynes@1130 | 138 | }
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nkeynes@1130 | 139 |
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nkeynes@1130 | 140 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 141 | {
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nkeynes@1130 | 142 | glUseProgramObjectARB(program);
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nkeynes@1130 | 143 | }
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nkeynes@1130 | 144 |
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nkeynes@1130 | 145 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 146 | {
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nkeynes@1130 | 147 | glDeleteObjectARB(shader);
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nkeynes@1130 | 148 | }
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nkeynes@1130 | 149 |
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nkeynes@1130 | 150 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 151 | {
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nkeynes@1130 | 152 | glDeleteObjectARB(program);
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nkeynes@635 | 153 | }
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nkeynes@635 | 154 |
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nkeynes@1207 | 155 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 156 | {
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nkeynes@1140 | 157 | return glGetUniformLocationARB(program, name);
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nkeynes@1140 | 158 | }
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nkeynes@1140 | 159 |
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nkeynes@1207 | 160 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 161 | {
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nkeynes@1206 | 162 | return glGetAttribLocationARB(program, name);
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nkeynes@1206 | 163 | }
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nkeynes@1206 | 164 |
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nkeynes@1207 | 165 | #define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)
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nkeynes@1207 | 166 | #define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)
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nkeynes@1207 | 167 | #define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)
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nkeynes@1207 | 168 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)
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nkeynes@1207 | 169 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 170 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1206 | 171 |
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nkeynes@656 | 172 | #elif HAVE_OPENGL_SHADER
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nkeynes@1130 | 173 |
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nkeynes@1130 | 174 | gboolean glsl_is_supported()
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nkeynes@1130 | 175 | {
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nkeynes@1130 | 176 | return isGLExtensionSupported("GL_ARB_fragment_shader") &&
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nkeynes@1130 | 177 | isGLExtensionSupported("GL_ARB_vertex_shader") &&
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nkeynes@1130 | 178 | isGLExtensionSupported("GL_ARB_shading_language_100");
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nkeynes@1130 | 179 | }
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nkeynes@635 | 180 |
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nkeynes@1134 | 181 | const char *glsl_get_version()
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nkeynes@1134 | 182 | {
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nkeynes@1134 | 183 | return glGetString(GL_SHADING_LANGUAGE_VERSION);
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nkeynes@1134 | 184 | }
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nkeynes@1134 | 185 |
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nkeynes@635 | 186 | gboolean glsl_check_shader_error( char *msg, GLuint shader )
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nkeynes@635 | 187 | {
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nkeynes@635 | 188 | GLint value;
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nkeynes@635 | 189 |
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nkeynes@635 | 190 | glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
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nkeynes@635 | 191 | if( value == 0 ) {
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nkeynes@736 | 192 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 193 | GLsizei length;
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nkeynes@736 | 194 | glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
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nkeynes@736 | 195 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 196 | return FALSE;
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nkeynes@635 | 197 | }
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nkeynes@635 | 198 | return TRUE;
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nkeynes@635 | 199 | }
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nkeynes@1130 | 200 |
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nkeynes@635 | 201 | gboolean glsl_check_program_error( char *msg, GLuint program )
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nkeynes@635 | 202 | {
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nkeynes@635 | 203 | if( glGetError() != GL_NO_ERROR ) {
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nkeynes@736 | 204 | char buf[MAX_ERROR_BUF];
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nkeynes@736 | 205 | GLsizei length;
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nkeynes@736 | 206 | glGetProgramInfoLog( program, sizeof(buf), &length, buf );
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nkeynes@736 | 207 | ERROR( "%s: %s", msg, buf );
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nkeynes@736 | 208 | return FALSE;
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nkeynes@635 | 209 | }
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nkeynes@635 | 210 | return TRUE;
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nkeynes@635 | 211 | }
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nkeynes@635 | 212 |
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nkeynes@1130 | 213 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@635 | 214 | {
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nkeynes@1130 | 215 | gboolean ok;
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nkeynes@1130 | 216 | gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
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nkeynes@635 | 217 |
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nkeynes@1130 | 218 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 219 | glCompileShader(shader);
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nkeynes@1203 | 220 | ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );
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nkeynes@1130 | 221 | if( !ok ) {
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nkeynes@1130 | 222 | glDeleteShader(shader);
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nkeynes@1130 | 223 | return INVALID_SHADER;
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nkeynes@1130 | 224 | } else {
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nkeynes@1130 | 225 | return shader;
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nkeynes@635 | 226 | }
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nkeynes@635 | 227 |
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nkeynes@1130 | 228 | }
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nkeynes@635 | 229 |
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nkeynes@1130 | 230 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 231 | {
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nkeynes@1130 | 232 | gboolean ok;
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nkeynes@1130 | 233 | gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
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nkeynes@1130 | 234 |
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nkeynes@1130 | 235 | glShaderSource( shader, 1, &source, NULL );
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nkeynes@1130 | 236 | glCompileShader(shader);
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nkeynes@1203 | 237 | ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );
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nkeynes@1130 | 238 | if( !ok ) {
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nkeynes@1130 | 239 | glDeleteShader(shader);
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nkeynes@1130 | 240 | return INVALID_SHADER;
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nkeynes@1130 | 241 | } else {
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nkeynes@1130 | 242 | return shader;
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nkeynes@635 | 243 | }
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nkeynes@1130 | 244 | }
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nkeynes@1130 | 245 |
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nkeynes@1130 | 246 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 247 | {
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nkeynes@1130 | 248 | gboolean ok;
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nkeynes@1130 | 249 | unsigned i;
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nkeynes@1130 | 250 | gl_program_t program = glCreateProgram();
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nkeynes@1130 | 251 |
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nkeynes@1130 | 252 | for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
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nkeynes@1130 | 253 | glAttachShader(program, shaderv[i]);
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nkeynes@1130 | 254 | }
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nkeynes@1130 | 255 | glLinkProgram(program);
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nkeynes@1130 | 256 | ok = glsl_check_program_error( "Failed to link shader program", program );
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nkeynes@1130 | 257 | if( !ok ) {
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nkeynes@1130 | 258 | glDeleteProgram(program);
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nkeynes@1130 | 259 | return INVALID_PROGRAM;
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nkeynes@1130 | 260 | } else {
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nkeynes@1130 | 261 | return program;
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nkeynes@1130 | 262 | }
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nkeynes@1130 | 263 | }
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nkeynes@1130 | 264 |
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nkeynes@1130 | 265 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 266 | {
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nkeynes@1130 | 267 | glUseProgram(program);
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nkeynes@1130 | 268 | }
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nkeynes@1130 | 269 |
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nkeynes@1130 | 270 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 271 | {
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nkeynes@1130 | 272 | glDeleteShader(shader);
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nkeynes@1130 | 273 | }
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nkeynes@1130 | 274 |
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nkeynes@1130 | 275 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 276 | {
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nkeynes@1130 | 277 | glDeleteProgram(program);
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nkeynes@1130 | 278 | }
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nkeynes@1130 | 279 |
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nkeynes@1207 | 280 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 281 | {
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nkeynes@1140 | 282 | return glGetUniformLocation(program, name);
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nkeynes@1140 | 283 | }
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nkeynes@1207 | 284 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 285 | {
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nkeynes@1206 | 286 | return glGetAttribLocation(program, name);
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nkeynes@1206 | 287 | }
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nkeynes@1207 | 288 |
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nkeynes@1207 | 289 | #define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)
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nkeynes@1207 | 290 | #define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)
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nkeynes@1207 | 291 | #define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)
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nkeynes@1207 | 292 | #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)
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nkeynes@1207 | 293 | #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 294 | #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)
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nkeynes@1207 | 295 |
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nkeynes@1207 | 296 |
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nkeynes@1130 | 297 | #else
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nkeynes@1130 | 298 | gboolean glsl_is_supported()
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nkeynes@1130 | 299 | {
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nkeynes@1130 | 300 | return FALSE;
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nkeynes@1130 | 301 | }
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nkeynes@1130 | 302 |
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nkeynes@1203 | 303 | const char *glsl_get_version()
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nkeynes@1134 | 304 | {
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nkeynes@1134 | 305 | return 0;
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nkeynes@1134 | 306 | }
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nkeynes@1134 | 307 |
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nkeynes@1130 | 308 | gl_shader_t glsl_create_vertex_shader( const char *source )
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nkeynes@1130 | 309 | {
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nkeynes@1130 | 310 | return 0;
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nkeynes@1130 | 311 | }
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nkeynes@1130 | 312 |
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nkeynes@1130 | 313 | gl_shader_t glsl_create_fragment_shader( const char *source )
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nkeynes@1130 | 314 | {
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nkeynes@1130 | 315 | return 0;
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nkeynes@1130 | 316 | }
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nkeynes@1130 | 317 |
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nkeynes@1203 | 318 | gl_program_t glsl_create_program( gl_shader_t *shaderv )
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nkeynes@1130 | 319 | {
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nkeynes@1130 | 320 | return 0;
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nkeynes@1130 | 321 | }
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nkeynes@1130 | 322 |
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nkeynes@1130 | 323 | void glsl_use_program(gl_program_t program)
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nkeynes@1130 | 324 | {
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nkeynes@1130 | 325 | }
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nkeynes@1130 | 326 |
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nkeynes@1130 | 327 | void glsl_destroy_shader(gl_shader_t shader)
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nkeynes@1130 | 328 | {
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nkeynes@1130 | 329 | }
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nkeynes@1130 | 330 |
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nkeynes@1130 | 331 | void glsl_destroy_program(gl_program_t program)
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nkeynes@1130 | 332 | {
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nkeynes@1130 | 333 | }
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nkeynes@1140 | 334 |
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nkeynes@1207 | 335 | static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
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nkeynes@1140 | 336 | {
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nkeynes@1140 | 337 | return 0;
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nkeynes@1140 | 338 | }
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nkeynes@1140 | 339 |
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nkeynes@1207 | 340 | static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
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nkeynes@1206 | 341 | {
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nkeynes@1206 | 342 | return 0;
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nkeynes@1206 | 343 | }
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nkeynes@1207 | 344 |
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nkeynes@1207 | 345 | #define glsl_set_uniform_sampler2D(id,v)
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nkeynes@1207 | 346 | #define glsl_set_uniform_vec4(id,v)
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nkeynes@1207 | 347 | #define glsl_set_uniform_mat4(id,v)
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nkeynes@1207 | 348 | #define glsl_set_attrib_vec3(id,stride,v)
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nkeynes@1207 | 349 | #define glsl_set_attrib_vec4(id,stride,v)
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nkeynes@1207 | 350 |
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nkeynes@1207 | 351 |
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nkeynes@1130 | 352 | #endif
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nkeynes@1130 | 353 |
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nkeynes@1130 | 354 | /****************************************************************************/
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nkeynes@1130 | 355 |
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nkeynes@1130 | 356 | /* Pull in the auto-generated shader definitions */
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nkeynes@1130 | 357 |
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nkeynes@1130 | 358 | #include "pvr2/shaders.def"
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nkeynes@1130 | 359 |
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nkeynes@1130 | 360 | static gl_program_t program_array[GLSL_NUM_PROGRAMS];
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nkeynes@1130 | 361 |
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nkeynes@1130 | 362 | gboolean glsl_load_shaders()
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nkeynes@1130 | 363 | {
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nkeynes@1130 | 364 | gl_shader_t shader_array[GLSL_NUM_SHADERS];
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nkeynes@1130 | 365 | gboolean ok = TRUE;
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nkeynes@1130 | 366 | unsigned i, j;
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nkeynes@1130 | 367 | for( i=0; i<GLSL_NUM_SHADERS; i++ )
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nkeynes@1130 | 368 | shader_array[i] = INVALID_SHADER;
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nkeynes@1130 | 369 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
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nkeynes@1130 | 370 | program_array[i] = INVALID_PROGRAM;
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nkeynes@1130 | 371 |
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nkeynes@1130 | 372 | /* Compile the shader fragments */
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nkeynes@1130 | 373 | for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 374 | gl_shader_t shader = INVALID_SHADER;
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nkeynes@1130 | 375 | switch(shader_source[i].type) {
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nkeynes@1130 | 376 | case GLSL_VERTEX_SHADER:
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nkeynes@1130 | 377 | shader = glsl_create_vertex_shader(shader_source[i].source);
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nkeynes@1130 | 378 | break;
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nkeynes@1130 | 379 | case GLSL_FRAGMENT_SHADER:
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nkeynes@1130 | 380 | shader = glsl_create_fragment_shader(shader_source[i].source);
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nkeynes@1130 | 381 | break;
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nkeynes@1130 | 382 | }
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nkeynes@1130 | 383 | if( shader == INVALID_SHADER ) {
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nkeynes@1130 | 384 | ok = FALSE;
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nkeynes@1130 | 385 | break;
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nkeynes@1130 | 386 | } else {
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nkeynes@1130 | 387 | shader_array[i] = shader;
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nkeynes@1130 | 388 | }
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nkeynes@635 | 389 | }
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nkeynes@635 | 390 |
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nkeynes@1130 | 391 | /* Link the programs */
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nkeynes@1130 | 392 | if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
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nkeynes@1130 | 393 | gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
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nkeynes@1130 | 394 | for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
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nkeynes@1130 | 395 | shaderv[j] = shader_array[program_list[i][j]];
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nkeynes@736 | 396 | }
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nkeynes@1130 | 397 | shaderv[j] = INVALID_SHADER;
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nkeynes@1130 | 398 | gl_program_t program = glsl_create_program(shaderv);
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nkeynes@1130 | 399 | if( program == INVALID_PROGRAM ) {
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nkeynes@1130 | 400 | ok = FALSE;
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nkeynes@1130 | 401 | break;
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nkeynes@1130 | 402 | } else {
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nkeynes@1166 | 403 | /* Check that we can actually use the program (can this really fail?) */
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nkeynes@1166 | 404 | glsl_use_program(program);
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nkeynes@1166 | 405 | if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {
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nkeynes@1166 | 406 | ok = FALSE;
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nkeynes@1166 | 407 | }
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nkeynes@1130 | 408 | program_array[i] = program;
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nkeynes@736 | 409 | }
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nkeynes@635 | 410 | }
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nkeynes@635 | 411 |
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nkeynes@1130 | 412 | /**
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nkeynes@1130 | 413 | * Destroy the compiled fragments (the linked programs don't need them
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nkeynes@1130 | 414 | * anymore)
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nkeynes@1130 | 415 | */
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nkeynes@1130 | 416 | for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
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nkeynes@1130 | 417 | if( shader_array[i] != INVALID_SHADER )
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nkeynes@1130 | 418 | glsl_destroy_shader(shader_array[i]);
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nkeynes@1130 | 419 | }
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nkeynes@1130 | 420 |
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nkeynes@1130 | 421 | /**
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nkeynes@1130 | 422 | * If we errored, delete the programs. It's all or nothing.
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nkeynes@1130 | 423 | */
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nkeynes@1130 | 424 | if( !ok ) {
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nkeynes@736 | 425 | glsl_unload_shaders();
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nkeynes@1130 | 426 | return FALSE;
|
nkeynes@635 | 427 | }
|
nkeynes@1166 | 428 |
|
nkeynes@1207 | 429 | glsl_init_programs(program_array);
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nkeynes@1166 | 430 | glsl_use_program(0);
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nkeynes@1130 | 431 | return TRUE;
|
nkeynes@635 | 432 | }
|
nkeynes@635 | 433 |
|
nkeynes@1130 | 434 | void glsl_unload_shaders()
|
nkeynes@635 | 435 | {
|
nkeynes@1130 | 436 | unsigned i;
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nkeynes@1130 | 437 | for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
|
nkeynes@1130 | 438 | if( program_array[i] != INVALID_PROGRAM ) {
|
nkeynes@1130 | 439 | glsl_destroy_program(program_array[i]);
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nkeynes@1130 | 440 | program_array[i] = INVALID_PROGRAM;
|
nkeynes@736 | 441 | }
|
nkeynes@635 | 442 | }
|
nkeynes@635 | 443 | }
|
nkeynes@635 | 444 |
|
nkeynes@1130 | 445 | void glsl_clear_shader()
|
nkeynes@656 | 446 | {
|
nkeynes@1130 | 447 | glsl_use_program(0);
|
nkeynes@656 | 448 | }
|