Summary: - Prefix all graphics subsystem names with gs_ or GS_ - Unsquish funciton names (for example _setfloat to _set_float) - Changed create functions to be more consistent with the rest of the API elsewhere. For exmaple, instead of gs_create_texture/gs_texture_destroy, it's now gs_texture_create/gs_texture_destroy - Renamed gs_stencil_op enum to gs_stencil_op_type From: To: ----------------------------------------------------------- tvertarray gs_tvertarray vb_data gs_vb_data vbdata_create gs_vbdata_create vbdata_destroy gs_vbdata_destroy shader_param gs_shader_param gs_effect gs_effect effect_technique gs_effect_technique effect_pass gs_effect_pass effect_param gs_effect_param texture_t gs_texture_t stagesurf_t gs_stagesurf_t zstencil_t gs_zstencil_t vertbuffer_t gs_vertbuffer_t indexbuffer_t gs_indexbuffer_t samplerstate_t gs_samplerstate_t swapchain_t gs_swapchain_t texrender_t gs_texrender_t shader_t gs_shader_t sparam_t gs_sparam_t effect_t gs_effect_t technique_t gs_technique_t eparam_t gs_eparam_t device_t gs_device_t graphics_t graphics_t shader_param_type gs_shader_param_type SHADER_PARAM_UNKNOWN GS_SHADER_PARAM_UNKNOWN SHADER_PARAM_BOOL GS_SHADER_PARAM_BOOL SHADER_PARAM_FLOAT GS_SHADER_PARAM_FLOAT SHADER_PARAM_INT GS_SHADER_PARAM_INT SHADER_PARAM_STRING GS_SHADER_PARAM_STRING SHADER_PARAM_VEC2 GS_SHADER_PARAM_VEC2 SHADER_PARAM_VEC3 GS_SHADER_PARAM_VEC3 SHADER_PARAM_VEC4 GS_SHADER_PARAM_VEC4 SHADER_PARAM_MATRIX4X4 GS_SHADER_PARAM_MATRIX4X4 SHADER_PARAM_TEXTURE GS_SHADER_PARAM_TEXTURE shader_param_info gs_shader_param_info shader_type gs_shader_type SHADER_VERTEX GS_SHADER_VERTEX SHADER_PIXEL GS_SHADER_PIXEL shader_destroy gs_shader_destroy shader_numparams gs_shader_get_num_params shader_getparambyidx gs_shader_get_param_by_idx shader_getparambyname gs_shader_get_param_by_name shader_getviewprojmatrix gs_shader_get_viewproj_matrix shader_getworldmatrix gs_shader_get_world_matrix shader_getparaminfo gs_shader_get_param_info shader_setbool gs_shader_set_bool shader_setfloat gs_shader_set_float shader_setint gs_shader_set_int shader_setmatrix3 gs_shader_setmatrix3 shader_setmatrix4 gs_shader_set_matrix4 shader_setvec2 gs_shader_set_vec2 shader_setvec3 gs_shader_set_vec3 shader_setvec4 gs_shader_set_vec4 shader_settexture gs_shader_set_texture shader_setval gs_shader_set_val shader_setdefault gs_shader_set_default effect_property_type gs_effect_property_type EFFECT_NONE GS_EFFECT_NONE EFFECT_BOOL GS_EFFECT_BOOL EFFECT_FLOAT GS_EFFECT_FLOAT EFFECT_COLOR GS_EFFECT_COLOR EFFECT_TEXTURE GS_EFFECT_TEXTURE effect_param_info gs_effect_param_info effect_destroy gs_effect_destroy effect_gettechnique gs_effect_get_technique technique_begin gs_technique_begin technique_end gs_technique_end technique_beginpass gs_technique_begin_pass technique_beginpassbyname gs_technique_begin_pass_by_name technique_endpass gs_technique_end_pass effect_numparams gs_effect_get_num_params effect_getparambyidx gs_effect_get_param_by_idx effect_getparambyname gs_effect_get_param_by_name effect_updateparams gs_effect_update_params effect_getviewprojmatrix gs_effect_get_viewproj_matrix effect_getworldmatrix gs_effect_get_world_matrix effect_getparaminfo gs_effect_get_param_info effect_setbool gs_effect_set_bool effect_setfloat gs_effect_set_float effect_setint gs_effect_set_int effect_setmatrix4 gs_effect_set_matrix4 effect_setvec2 gs_effect_set_vec2 effect_setvec3 gs_effect_set_vec3 effect_setvec4 gs_effect_set_vec4 effect_settexture gs_effect_set_texture effect_setval gs_effect_set_val effect_setdefault gs_effect_set_default texrender_create gs_texrender_create texrender_destroy gs_texrender_destroy texrender_begin gs_texrender_begin texrender_end gs_texrender_end texrender_reset gs_texrender_reset texrender_gettexture gs_texrender_get_texture GS_BUILDMIPMAPS GS_BUILD_MIPMAPS GS_RENDERTARGET GS_RENDER_TARGET gs_device_name gs_get_device_name gs_device_type gs_get_device_type gs_entercontext gs_enter_context gs_leavecontext gs_leave_context gs_getcontext gs_get_context gs_renderstart gs_render_start gs_renderstop gs_render_stop gs_rendersave gs_render_save gs_getinput gs_get_input gs_geteffect gs_get_effect gs_create_effect_from_file gs_effect_create_from_file gs_create_effect gs_effect_create gs_create_vertexshader_from_file gs_vertexshader_create_from_file gs_create_pixelshader_from_file gs_pixelshader_create_from_file gs_create_texture_from_file gs_texture_create_from_file gs_resetviewport gs_reset_viewport gs_set2dmode gs_set_2d_mode gs_set3dmode gs_set_3d_mode gs_create_swapchain gs_swapchain_create gs_getsize gs_get_size gs_getwidth gs_get_width gs_getheight gs_get_height gs_create_texture gs_texture_create gs_create_cubetexture gs_cubetexture_create gs_create_volumetexture gs_voltexture_create gs_create_zstencil gs_zstencil_create gs_create_stagesurface gs_stagesurface_create gs_create_samplerstate gs_samplerstate_create gs_create_vertexshader gs_vertexshader_create gs_create_pixelshader gs_pixelshader_create gs_create_vertexbuffer gs_vertexbuffer_create gs_create_indexbuffer gs_indexbuffer_create gs_gettexturetype gs_get_texture_type gs_load_defaultsamplerstate gs_load_default_samplerstate gs_getvertexshader gs_get_vertex_shader gs_getpixelshader gs_get_pixel_shader gs_getrendertarget gs_get_render_target gs_getzstenciltarget gs_get_zstencil_target gs_setrendertarget gs_set_render_target gs_setcuberendertarget gs_set_cube_render_target gs_beginscene gs_begin_scene gs_draw gs_draw gs_endscene gs_end_scene gs_setcullmode gs_set_cull_mode gs_getcullmode gs_get_cull_mode gs_enable_depthtest gs_enable_depth_test gs_enable_stenciltest gs_enable_stencil_test gs_enable_stencilwrite gs_enable_stencil_write gs_blendfunction gs_blend_function gs_depthfunction gs_depth_function gs_stencilfunction gs_stencil_function gs_stencilop gs_stencil_op gs_setviewport gs_set_viewport gs_getviewport gs_get_viewport gs_setscissorrect gs_set_scissor_rect gs_create_texture_from_iosurface gs_texture_create_from_iosurface gs_create_gdi_texture gs_texture_create_gdi gs_is_compressed_format gs_is_compressed_format gs_num_total_levels gs_get_total_levels texture_setimage gs_texture_set_image cubetexture_setimage gs_cubetexture_set_image swapchain_destroy gs_swapchain_destroy texture_destroy gs_texture_destroy texture_getwidth gs_texture_get_width texture_getheight gs_texture_get_height texture_getcolorformat gs_texture_get_color_format texture_map gs_texture_map texture_unmap gs_texture_unmap texture_isrect gs_texture_is_rect texture_getobj gs_texture_get_obj cubetexture_destroy gs_cubetexture_destroy cubetexture_getsize gs_cubetexture_get_size cubetexture_getcolorformat gs_cubetexture_get_color_format volumetexture_destroy gs_voltexture_destroy volumetexture_getwidth gs_voltexture_get_width volumetexture_getheight gs_voltexture_get_height volumetexture_getdepth gs_voltexture_getdepth volumetexture_getcolorformat gs_voltexture_get_color_format stagesurface_destroy gs_stagesurface_destroy stagesurface_getwidth gs_stagesurface_get_width stagesurface_getheight gs_stagesurface_get_height stagesurface_getcolorformat gs_stagesurface_get_color_format stagesurface_map gs_stagesurface_map stagesurface_unmap gs_stagesurface_unmap zstencil_destroy gs_zstencil_destroy samplerstate_destroy gs_samplerstate_destroy vertexbuffer_destroy gs_vertexbuffer_destroy vertexbuffer_flush gs_vertexbuffer_flush vertexbuffer_getdata gs_vertexbuffer_get_data indexbuffer_destroy gs_indexbuffer_destroy indexbuffer_flush gs_indexbuffer_flush indexbuffer_getdata gs_indexbuffer_get_data indexbuffer_numindices gs_indexbuffer_get_num_indices indexbuffer_gettype gs_indexbuffer_get_type texture_rebind_iosurface gs_texture_rebind_iosurface texture_get_dc gs_texture_get_dc texture_release_dc gs_texture_release_dc
510 lines
13 KiB
C
510 lines
13 KiB
C
/******************************************************************************
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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 2 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 <graphics/vec2.h>
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#include <graphics/vec3.h>
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#include <graphics/vec4.h>
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#include <graphics/matrix3.h>
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#include <graphics/matrix4.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 gs_shader_param *param)
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{
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memset(param, 0, sizeof(struct gs_shader_param));
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}
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static inline void shader_param_free(struct gs_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, 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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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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blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
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if (error_string)
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*error_string = errors;
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else
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bfree(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 gs_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.shader = shader;
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param.type = get_shader_param_type(var->type);
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if (param.type == GS_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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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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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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shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj");
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shader->world = gs_shader_get_param_by_name(shader, "World");
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return true;
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}
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static inline void gl_add_sampler(struct gs_shader *shader,
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struct shader_sampler *sampler)
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{
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gs_samplerstate_t new_sampler;
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struct gs_sampler_info info;
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shader_sampler_convert(sampler, &info);
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new_sampler = device_samplerstate_create(shader->device, &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 void get_attrib_type(const char *mapping, enum attrib_type *type,
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size_t *index)
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{
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if (strcmp(mapping, "POSITION") == 0) {
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*type = ATTRIB_POSITION;
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} else if (strcmp(mapping, "NORMAL") == 0) {
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*type = ATTRIB_NORMAL;
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} else if (strcmp(mapping, "TANGENT") == 0) {
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*type = ATTRIB_TANGENT;
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} else if (strcmp(mapping, "COLOR") == 0) {
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*type = ATTRIB_COLOR;
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} else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
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*type = ATTRIB_TEXCOORD;
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*index = (*(mapping+8)) - '0';
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return;
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} else if (strcmp(mapping, "TARGET") == 0) {
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*type = ATTRIB_TARGET;
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}
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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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struct gl_parser_attrib *pa)
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{
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struct shader_attrib attrib = {0};
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/* don't parse output attributes */
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if (!pa->input)
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return true;
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get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
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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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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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return true;
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}
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static inline bool gl_process_attribs(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->attribs.num; i++) {
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struct gl_parser_attrib *pa = glsp->attribs.array+i;
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if (!gl_process_attrib(shader, pa))
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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 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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(const GLchar**)&glsp->gl_string.array);
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if (!gl_success("glCreateShaderProgramv") || !shader->program)
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return false;
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#if 1
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blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
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blog(LOG_DEBUG, " GL shader string for: %s", file);
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blog(LOG_DEBUG, "-----------------------------------");
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blog(LOG_DEBUG, "%s", glsp->gl_string.array);
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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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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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if (success)
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success = gl_add_params(shader, glsp);
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/* Only vertex shaders actually require input attributes */
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if (success && shader->type == GS_SHADER_VERTEX)
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success = gl_process_attribs(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(gs_device_t device,
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enum gs_shader_type type, const char *shader_str,
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const char *file, char **error_string)
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{
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struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
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struct gl_shader_parser glsp;
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bool success = true;
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shader->device = device;
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shader->type = type;
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gl_shader_parser_init(&glsp, type);
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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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gs_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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gs_shader_t device_vertexshader_create(gs_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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struct gs_shader *ptr;
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ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
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error_string);
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if (!ptr)
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blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
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return ptr;
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}
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gs_shader_t device_pixelshader_create(gs_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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struct gs_shader *ptr;
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ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
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error_string);
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if (!ptr)
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blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
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return ptr;
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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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if (!shader)
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return;
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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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}
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da_free(shader->samplers);
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da_free(shader->params);
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da_free(shader->attribs);
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bfree(shader);
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}
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int gs_shader_get_num_params(gs_shader_t shader)
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{
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return (int)shader->params.num;
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}
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gs_sparam_t gs_shader_get_param_by_idx(gs_shader_t shader, uint32_t 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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gs_sparam_t gs_shader_get_param_by_name(gs_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 gs_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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gs_sparam_t gs_shader_get_viewproj_matrix(gs_shader_t shader)
|
|
{
|
|
return shader->viewproj;
|
|
}
|
|
|
|
gs_sparam_t gs_shader_get_world_matrix(gs_shader_t shader)
|
|
{
|
|
return shader->world;
|
|
}
|
|
|
|
void gs_shader_get_param_info(gs_sparam_t param,
|
|
struct gs_shader_param_info *info)
|
|
{
|
|
info->type = param->type;
|
|
info->name = param->name;
|
|
}
|
|
|
|
void gs_shader_set_bool(gs_sparam_t param, bool val)
|
|
{
|
|
struct gs_shader *shader = param->shader;
|
|
glProgramUniform1i(shader->program, param->param, (GLint)val);
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|
gl_success("glProgramUniform1i");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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");
|
|
}
|
|
|
|
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)
|
|
{
|
|
struct gs_shader *shader = param->shader;
|
|
|
|
if (param->type == GS_SHADER_PARAM_BOOL ||
|
|
param->type == GS_SHADER_PARAM_INT) {
|
|
glProgramUniform1iv(shader->program, param->param, count, val);
|
|
gl_success("glProgramUniform1iv");
|
|
|
|
} else if (param->type == GS_SHADER_PARAM_FLOAT) {
|
|
glProgramUniform1fv(shader->program, param->param, count, val);
|
|
gl_success("glProgramUniform1fv");
|
|
|
|
} else if (param->type == GS_SHADER_PARAM_VEC2) {
|
|
glProgramUniform2fv(shader->program, param->param, count, val);
|
|
gl_success("glProgramUniform2fv");
|
|
|
|
} else if (param->type == GS_SHADER_PARAM_VEC3) {
|
|
glProgramUniform3fv(shader->program, param->param, count, val);
|
|
gl_success("glProgramUniform3fv");
|
|
|
|
} else if (param->type == GS_SHADER_PARAM_VEC4) {
|
|
glProgramUniform4fv(shader->program, param->param, count, val);
|
|
gl_success("glProgramUniform4fv");
|
|
|
|
} else if (param->type == GS_SHADER_PARAM_MATRIX4X4) {
|
|
glProgramUniformMatrix4fv(shader->program, param->param,
|
|
count, false, val);
|
|
gl_success("glProgramUniformMatrix4fv");
|
|
}
|
|
}
|
|
|
|
void shader_update_textures(struct gs_shader *shader)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
|
|
{
|
|
int count = param->array_count;
|
|
size_t expected_size = 0;
|
|
if (!count)
|
|
count = 1;
|
|
|
|
switch ((uint32_t)param->type) {
|
|
case GS_SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
|
|
case GS_SHADER_PARAM_BOOL:
|
|
case GS_SHADER_PARAM_INT: expected_size = sizeof(int); break;
|
|
case GS_SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
|
|
case GS_SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
|
|
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;
|
|
}
|
|
|
|
expected_size *= count;
|
|
if (!expected_size)
|
|
return;
|
|
|
|
if (expected_size != size) {
|
|
blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
|
|
"param does not match the size of the input");
|
|
return;
|
|
}
|
|
|
|
if (param->type == GS_SHADER_PARAM_TEXTURE)
|
|
gs_shader_set_texture(param, *(gs_texture_t*)val);
|
|
else
|
|
shader_setval_data(param, val, count);
|
|
}
|
|
|
|
void gs_shader_set_default(gs_sparam_t param)
|
|
{
|
|
gs_shader_set_val(param, param->def_value.array, param->def_value.num);
|
|
}
|