4 * GLSL wrapper code to hide the differences between the different gl/sl APIs.
6 * Copyright (c) 2007-2010 Nathan Keynes.
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
23 #include "pvr2/glutil.h"
25 #define MAX_ERROR_BUF 4096
26 #define INVALID_SHADER 0
27 #define INVALID_PROGRAM 0
29 #ifdef HAVE_OPENGL_SHADER_ARB
30 typedef GLhandleARB gl_program_t;
31 typedef GLhandleARB gl_shader_t;
33 typedef GLuint gl_program_t;
34 typedef GLuint gl_shader_t;
37 gboolean glsl_is_supported();
38 gl_shader_t glsl_create_vertex_shader( const char *source );
39 gl_shader_t glsl_create_fragment_shader( const char *source );
40 gl_program_t glsl_create_program( gl_shader_t *shaderv );
41 void glsl_use_program(gl_program_t program);
42 void glsl_destroy_shader(gl_shader_t shader);
43 void glsl_destroy_program(gl_program_t program);
45 #ifdef HAVE_OPENGL_SHADER_ARB
47 gboolean glsl_is_supported()
49 return isGLExtensionSupported("GL_ARB_fragment_shader") &&
50 isGLExtensionSupported("GL_ARB_vertex_shader") &&
51 isGLExtensionSupported("GL_ARB_shading_language_100");
54 const char *glsl_get_version()
56 return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
59 void glsl_print_error( char *msg, GLhandleARB obj )
61 char buf[MAX_ERROR_BUF];
63 glGetInfoLogARB( obj, sizeof(buf), &length, buf );
64 ERROR( "%s: %s", msg, buf );
67 gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
71 glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
73 glsl_print_error(msg, obj);
79 gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
81 if( glGetError() != GL_NO_ERROR ) {
82 glsl_print_error(msg, obj);
87 gl_shader_t glsl_create_vertex_shader( const char *source )
90 gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
92 glShaderSourceARB( shader, 1, &source, NULL );
93 glCompileShaderARB(shader);
94 ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
96 glDeleteObjectARB(shader);
97 return INVALID_SHADER;
103 gl_shader_t glsl_create_fragment_shader( const char *source )
106 gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
108 glShaderSourceARB( shader, 1, &source, NULL );
109 glCompileShaderARB(shader);
110 ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
112 glDeleteObjectARB(shader);
113 return INVALID_SHADER;
119 gl_program_t glsl_create_program( gl_shader_t *shaderv )
123 gl_program_t program = glCreateProgramObjectARB();
125 for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
126 glAttachObjectARB(program, shaderv[i]);
129 glLinkProgramARB(program);
130 ok = glsl_check_program_error( "Failed to link shader program", program );
132 glDeleteObjectARB(program);
133 return INVALID_PROGRAM;
139 void glsl_use_program(gl_program_t program)
141 glUseProgramObjectARB(program);
142 glsl_check_program_error( "Failed to activate shader program", program );
145 void glsl_destroy_shader(gl_shader_t shader)
147 glDeleteObjectARB(shader);
150 void glsl_destroy_program(gl_program_t program)
152 glDeleteObjectARB(program);
155 static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
157 return glGetUniformLocationARB(program, name);
160 static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
162 glUniform1iARB(location,value);
165 #elif HAVE_OPENGL_SHADER
167 gboolean glsl_is_supported()
169 return isGLExtensionSupported("GL_ARB_fragment_shader") &&
170 isGLExtensionSupported("GL_ARB_vertex_shader") &&
171 isGLExtensionSupported("GL_ARB_shading_language_100");
174 const char *glsl_get_version()
176 return glGetString(GL_SHADING_LANGUAGE_VERSION);
179 gboolean glsl_check_shader_error( char *msg, GLuint shader )
183 glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
185 char buf[MAX_ERROR_BUF];
187 glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
188 ERROR( "%s: %s", msg, buf );
194 gboolean glsl_check_program_error( char *msg, GLuint program )
196 if( glGetError() != GL_NO_ERROR ) {
197 char buf[MAX_ERROR_BUF];
199 glGetProgramInfoLog( program, sizeof(buf), &length, buf );
200 ERROR( "%s: %s", msg, buf );
206 gl_shader_t glsl_create_vertex_shader( const char *source )
209 gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
211 glShaderSource( shader, 1, &source, NULL );
212 glCompileShader(shader);
213 ok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader );
215 glDeleteShader(shader);
216 return INVALID_SHADER;
223 gl_shader_t glsl_create_fragment_shader( const char *source )
226 gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
228 glShaderSource( shader, 1, &source, NULL );
229 glCompileShader(shader);
230 ok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader );
232 glDeleteShader(shader);
233 return INVALID_SHADER;
239 gl_program_t glsl_create_program( gl_shader_t *shaderv )
243 gl_program_t program = glCreateProgram();
245 for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
246 glAttachShader(program, shaderv[i]);
248 glLinkProgram(program);
249 ok = glsl_check_program_error( "Failed to link shader program", program );
251 glDeleteProgram(program);
252 return INVALID_PROGRAM;
258 void glsl_use_program(gl_program_t program)
260 glUseProgram(program);
263 void glsl_destroy_shader(gl_shader_t shader)
265 glDeleteShader(shader);
268 void glsl_destroy_program(gl_program_t program)
270 glDeleteProgram(program);
273 static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
275 return glGetUniformLocation(program, name);
277 static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
279 glUniform1i(location, value);
283 gboolean glsl_is_supported()
288 int glsl_get_version()
293 gl_shader_t glsl_create_vertex_shader( const char *source )
298 gl_shader_t glsl_create_fragment_shader( const char *source )
303 gl_program_t glsl_create_program( gl_shader_t vertex, gl_shader_t fragment )
308 void glsl_use_program(gl_program_t program)
312 void glsl_destroy_shader(gl_shader_t shader)
316 void glsl_destroy_program(gl_program_t program)
320 static inline GLint glsl_get_uniform_location_prim(gl_program_t program, const char *name)
325 static inline void glsl_set_uniform_int_prim(GLint location, GLint value)
330 /****************************************************************************/
332 /* Pull in the auto-generated shader definitions */
334 #include "pvr2/shaders.def"
336 static gl_program_t program_array[GLSL_NUM_PROGRAMS];
338 gboolean glsl_load_shaders()
340 gl_shader_t shader_array[GLSL_NUM_SHADERS];
343 for( i=0; i<GLSL_NUM_SHADERS; i++ )
344 shader_array[i] = INVALID_SHADER;
345 for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
346 program_array[i] = INVALID_PROGRAM;
348 /* Compile the shader fragments */
349 for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
350 gl_shader_t shader = INVALID_SHADER;
351 switch(shader_source[i].type) {
352 case GLSL_VERTEX_SHADER:
353 shader = glsl_create_vertex_shader(shader_source[i].source);
355 case GLSL_FRAGMENT_SHADER:
356 shader = glsl_create_fragment_shader(shader_source[i].source);
359 if( shader == INVALID_SHADER ) {
363 shader_array[i] = shader;
367 /* Link the programs */
368 if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
369 gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
370 for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
371 shaderv[j] = shader_array[program_list[i][j]];
373 shaderv[j] = INVALID_SHADER;
374 gl_program_t program = glsl_create_program(shaderv);
375 if( program == INVALID_PROGRAM ) {
379 program_array[i] = program;
384 * Destroy the compiled fragments (the linked programs don't need them
387 for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
388 if( shader_array[i] != INVALID_SHADER )
389 glsl_destroy_shader(shader_array[i]);
393 * If we errored, delete the programs. It's all or nothing.
396 glsl_unload_shaders();
402 void glsl_unload_shaders()
405 for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
406 if( program_array[i] != INVALID_PROGRAM ) {
407 glsl_destroy_program(program_array[i]);
408 program_array[i] = INVALID_PROGRAM;
413 gboolean glsl_set_shader(unsigned i)
415 assert( i >= 0 && i <= GLSL_LAST_PROGRAM );
417 if( program_array[i] != INVALID_PROGRAM ) {
418 glsl_use_program(program_array[i]);
425 GLint glsl_get_uniform_location( unsigned program, const char *name )
427 assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
429 return glsl_get_uniform_location_prim(program_array[program], name);
432 void glsl_set_uniform_int( unsigned program, const char *name, GLint value )
434 assert( program >= 0 && program <= GLSL_LAST_PROGRAM );
435 GLint location = glsl_get_uniform_location_prim(program_array[program], name);
436 glsl_set_uniform_int_prim(location, value);
439 void glsl_clear_shader()
.