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"
24 #include "pvr2/shaders.h"
26 #define MAX_ERROR_BUF 4096
27 #define INVALID_SHADER 0
28 #define INVALID_PROGRAM 0
30 #ifdef HAVE_OPENGL_SHADER_ARB
31 typedef GLhandleARB gl_program_t;
32 typedef GLhandleARB gl_shader_t;
34 typedef GLuint gl_program_t;
35 typedef GLuint gl_shader_t;
38 gboolean glsl_is_supported();
39 gl_shader_t glsl_create_vertex_shader( const char *source );
40 gl_shader_t glsl_create_fragment_shader( const char *source );
41 gl_program_t glsl_create_program( gl_shader_t *shaderv );
42 void glsl_use_program(gl_program_t program);
43 void glsl_destroy_shader(gl_shader_t shader);
44 void glsl_destroy_program(gl_program_t program);
46 typedef void (*program_cleanup_fn_t)();
47 static void glsl_set_cleanup_fn( program_cleanup_fn_t );
49 #ifdef HAVE_OPENGL_SHADER_ARB
51 gboolean glsl_is_supported()
53 return isGLExtensionSupported("GL_ARB_fragment_shader") &&
54 isGLExtensionSupported("GL_ARB_vertex_shader") &&
55 isGLExtensionSupported("GL_ARB_shading_language_100");
58 const char *glsl_get_version()
60 return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
63 void glsl_print_error( char *msg, GLhandleARB obj )
65 char buf[MAX_ERROR_BUF];
67 glGetInfoLogARB( obj, sizeof(buf), &length, buf );
68 ERROR( "%s: %s", msg, buf );
71 gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )
75 glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);
77 glsl_print_error(msg, obj);
83 gboolean glsl_check_program_error( char *msg, GLhandleARB obj )
85 if( glGetError() != GL_NO_ERROR ) {
86 glsl_print_error(msg, obj);
91 gl_shader_t glsl_create_vertex_shader( const char *source )
94 gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
96 glShaderSourceARB( shader, 1, &source, NULL );
97 glCompileShaderARB(shader);
98 ok = glsl_check_shader_error("Failed to compile vertex shader", shader);
100 glDeleteObjectARB(shader);
101 return INVALID_SHADER;
107 gl_shader_t glsl_create_fragment_shader( const char *source )
110 gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
112 glShaderSourceARB( shader, 1, &source, NULL );
113 glCompileShaderARB(shader);
114 ok = glsl_check_shader_error("Failed to compile fragment shader", shader);
116 glDeleteObjectARB(shader);
117 return INVALID_SHADER;
123 gl_program_t glsl_create_program( gl_shader_t *shaderv )
127 gl_program_t program = glCreateProgramObjectARB();
129 for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
130 glAttachObjectARB(program, shaderv[i]);
133 glLinkProgramARB(program);
134 ok = glsl_check_program_error( "Failed to link shader program", program );
136 glDeleteObjectARB(program);
137 return INVALID_PROGRAM;
143 void glsl_use_program(gl_program_t program)
145 glUseProgramObjectARB(program);
148 void glsl_destroy_shader(gl_shader_t shader)
150 glDeleteObjectARB(shader);
153 void glsl_destroy_program(gl_program_t program)
155 glDeleteObjectARB(program);
158 static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
160 return glGetUniformLocationARB(program, name);
163 static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
165 return glGetAttribLocationARB(program, name);
168 #define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)
169 #define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)
170 #define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)
171 #define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)
172 #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)
173 #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)
174 #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)
175 #define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)
176 #define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)
178 #elif HAVE_OPENGL_SHADER
180 gboolean glsl_is_supported()
182 return isGLExtensionSupported("GL_ARB_fragment_shader") &&
183 isGLExtensionSupported("GL_ARB_vertex_shader") &&
184 isGLExtensionSupported("GL_ARB_shading_language_100");
187 const char *glsl_get_version()
189 return glGetString(GL_SHADING_LANGUAGE_VERSION);
192 gboolean glsl_check_shader_error( char *msg, GLuint shader )
196 glGetShaderiv( shader, GL_COMPILE_STATUS, &value );
198 char buf[MAX_ERROR_BUF];
200 glGetShaderInfoLog( shader, sizeof(buf), &length, buf );
201 ERROR( "%s: %s", msg, buf );
207 gboolean glsl_check_program_error( char *msg, GLuint program )
209 if( glGetError() != GL_NO_ERROR ) {
210 char buf[MAX_ERROR_BUF];
212 glGetProgramInfoLog( program, sizeof(buf), &length, buf );
213 ERROR( "%s: %s", msg, buf );
219 gl_shader_t glsl_create_vertex_shader( const char *source )
222 gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);
224 glShaderSource( shader, 1, &source, NULL );
225 glCompileShader(shader);
226 ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );
228 glDeleteShader(shader);
229 return INVALID_SHADER;
236 gl_shader_t glsl_create_fragment_shader( const char *source )
239 gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);
241 glShaderSource( shader, 1, &source, NULL );
242 glCompileShader(shader);
243 ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );
245 glDeleteShader(shader);
246 return INVALID_SHADER;
252 gl_program_t glsl_create_program( gl_shader_t *shaderv )
256 gl_program_t program = glCreateProgram();
258 for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {
259 glAttachShader(program, shaderv[i]);
261 glLinkProgram(program);
262 ok = glsl_check_program_error( "Failed to link shader program", program );
264 glDeleteProgram(program);
265 return INVALID_PROGRAM;
271 void glsl_use_program(gl_program_t program)
273 glUseProgram(program);
276 void glsl_destroy_shader(gl_shader_t shader)
278 glDeleteShader(shader);
281 void glsl_destroy_program(gl_program_t program)
283 glDeleteProgram(program);
286 static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
288 return glGetUniformLocation(program, name);
290 static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
292 return glGetAttribLocation(program, name);
295 #define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)
296 #define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)
297 #define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)
298 #define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)
299 #define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)
300 #define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)
301 #define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)
302 #define glsl_enable_attrib(id) glEnableVertexAttribArray(id)
303 #define glsl_disable_attrib(id) glDisableVertexAttribArray(id)
307 gboolean glsl_is_supported()
312 const char *glsl_get_version()
317 gl_shader_t glsl_create_vertex_shader( const char *source )
322 gl_shader_t glsl_create_fragment_shader( const char *source )
327 gl_program_t glsl_create_program( gl_shader_t *shaderv )
332 void glsl_use_program(gl_program_t program)
336 void glsl_destroy_shader(gl_shader_t shader)
340 void glsl_destroy_program(gl_program_t program)
344 static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)
349 static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)
354 #define glsl_set_uniform_sampler2D(id,v)
355 #define glsl_set_uniform_vec3(id,v)
356 #define glsl_set_uniform_vec4(id,v)
357 #define glsl_set_uniform_mat4(id,v)
358 #define glsl_set_attrib_vec3(id,stride,v)
359 #define glsl_set_attrib_vec4(id,stride,v)
360 #define glsl_enable_attrib(id)
361 #define glsl_disable_attrib(id)
366 /****************************************************************************/
368 program_cleanup_fn_t current_cleanup_fn = NULL;
370 /* Pull in the auto-generated shader definitions */
372 #include "pvr2/shaders.def"
374 static gl_program_t program_array[GLSL_NUM_PROGRAMS];
377 gboolean glsl_load_shaders()
379 gl_shader_t shader_array[GLSL_NUM_SHADERS];
382 for( i=0; i<GLSL_NUM_SHADERS; i++ )
383 shader_array[i] = INVALID_SHADER;
384 for( i=0; i<GLSL_NUM_PROGRAMS; i++ )
385 program_array[i] = INVALID_PROGRAM;
387 /* Compile the shader fragments */
388 for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {
389 gl_shader_t shader = INVALID_SHADER;
390 switch(shader_source[i].type) {
391 case GLSL_VERTEX_SHADER:
392 shader = glsl_create_vertex_shader(shader_source[i].source);
394 case GLSL_FRAGMENT_SHADER:
395 shader = glsl_create_fragment_shader(shader_source[i].source);
398 if( shader == INVALID_SHADER ) {
402 shader_array[i] = shader;
406 /* Link the programs */
407 if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {
408 gl_shader_t shaderv[GLSL_NUM_SHADERS+1];
409 for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {
410 shaderv[j] = shader_array[program_list[i][j]];
412 shaderv[j] = INVALID_SHADER;
413 gl_program_t program = glsl_create_program(shaderv);
414 if( program == INVALID_PROGRAM ) {
418 /* Check that we can actually use the program (can this really fail?) */
419 glsl_use_program(program);
420 if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {
423 program_array[i] = program;
428 * Destroy the compiled fragments (the linked programs don't need them
431 for( i=0; i<GLSL_NUM_SHADERS; i++ ) {
432 if( shader_array[i] != INVALID_SHADER )
433 glsl_destroy_shader(shader_array[i]);
437 * If we errored, delete the programs. It's all or nothing.
440 glsl_unload_shaders();
444 glsl_init_programs(program_array);
449 static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )
451 if( fn != current_cleanup_fn ) {
452 if( current_cleanup_fn != NULL ) {
453 current_cleanup_fn();
455 current_cleanup_fn = fn;
459 static void glsl_run_cleanup_fn()
461 if( current_cleanup_fn ) {
462 current_cleanup_fn();
464 current_cleanup_fn = NULL;
467 void glsl_unload_shaders()
470 glsl_run_cleanup_fn();
471 for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {
472 if( program_array[i] != INVALID_PROGRAM ) {
473 glsl_destroy_program(program_array[i]);
474 program_array[i] = INVALID_PROGRAM;
479 void glsl_clear_shader()
481 glsl_run_cleanup_fn();
.