Mercurial > sdl-ios-xcode
annotate src/render/opengl/SDL_shaders_gl.c @ 5234:c015d3e63631
Fixed setting the texture unit, still doesn't work.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 08 Feb 2011 16:50:51 -0800 |
parents | 811beeb698f9 |
children | 8efa43b915be |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997-2010 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED |
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25 |
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26 #include "SDL_stdinc.h" |
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27 #include "SDL_log.h" |
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28 #include "SDL_opengl.h" |
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29 #include "SDL_video.h" |
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30 #include "SDL_shaders_gl.h" |
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31 |
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32 /* OpenGL shader implementation */ |
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33 |
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34 typedef struct |
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35 { |
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36 GLenum program; |
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37 GLenum vert_shader; |
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38 GLenum frag_shader; |
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39 } GL_ShaderData; |
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40 |
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41 struct GL_ShaderContext |
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42 { |
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43 GLenum (*glGetError)(void); |
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44 |
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45 PFNGLATTACHOBJECTARBPROC glAttachObjectARB; |
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46 PFNGLCOMPILESHADERARBPROC glCompileShaderARB; |
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47 PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; |
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48 PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; |
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49 PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; |
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50 PFNGLGETINFOLOGARBPROC glGetInfoLogARB; |
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51 PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; |
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52 PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; |
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53 PFNGLLINKPROGRAMARBPROC glLinkProgramARB; |
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54 PFNGLSHADERSOURCEARBPROC glShaderSourceARB; |
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55 PFNGLUNIFORM1IARBPROC glUniform1iARB; |
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56 PFNGLUNIFORM1FARBPROC glUniform1fARB; |
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57 PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; |
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58 |
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59 GL_Shader current_shader; |
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60 GL_ShaderData shaders[NUM_SHADERS]; |
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61 }; |
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62 |
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63 static const char *shader_source[NUM_SHADERS][2] = |
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64 { |
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65 /* SHADER_NONE */ |
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66 { NULL, NULL }, |
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67 |
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68 /* SHADER_SOLID */ |
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69 { |
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70 /* vertex shader */ |
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71 " \ |
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72 varying vec4 v_color; \ |
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73 \ |
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74 void main() \ |
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75 { \ |
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76 gl_Position = ftransform(); \ |
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77 v_color = gl_Color; \ |
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78 } \ |
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79 ", |
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80 /* fragment shader */ |
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81 " \ |
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82 varying vec4 v_color; \ |
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83 \ |
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84 void main() \ |
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85 { \ |
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86 gl_FragColor = v_color; \ |
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87 } \ |
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88 " |
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89 }, |
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90 |
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91 /* SHADER_RGB */ |
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92 { |
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93 /* vertex shader */ |
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94 " \ |
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95 varying vec4 v_color; \ |
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96 varying vec2 v_texCoord; \ |
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97 \ |
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98 void main() \ |
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99 { \ |
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100 gl_Position = ftransform(); \ |
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101 v_color = gl_Color; \ |
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102 v_texCoord = vec2(gl_MultiTexCoord0); \ |
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103 } \ |
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104 ", |
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105 /* fragment shader */ |
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106 " \ |
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107 varying vec4 v_color; \ |
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108 varying vec2 v_texCoord; \ |
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109 uniform sampler2D tex0; \ |
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110 \ |
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111 void main() \ |
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112 { \ |
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113 gl_FragColor = texture2D(tex0, v_texCoord) * v_color; \ |
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114 } \ |
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115 " |
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116 }, |
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117 }; |
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118 |
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119 static SDL_bool |
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120 CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *source) |
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121 { |
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122 GLint status; |
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123 |
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124 ctx->glShaderSourceARB(shader, 1, &source, NULL); |
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125 ctx->glCompileShaderARB(shader); |
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126 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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127 if (status == 0) { |
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128 GLint length; |
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129 char *info; |
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130 |
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131 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); |
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132 info = SDL_stack_alloc(char, length+1); |
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133 ctx->glGetInfoLogARB(shader, length, NULL, info); |
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134 SDL_LogError(SDL_LOG_CATEGORY_RENDER, |
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135 "Failed to compile shader:\n%s\n%s", source, info); |
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136 fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info); |
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137 SDL_stack_free(info); |
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138 |
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139 return SDL_FALSE; |
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140 } else { |
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141 return SDL_TRUE; |
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142 } |
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143 } |
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144 |
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145 static SDL_bool |
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146 CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data) |
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147 { |
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148 const int num_tmus_bound = 4; |
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149 GLint status; |
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150 int i; |
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151 GLint location; |
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152 |
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153 if (index == SHADER_NONE) { |
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154 return SDL_TRUE; |
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155 } |
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156 |
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157 ctx->glGetError(); |
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158 |
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159 /* Create one program object to rule them all */ |
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160 data->program = ctx->glCreateProgramObjectARB(); |
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161 |
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162 /* Create the vertex shader */ |
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163 data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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164 if (!CompileShader(ctx, data->vert_shader, shader_source[index][0])) { |
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165 return SDL_FALSE; |
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166 } |
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167 |
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168 /* Create the fragment shader */ |
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169 data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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170 if (!CompileShader(ctx, data->frag_shader, shader_source[index][1])) { |
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171 return SDL_FALSE; |
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172 } |
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173 |
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174 /* ... and in the darkness bind them */ |
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175 ctx->glAttachObjectARB(data->program, data->vert_shader); |
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176 ctx->glAttachObjectARB(data->program, data->frag_shader); |
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177 ctx->glLinkProgramARB(data->program); |
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178 |
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179 /* Set up some uniform variables */ |
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180 ctx->glUseProgramObjectARB(data->program); |
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181 for (i = 0; i < num_tmus_bound; ++i) { |
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182 char tex_name[5]; |
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183 SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); |
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184 location = ctx->glGetUniformLocationARB(data->program, tex_name); |
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185 if (location >= 0) { |
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186 ctx->glUniform1iARB(location, i); |
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187 } |
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188 } |
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189 ctx->glUseProgramObjectARB(0); |
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190 |
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191 return (ctx->glGetError() == GL_NO_ERROR); |
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192 } |
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193 |
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194 static void |
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195 DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data) |
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196 { |
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197 if (index == SHADER_NONE) { |
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198 return; |
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199 } |
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200 |
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201 ctx->glDeleteObjectARB(data->vert_shader); |
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202 ctx->glDeleteObjectARB(data->frag_shader); |
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203 ctx->glDeleteObjectARB(data->program); |
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204 } |
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205 |
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206 GL_ShaderContext * |
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207 GL_CreateShaderContext() |
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208 { |
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209 GL_ShaderContext *ctx; |
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210 SDL_bool shaders_supported; |
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211 int i; |
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212 |
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213 ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx)); |
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214 if (!ctx) { |
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215 return NULL; |
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216 } |
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217 |
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218 /* Check for shader support */ |
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219 shaders_supported = SDL_FALSE; |
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220 if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && |
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221 SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && |
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222 SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && |
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223 SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { |
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224 ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError"); |
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225 ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB"); |
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226 ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB"); |
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227 ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB"); |
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228 ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB"); |
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229 ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB"); |
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230 ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB"); |
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231 ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB"); |
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232 ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB"); |
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233 ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB"); |
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234 ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB"); |
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235 ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB"); |
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236 ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB"); |
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237 ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB"); |
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238 if (ctx->glGetError && |
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239 ctx->glAttachObjectARB && |
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240 ctx->glCompileShaderARB && |
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241 ctx->glCreateProgramObjectARB && |
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242 ctx->glCreateShaderObjectARB && |
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243 ctx->glDeleteObjectARB && |
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244 ctx->glGetInfoLogARB && |
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245 ctx->glGetObjectParameterivARB && |
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246 ctx->glGetUniformLocationARB && |
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247 ctx->glLinkProgramARB && |
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248 ctx->glShaderSourceARB && |
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249 ctx->glUniform1iARB && |
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250 ctx->glUniform1fARB && |
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251 ctx->glUseProgramObjectARB) { |
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252 shaders_supported = SDL_TRUE; |
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253 } |
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254 } |
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255 |
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256 if (!shaders_supported) { |
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257 GL_DestroyShaderContext(ctx); |
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258 return NULL; |
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259 } |
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260 |
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261 /* Compile all the shaders */ |
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262 for (i = 0; i < NUM_SHADERS; ++i) { |
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263 if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) { |
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264 fprintf(stderr, "Unable to compile shader!\n"); |
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265 GL_DestroyShaderContext(ctx); |
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266 return NULL; |
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267 } |
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268 } |
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269 |
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270 /* We're done! */ |
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271 return ctx; |
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272 } |
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273 |
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274 void |
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275 GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader) |
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276 { |
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277 /* Nothing to do if there's no shader support */ |
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278 if (!ctx) { |
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279 return; |
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280 } |
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281 |
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282 /* Nothing to do if there's no shader change */ |
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283 if (shader == ctx->current_shader) { |
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284 return; |
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285 } |
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286 |
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287 ctx->glUseProgramObjectARB(ctx->shaders[shader].program); |
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288 ctx->current_shader = shader; |
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289 } |
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290 |
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291 void |
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292 GL_DestroyShaderContext(GL_ShaderContext *ctx) |
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293 { |
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294 int i; |
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295 |
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296 for (i = 0; i < NUM_SHADERS; ++i) { |
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297 DestroyShaderProgram(ctx, &ctx->shaders[i]); |
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298 } |
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299 SDL_free(ctx); |
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300 } |
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301 |
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302 #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */ |
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303 |
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304 /* vi: set ts=4 sw=4 expandtab: */ |