766 lines
19 KiB
C
766 lines
19 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 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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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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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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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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da_push_back(shader->params, ¶m);
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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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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 *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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/* 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.name = pa->name.array;
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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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da_push_back(program->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->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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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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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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GLint infoLength = 0;
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glGetShaderiv(shader->obj, GL_INFO_LOG_LENGTH, &infoLength);
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char *infoLog = malloc(sizeof(char) * infoLength);
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GLsizei returnedLength = 0;
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glGetShaderInfoLog(shader->obj, infoLength, &returnedLength, infoLog);
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blog(LOG_ERROR, "Error compiling shader:\n%s\n", infoLog);
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free(infoLog);
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success = false;
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}
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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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/* 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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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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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->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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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(const 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(const gs_shader_t *shader)
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{
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return shader->viewproj;
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}
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gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
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{
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return shader->world;
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}
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void gs_shader_get_param_info(const gs_sparam_t *param,
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struct gs_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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void gs_shader_set_bool(gs_sparam_t *param, bool val)
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{
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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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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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da_copy_array(param->cur_value, &val, sizeof(val));
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}
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void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
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{
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struct matrix4 mat;
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matrix4_from_matrix3(&mat, val);
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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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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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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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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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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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{
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param->texture = val;
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}
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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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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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return true;
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}
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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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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 (pp->param->type == GS_SHADER_PARAM_INT2) {
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if (validate_param(pp, sizeof(int) * 2)) {
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glUniform2iv(pp->obj, 1, (int*)array);
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gl_success("glUniform2iv");
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}
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} else if (pp->param->type == GS_SHADER_PARAM_INT3) {
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if (validate_param(pp, sizeof(int) * 3)) {
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glUniform3iv(pp->obj, 1, (int*)array);
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gl_success("glUniform3iv");
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}
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} else if (pp->param->type == GS_SHADER_PARAM_INT4) {
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if (validate_param(pp, sizeof(int) * 4)) {
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glUniform4iv(pp->obj, 1, (int*)array);
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gl_success("glUniform4iv");
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}
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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 (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 (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);
|
|
gl_success("glUniformMatrix4fv");
|
|
}
|
|
|
|
} else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
|
|
if (pp->param->next_sampler) {
|
|
program->device->cur_samplers[pp->param->sampler_id] =
|
|
pp->param->next_sampler;
|
|
pp->param->next_sampler = NULL;
|
|
}
|
|
|
|
glUniform1i(pp->obj, pp->param->texture_id);
|
|
device_load_texture(program->device, pp->param->texture,
|
|
pp->param->texture_id);
|
|
}
|
|
}
|
|
|
|
void program_update_params(struct gs_program *program)
|
|
{
|
|
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) {
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
if (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;
|
|
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_INT2: expected_size = sizeof(int) * 2; break;
|
|
case GS_SHADER_PARAM_INT3: expected_size = sizeof(int) * 3; break;
|
|
case GS_SHADER_PARAM_INT4: expected_size = sizeof(int) * 4; 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
|
|
da_copy_array(param->cur_value, val, size);
|
|
}
|
|
|
|
void gs_shader_set_default(gs_sparam_t *param)
|
|
{
|
|
gs_shader_set_val(param, param->def_value.array, param->def_value.num);
|
|
}
|
|
|
|
void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
|
|
{
|
|
param->next_sampler = sampler;
|
|
}
|