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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <string.h>
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4 #include <errno.h>
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5 #include <stdarg.h>
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6 #include <assert.h>
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7 #include <GL/glew.h>
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8
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9 #if defined(unix) || defined(__unix__)
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10 #include <unistd.h>
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11 #include <sys/stat.h>
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12 #endif /* unix */
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13
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14 #include "sdr.h"
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15
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16 static const char *sdrtypestr(unsigned int sdrtype);
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17
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18 unsigned int create_vertex_shader(const char *src)
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19 {
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20 return create_shader(src, GL_VERTEX_SHADER);
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21 }
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22
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23 unsigned int create_pixel_shader(const char *src)
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24 {
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25 return create_shader(src, GL_FRAGMENT_SHADER);
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26 }
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27
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28 unsigned int create_tessctl_shader(const char *src)
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29 {
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30 return create_shader(src, GL_TESS_CONTROL_SHADER);
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31 }
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32
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33 unsigned int create_tesseval_shader(const char *src)
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34 {
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35 return create_shader(src, GL_TESS_EVALUATION_SHADER);
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36 }
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37
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38 unsigned int create_geometry_shader(const char *src)
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39 {
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40 return create_shader(src, GL_GEOMETRY_SHADER);
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41 }
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42
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43 unsigned int create_shader(const char *src, unsigned int sdr_type)
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44 {
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45 unsigned int sdr;
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46 int success, info_len;
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47 char *info_str = 0;
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48 GLenum err;
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49
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50 sdr = glCreateShader(sdr_type);
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51 assert(glGetError() == GL_NO_ERROR);
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52 glShaderSource(sdr, 1, &src, 0);
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53 err = glGetError();
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54 assert(err == GL_NO_ERROR);
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55 glCompileShader(sdr);
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56 assert(glGetError() == GL_NO_ERROR);
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57
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58 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
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59 assert(glGetError() == GL_NO_ERROR);
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60 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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61 assert(glGetError() == GL_NO_ERROR);
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62
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63 if(info_len) {
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64 if((info_str = malloc(info_len + 1))) {
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65 glGetShaderInfoLog(sdr, info_len, 0, info_str);
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66 assert(glGetError() == GL_NO_ERROR);
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67 }
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68 }
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69
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70 if(success) {
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71 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
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72 } else {
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73 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
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74 glDeleteShader(sdr);
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75 sdr = 0;
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76 }
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77
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78 free(info_str);
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79 return sdr;
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80 }
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81
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82 void free_shader(unsigned int sdr)
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83 {
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84 glDeleteShader(sdr);
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85 }
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86
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87 unsigned int load_vertex_shader(const char *fname)
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88 {
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89 return load_shader(fname, GL_VERTEX_SHADER);
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90 }
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91
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92 unsigned int load_pixel_shader(const char *fname)
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93 {
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94 return load_shader(fname, GL_FRAGMENT_SHADER);
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95 }
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96
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97 unsigned int load_tessctl_shader(const char *fname)
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98 {
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99 return load_shader(fname, GL_TESS_CONTROL_SHADER);
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100 }
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101
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102 unsigned int load_tesseval_shader(const char *fname)
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103 {
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104 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
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105 }
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106
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107 unsigned int load_geometry_shader(const char *fname)
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108 {
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109 return load_shader(fname, GL_GEOMETRY_SHADER);
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110 }
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111
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112 unsigned int load_shader(const char *fname, unsigned int sdr_type)
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113 {
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114 #if defined(unix) || defined(__unix__)
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115 struct stat st;
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116 #endif
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117 unsigned int sdr;
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118 size_t filesize;
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119 FILE *fp;
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120 char *src;
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121
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122 if(!(fp = fopen(fname, "r"))) {
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123 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
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124 return 0;
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125 }
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126
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127 #if defined(unix) || defined(__unix__)
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128 fstat(fileno(fp), &st);
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129 filesize = st.st_size;
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130 #else
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131 fseek(fp, 0, SEEK_END);
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132 filesize = ftell(fp);
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133 fseek(fp, 0, SEEK_SET);
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134 #endif /* unix */
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135
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136 if(!(src = malloc(filesize + 1))) {
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137 fclose(fp);
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138 return 0;
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139 }
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140 fread(src, 1, filesize, fp);
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141 src[filesize] = 0;
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142 fclose(fp);
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143
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144 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
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145 sdr = create_shader(src, sdr_type);
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146
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147 free(src);
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148 return sdr;
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149 }
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150
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151
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152 unsigned int get_vertex_shader(const char *fname)
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153 {
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154 return get_shader(fname, GL_VERTEX_SHADER);
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155 }
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156
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157 unsigned int get_pixel_shader(const char *fname)
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158 {
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159 return get_shader(fname, GL_FRAGMENT_SHADER);
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160 }
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161
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162 unsigned int get_tessctl_shader(const char *fname)
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163 {
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164 return get_shader(fname, GL_TESS_CONTROL_SHADER);
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165 }
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166
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167 unsigned int get_tesseval_shader(const char *fname)
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168 {
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169 return get_shader(fname, GL_TESS_EVALUATION_SHADER);
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170 }
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171
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172 unsigned int get_geometry_shader(const char *fname)
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173 {
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174 return get_shader(fname, GL_GEOMETRY_SHADER);
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175 }
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176
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177 unsigned int get_shader(const char *fname, unsigned int sdr_type)
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178 {
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179 unsigned int sdr;
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180 if(!(sdr = load_shader(fname, sdr_type))) {
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181 return 0;
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182 }
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183 return sdr;
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184 }
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185
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186
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187 /* ---- gpu programs ---- */
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188
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189 unsigned int create_program(void)
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190 {
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191 unsigned int prog = glCreateProgram();
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192 assert(glGetError() == GL_NO_ERROR);
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193 return prog;
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194 }
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195
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196 unsigned int create_program_link(unsigned int sdr0, ...)
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197 {
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198 unsigned int prog, sdr;
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199 va_list ap;
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200
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201 if(!(prog = create_program())) {
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202 return 0;
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203 }
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204
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205 attach_shader(prog, sdr0);
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206 if(glGetError()) {
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207 return 0;
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208 }
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209
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210 va_start(ap, sdr0);
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211 while((sdr = va_arg(ap, unsigned int))) {
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212 attach_shader(prog, sdr);
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213 if(glGetError()) {
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214 return 0;
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215 }
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216 }
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217 va_end(ap);
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218
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219 if(link_program(prog) == -1) {
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220 free_program(prog);
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221 return 0;
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222 }
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223 return prog;
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224 }
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225
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226 unsigned int create_program_load(const char *vfile, const char *pfile)
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227 {
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228 unsigned int vs = 0, ps = 0;
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229
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230 if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
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231 return 0;
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232 }
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233 if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
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234 return 0;
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235 }
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236 return create_program_link(vs, ps, 0);
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237 }
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238
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239 void free_program(unsigned int sdr)
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240 {
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241 glDeleteProgram(sdr);
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242 }
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243
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244 void attach_shader(unsigned int prog, unsigned int sdr)
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245 {
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246 glAttachShader(prog, sdr);
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247 assert(glGetError() == GL_NO_ERROR);
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248 }
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249
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250 int link_program(unsigned int prog)
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251 {
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252 int linked, info_len, retval = 0;
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253 char *info_str = 0;
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254
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255 glLinkProgram(prog);
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256 assert(glGetError() == GL_NO_ERROR);
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257 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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258 assert(glGetError() == GL_NO_ERROR);
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259 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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260 assert(glGetError() == GL_NO_ERROR);
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261
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262 if(info_len) {
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263 if((info_str = malloc(info_len + 1))) {
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264 glGetProgramInfoLog(prog, info_len, 0, info_str);
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265 assert(glGetError() == GL_NO_ERROR);
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266 }
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267 }
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268
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269 if(linked) {
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270 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
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271 } else {
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272 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
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273 retval = -1;
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274 }
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275
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276 free(info_str);
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277 return retval;
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278 }
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279
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280 int bind_program(unsigned int prog)
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281 {
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282 GLenum err;
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283
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284 glUseProgram(prog);
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285 if(prog && (err = glGetError()) != GL_NO_ERROR) {
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286 /* maybe the program is not linked, try linking first */
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287 if(err == GL_INVALID_OPERATION) {
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288 if(link_program(prog) == -1) {
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289 return -1;
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290 }
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291 glUseProgram(prog);
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292 return glGetError() == GL_NO_ERROR ? 0 : -1;
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293 }
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294 return -1;
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295 }
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296 return 0;
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297 }
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298
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299 /* ugly but I'm not going to write the same bloody code over and over */
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300 #define BEGIN_UNIFORM_CODE \
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301 int loc, curr_prog; \
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302 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
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303 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
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304 return -1; \
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305 } \
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306 if((loc = glGetUniformLocation(prog, name)) != -1)
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307
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308 #define END_UNIFORM_CODE \
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309 if((unsigned int)curr_prog != prog) { \
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310 bind_program(curr_prog); \
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311 } \
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312 return loc == -1 ? -1 : 0
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313
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314 int set_uniform_int(unsigned int prog, const char *name, int val)
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315 {
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316 BEGIN_UNIFORM_CODE {
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317 glUniform1i(loc, val);
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318 }
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319 END_UNIFORM_CODE;
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320 }
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321
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322 int set_uniform_float(unsigned int prog, const char *name, float val)
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323 {
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324 BEGIN_UNIFORM_CODE {
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325 glUniform1f(loc, val);
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326 }
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327 END_UNIFORM_CODE;
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328 }
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329
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330 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
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331 {
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332 BEGIN_UNIFORM_CODE {
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333 glUniform2f(loc, x, y);
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334 }
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335 END_UNIFORM_CODE;
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336 }
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337
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338 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
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339 {
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340 BEGIN_UNIFORM_CODE {
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341 glUniform3f(loc, x, y, z);
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342 }
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343 END_UNIFORM_CODE;
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344 }
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345
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346 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
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347 {
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348 BEGIN_UNIFORM_CODE {
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349 glUniform4f(loc, x, y, z, w);
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350 }
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351 END_UNIFORM_CODE;
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352 }
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353
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354 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
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355 {
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356 BEGIN_UNIFORM_CODE {
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357 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
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358 }
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359 END_UNIFORM_CODE;
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360 }
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361
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362 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
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363 {
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364 BEGIN_UNIFORM_CODE {
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365 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
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366 }
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367 END_UNIFORM_CODE;
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368 }
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369
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370 int get_attrib_loc(unsigned int prog, const char *name)
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371 {
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372 int loc, curr_prog;
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373
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374 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
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375 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
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376 return -1;
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377 }
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378
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379 loc = glGetAttribLocation(prog, (char*)name);
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380
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381 if((unsigned int)curr_prog != prog) {
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382 bind_program(curr_prog);
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383 }
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384 return loc;
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385 }
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386
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387 void set_attrib_float3(int attr_loc, float x, float y, float z)
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388 {
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nuclear@0
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389 glVertexAttrib3f(attr_loc, x, y, z);
|
nuclear@0
|
390 }
|
nuclear@0
|
391
|
nuclear@0
|
392 static const char *sdrtypestr(unsigned int sdrtype)
|
nuclear@0
|
393 {
|
nuclear@0
|
394 switch(sdrtype) {
|
nuclear@0
|
395 case GL_VERTEX_SHADER:
|
nuclear@0
|
396 return "vertex";
|
nuclear@0
|
397 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
398 return "pixel";
|
nuclear@0
|
399 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
400 return "tessellation control";
|
nuclear@0
|
401 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
402 return "tessellation evaluation";
|
nuclear@0
|
403 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
404 return "geometry";
|
nuclear@0
|
405
|
nuclear@0
|
406 default:
|
nuclear@0
|
407 break;
|
nuclear@0
|
408 }
|
nuclear@0
|
409 return "<unknown>";
|
nuclear@0
|
410 }
|