Replace ARB_separate_shader_objects extension

This replaces the ARB_separate_shader_objects extension with traditional
linked shaders.  I was able to get the existing system to use linked
shaders without having to change any libobs graphics API.

This essentially creates a linked list of shader programs with
references to the shaders they link.  Before draw, it searches that
linked list for a particular pixel/vertex shader pair, and the linked
program associated with it.  If no matching program exists, it creates
the program.
This commit is contained in:
jp9000 2014-09-19 04:33:49 -07:00
parent 6ff5a3ab2c
commit 3967c6354a
5 changed files with 392 additions and 195 deletions

View File

@ -37,20 +37,25 @@ static inline void shader_param_free(struct gs_shader_param *param)
da_free(param->def_value);
}
static void gl_get_program_info(GLuint program, const char *file,
static inline void shader_attrib_free(struct shader_attrib *attrib)
{
bfree(attrib->name);
}
static void gl_get_shader_info(GLuint shader, const char *file,
char **error_string)
{
char *errors;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = bzalloc(info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetProgramInfoLog");
glGetShaderInfoLog(shader, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
@ -80,23 +85,8 @@ static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
da_move(param.def_value, var->default_val);
da_copy(param.cur_value, param.def_value);
param.param = glGetUniformLocation(shader->program, param.name);
if (!gl_success("glGetUniformLocation"))
goto fail;
if (param.type == GS_SHADER_PARAM_TEXTURE) {
glProgramUniform1i(shader->program, param.param,
param.texture_id);
if (!gl_success("glProgramUniform1i"))
goto fail;
}
da_push_back(shader->params, &param);
return true;
fail:
shader_param_free(&param);
return false;
}
static inline bool gl_add_params(struct gs_shader *shader,
@ -164,7 +154,7 @@ static void get_attrib_type(const char *mapping, enum attrib_type *type,
*index = 0;
}
static inline bool gl_process_attrib(struct gs_shader *shader,
static inline bool gl_process_attrib(struct gs_shader *program,
struct gl_parser_attrib *pa)
{
struct shader_attrib attrib = {0};
@ -174,18 +164,13 @@ static inline bool gl_process_attrib(struct gs_shader *shader,
return true;
get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
attrib.name = pa->name.array;
attrib.attrib = glGetAttribLocation(shader->program, pa->name.array);
if (!gl_success("glGetAttribLocation"))
return false;
pa->name.array = NULL;
pa->name.len = 0;
pa->name.capacity = 0;
if (attrib.attrib == -1) {
blog(LOG_ERROR, "glGetAttribLocation: Could not find "
"attribute '%s'", pa->name.array);
return false;
}
da_push_back(shader->attribs, &attrib);
da_push_back(program->attribs, &attrib);
return true;
}
@ -210,9 +195,17 @@ static bool gl_shader_init(struct gs_shader *shader,
int compiled = 0;
bool success = true;
shader->program = glCreateShaderProgramv(type, 1,
(const GLchar**)&glsp->gl_string.array);
if (!gl_success("glCreateShaderProgramv") || !shader->program)
shader->obj = glCreateShader(type);
if (!gl_success("glCreateShader") || !shader->obj)
return false;
glShaderSource(shader->obj, 1, (const GLchar**)&glsp->gl_string.array,
0);
if (!gl_success("glShaderSource"))
return false;
glCompileShader(shader->obj);
if (!gl_success("glCompileShader"))
return false;
#if 0
@ -223,14 +216,14 @@ static bool gl_shader_init(struct gs_shader *shader,
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
#endif
glGetProgramiv(shader->program, GL_LINK_STATUS, &compiled);
if (!gl_success("glGetProgramiv"))
glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
if (!gl_success("glGetShaderiv"))
return false;
if (!compiled)
success = false;
gl_get_program_info(shader->program, file, error_string);
gl_get_shader_info(shader->obj, file, error_string);
if (success)
success = gl_add_params(shader, glsp);
@ -293,6 +286,29 @@ gs_shader_t device_pixelshader_create(gs_device_t device,
return ptr;
}
static void remove_program_references(struct gs_shader *shader)
{
struct gs_program *program = shader->device->first_program;
while (program) {
struct gs_program *next = program->next;
bool destroy = false;
if (shader->type == GS_SHADER_VERTEX &&
program->vertex_shader == shader)
destroy = true;
else if (shader->type == GS_SHADER_PIXEL &&
program->pixel_shader == shader)
destroy = true;
if (destroy)
gs_program_destroy(program);
program = next;
}
}
void gs_shader_destroy(gs_shader_t shader)
{
size_t i;
@ -300,15 +316,20 @@ void gs_shader_destroy(gs_shader_t shader)
if (!shader)
return;
remove_program_references(shader);
for (i = 0; i < shader->attribs.num; i++)
shader_attrib_free(shader->attribs.array+i);
for (i = 0; i < shader->samplers.num; i++)
gs_samplerstate_destroy(shader->samplers.array[i]);
for (i = 0; i < shader->params.num; i++)
shader_param_free(shader->params.array+i);
if (shader->program) {
glDeleteProgram(shader->program);
gl_success("glDeleteProgram");
if (shader->obj) {
glDeleteShader(shader->obj);
gl_success("glDeleteShader");
}
da_free(shader->samplers);
@ -360,63 +381,46 @@ void gs_shader_get_param_info(gs_sparam_t param,
void gs_shader_set_bool(gs_sparam_t param, bool val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, (GLint)val);
gl_success("glProgramUniform1i");
int int_val = val;
da_copy_array(param->cur_value, &int_val, sizeof(int_val));
}
void gs_shader_set_float(gs_sparam_t param, float val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1f(shader->program, param->param, val);
gl_success("glProgramUniform1f");
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_set_int(gs_sparam_t param, int val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, val);
gl_success("glProgramUniform1i");
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_setmatrix3(gs_sparam_t param, const struct matrix3 *val)
{
struct gs_shader *shader = param->shader;
struct matrix4 mat;
matrix4_from_matrix3(&mat, val);
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, mat.x.ptr);
gl_success("glProgramUniformMatrix4fv");
da_copy_array(param->cur_value, &mat, sizeof(mat));
}
void gs_shader_set_matrix4(gs_sparam_t param, const struct matrix4 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, val->x.ptr);
gl_success("glProgramUniformMatrix4fv");
da_copy_array(param->cur_value, val, sizeof(*val));
}
void gs_shader_set_vec2(gs_sparam_t param, const struct vec2 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform2fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec3(gs_sparam_t param, const struct vec3 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform3fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec4(gs_sparam_t param, const struct vec4 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform4fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_texture(gs_sparam_t param, gs_texture_t val)
@ -424,50 +428,259 @@ void gs_shader_set_texture(gs_sparam_t param, gs_texture_t val)
param->texture = val;
}
static void shader_setval_data(gs_sparam_t param, const void *val, int count)
static inline bool validate_param(struct program_param *pp,
size_t expected_size)
{
struct gs_shader *shader = param->shader;
if (pp->param->cur_value.num != expected_size) {
blog(LOG_ERROR, "Parameter '%s' set to invalid size %u, "
"expected %u",
pp->param->name,
(unsigned int)pp->param->cur_value.num,
(unsigned int)expected_size);
return false;
}
if (param->type == GS_SHADER_PARAM_BOOL ||
param->type == GS_SHADER_PARAM_INT) {
glProgramUniform1iv(shader->program, param->param, count, val);
gl_success("glProgramUniform1iv");
return true;
}
} else if (param->type == GS_SHADER_PARAM_FLOAT) {
glProgramUniform1fv(shader->program, param->param, count, val);
gl_success("glProgramUniform1fv");
static void program_set_param_data(struct gs_program *program,
struct program_param *pp)
{
void *array = pp->param->cur_value.array;
} else if (param->type == GS_SHADER_PARAM_VEC2) {
glProgramUniform2fv(shader->program, param->param, count, val);
gl_success("glProgramUniform2fv");
if (pp->param->type == GS_SHADER_PARAM_BOOL ||
pp->param->type == GS_SHADER_PARAM_INT) {
if (validate_param(pp, sizeof(int))) {
glUniform1iv(pp->obj, 1, (int*)array);
gl_success("glUniform1iv");
}
} else if (param->type == GS_SHADER_PARAM_VEC3) {
glProgramUniform3fv(shader->program, param->param, count, val);
gl_success("glProgramUniform3fv");
} else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
if (validate_param(pp, sizeof(float))) {
glUniform1fv(pp->obj, 1, (float*)array);
gl_success("glUniform1fv");
}
} else if (param->type == GS_SHADER_PARAM_VEC4) {
glProgramUniform4fv(shader->program, param->param, count, val);
gl_success("glProgramUniform4fv");
} else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
if (validate_param(pp, sizeof(struct vec2))) {
glUniform2fv(pp->obj, 1, (float*)array);
gl_success("glUniform2fv");
}
} else if (param->type == GS_SHADER_PARAM_MATRIX4X4) {
glProgramUniformMatrix4fv(shader->program, param->param,
count, false, val);
gl_success("glProgramUniformMatrix4fv");
} else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
if (validate_param(pp, sizeof(float) * 3)) {
glUniform3fv(pp->obj, 1, (float*)array);
gl_success("glUniform3fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
if (validate_param(pp, sizeof(struct vec4))) {
glUniform4fv(pp->obj, 1, (float*)array);
gl_success("glUniform4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
if (validate_param(pp, sizeof(struct matrix4))) {
glUniformMatrix4fv(pp->obj, 1, false,
(float*)array);
gl_success("glUniformMatrix4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
device_load_texture(program->device, pp->param->texture,
pp->param->texture_id);
}
}
void shader_update_textures(struct gs_shader *shader)
void program_update_params(struct gs_program *program)
{
size_t i;
for (i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array+i;
if (param->type == GS_SHADER_PARAM_TEXTURE)
device_load_texture(shader->device, param->texture,
param->texture_id);
for (size_t i = 0; i < program->params.num; i++) {
struct program_param *pp = program->params.array + i;
program_set_param_data(program, pp);
}
}
static void print_link_errors(GLuint program)
{
char *errors = NULL;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = calloc(1, info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
free(errors);
}
static bool assign_program_attrib(struct gs_program *program,
struct shader_attrib *attrib)
{
GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
if (!gl_success("glGetAttribLocation"))
return false;
if (attrib_obj == -1) {
blog(LOG_ERROR, "glGetAttribLocation: Could not find "
"attribute '%s'", attrib->name);
return false;
}
da_push_back(program->attribs, &attrib_obj);
return true;
}
static inline bool assign_program_attribs(struct gs_program *program)
{
struct gs_shader *shader = program->vertex_shader;
for (size_t i = 0; i < shader->attribs.num; i++) {
struct shader_attrib *attrib = shader->attribs.array + i;
if (!assign_program_attrib(program, attrib))
return false;
}
return true;
}
static bool assign_program_param(struct gs_program *program,
struct gs_shader_param *param)
{
struct program_param info;
info.obj = glGetUniformLocation(program->obj, param->name);
if (!gl_success("glGetUniformLocation"))
return false;
if (info.obj == -1) {
blog(LOG_ERROR, "Program parameter '%s' not found",
param->name);
return false;
}
info.param = param;
da_push_back(program->params, &info);
return true;
}
static inline bool assign_program_shader_params(struct gs_program *program,
struct gs_shader *shader)
{
for (size_t i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array + i;
if (!assign_program_param(program, param))
return false;
}
return true;
}
static inline bool assign_program_params(struct gs_program *program)
{
if (!assign_program_shader_params(program, program->vertex_shader))
return false;
if (!assign_program_shader_params(program, program->pixel_shader))
return false;
return true;
}
struct gs_program *gs_program_create(struct gs_device *device)
{
struct gs_program *program = bzalloc(sizeof(*program));
int linked = false;
program->device = device;
program->vertex_shader = device->cur_vertex_shader;
program->pixel_shader = device->cur_pixel_shader;
program->obj = glCreateProgram();
if (!gl_success("glCreateProgram"))
goto error_detach_neither;
glAttachShader(program->obj, program->vertex_shader->obj);
if (!gl_success("glAttachShader (vertex)"))
goto error_detach_neither;
glAttachShader(program->obj, program->pixel_shader->obj);
if (!gl_success("glAttachShader (pixel)"))
goto error_detach_vertex;
glLinkProgram(program->obj);
if (!gl_success("glLinkProgram"))
goto error;
glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
if (!gl_success("glGetProgramiv"))
goto error;
if (linked == GL_FALSE) {
print_link_errors(program->obj);
goto error;
}
if (!assign_program_attribs(program))
goto error;
if (!assign_program_params(program))
goto error;
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
program->next = device->first_program;
program->prev_next = &device->first_program;
device->first_program = program;
if (program->next)
program->next->prev_next = &program->next;
return program;
error:
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
error_detach_vertex:
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
error_detach_neither:
gs_program_destroy(program);
return NULL;
}
void gs_program_destroy(struct gs_program *program)
{
if (!program)
return;
if (program->device->cur_program == program) {
program->device->cur_program = 0;
glUseProgram(0);
gl_success("glUseProgram (zero)");
}
da_free(program->attribs);
da_free(program->params);
if (program->next)
program->next->prev_next = program->prev_next;
*program->prev_next = program->next;
glDeleteProgram(program->obj);
gl_success("glDeleteProgram");
bfree(program);
}
void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
{
int count = param->array_count;
@ -484,7 +697,7 @@ void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
case GS_SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
case GS_SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4;break;
case GS_SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
default: expected_size = 0;
default: expected_size = 0;
}
expected_size *= count;
@ -500,7 +713,7 @@ void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
if (param->type == GS_SHADER_PARAM_TEXTURE)
gs_shader_set_texture(param, *(gs_texture_t*)val);
else
shader_setval_data(param, val, count);
da_copy_array(param->cur_value, val, size);
}
void gs_shader_set_default(gs_sparam_t param)

View File

@ -617,7 +617,7 @@ static void gl_rename_attributes(struct gl_shader_parser *glsp)
val = output_idx++;
}
dstr_printf(&new_name, "%s%u", prefix, val);
dstr_printf(&new_name, "%s%u", prefix, (unsigned int)val);
dstr_replace(&glsp->gl_string, attrib->name.array,
new_name.array);
dstr_move(&attrib->name, &new_name);

View File

@ -124,12 +124,6 @@ static bool gl_init_extensions(struct gs_device* device)
gl_enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
if (!GLAD_GL_VERSION_4_1 && !GLAD_GL_ARB_separate_shader_objects) {
blog(LOG_ERROR, "OpenGL extension ARB_separate_shader_objects "
"is required.");
return false;
}
if (GLAD_GL_VERSION_4_3 || GLAD_GL_ARB_copy_image)
device->copy_type = COPY_TYPE_ARB;
else if (GLAD_GL_NV_copy_image)
@ -213,14 +207,6 @@ int device_create(gs_device_t *p_device, struct gs_init_data *info)
gl_enable(GL_CULL_FACE);
glGenProgramPipelines(1, &device->pipeline);
if (!gl_success("glGenProgramPipelines"))
goto fail;
glBindProgramPipeline(device->pipeline);
if (!gl_success("glBindProgramPipeline"))
goto fail;
device_leave_context(device);
device->cur_swap = gl_platform_getswap(device->plat);
@ -239,11 +225,12 @@ void device_destroy(gs_device_t device)
{
if (device) {
size_t i;
for (i = 0; i < device->fbos.num; i++)
fbo_info_destroy(device->fbos.array[i]);
if (device->pipeline)
glDeleteProgramPipelines(1, &device->pipeline);
while (device->first_program)
gs_program_destroy(device->first_program);
da_free(device->proj_stack);
da_free(device->fbos);
@ -511,37 +498,17 @@ void device_load_samplerstate(gs_device_t device, gs_samplerstate_t ss,
void device_load_vertexshader(gs_device_t device, gs_shader_t vertshader)
{
GLuint program = 0;
gs_vertbuffer_t cur_vb = device->cur_vertex_buffer;
if (device->cur_vertex_shader == vertshader)
return;
if (vertshader && vertshader->type != GS_SHADER_VERTEX) {
blog(LOG_ERROR, "Specified shader is not a vertex shader");
goto fail;
blog(LOG_ERROR, "device_load_vertexshader (GL) failed");
return;
}
/* unload and reload the vertex buffer to sync the buffers up with
* the specific shader */
if (cur_vb && !vertexbuffer_load(device, NULL))
goto fail;
device->cur_vertex_shader = vertshader;
if (vertshader)
program = vertshader->program;
glUseProgramStages(device->pipeline, GL_VERTEX_SHADER_BIT, program);
if (!gl_success("glUseProgramStages"))
goto fail;
if (cur_vb && !vertexbuffer_load(device, cur_vb))
goto fail;
return;
fail:
blog(LOG_ERROR, "device_load_vertexshader (GL) failed");
}
static void load_default_pixelshader_samplers(struct gs_device *device,
@ -562,7 +529,6 @@ static void load_default_pixelshader_samplers(struct gs_device *device,
void device_load_pixelshader(gs_device_t device, gs_shader_t pixelshader)
{
GLuint program = 0;
if (device->cur_pixel_shader == pixelshader)
return;
@ -573,13 +539,6 @@ void device_load_pixelshader(gs_device_t device, gs_shader_t pixelshader)
device->cur_pixel_shader = pixelshader;
if (pixelshader)
program = pixelshader->program;
glUseProgramStages(device->pipeline, GL_FRAGMENT_SHADER_BIT, program);
if (!gl_success("glUseProgramStages"))
goto fail;
clear_textures(device);
if (pixelshader)
@ -916,22 +875,29 @@ static void update_viewproj_matrix(struct gs_device *device)
gs_shader_set_matrix4(vs->viewproj, &device->cur_viewproj);
}
static inline bool check_shader_pipeline_validity(gs_device_t device)
static inline struct gs_program *find_program(struct gs_device *device)
{
int valid = false;
struct gs_program *program = device->first_program;
glValidateProgramPipeline(device->pipeline);
if (!gl_success("glValidateProgramPipeline"))
return false;
while (program) {
if (program->vertex_shader == device->cur_vertex_shader &&
program->pixel_shader == device->cur_pixel_shader)
return program;
glGetProgramPipelineiv(device->pipeline, GL_VALIDATE_STATUS, &valid);
if (!gl_success("glGetProgramPipelineiv"))
return false;
program = program->next;
}
if (!valid)
blog(LOG_ERROR, "Shader pipeline appears to be invalid");
return NULL;
}
return valid != 0;
static inline struct gs_program *get_shader_program(struct gs_device *device)
{
struct gs_program *program = find_program(device);
if (!program)
program = gs_program_create(device);
return program;
}
void device_draw(gs_device_t device, enum gs_draw_mode draw_mode,
@ -940,6 +906,7 @@ void device_draw(gs_device_t device, enum gs_draw_mode draw_mode,
struct gs_index_buffer *ib = device->cur_index_buffer;
GLenum topology = convert_gs_topology(draw_mode);
gs_effect_t effect = gs_get_effect();
struct gs_program *program;
if (!can_render(device))
goto fail;
@ -947,15 +914,28 @@ void device_draw(gs_device_t device, enum gs_draw_mode draw_mode,
if (effect)
gs_effect_update_params(effect);
shader_update_textures(device->cur_pixel_shader);
program = get_shader_program(device);
if (!program)
goto fail;
load_vb_buffers(program, device->cur_vertex_buffer);
if (program != device->cur_program && device->cur_program) {
glUseProgram(0);
gl_success("glUseProgram (zero)");
}
if (program != device->cur_program) {
device->cur_program = program;
glUseProgram(program->obj);
if (!gl_success("glUseProgram"))
goto fail;
}
update_viewproj_matrix(device);
#ifdef _DEBUG
if (!check_shader_pipeline_validity(device))
goto fail;
#endif
program_update_params(program);
if (ib) {
if (num_verts == 0)

View File

@ -300,7 +300,6 @@ struct gs_shader_param {
char *name;
gs_shader_t shader;
GLint param;
GLint texture_id;
size_t sampler_id;
int array_count;
@ -322,7 +321,7 @@ enum attrib_type {
};
struct shader_attrib {
GLint attrib;
char *name;
size_t index;
enum attrib_type type;
};
@ -330,17 +329,37 @@ struct shader_attrib {
struct gs_shader {
gs_device_t device;
enum gs_shader_type type;
GLuint program;
GLuint obj;
struct gs_shader_param *viewproj;
struct gs_shader_param *world;
DARRAY(struct shader_attrib) attribs;
DARRAY(struct gs_shader_param) params;
DARRAY(gs_samplerstate_t) samplers;
DARRAY(struct shader_attrib) attribs;
DARRAY(struct gs_shader_param) params;
DARRAY(gs_samplerstate_t) samplers;
};
extern void shader_update_textures(struct gs_shader *shader);
struct program_param {
GLint obj;
struct gs_shader_param *param;
};
struct gs_program {
gs_device_t device;
GLuint obj;
struct gs_shader *vertex_shader;
struct gs_shader *pixel_shader;
DARRAY(struct program_param) params;
DARRAY(GLint) attribs;
struct gs_program **prev_next;
struct gs_program *next;
};
extern struct gs_program *gs_program_create(struct gs_device *device);
extern void gs_program_destroy(struct gs_program *program);
extern void program_update_params(struct gs_program *shader);
struct gs_vertex_buffer {
GLuint vao;
@ -357,7 +376,8 @@ struct gs_vertex_buffer {
struct gs_vb_data *data;
};
extern bool vertexbuffer_load(gs_device_t device, gs_vertbuffer_t vb);
extern bool load_vb_buffers(struct gs_program *program,
struct gs_vertex_buffer *vb);
struct gs_index_buffer {
GLuint buffer;
@ -455,7 +475,6 @@ static inline void fbo_info_destroy(struct fbo_info *fbo)
struct gs_device {
struct gl_platform *plat;
GLuint pipeline;
enum copy_type copy_type;
gs_texture_t cur_render_target;
@ -468,6 +487,9 @@ struct gs_device {
gs_shader_t cur_vertex_shader;
gs_shader_t cur_pixel_shader;
gs_swapchain_t cur_swap;
struct gs_program *cur_program;
struct gs_program *first_program;
enum gs_cull_mode cur_cull_mode;
struct gs_rect cur_viewport;

View File

@ -203,7 +203,7 @@ static inline GLuint get_vb_buffer(struct gs_vertex_buffer *vb,
}
static bool load_vb_buffer(struct shader_attrib *attrib,
struct gs_vertex_buffer *vb)
struct gs_vertex_buffer *vb, GLint id)
{
GLenum type;
GLint width;
@ -220,11 +220,11 @@ static bool load_vb_buffer(struct shader_attrib *attrib,
if (!gl_bind_buffer(GL_ARRAY_BUFFER, buffer))
return false;
glVertexAttribPointer(attrib->attrib, width, type, GL_TRUE, 0, 0);
glVertexAttribPointer(id, width, type, GL_TRUE, 0, 0);
if (!gl_success("glVertexAttribPointer"))
success = false;
glEnableVertexAttribArray(attrib->attrib);
glEnableVertexAttribArray(id);
if (!gl_success("glEnableVertexAttribArray"))
success = false;
@ -234,9 +234,9 @@ static bool load_vb_buffer(struct shader_attrib *attrib,
return success;
}
static inline bool load_vb_buffers(struct gs_shader *shader,
struct gs_vertex_buffer *vb)
bool load_vb_buffers(struct gs_program *program, struct gs_vertex_buffer *vb)
{
struct gs_shader *shader = program->vertex_shader;
size_t i;
if (!gl_bind_vertex_array(vb->vao))
@ -244,32 +244,14 @@ static inline bool load_vb_buffers(struct gs_shader *shader,
for (i = 0; i < shader->attribs.num; i++) {
struct shader_attrib *attrib = shader->attribs.array+i;
if (!load_vb_buffer(attrib, vb))
if (!load_vb_buffer(attrib, vb, program->attribs.array[i]))
return false;
}
return true;
}
bool vertexbuffer_load(gs_device_t device, gs_vertbuffer_t vb)
{
if (device->cur_vertex_buffer == vb)
return true;
device->cur_vertex_buffer = vb;
if (!device->cur_vertex_shader || !vb) {
gl_bind_vertex_array(0);
return true;
}
if (!load_vb_buffers(device->cur_vertex_shader, vb))
return false;
return true;
}
void device_load_vertexbuffer(gs_device_t device, gs_vertbuffer_t vb)
{
if (!vertexbuffer_load(device, vb))
blog(LOG_ERROR, "device_load_vertexbuffer (GL) failed");
device->cur_vertex_buffer = vb;
}