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