filename | src/pvr2/gl_sl.c |
changeset | 736:a02d1475ccfd |
prev | 679:f5ae66677a49 |
next | 1009:c29795e15cef |
author | nkeynes |
date | Mon Jul 14 07:44:42 2008 +0000 (15 years ago) |
permissions | -rw-r--r-- |
last change | Re-indent everything consistently Fix include guards for consistency as well |
file | annotate | diff | log | raw |
1.1 --- a/src/pvr2/gl_sl.c Sun Jun 01 00:37:27 2008 +00001.2 +++ b/src/pvr2/gl_sl.c Mon Jul 14 07:44:42 2008 +00001.3 @@ -27,8 +27,8 @@1.4 gboolean glsl_is_supported()1.5 {1.6 return isGLExtensionSupported("GL_ARB_fragment_shader") &&1.7 - isGLExtensionSupported("GL_ARB_vertex_shader") &&1.8 - isGLExtensionSupported("GL_ARB_shading_language_100");1.9 + isGLExtensionSupported("GL_ARB_vertex_shader") &&1.10 + isGLExtensionSupported("GL_ARB_shading_language_100");1.11 }1.13 #ifdef GL_ARB_shader_objects1.14 @@ -48,8 +48,8 @@1.16 glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);1.17 if( value == 0 ) {1.18 - glsl_print_error(msg, obj);1.19 - return FALSE;1.20 + glsl_print_error(msg, obj);1.21 + return FALSE;1.22 }1.23 return TRUE;1.24 }1.25 @@ -57,7 +57,7 @@1.26 gboolean glsl_check_program_error( char *msg, GLhandleARB obj )1.27 {1.28 if( glGetError() != GL_NO_ERROR ) {1.29 - glsl_print_error(msg, obj);1.30 + glsl_print_error(msg, obj);1.31 }1.32 return TRUE;1.33 }1.34 @@ -68,40 +68,40 @@1.35 gboolean vsok = TRUE, fsok = TRUE, pok = FALSE;1.37 if( vertex_src == NULL && fragment_src == NULL ) {1.38 - return TRUE; // nothing to do1.39 + return TRUE; // nothing to do1.40 }1.42 glsl_program = glCreateProgramObjectARB();1.44 if( vertex_src != NULL ) {1.45 - glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);1.46 - glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL );1.47 - glCompileShaderARB(glsl_vert_shader);1.48 - vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader);1.49 + glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);1.50 + glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL );1.51 + glCompileShaderARB(glsl_vert_shader);1.52 + vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader);1.53 }1.54 if( fragment_src != NULL ) {1.55 - glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);1.56 - glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL );1.57 - glCompileShaderARB(glsl_frag_shader);1.58 - fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader);1.59 + glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);1.60 + glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL );1.61 + glCompileShaderARB(glsl_frag_shader);1.62 + fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader);1.63 }1.65 if( vsok && fsok ) {1.66 - if( vertex_src != NULL ) {1.67 - glAttachObjectARB(glsl_program, glsl_vert_shader);1.68 - }1.69 - if( fragment_src != NULL ) {1.70 - glAttachObjectARB(glsl_program, glsl_frag_shader);1.71 - }1.72 - glLinkProgramARB(glsl_program);1.73 - pok = glsl_check_program_error( "Failed to link shader program", glsl_program );1.74 + if( vertex_src != NULL ) {1.75 + glAttachObjectARB(glsl_program, glsl_vert_shader);1.76 + }1.77 + if( fragment_src != NULL ) {1.78 + glAttachObjectARB(glsl_program, glsl_frag_shader);1.79 + }1.80 + glLinkProgramARB(glsl_program);1.81 + pok = glsl_check_program_error( "Failed to link shader program", glsl_program );1.82 }1.83 if( pok ) {1.84 - glUseProgramObjectARB(glsl_program);1.85 - pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );1.86 - glsl_enable_shaders(FALSE); // initially disabled1.87 + glUseProgramObjectARB(glsl_program);1.88 + pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );1.89 + glsl_enable_shaders(FALSE); // initially disabled1.90 } else {1.91 - glsl_unload_shaders();1.92 + glsl_unload_shaders();1.93 }1.94 return pok;1.95 }1.96 @@ -109,11 +109,11 @@1.97 void glsl_enable_shaders(gboolean en)1.98 {1.99 if( glsl_program != 0 ) {1.100 - if( en ) {1.101 - glUseProgramObjectARB(glsl_program);1.102 - } else {1.103 - glUseProgramObjectARB(0);1.104 - }1.105 + if( en ) {1.106 + glUseProgramObjectARB(glsl_program);1.107 + } else {1.108 + glUseProgramObjectARB(0);1.109 + }1.110 }1.111 }1.113 @@ -136,22 +136,22 @@1.115 glGetShaderiv( shader, GL_COMPILE_STATUS, &value );1.116 if( value == 0 ) {1.117 - char buf[MAX_ERROR_BUF];1.118 - GLsizei length;1.119 - glGetShaderInfoLog( shader, sizeof(buf), &length, buf );1.120 - ERROR( "%s: %s", msg, buf );1.121 - return FALSE;1.122 + char buf[MAX_ERROR_BUF];1.123 + GLsizei length;1.124 + glGetShaderInfoLog( shader, sizeof(buf), &length, buf );1.125 + ERROR( "%s: %s", msg, buf );1.126 + return FALSE;1.127 }1.128 return TRUE;1.129 }1.130 gboolean glsl_check_program_error( char *msg, GLuint program )1.131 {1.132 if( glGetError() != GL_NO_ERROR ) {1.133 - char buf[MAX_ERROR_BUF];1.134 - GLsizei length;1.135 - glGetProgramInfoLog( program, sizeof(buf), &length, buf );1.136 - ERROR( "%s: %s", msg, buf );1.137 - return FALSE;1.138 + char buf[MAX_ERROR_BUF];1.139 + GLsizei length;1.140 + glGetProgramInfoLog( program, sizeof(buf), &length, buf );1.141 + ERROR( "%s: %s", msg, buf );1.142 + return FALSE;1.143 }1.144 return TRUE;1.145 }1.146 @@ -161,41 +161,41 @@1.147 gboolean vsok = TRUE, fsok = TRUE, pok = FALSE;1.149 if( vertex_src == NULL && fragment_src == NULL ) {1.150 - return TRUE;1.151 + return TRUE;1.152 }1.154 glsl_program = glCreateProgram();1.156 if( vertex_src != NULL ) {1.157 - glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER);1.158 - glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL );1.159 - glCompileShader(glsl_vert_shader);1.160 - vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );1.161 + glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER);1.162 + glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL );1.163 + glCompileShader(glsl_vert_shader);1.164 + vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );1.165 }1.166 if( fragment_src != NULL ) {1.167 - glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);1.168 - glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL );1.169 - glCompileShader(glsl_frag_shader);1.170 - fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );1.171 + glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);1.172 + glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL );1.173 + glCompileShader(glsl_frag_shader);1.174 + fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );1.175 }1.177 if( vsok && fsok ) {1.178 - if( vertex_src != NULL ) {1.179 - glAttachShader(glsl_program, glsl_vert_shader);1.180 - }1.181 - if( fragment_src != NULL ) {1.182 - glAttachShader(glsl_program, glsl_frag_shader);1.183 - }1.184 - glLinkProgram(glsl_program);1.185 - pok = glsl_check_program_error( "Failed to link shader program", glsl_program );1.186 + if( vertex_src != NULL ) {1.187 + glAttachShader(glsl_program, glsl_vert_shader);1.188 + }1.189 + if( fragment_src != NULL ) {1.190 + glAttachShader(glsl_program, glsl_frag_shader);1.191 + }1.192 + glLinkProgram(glsl_program);1.193 + pok = glsl_check_program_error( "Failed to link shader program", glsl_program );1.194 }1.196 if( pok ) {1.197 - glUseProgram(glsl_program);1.198 - pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );1.199 - glsl_enable_shaders(FALSE); // initially disabled1.200 + glUseProgram(glsl_program);1.201 + pok = glsl_check_program_error( "Failed to apply shader program", glsl_program );1.202 + glsl_enable_shaders(FALSE); // initially disabled1.203 } else {1.204 - glsl_unload_shaders();1.205 + glsl_unload_shaders();1.206 }1.207 return pok;1.208 }1.209 @@ -204,11 +204,11 @@1.210 void glsl_enable_shaders(gboolean en)1.211 {1.212 if( glsl_program != 0 ) {1.213 - if( en ) {1.214 - glUseProgram(glsl_program);1.215 - } else {1.216 - glUseProgram(0);1.217 - }1.218 + if( en ) {1.219 + glUseProgram(glsl_program);1.220 + } else {1.221 + glUseProgram(0);1.222 + }1.223 }1.224 }
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