--- a/src/pvr2/gl_sl.c Sun Jun 01 00:37:27 2008 +0000 +++ b/src/pvr2/gl_sl.c Wed Aug 20 11:25:46 2008 +0000 @@ -27,8 +27,8 @@ gboolean glsl_is_supported() { return isGLExtensionSupported("GL_ARB_fragment_shader") && - isGLExtensionSupported("GL_ARB_vertex_shader") && - isGLExtensionSupported("GL_ARB_shading_language_100"); + isGLExtensionSupported("GL_ARB_vertex_shader") && + isGLExtensionSupported("GL_ARB_shading_language_100"); } #ifdef GL_ARB_shader_objects @@ -48,8 +48,8 @@ glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value); if( value == 0 ) { - glsl_print_error(msg, obj); - return FALSE; + glsl_print_error(msg, obj); + return FALSE; } return TRUE; } @@ -57,7 +57,7 @@ gboolean glsl_check_program_error( char *msg, GLhandleARB obj ) { if( glGetError() != GL_NO_ERROR ) { - glsl_print_error(msg, obj); + glsl_print_error(msg, obj); } return TRUE; } @@ -68,40 +68,40 @@ gboolean vsok = TRUE, fsok = TRUE, pok = FALSE; if( vertex_src == NULL && fragment_src == NULL ) { - return TRUE; // nothing to do + return TRUE; // nothing to do } glsl_program = glCreateProgramObjectARB(); if( vertex_src != NULL ) { - glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); - glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL ); - glCompileShaderARB(glsl_vert_shader); - vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader); + glsl_vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); + glShaderSourceARB( glsl_vert_shader, 1, &vertex_src, NULL ); + glCompileShaderARB(glsl_vert_shader); + vsok = glsl_check_shader_error("Failed to compile vertex shader", glsl_vert_shader); } if( fragment_src != NULL ) { - glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); - glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL ); - glCompileShaderARB(glsl_frag_shader); - fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader); + glsl_frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); + glShaderSourceARB( glsl_frag_shader, 1, &fragment_src, NULL ); + glCompileShaderARB(glsl_frag_shader); + fsok = glsl_check_shader_error("Failed to compile fragment shader", glsl_frag_shader); } if( vsok && fsok ) { - if( vertex_src != NULL ) { - glAttachObjectARB(glsl_program, glsl_vert_shader); - } - if( fragment_src != NULL ) { - glAttachObjectARB(glsl_program, glsl_frag_shader); - } - glLinkProgramARB(glsl_program); - pok = glsl_check_program_error( "Failed to link shader program", glsl_program ); + if( vertex_src != NULL ) { + glAttachObjectARB(glsl_program, glsl_vert_shader); + } + if( fragment_src != NULL ) { + glAttachObjectARB(glsl_program, glsl_frag_shader); + } + glLinkProgramARB(glsl_program); + pok = glsl_check_program_error( "Failed to link shader program", glsl_program ); } if( pok ) { - glUseProgramObjectARB(glsl_program); - pok = glsl_check_program_error( "Failed to apply shader program", glsl_program ); - glsl_enable_shaders(FALSE); // initially disabled + glUseProgramObjectARB(glsl_program); + pok = glsl_check_program_error( "Failed to apply shader program", glsl_program ); + glsl_enable_shaders(FALSE); // initially disabled } else { - glsl_unload_shaders(); + glsl_unload_shaders(); } return pok; } @@ -109,11 +109,11 @@ void glsl_enable_shaders(gboolean en) { if( glsl_program != 0 ) { - if( en ) { - glUseProgramObjectARB(glsl_program); - } else { - glUseProgramObjectARB(0); - } + if( en ) { + glUseProgramObjectARB(glsl_program); + } else { + glUseProgramObjectARB(0); + } } } @@ -136,22 +136,22 @@ glGetShaderiv( shader, GL_COMPILE_STATUS, &value ); if( value == 0 ) { - char buf[MAX_ERROR_BUF]; - GLsizei length; - glGetShaderInfoLog( shader, sizeof(buf), &length, buf ); - ERROR( "%s: %s", msg, buf ); - return FALSE; + char buf[MAX_ERROR_BUF]; + GLsizei length; + glGetShaderInfoLog( shader, sizeof(buf), &length, buf ); + ERROR( "%s: %s", msg, buf ); + return FALSE; } return TRUE; } gboolean glsl_check_program_error( char *msg, GLuint program ) { if( glGetError() != GL_NO_ERROR ) { - char buf[MAX_ERROR_BUF]; - GLsizei length; - glGetProgramInfoLog( program, sizeof(buf), &length, buf ); - ERROR( "%s: %s", msg, buf ); - return FALSE; + char buf[MAX_ERROR_BUF]; + GLsizei length; + glGetProgramInfoLog( program, sizeof(buf), &length, buf ); + ERROR( "%s: %s", msg, buf ); + return FALSE; } return TRUE; } @@ -161,41 +161,41 @@ gboolean vsok = TRUE, fsok = TRUE, pok = FALSE; if( vertex_src == NULL && fragment_src == NULL ) { - return TRUE; + return TRUE; } glsl_program = glCreateProgram(); if( vertex_src != NULL ) { - glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER); - glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL ); - glCompileShader(glsl_vert_shader); - vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader ); + glsl_vert_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource( glsl_vert_shader, 1, &vertex_src, NULL ); + glCompileShader(glsl_vert_shader); + vsok = glsl_check_shader_error( "Failed to compile vertex shader", glsl_vert_shader ); } if( fragment_src != NULL ) { - glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL ); - glCompileShader(glsl_frag_shader); - fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader ); + glsl_frag_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource( glsl_frag_shader, 1, &fragment_src, NULL ); + glCompileShader(glsl_frag_shader); + fsok = glsl_check_shader_error( "Failed to compile fragment shader", glsl_frag_shader ); } if( vsok && fsok ) { - if( vertex_src != NULL ) { - glAttachShader(glsl_program, glsl_vert_shader); - } - if( fragment_src != NULL ) { - glAttachShader(glsl_program, glsl_frag_shader); - } - glLinkProgram(glsl_program); - pok = glsl_check_program_error( "Failed to link shader program", glsl_program ); + if( vertex_src != NULL ) { + glAttachShader(glsl_program, glsl_vert_shader); + } + if( fragment_src != NULL ) { + glAttachShader(glsl_program, glsl_frag_shader); + } + glLinkProgram(glsl_program); + pok = glsl_check_program_error( "Failed to link shader program", glsl_program ); } if( pok ) { - glUseProgram(glsl_program); - pok = glsl_check_program_error( "Failed to apply shader program", glsl_program ); - glsl_enable_shaders(FALSE); // initially disabled + glUseProgram(glsl_program); + pok = glsl_check_program_error( "Failed to apply shader program", glsl_program ); + glsl_enable_shaders(FALSE); // initially disabled } else { - glsl_unload_shaders(); + glsl_unload_shaders(); } return pok; } @@ -204,11 +204,11 @@ void glsl_enable_shaders(gboolean en) { if( glsl_program != 0 ) { - if( en ) { - glUseProgram(glsl_program); - } else { - glUseProgram(0); - } + if( en ) { + glUseProgram(glsl_program); + } else { + glUseProgram(0); + } } }