added initial GL shader code
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292
libobs-opengl/gl-shader.c
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292
libobs-opengl/gl-shader.c
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@@ -0,0 +1,292 @@
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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 <assert.h>
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#include "gl-subsystem.h"
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#include "gl-shaderparser.h"
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static inline void shader_param_init(struct shader_param *param)
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{
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memset(param, 0, sizeof(struct shader_param));
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}
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static inline void shader_param_free(struct shader_param *param)
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{
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bfree(param->name);
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da_free(param->cur_value);
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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, 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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if (!gl_success("glGetProgramiv") || !info_len)
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return;
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errors = bmalloc(info_len+1);
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memset(errors, 0, info_len+1);
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glGetProgramInfoLog(program, info_len, &chars_written, errors);
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*error_string = errors;
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}
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static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
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GLint *texture_id)
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{
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struct shader_param param = {0};
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param.array_count = var->array_count;
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param.name = bstrdup(var->name);
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param.type = get_shader_param_type(var->type);
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if (param.type == SHADER_PARAM_TEXTURE) {
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param.sampler_id = var->gl_sampler_id;
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param.texture_id = (*texture_id)++;
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} else {
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param.changed = true;
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}
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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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return false;
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return true;
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}
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static inline bool gl_add_params(struct gs_shader *shader,
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struct gl_shader_parser *glsp)
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{
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size_t i;
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GLint tex_id = 0;
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for (i = 0; i < glsp->parser.params.num; i++)
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if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
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return false;
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return true;
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}
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static void gl_add_sampler(struct gs_shader *shader,
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struct shader_sampler *sampler)
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{
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struct gs_sampler new_sampler = {0};
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struct gs_sampler_info info;
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shader_sampler_convert(sampler, &info);
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convert_sampler_info(&new_sampler, &info);
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da_push_back(shader->samplers, &new_sampler);
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}
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static inline void gl_add_samplers(struct gs_shader *shader,
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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.samplers.num; i++) {
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struct shader_sampler *sampler = glsp->parser.samplers.array+i;
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gl_add_sampler(shader, sampler);
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}
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}
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static bool gl_shader_init(struct gs_shader *shader,
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struct gl_shader_parser *glsp,
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const char *file, char **error_string)
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{
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GLenum type = convert_shader_type(shader->type);
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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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&glsp->gl_string.array);
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gl_success("glCreateShaderProgramv");
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if (!shader->program)
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return false;
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glGetProgramiv(shader->program, GL_VALIDATE_STATUS, &compiled);
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if (!gl_success("glGetProgramiv"))
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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, error_string);
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if (success)
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success = gl_add_params(shader, glsp);
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if (success)
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gl_add_samplers(shader, glsp);
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return success;
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}
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static struct gs_shader *shader_create(device_t device, enum shader_type type,
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const char *shader_str, const char *file, char **error_string)
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{
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struct gs_shader *shader = bmalloc(sizeof(struct gs_shader));
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struct gl_shader_parser glsp;
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bool success = true;
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memset(shader, 0, sizeof(struct gs_shader));
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shader->type = type;
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gl_shader_parser_init(&glsp);
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if (!gl_shader_parse(&glsp, shader_str, file))
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success = false;
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else
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success = gl_shader_init(shader, &glsp, file, error_string);
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if (!success) {
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shader_destroy(shader);
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shader = NULL;
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}
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gl_shader_parser_free(&glsp);
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return shader;
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}
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shader_t device_create_vertexshader(device_t device,
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const char *shader, const char *file,
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char **error_string)
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{
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return shader_create(device, SHADER_VERTEX, shader, file, error_string);
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}
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shader_t device_create_pixelshader(device_t device,
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const char *shader, const char *file,
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char **error_string)
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{
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return shader_create(device, SHADER_PIXEL, shader, file, error_string);
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}
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void shader_destroy(shader_t shader)
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{
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size_t i;
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if (!shader)
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return;
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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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}
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da_free(shader->samplers);
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da_free(shader->params);
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bfree(shader);
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}
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int shader_numparams(shader_t shader)
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{
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return (int)shader->params.num;
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}
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sparam_t shader_getparambyidx(shader_t shader, int param)
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{
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assert(param < shader->params.num);
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return shader->params.array+param;
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}
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sparam_t shader_getparambyname(shader_t shader, const char *name)
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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 shader_param *param = shader->params.array+i;
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if (strcmp(param->name, name) == 0)
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return param;
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}
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return NULL;
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}
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void shader_getparaminfo(shader_t shader, sparam_t param,
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struct shader_param_info *info)
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{
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info->type = param->type;
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info->name = param->name;
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}
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sparam_t shader_getviewprojmatrix(shader_t shader)
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{
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return shader->viewproj;
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}
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sparam_t shader_getworldmatrix(shader_t shader)
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{
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return shader->world;
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}
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void shader_setbool(shader_t shader, sparam_t param, bool val)
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{
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}
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void shader_setfloat(shader_t shader, sparam_t param, float val)
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{
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}
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void shader_setint(shader_t shader, sparam_t param, int val)
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{
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}
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void shader_setmatrix3(shader_t shader, sparam_t param,
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const struct matrix3 *val)
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{
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}
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void shader_setmatrix4(shader_t shader, sparam_t param,
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const struct matrix4 *val)
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{
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}
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void shader_setvec2(shader_t shader, sparam_t param,
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const struct vec2 *val)
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{
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}
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void shader_setvec3(shader_t shader, sparam_t param,
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const struct vec3 *val)
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{
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}
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void shader_setvec4(shader_t shader, sparam_t param,
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const struct vec4 *val)
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{
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}
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void shader_settexture(shader_t shader, sparam_t param, texture_t val)
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{
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}
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void shader_setval(shader_t shader, sparam_t param, const void *val,
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size_t size)
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{
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}
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void shader_setdefault(shader_t shader, sparam_t param)
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{
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}
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