241 lines
6.6 KiB
C
241 lines
6.6 KiB
C
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "gl-subsystem.h"
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#include "gl-shaderparser.h"
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static void gl_write_type_n(struct gl_shader_parser *glsp,
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const char *type, size_t len)
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{
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if (astrcmp_n(type, "float2", len) == 0)
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dstr_cat(&glsp->gl_string, "vec2");
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else if (astrcmp_n(type, "float3", len) == 0)
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dstr_cat(&glsp->gl_string, "vec3");
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else if (astrcmp_n(type, "float4", len) == 0)
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dstr_cat(&glsp->gl_string, "vec4");
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else if (astrcmp_n(type, "float3x3", len) == 0)
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dstr_cat(&glsp->gl_string, "mat3x3");
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else if (astrcmp_n(type, "float3x4", len) == 0)
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dstr_cat(&glsp->gl_string, "mat3x4");
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else if (astrcmp_n(type, "float4x4", len) == 0)
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dstr_cat(&glsp->gl_string, "mat4x4");
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else if (astrcmp_n(type, "texture2d", len) == 0)
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dstr_cat(&glsp->gl_string, "sampler2D");
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else if (astrcmp_n(type, "texture3d", len) == 0)
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dstr_cat(&glsp->gl_string, "sampler3D");
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else if (astrcmp_n(type, "texture_cube", len) == 0)
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dstr_cat(&glsp->gl_string, "samplerCube");
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else
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dstr_ncat(&glsp->gl_string, type, len);
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}
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static inline void gl_write_type(struct gl_shader_parser *glsp,
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const char *type)
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{
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gl_write_type_n(glsp, type, strlen(type));
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}
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static inline void gl_write_type_token(struct gl_shader_parser *glsp,
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struct cf_token *token)
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{
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gl_write_type_n(glsp, token->str.array, token->str.len);
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}
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static void gl_write_var(struct gl_shader_parser *glsp, struct shader_var *var)
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{
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if (var->var_type == SHADER_VAR_UNIFORM)
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dstr_cat(&glsp->gl_string, "uniform ");
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else if (var->var_type == SHADER_VAR_CONST)
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dstr_cat(&glsp->gl_string, "const ");
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gl_write_type(glsp, var->type);
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dstr_cat(&glsp->gl_string, " ");
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dstr_cat(&glsp->gl_string, var->name);
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dstr_cat(&glsp->gl_string, ";\n");
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}
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static inline void gl_write_params(struct gl_shader_parser *glsp)
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{
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size_t i;
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for (i = 0; i < glsp->parser.params.num; i++) {
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struct shader_var *var = glsp->parser.params.array+i;
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gl_write_var(glsp, var);
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}
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dstr_cat(&glsp->gl_string, "\n");
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}
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static void gl_write_storage_var(struct gl_shader_parser *glsp,
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struct shader_var *var, const char *storage,
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const char *prefix);
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/* unwraps a structure that's used for input/output */
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static void gl_unwrap_storage_struct(struct gl_shader_parser *glsp,
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struct shader_struct *st, const char *storage,
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const char *prefix)
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{
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struct dstr prefix_str;
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size_t i;
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dstr_init(&prefix_str);
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if (prefix)
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dstr_copy(&prefix_str, prefix);
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dstr_cat(&prefix_str, st->name);
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dstr_cat(&prefix_str, "_");
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for (i = 0; i < st->vars.num; i++) {
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struct shader_var *st_var = st->vars.array+i;
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gl_write_storage_var(glsp, st_var, storage, prefix_str.array);
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}
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dstr_free(&prefix_str);
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}
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static void gl_write_storage_var(struct gl_shader_parser *glsp,
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struct shader_var *var, const char *storage, const char *prefix)
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{
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struct shader_struct *st = shader_parser_getstruct(&glsp->parser,
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var->type);
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if (st) {
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gl_unwrap_storage_struct(glsp, st, storage, prefix);
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} else {
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if (storage) {
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dstr_cat(&glsp->gl_string, storage);
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dstr_cat(&glsp->gl_string, " ");
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}
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gl_write_type(glsp, var->type);
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dstr_cat(&glsp->gl_string, " ");
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if (prefix)
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dstr_cat(&glsp->gl_string, prefix);
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dstr_cat(&glsp->gl_string, var->name);
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dstr_cat(&glsp->gl_string, ";\n");
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}
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}
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static inline void gl_write_inputs(struct gl_shader_parser *glsp,
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struct shader_func *main)
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{
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size_t i;
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for (i = 0; i < main->params.num; i++) {
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struct shader_var *var = main->params.array+i;
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gl_write_storage_var(glsp, var, "in", "in_");
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}
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}
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static void gl_write_outputs(struct gl_shader_parser *glsp,
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struct shader_func *main)
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{
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struct shader_var var;
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shader_var_init(&var);
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var.type = bstrdup(main->return_type);
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var.name = bstrdup("return_val");
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if (main->return_mapping)
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var.mapping = bstrdup(main->return_mapping);
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gl_write_storage_var(glsp, &var, "out", "out_");
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shader_var_free(&var);
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}
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static void gl_write_struct(struct gl_shader_parser *glsp,
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struct shader_struct *st)
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{
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size_t i;
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dstr_cat(&glsp->gl_string, "struct ");
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dstr_cat(&glsp->gl_string, st->name);
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dstr_cat(&glsp->gl_string, " {\n");
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for (i = 0; i < st->vars.num; i++) {
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struct shader_var *var = st->vars.array+i;
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dstr_cat(&glsp->gl_string, "\t");
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gl_write_var(glsp, var);
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}
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dstr_cat(&glsp->gl_string, "};\n\n");
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}
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static inline void gl_write_structs(struct gl_shader_parser *glsp)
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{
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size_t i;
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for (i = 0; i < glsp->parser.structs.num; i++) {
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struct shader_struct *st = glsp->parser.structs.array+i;
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gl_write_struct(glsp, st);
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}
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}
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/*
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* NOTE: HLSL-> GLSL intrinsic conversions
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* atan2 -> atan
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* clip -> (unsupported)
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* ddx -> dFdx
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* ddy -> dFdy
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* fmod -> (unsupported)
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* frac -> fract
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* lerp -> mix
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* lit -> (unsupported)
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* log10 -> (unsupported)
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* mul -> (change to operator)
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* rsqrt -> inversesqrt
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* saturate -> (use clamp)
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* tex* -> texture
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* tex*grad -> textureGrad
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* tex*lod -> textureLod
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* tex*bias -> (use optional 'bias' value)
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* tex*proj -> textureProj
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*
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* All else can be left as-is
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*/
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static void gl_write_functions(struct gl_shader_parser *glsp)
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{
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}
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static bool gl_shader_buildstring(struct gl_shader_parser *glsp)
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{
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struct shader_func *main = shader_parser_getfunc(&glsp->parser, "main");
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if (!main) {
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blog(LOG_ERROR, "function 'main' not found");
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return false;
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}
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dstr_copy(&glsp->gl_string, "#version 140\n\n");
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gl_write_params(glsp);
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gl_write_inputs(glsp, main);
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gl_write_outputs(glsp, main);
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gl_write_structs(glsp);
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gl_write_functions(glsp);
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// gl_write_main(glsp);
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return true;
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}
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bool gl_shader_parse(struct gl_shader_parser *glsp,
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const char *shader_str, const char *file)
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{
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bool success = shader_parse(&glsp->parser, shader_str, file);
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char *str = shader_parser_geterrors(&glsp->parser);
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if (str) {
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blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
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bfree(str);
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}
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return success;
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}
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