fractorb

annotate src/sdr.c @ 0:6e849d7377ff

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 18 Nov 2017 20:04:16 +0200
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rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <string.h>
nuclear@0 4 #include <errno.h>
nuclear@0 5 #include <stdarg.h>
nuclear@0 6 #include <assert.h>
nuclear@0 7 #include "opengl.h"
nuclear@0 8
nuclear@0 9 #if defined(unix) || defined(__unix__)
nuclear@0 10 #include <unistd.h>
nuclear@0 11 #include <sys/stat.h>
nuclear@0 12 #endif /* unix */
nuclear@0 13
nuclear@0 14 #include "sdr.h"
nuclear@0 15
nuclear@0 16 static const char *sdrtypestr(unsigned int sdrtype);
nuclear@0 17 static int sdrtypeidx(unsigned int sdrtype);
nuclear@0 18
nuclear@0 19
nuclear@0 20 unsigned int create_vertex_shader(const char *src)
nuclear@0 21 {
nuclear@0 22 return create_shader(src, GL_VERTEX_SHADER);
nuclear@0 23 }
nuclear@0 24
nuclear@0 25 unsigned int create_pixel_shader(const char *src)
nuclear@0 26 {
nuclear@0 27 return create_shader(src, GL_FRAGMENT_SHADER);
nuclear@0 28 }
nuclear@0 29
nuclear@0 30 unsigned int create_tessctl_shader(const char *src)
nuclear@0 31 {
nuclear@0 32 #ifdef GL_TESS_CONTROL_SHADER
nuclear@0 33 return create_shader(src, GL_TESS_CONTROL_SHADER);
nuclear@0 34 #else
nuclear@0 35 return 0;
nuclear@0 36 #endif
nuclear@0 37 }
nuclear@0 38
nuclear@0 39 unsigned int create_tesseval_shader(const char *src)
nuclear@0 40 {
nuclear@0 41 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@0 42 return create_shader(src, GL_TESS_EVALUATION_SHADER);
nuclear@0 43 #else
nuclear@0 44 return 0;
nuclear@0 45 #endif
nuclear@0 46 }
nuclear@0 47
nuclear@0 48 unsigned int create_geometry_shader(const char *src)
nuclear@0 49 {
nuclear@0 50 #ifdef GL_GEOMETRY_SHADER
nuclear@0 51 return create_shader(src, GL_GEOMETRY_SHADER);
nuclear@0 52 #else
nuclear@0 53 return 0;
nuclear@0 54 #endif
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 unsigned int create_shader(const char *src, unsigned int sdr_type)
nuclear@0 58 {
nuclear@0 59 unsigned int sdr;
nuclear@0 60 int success, info_len;
nuclear@0 61 char *info_str = 0;
nuclear@0 62 const char *src_str[3], *header, *footer;
nuclear@0 63 int src_str_count = 0;
nuclear@0 64 GLenum err;
nuclear@0 65
nuclear@0 66 if((header = get_shader_header(sdr_type))) {
nuclear@0 67 src_str[src_str_count++] = header;
nuclear@0 68 }
nuclear@0 69 src_str[src_str_count++] = src;
nuclear@0 70 if((footer = get_shader_footer(sdr_type))) {
nuclear@0 71 src_str[src_str_count++] = footer;
nuclear@0 72 }
nuclear@0 73
nuclear@0 74 sdr = glCreateShader(sdr_type);
nuclear@0 75 assert(glGetError() == GL_NO_ERROR);
nuclear@0 76 glShaderSource(sdr, src_str_count, src_str, 0);
nuclear@0 77 err = glGetError();
nuclear@0 78 assert(err == GL_NO_ERROR);
nuclear@0 79 glCompileShader(sdr);
nuclear@0 80 assert(glGetError() == GL_NO_ERROR);
nuclear@0 81
nuclear@0 82 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
nuclear@0 83 assert(glGetError() == GL_NO_ERROR);
nuclear@0 84 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 85 assert(glGetError() == GL_NO_ERROR);
nuclear@0 86
nuclear@0 87 if(info_len) {
nuclear@0 88 if((info_str = malloc(info_len + 1))) {
nuclear@0 89 glGetShaderInfoLog(sdr, info_len, 0, info_str);
nuclear@0 90 assert(glGetError() == GL_NO_ERROR);
nuclear@0 91 info_str[info_len] = 0;
nuclear@0 92 }
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 if(success) {
nuclear@0 96 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
nuclear@0 97 } else {
nuclear@0 98 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
nuclear@0 99 glDeleteShader(sdr);
nuclear@0 100 sdr = 0;
nuclear@0 101 }
nuclear@0 102
nuclear@0 103 free(info_str);
nuclear@0 104 return sdr;
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 void free_shader(unsigned int sdr)
nuclear@0 108 {
nuclear@0 109 glDeleteShader(sdr);
nuclear@0 110 }
nuclear@0 111
nuclear@0 112 unsigned int load_vertex_shader(const char *fname)
nuclear@0 113 {
nuclear@0 114 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 115 }
nuclear@0 116
nuclear@0 117 unsigned int load_pixel_shader(const char *fname)
nuclear@0 118 {
nuclear@0 119 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 120 }
nuclear@0 121
nuclear@0 122 unsigned int load_tessctl_shader(const char *fname)
nuclear@0 123 {
nuclear@0 124 #ifdef GL_TESS_CONTROL_SHADER
nuclear@0 125 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@0 126 #else
nuclear@0 127 return 0;
nuclear@0 128 #endif
nuclear@0 129 }
nuclear@0 130
nuclear@0 131 unsigned int load_tesseval_shader(const char *fname)
nuclear@0 132 {
nuclear@0 133 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@0 134 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@0 135 #else
nuclear@0 136 return 0;
nuclear@0 137 #endif
nuclear@0 138 }
nuclear@0 139
nuclear@0 140 unsigned int load_geometry_shader(const char *fname)
nuclear@0 141 {
nuclear@0 142 #ifdef GL_GEOMETRY_SHADER
nuclear@0 143 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@0 144 #else
nuclear@0 145 return 0;
nuclear@0 146 #endif
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 unsigned int load_shader(const char *fname, unsigned int sdr_type)
nuclear@0 150 {
nuclear@0 151 unsigned int sdr;
nuclear@0 152 size_t filesize;
nuclear@0 153 FILE *fp;
nuclear@0 154 char *src;
nuclear@0 155
nuclear@0 156 if(!(fp = fopen(fname, "rb"))) {
nuclear@0 157 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
nuclear@0 158 return 0;
nuclear@0 159 }
nuclear@0 160
nuclear@0 161 fseek(fp, 0, SEEK_END);
nuclear@0 162 filesize = ftell(fp);
nuclear@0 163 fseek(fp, 0, SEEK_SET);
nuclear@0 164
nuclear@0 165 if(!(src = malloc(filesize + 1))) {
nuclear@0 166 fclose(fp);
nuclear@0 167 return 0;
nuclear@0 168 }
nuclear@0 169 fread(src, 1, filesize, fp);
nuclear@0 170 src[filesize] = 0;
nuclear@0 171 fclose(fp);
nuclear@0 172
nuclear@0 173 fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
nuclear@0 174 sdr = create_shader(src, sdr_type);
nuclear@0 175
nuclear@0 176 free(src);
nuclear@0 177 return sdr;
nuclear@0 178 }
nuclear@0 179
nuclear@0 180
nuclear@0 181 /* ---- gpu programs ---- */
nuclear@0 182
nuclear@0 183 unsigned int create_program(void)
nuclear@0 184 {
nuclear@0 185 unsigned int prog = glCreateProgram();
nuclear@0 186 assert(glGetError() == GL_NO_ERROR);
nuclear@0 187 return prog;
nuclear@0 188 }
nuclear@0 189
nuclear@0 190 unsigned int create_program_link(unsigned int sdr0, ...)
nuclear@0 191 {
nuclear@0 192 unsigned int prog, sdr;
nuclear@0 193 va_list ap;
nuclear@0 194
nuclear@0 195 if(!(prog = create_program())) {
nuclear@0 196 return 0;
nuclear@0 197 }
nuclear@0 198
nuclear@0 199 attach_shader(prog, sdr0);
nuclear@0 200 if(glGetError()) {
nuclear@0 201 return 0;
nuclear@0 202 }
nuclear@0 203
nuclear@0 204 va_start(ap, sdr0);
nuclear@0 205 while((sdr = va_arg(ap, unsigned int))) {
nuclear@0 206 attach_shader(prog, sdr);
nuclear@0 207 if(glGetError()) {
nuclear@0 208 return 0;
nuclear@0 209 }
nuclear@0 210 }
nuclear@0 211 va_end(ap);
nuclear@0 212
nuclear@0 213 if(link_program(prog) == -1) {
nuclear@0 214 free_program(prog);
nuclear@0 215 return 0;
nuclear@0 216 }
nuclear@0 217 return prog;
nuclear@0 218 }
nuclear@0 219
nuclear@0 220 unsigned int create_program_load(const char *vfile, const char *pfile)
nuclear@0 221 {
nuclear@0 222 unsigned int vs = 0, ps = 0;
nuclear@0 223
nuclear@0 224 if(vfile && *vfile && !(vs = load_vertex_shader(vfile))) {
nuclear@0 225 return 0;
nuclear@0 226 }
nuclear@0 227 if(pfile && *pfile && !(ps = load_pixel_shader(pfile))) {
nuclear@0 228 return 0;
nuclear@0 229 }
nuclear@0 230 return create_program_link(vs, ps, 0);
nuclear@0 231 }
nuclear@0 232
nuclear@0 233 void free_program(unsigned int sdr)
nuclear@0 234 {
nuclear@0 235 glDeleteProgram(sdr);
nuclear@0 236 }
nuclear@0 237
nuclear@0 238 void attach_shader(unsigned int prog, unsigned int sdr)
nuclear@0 239 {
nuclear@0 240 int err;
nuclear@0 241
nuclear@0 242 if(prog && sdr) {
nuclear@0 243 assert(glGetError() == GL_NO_ERROR);
nuclear@0 244 glAttachShader(prog, sdr);
nuclear@0 245 if((err = glGetError()) != GL_NO_ERROR) {
nuclear@0 246 fprintf(stderr, "failed to attach shader %u to program %u (err: 0x%x)\n", sdr, prog, err);
nuclear@0 247 abort();
nuclear@0 248 }
nuclear@0 249 }
nuclear@0 250 }
nuclear@0 251
nuclear@0 252 int link_program(unsigned int prog)
nuclear@0 253 {
nuclear@0 254 int linked, info_len, retval = 0;
nuclear@0 255 char *info_str = 0;
nuclear@0 256
nuclear@0 257 glLinkProgram(prog);
nuclear@0 258 assert(glGetError() == GL_NO_ERROR);
nuclear@0 259 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
nuclear@0 260 assert(glGetError() == GL_NO_ERROR);
nuclear@0 261 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 262 assert(glGetError() == GL_NO_ERROR);
nuclear@0 263
nuclear@0 264 if(info_len) {
nuclear@0 265 if((info_str = malloc(info_len + 1))) {
nuclear@0 266 glGetProgramInfoLog(prog, info_len, 0, info_str);
nuclear@0 267 assert(glGetError() == GL_NO_ERROR);
nuclear@0 268 info_str[info_len] = 0;
nuclear@0 269 }
nuclear@0 270 }
nuclear@0 271
nuclear@0 272 if(linked) {
nuclear@0 273 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
nuclear@0 274 } else {
nuclear@0 275 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
nuclear@0 276 retval = -1;
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 free(info_str);
nuclear@0 280 return retval;
nuclear@0 281 }
nuclear@0 282
nuclear@0 283 int bind_program(unsigned int prog)
nuclear@0 284 {
nuclear@0 285 GLenum err;
nuclear@0 286
nuclear@0 287 glUseProgram(prog);
nuclear@0 288 if(prog && (err = glGetError()) != GL_NO_ERROR) {
nuclear@0 289 /* maybe the program is not linked, try linking first */
nuclear@0 290 if(err == GL_INVALID_OPERATION) {
nuclear@0 291 if(link_program(prog) == -1) {
nuclear@0 292 return -1;
nuclear@0 293 }
nuclear@0 294 glUseProgram(prog);
nuclear@0 295 return glGetError() == GL_NO_ERROR ? 0 : -1;
nuclear@0 296 }
nuclear@0 297 return -1;
nuclear@0 298 }
nuclear@0 299 return 0;
nuclear@0 300 }
nuclear@0 301
nuclear@0 302 /* ugly but I'm not going to write the same bloody code over and over */
nuclear@0 303 #define BEGIN_UNIFORM_CODE \
nuclear@0 304 int loc, curr_prog; \
nuclear@0 305 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
nuclear@0 306 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
nuclear@0 307 return -1; \
nuclear@0 308 } \
nuclear@0 309 if((loc = glGetUniformLocation(prog, name)) != -1)
nuclear@0 310
nuclear@0 311 #define END_UNIFORM_CODE \
nuclear@0 312 if((unsigned int)curr_prog != prog) { \
nuclear@0 313 bind_program(curr_prog); \
nuclear@0 314 } \
nuclear@0 315 return loc == -1 ? -1 : 0
nuclear@0 316
nuclear@0 317 int get_uniform_loc(unsigned int prog, const char *name)
nuclear@0 318 {
nuclear@0 319 int loc, curr_prog;
nuclear@0 320 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 321 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 322 return -1;
nuclear@0 323 }
nuclear@0 324 loc = glGetUniformLocation(prog, name);
nuclear@0 325 if((unsigned int)curr_prog != prog) {
nuclear@0 326 bind_program(curr_prog);
nuclear@0 327 }
nuclear@0 328 return loc;
nuclear@0 329 }
nuclear@0 330
nuclear@0 331 int set_uniform_int(unsigned int prog, const char *name, int val)
nuclear@0 332 {
nuclear@0 333 BEGIN_UNIFORM_CODE {
nuclear@0 334 glUniform1i(loc, val);
nuclear@0 335 }
nuclear@0 336 END_UNIFORM_CODE;
nuclear@0 337 }
nuclear@0 338
nuclear@0 339 int set_uniform_float(unsigned int prog, const char *name, float val)
nuclear@0 340 {
nuclear@0 341 BEGIN_UNIFORM_CODE {
nuclear@0 342 glUniform1f(loc, val);
nuclear@0 343 }
nuclear@0 344 END_UNIFORM_CODE;
nuclear@0 345 }
nuclear@0 346
nuclear@0 347 int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
nuclear@0 348 {
nuclear@0 349 BEGIN_UNIFORM_CODE {
nuclear@0 350 glUniform2f(loc, x, y);
nuclear@0 351 }
nuclear@0 352 END_UNIFORM_CODE;
nuclear@0 353 }
nuclear@0 354
nuclear@0 355 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
nuclear@0 356 {
nuclear@0 357 BEGIN_UNIFORM_CODE {
nuclear@0 358 glUniform3f(loc, x, y, z);
nuclear@0 359 }
nuclear@0 360 END_UNIFORM_CODE;
nuclear@0 361 }
nuclear@0 362
nuclear@0 363 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
nuclear@0 364 {
nuclear@0 365 BEGIN_UNIFORM_CODE {
nuclear@0 366 glUniform4f(loc, x, y, z, w);
nuclear@0 367 }
nuclear@0 368 END_UNIFORM_CODE;
nuclear@0 369 }
nuclear@0 370
nuclear@0 371 int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat)
nuclear@0 372 {
nuclear@0 373 BEGIN_UNIFORM_CODE {
nuclear@0 374 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
nuclear@0 375 }
nuclear@0 376 END_UNIFORM_CODE;
nuclear@0 377 }
nuclear@0 378
nuclear@0 379 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat)
nuclear@0 380 {
nuclear@0 381 BEGIN_UNIFORM_CODE {
nuclear@0 382 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
nuclear@0 383 }
nuclear@0 384 END_UNIFORM_CODE;
nuclear@0 385 }
nuclear@0 386
nuclear@0 387 int get_attrib_loc(unsigned int prog, const char *name)
nuclear@0 388 {
nuclear@0 389 int loc, curr_prog;
nuclear@0 390
nuclear@0 391 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
nuclear@0 392 if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
nuclear@0 393 return -1;
nuclear@0 394 }
nuclear@0 395
nuclear@0 396 loc = glGetAttribLocation(prog, (char*)name);
nuclear@0 397
nuclear@0 398 if((unsigned int)curr_prog != prog) {
nuclear@0 399 bind_program(curr_prog);
nuclear@0 400 }
nuclear@0 401 return loc;
nuclear@0 402 }
nuclear@0 403
nuclear@0 404 void set_attrib_float3(int attr_loc, float x, float y, float z)
nuclear@0 405 {
nuclear@0 406 glVertexAttrib3f(attr_loc, x, y, z);
nuclear@0 407 }
nuclear@0 408
nuclear@0 409 /* ---- shader composition ---- */
nuclear@0 410 struct string {
nuclear@0 411 char *text;
nuclear@0 412 int len;
nuclear@0 413 };
nuclear@0 414
nuclear@0 415 #define NUM_SHADER_TYPES 5
nuclear@0 416 static struct string header[NUM_SHADER_TYPES];
nuclear@0 417 static struct string footer[NUM_SHADER_TYPES];
nuclear@0 418
nuclear@0 419 static void clear_string(struct string *str)
nuclear@0 420 {
nuclear@0 421 free(str->text);
nuclear@0 422 str->text = 0;
nuclear@0 423 str->len = 0;
nuclear@0 424 }
nuclear@0 425
nuclear@0 426 static void append_string(struct string *str, const char *s)
nuclear@0 427 {
nuclear@0 428 int len, newlen;
nuclear@0 429 char *newstr;
nuclear@0 430
nuclear@0 431 if(!s || !*s) return;
nuclear@0 432
nuclear@0 433 len = strlen(s);
nuclear@0 434 newlen = str->len + len;
nuclear@0 435 if(!(newstr = malloc(newlen + 2))) { /* leave space for a possible newline */
nuclear@0 436 fprintf(stderr, "shader composition: failed to append string of size %d\n", len);
nuclear@0 437 abort();
nuclear@0 438 }
nuclear@0 439
nuclear@0 440 if(str->text) {
nuclear@0 441 memcpy(newstr, str->text, str->len);
nuclear@0 442 }
nuclear@0 443 memcpy(newstr + str->len, s, len + 1);
nuclear@0 444
nuclear@0 445 if(s[len - 1] != '\n') {
nuclear@0 446 newstr[newlen] = '\n';
nuclear@0 447 newstr[newlen + 1] = 0;
nuclear@0 448 }
nuclear@0 449
nuclear@0 450 free(str->text);
nuclear@0 451 str->text = newstr;
nuclear@0 452 str->len = newlen;
nuclear@0 453 }
nuclear@0 454
nuclear@0 455 void clear_shader_header(unsigned int type)
nuclear@0 456 {
nuclear@0 457 if(type) {
nuclear@0 458 int idx = sdrtypeidx(type);
nuclear@0 459 clear_string(&header[idx]);
nuclear@0 460 } else {
nuclear@0 461 int i;
nuclear@0 462 for(i=0; i<NUM_SHADER_TYPES; i++) {
nuclear@0 463 clear_string(&header[i]);
nuclear@0 464 }
nuclear@0 465 }
nuclear@0 466 }
nuclear@0 467
nuclear@0 468 void clear_shader_footer(unsigned int type)
nuclear@0 469 {
nuclear@0 470 if(type) {
nuclear@0 471 int idx = sdrtypeidx(type);
nuclear@0 472 clear_string(&footer[idx]);
nuclear@0 473 } else {
nuclear@0 474 int i;
nuclear@0 475 for(i=0; i<NUM_SHADER_TYPES; i++) {
nuclear@0 476 clear_string(&footer[i]);
nuclear@0 477 }
nuclear@0 478 }
nuclear@0 479 }
nuclear@0 480
nuclear@0 481 void add_shader_header(unsigned int type, const char *s)
nuclear@0 482 {
nuclear@0 483 if(type) {
nuclear@0 484 int idx = sdrtypeidx(type);
nuclear@0 485 append_string(&header[idx], s);
nuclear@0 486 } else {
nuclear@0 487 int i;
nuclear@0 488 for(i=0; i<NUM_SHADER_TYPES; i++) {
nuclear@0 489 append_string(&header[i], s);
nuclear@0 490 }
nuclear@0 491 }
nuclear@0 492 }
nuclear@0 493
nuclear@0 494 void add_shader_footer(unsigned int type, const char *s)
nuclear@0 495 {
nuclear@0 496 if(type) {
nuclear@0 497 int idx = sdrtypeidx(type);
nuclear@0 498 append_string(&footer[idx], s);
nuclear@0 499 } else {
nuclear@0 500 int i;
nuclear@0 501 for(i=0; i<NUM_SHADER_TYPES; i++) {
nuclear@0 502 append_string(&footer[i], s);
nuclear@0 503 }
nuclear@0 504 }
nuclear@0 505 }
nuclear@0 506
nuclear@0 507 const char *get_shader_header(unsigned int type)
nuclear@0 508 {
nuclear@0 509 int idx = sdrtypeidx(type);
nuclear@0 510 return header[idx].text;
nuclear@0 511 }
nuclear@0 512
nuclear@0 513 const char *get_shader_footer(unsigned int type)
nuclear@0 514 {
nuclear@0 515 int idx = sdrtypeidx(type);
nuclear@0 516 return footer[idx].text;
nuclear@0 517 }
nuclear@0 518
nuclear@0 519 static const char *sdrtypestr(unsigned int sdrtype)
nuclear@0 520 {
nuclear@0 521 switch(sdrtype) {
nuclear@0 522 case GL_VERTEX_SHADER:
nuclear@0 523 return "vertex";
nuclear@0 524 case GL_FRAGMENT_SHADER:
nuclear@0 525 return "pixel";
nuclear@0 526 #ifdef GL_TESS_CONTROL_SHADER
nuclear@0 527 case GL_TESS_CONTROL_SHADER:
nuclear@0 528 return "tessellation control";
nuclear@0 529 #endif
nuclear@0 530 #ifdef GL_TESS_EVALUATION_SHADER
nuclear@0 531 case GL_TESS_EVALUATION_SHADER:
nuclear@0 532 return "tessellation evaluation";
nuclear@0 533 #endif
nuclear@0 534 #ifdef GL_GEOMETRY_SHADER
nuclear@0 535 case GL_GEOMETRY_SHADER:
nuclear@0 536 return "geometry";
nuclear@0 537 #endif
nuclear@0 538
nuclear@0 539 default:
nuclear@0 540 break;
nuclear@0 541 }
nuclear@0 542 return "<unknown>";
nuclear@0 543 }
nuclear@0 544
nuclear@0 545 static int sdrtypeidx(unsigned int sdrtype)
nuclear@0 546 {
nuclear@0 547 switch(sdrtype) {
nuclear@0 548 case GL_VERTEX_SHADER:
nuclear@0 549 return 0;
nuclear@0 550 case GL_FRAGMENT_SHADER:
nuclear@0 551 return 1;
nuclear@0 552 case GL_TESS_CONTROL_SHADER:
nuclear@0 553 return 2;
nuclear@0 554 case GL_TESS_EVALUATION_SHADER:
nuclear@0 555 return 3;
nuclear@0 556 case GL_GEOMETRY_SHADER:
nuclear@0 557 return 4;
nuclear@0 558 default:
nuclear@0 559 break;
nuclear@0 560 }
nuclear@0 561 return 0;
nuclear@0 562 }