vrshoot

diff src/shader.cc @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/shader.cc	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,659 @@
     1.4 +#include <stdio.h>
     1.5 +#include <string.h>
     1.6 +#include <stdarg.h>
     1.7 +#include <errno.h>
     1.8 +#include "opengl.h"
     1.9 +#include "shader.h"
    1.10 +#include "logger.h"
    1.11 +#include "unistate.h"
    1.12 +#include "mesh.h"
    1.13 +
    1.14 +#ifdef _MSC_VER
    1.15 +#include <malloc.h>
    1.16 +#else
    1.17 +#include <alloca.h>
    1.18 +#endif
    1.19 +
    1.20 +#ifdef __GLEW_H__
    1.21 +#define HAVE_GEOMETRY_SHADER
    1.22 +#define HAVE_TESSELATION_SHADER
    1.23 +#endif
    1.24 +
    1.25 +static void bind_standard_attr(const ShaderProg *prog);
    1.26 +static const char *strtype(unsigned int type);
    1.27 +
    1.28 +ShaderProg *ShaderProg::current;
    1.29 +
    1.30 +void bind_shader(const ShaderProg *sdr)
    1.31 +{
    1.32 +	if(sdr) {
    1.33 +		sdr->bind();
    1.34 +	} else {
    1.35 +#ifndef GL_ES_VERSION_2_0
    1.36 +		glUseProgram(0);
    1.37 +		ShaderProg::current = 0;
    1.38 +#endif
    1.39 +	}
    1.40 +}
    1.41 +
    1.42 +const ShaderProg *get_current_shader()
    1.43 +{
    1.44 +	return ShaderProg::current;
    1.45 +}
    1.46 +
    1.47 +
    1.48 +Shader::Shader()
    1.49 +{
    1.50 +	sdr = type = 0;
    1.51 +	name = 0;
    1.52 +}
    1.53 +
    1.54 +Shader::~Shader()
    1.55 +{
    1.56 +	destroy();
    1.57 +}
    1.58 +
    1.59 +unsigned int Shader::get_id() const
    1.60 +{
    1.61 +	return sdr;
    1.62 +}
    1.63 +
    1.64 +void Shader::set_name(const char *name)
    1.65 +{
    1.66 +	delete [] this->name;
    1.67 +	this->name = new char[strlen(name) + 1];
    1.68 +	strcpy(this->name, name);
    1.69 +}
    1.70 +
    1.71 +const char *Shader::get_name() const
    1.72 +{
    1.73 +	return name;
    1.74 +}
    1.75 +
    1.76 +bool Shader::create(const char *src, unsigned int type)
    1.77 +{
    1.78 +#if !GL_ES_VERSION_2_0
    1.79 +	const char *src_arr[] = {src};
    1.80 +#else
    1.81 +	const char *src_arr[] = { "precision mediump float; ", src };
    1.82 +#endif
    1.83 +
    1.84 +	if(!sdr) {
    1.85 +		sdr = glCreateShader(type);
    1.86 +	}
    1.87 +
    1.88 +	info_log("compiling shader: %s... ", name ? name : "");
    1.89 +
    1.90 +	glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
    1.91 +	glCompileShader(sdr);
    1.92 +
    1.93 +	int status;
    1.94 +	glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
    1.95 +
    1.96 +	info_log(status ? "success\n" : "failed\n");
    1.97 +
    1.98 +	int info_len;
    1.99 +	glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
   1.100 +	if(info_len > 1) {
   1.101 +		char *buf = (char*)alloca(info_len);
   1.102 +		glGetShaderInfoLog(sdr, info_len, 0, buf);
   1.103 +		buf[info_len - 1] = 0;
   1.104 +
   1.105 +		if(status) {
   1.106 +			info_log("%s\n", buf);
   1.107 +		} else {
   1.108 +			error_log("%s\n", buf);
   1.109 +		}
   1.110 +	}
   1.111 +
   1.112 +	return status == GL_TRUE;
   1.113 +}
   1.114 +
   1.115 +void Shader::destroy()
   1.116 +{
   1.117 +	if(sdr) {
   1.118 +		glDeleteShader(sdr);
   1.119 +	}
   1.120 +	sdr = type = 0;
   1.121 +
   1.122 +	delete [] name;
   1.123 +	name = 0;
   1.124 +}
   1.125 +
   1.126 +bool Shader::load(const char *fname, unsigned int type)
   1.127 +{
   1.128 +	FILE *fp;
   1.129 +
   1.130 +	if(!(fp = fopen(fname, "rb"))) {
   1.131 +		error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
   1.132 +		return false;
   1.133 +	}
   1.134 +
   1.135 +	fseek(fp, 0, SEEK_END);
   1.136 +	long sz = ftell(fp);
   1.137 +	rewind(fp);
   1.138 +
   1.139 +	char *src = (char*)alloca(sz + 1);
   1.140 +	if(fread(src, 1, sz, fp) < (size_t)sz) {
   1.141 +		error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
   1.142 +		fclose(fp);
   1.143 +		return false;
   1.144 +	}
   1.145 +	src[sz] = 0;
   1.146 +	fclose(fp);
   1.147 +
   1.148 +	set_name(fname);
   1.149 +	return create(src, type);
   1.150 +}
   1.151 +
   1.152 +// ---- shader program ----
   1.153 +ShaderProg::ShaderProg()
   1.154 +{
   1.155 +	prog = 0;
   1.156 +	must_link = true;
   1.157 +}
   1.158 +
   1.159 +ShaderProg::~ShaderProg()
   1.160 +{
   1.161 +	destroy();
   1.162 +}
   1.163 +
   1.164 +unsigned int ShaderProg::get_id() const
   1.165 +{
   1.166 +	return prog;
   1.167 +}
   1.168 +
   1.169 +bool ShaderProg::create(const char *src, unsigned int type, ...)
   1.170 +{
   1.171 +	va_list ap;
   1.172 +
   1.173 +	va_start(ap, type);
   1.174 +	bool res = create(src, type, ap);
   1.175 +	va_end(ap);
   1.176 +
   1.177 +	return res;
   1.178 +}
   1.179 +
   1.180 +bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
   1.181 +{
   1.182 +	destroy();
   1.183 +	prog = glCreateProgram();
   1.184 +
   1.185 +	while(src) {
   1.186 +		Shader *sdr = new Shader;
   1.187 +		if(!sdr->create(src, type)) {
   1.188 +			va_end(ap);
   1.189 +			return false;
   1.190 +		}
   1.191 +		add_shader(sdr);
   1.192 +		src = va_arg(ap, const char*);
   1.193 +		type = va_arg(ap, unsigned int);
   1.194 +	}
   1.195 +	return link();
   1.196 +}
   1.197 +
   1.198 +bool ShaderProg::create(const char *vsrc, const char *psrc)
   1.199 +{
   1.200 +	return create(VSDR(vsrc), PSDR(psrc), 0);
   1.201 +}
   1.202 +
   1.203 +bool ShaderProg::create(Shader *sdr, ...)
   1.204 +{
   1.205 +	va_list ap;
   1.206 +
   1.207 +	va_start(ap, sdr);
   1.208 +	bool res = create(sdr, ap);
   1.209 +	va_end(ap);
   1.210 +
   1.211 +	return res;
   1.212 +}
   1.213 +
   1.214 +bool ShaderProg::create(Shader *sdr, va_list ap)
   1.215 +{
   1.216 +	destroy();
   1.217 +	prog = glCreateProgram();
   1.218 +
   1.219 +	while(sdr) {
   1.220 +		add_shader(sdr);
   1.221 +		sdr = va_arg(ap, Shader*);
   1.222 +	}
   1.223 +	return link();
   1.224 +}
   1.225 +
   1.226 +bool ShaderProg::create(Shader *vsdr, Shader *psdr)
   1.227 +{
   1.228 +	return create(vsdr, psdr, 0);
   1.229 +}
   1.230 +
   1.231 +void ShaderProg::destroy()
   1.232 +{
   1.233 +	if(prog) {
   1.234 +		glDeleteProgram(prog);
   1.235 +	}
   1.236 +	prog = 0;
   1.237 +
   1.238 +	shaders.clear();
   1.239 +	// don't actually destroy the shaders, let the ShaderSet own them
   1.240 +}
   1.241 +
   1.242 +bool ShaderProg::load(const char *fname, unsigned int type, ...)
   1.243 +{
   1.244 +	va_list ap;
   1.245 +	va_start(ap, type);
   1.246 +	bool res = load(fname, type, ap);
   1.247 +	va_end(ap);
   1.248 +
   1.249 +	return res;
   1.250 +}
   1.251 +
   1.252 +bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
   1.253 +{
   1.254 +	destroy();
   1.255 +	prog = glCreateProgram();
   1.256 +
   1.257 +	while(fname) {
   1.258 +		Shader *sdr = new Shader;
   1.259 +		if(!sdr->load(fname, type)) {
   1.260 +			delete sdr;
   1.261 +			return false;
   1.262 +		}
   1.263 +		add_shader(sdr);
   1.264 +
   1.265 +		if((fname = va_arg(ap, const char*))) {
   1.266 +			type = va_arg(ap, unsigned int);
   1.267 +		}
   1.268 +	}
   1.269 +
   1.270 +	return link();
   1.271 +}
   1.272 +
   1.273 +bool ShaderProg::load(const char *vfname, const char *pfname)
   1.274 +{
   1.275 +	return load(VSDR(vfname), PSDR(pfname), 0);
   1.276 +}
   1.277 +
   1.278 +void ShaderProg::add_shader(Shader *sdr)
   1.279 +{
   1.280 +	glAttachShader(prog, sdr->get_id());
   1.281 +}
   1.282 +
   1.283 +bool ShaderProg::link() const
   1.284 +{
   1.285 +	bind_standard_attr(this);
   1.286 +
   1.287 +	CHECKGLERR;
   1.288 +	info_log("linking program ... ");
   1.289 +	glLinkProgram(prog);
   1.290 +
   1.291 +	int status;
   1.292 +	glGetProgramiv(prog, GL_LINK_STATUS, &status);
   1.293 +
   1.294 +	info_log(status ? "success\n" : "failed\n");
   1.295 +
   1.296 +	int info_len;
   1.297 +	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
   1.298 +	if(info_len > 1) {
   1.299 +		char *buf = (char*)alloca(info_len);
   1.300 +		glGetProgramInfoLog(prog, info_len, 0, buf);
   1.301 +		buf[info_len - 1] = 0;
   1.302 +
   1.303 +		if(status) {
   1.304 +			info_log("%s\n", buf);
   1.305 +		} else {
   1.306 +			error_log("%s\n", buf);
   1.307 +		}
   1.308 +	}
   1.309 +
   1.310 +	if(status) {
   1.311 +		must_link = false;
   1.312 +		cache_state_uniforms();
   1.313 +
   1.314 +		return true;
   1.315 +	}
   1.316 +	return false;
   1.317 +}
   1.318 +
   1.319 +void ShaderProg::bind() const
   1.320 +{
   1.321 +	CHECKGLERR;
   1.322 +	if(must_link) {
   1.323 +		if(!link()) {
   1.324 +			return;
   1.325 +		}
   1.326 +	}
   1.327 +	CHECKGLERR;
   1.328 +	glUseProgram(prog);
   1.329 +	ShaderProg::current = (ShaderProg*)this;
   1.330 +
   1.331 +	setup_state_uniforms();
   1.332 +}
   1.333 +
   1.334 +
   1.335 +int ShaderProg::get_attrib_location(const char *name) const
   1.336 +{
   1.337 +	glUseProgram(prog);
   1.338 +	return glGetAttribLocation(prog, name);
   1.339 +}
   1.340 +
   1.341 +void ShaderProg::set_attrib_location(const char *name, int loc) const
   1.342 +{
   1.343 +	glBindAttribLocation(prog, loc, name);
   1.344 +	must_link = true;
   1.345 +}
   1.346 +
   1.347 +int ShaderProg::get_uniform_location(const char *name) const
   1.348 +{
   1.349 +	glUseProgram(prog);
   1.350 +	return glGetUniformLocation(prog, name);
   1.351 +}
   1.352 +
   1.353 +bool ShaderProg::set_uniform(int loc, int val) const
   1.354 +{
   1.355 +	glUseProgram(prog);
   1.356 +	if(loc >= 0) {
   1.357 +		glUniform1i(loc, val);
   1.358 +		return true;
   1.359 +	}
   1.360 +	return false;
   1.361 +}
   1.362 +
   1.363 +bool ShaderProg::set_uniform(int loc, float val) const
   1.364 +{
   1.365 +	glUseProgram(prog);
   1.366 +	if(loc >= 0) {
   1.367 +		glUniform1f(loc, val);
   1.368 +		return true;
   1.369 +	}
   1.370 +	return false;
   1.371 +}
   1.372 +
   1.373 +bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
   1.374 +{
   1.375 +	glUseProgram(prog);
   1.376 +	if(loc >= 0) {
   1.377 +		glUniform2f(loc, v.x, v.y);
   1.378 +		return true;
   1.379 +	}
   1.380 +	return false;
   1.381 +}
   1.382 +
   1.383 +bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
   1.384 +{
   1.385 +	glUseProgram(prog);
   1.386 +	if(loc >= 0) {
   1.387 +		glUniform3f(loc, v.x, v.y, v.z);
   1.388 +		return true;
   1.389 +	}
   1.390 +	return false;
   1.391 +}
   1.392 +
   1.393 +bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
   1.394 +{
   1.395 +	glUseProgram(prog);
   1.396 +	if(loc >= 0) {
   1.397 +		glUniform4f(loc, v.x, v.y, v.z, v.w);
   1.398 +		return true;
   1.399 +	}
   1.400 +	return false;
   1.401 +}
   1.402 +
   1.403 +bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
   1.404 +{
   1.405 +	glUseProgram(prog);
   1.406 +	if(loc >= 0) {
   1.407 +		glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
   1.408 +		return true;
   1.409 +	}
   1.410 +	return false;
   1.411 +}
   1.412 +
   1.413 +bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
   1.414 +{
   1.415 +	glUseProgram(prog);
   1.416 +	if(loc >= 0) {
   1.417 +		glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
   1.418 +		return true;
   1.419 +	}
   1.420 +	return false;
   1.421 +}
   1.422 +
   1.423 +
   1.424 +bool ShaderProg::set_uniform(const char *name, int val) const
   1.425 +{
   1.426 +	return set_uniform(get_uniform_location(name), val);
   1.427 +}
   1.428 +
   1.429 +bool ShaderProg::set_uniform(const char *name, float val) const
   1.430 +{
   1.431 +	return set_uniform(get_uniform_location(name), val);
   1.432 +}
   1.433 +
   1.434 +bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
   1.435 +{
   1.436 +	return set_uniform(get_uniform_location(name), v);
   1.437 +}
   1.438 +
   1.439 +bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
   1.440 +{
   1.441 +	return set_uniform(get_uniform_location(name), v);
   1.442 +}
   1.443 +
   1.444 +bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
   1.445 +{
   1.446 +	return set_uniform(get_uniform_location(name), v);
   1.447 +}
   1.448 +
   1.449 +bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
   1.450 +{
   1.451 +	return set_uniform(get_uniform_location(name), m);
   1.452 +}
   1.453 +
   1.454 +bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
   1.455 +{
   1.456 +	return set_uniform(get_uniform_location(name), m);
   1.457 +}
   1.458 +
   1.459 +static StType unist_type(GLenum type)
   1.460 +{
   1.461 +	switch(type) {
   1.462 +	case GL_FLOAT:
   1.463 +		return ST_FLOAT;
   1.464 +	case GL_FLOAT_VEC2:
   1.465 +		return ST_FLOAT2;
   1.466 +	case GL_FLOAT_VEC3:
   1.467 +		return ST_FLOAT3;
   1.468 +	case GL_FLOAT_VEC4:
   1.469 +		return ST_FLOAT4;
   1.470 +	case GL_INT:
   1.471 +	case GL_SAMPLER_2D:
   1.472 +	case GL_SAMPLER_CUBE:
   1.473 +#if !GL_ES_VERSION_2_0
   1.474 +	case GL_SAMPLER_1D:
   1.475 +	case GL_SAMPLER_3D:
   1.476 +	case GL_SAMPLER_1D_SHADOW:
   1.477 +	case GL_SAMPLER_2D_SHADOW:
   1.478 +#endif
   1.479 +		return ST_INT;
   1.480 +	case GL_INT_VEC2:
   1.481 +		return ST_INT2;
   1.482 +	case GL_INT_VEC3:
   1.483 +		return ST_INT3;
   1.484 +	case GL_INT_VEC4:
   1.485 +		return ST_INT4;
   1.486 +	case GL_FLOAT_MAT3:
   1.487 +		return ST_MATRIX3;
   1.488 +	case GL_FLOAT_MAT4:
   1.489 +		return ST_MATRIX4;
   1.490 +	default:
   1.491 +		break;
   1.492 +	}
   1.493 +	return ST_UNKNOWN;
   1.494 +}
   1.495 +
   1.496 +void ShaderProg::cache_state_uniforms() const
   1.497 +{
   1.498 +	if(!glIsProgram(prog)) {
   1.499 +		return;
   1.500 +	}
   1.501 +
   1.502 +	int num_uni;
   1.503 +	glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
   1.504 +
   1.505 +	char name[256];
   1.506 +	for(int i=0; i<num_uni; i++) {
   1.507 +		GLint sz;
   1.508 +		GLenum type;
   1.509 +		glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
   1.510 +
   1.511 +		if(strstr(name, "st_") == name) {
   1.512 +			StateLocCache s;
   1.513 +			s.sidx = add_unistate(name, unist_type(type));
   1.514 +			s.loc = glGetUniformLocation(prog, name);
   1.515 +			stloc_cache.push_back(s);
   1.516 +		}
   1.517 +	}
   1.518 +}
   1.519 +
   1.520 +void ShaderProg::setup_state_uniforms() const
   1.521 +{
   1.522 +	for(size_t i=0; i<stloc_cache.size(); i++) {
   1.523 +		setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
   1.524 +		CHECKGLERR;
   1.525 +	}
   1.526 +}
   1.527 +
   1.528 +// ---- ShaderSet ----
   1.529 +static Shader *load_shader(const char *fname, unsigned int type)
   1.530 +{
   1.531 +	Shader *sdr = new Shader;
   1.532 +	if(!sdr->load(fname, type)) {
   1.533 +		delete sdr;
   1.534 +		return 0;
   1.535 +	}
   1.536 +	return sdr;
   1.537 +}
   1.538 +
   1.539 +static Shader *load_vertex_shader(const char *fname)
   1.540 +{
   1.541 +	return load_shader(fname, GL_VERTEX_SHADER);
   1.542 +}
   1.543 +
   1.544 +static Shader *load_pixel_shader(const char *fname)
   1.545 +{
   1.546 +	return load_shader(fname, GL_FRAGMENT_SHADER);
   1.547 +}
   1.548 +
   1.549 +#ifdef HAVE_GEOMETRY_SHADER
   1.550 +static Shader *load_geom_shader(const char *fname)
   1.551 +{
   1.552 +	return load_shader(fname, GL_GEOMETRY_SHADER);
   1.553 +}
   1.554 +#endif
   1.555 +
   1.556 +#ifdef HAVE_TESSELATION_SHADER
   1.557 +static Shader *load_tc_shader(const char *fname)
   1.558 +{
   1.559 +	return load_shader(fname, GL_TESS_CONTROL_SHADER);
   1.560 +}
   1.561 +
   1.562 +static Shader *load_te_shader(const char *fname)
   1.563 +{
   1.564 +	return load_shader(fname, GL_TESS_EVALUATION_SHADER);
   1.565 +}
   1.566 +#endif
   1.567 +
   1.568 +static void destroy_shader(Shader *sdr)
   1.569 +{
   1.570 +	delete sdr;
   1.571 +}
   1.572 +
   1.573 +ShaderSet::ShaderSet(unsigned int type)
   1.574 +	: DataSet<Shader*>(0, destroy_shader)
   1.575 +{
   1.576 +	this->type = type;
   1.577 +
   1.578 +	switch(type) {
   1.579 +	case GL_VERTEX_SHADER:
   1.580 +		load = load_vertex_shader;
   1.581 +		break;
   1.582 +
   1.583 +	case GL_FRAGMENT_SHADER:
   1.584 +		load = load_pixel_shader;
   1.585 +		break;
   1.586 +
   1.587 +#ifdef HAVE_GEOMETRY_SHADER
   1.588 +	case GL_GEOMETRY_SHADER:
   1.589 +		load = load_geom_shader;
   1.590 +		break;
   1.591 +#endif
   1.592 +
   1.593 +#ifdef HAVE_TESSELATION_SHADER
   1.594 +	case GL_TESS_CONTROL_SHADER:
   1.595 +		load = load_tc_shader;
   1.596 +		break;
   1.597 +
   1.598 +	case GL_TESS_EVALUATION_SHADER:
   1.599 +		load = load_te_shader;
   1.600 +		break;
   1.601 +#endif
   1.602 +
   1.603 +	default:
   1.604 +		error_log("ShaderSet constructed with invalid shader type!\n");
   1.605 +	}
   1.606 +}
   1.607 +
   1.608 +static struct { const char *name; int loc; } attr_loc[] = {
   1.609 +	{"attr_vertex", MESH_ATTR_VERTEX},
   1.610 +	{"attr_normal", MESH_ATTR_NORMAL},
   1.611 +	{"attr_tangent", MESH_ATTR_TANGENT},
   1.612 +	{"attr_texcoord", MESH_ATTR_TEXCOORD},
   1.613 +	{"attr_color", MESH_ATTR_COLOR},
   1.614 +	{"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
   1.615 +	{"attr_boneidx", MESH_ATTR_BONEIDX}
   1.616 +};
   1.617 +
   1.618 +static void bind_standard_attr(const ShaderProg *prog)
   1.619 +{
   1.620 +	// we must link once to find out which are the active attributes
   1.621 +	glLinkProgram(prog->get_id());
   1.622 +
   1.623 +	int num_attr;
   1.624 +	glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
   1.625 +
   1.626 +	char name[256];
   1.627 +	for(int i=0; i<num_attr; i++) {
   1.628 +		GLint sz;
   1.629 +		GLenum type;
   1.630 +		glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
   1.631 +
   1.632 +		for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
   1.633 +			if(strcmp(name, attr_loc[j].name) == 0) {
   1.634 +				prog->set_attrib_location(name, attr_loc[j].loc);
   1.635 +			}
   1.636 +		}
   1.637 +	}
   1.638 +}
   1.639 +
   1.640 +
   1.641 +static const char *strtype(unsigned int type)
   1.642 +{
   1.643 +	switch(type) {
   1.644 +	case GL_VERTEX_SHADER:
   1.645 +		return "vertex";
   1.646 +	case GL_FRAGMENT_SHADER:
   1.647 +		return "fragment";
   1.648 +#ifdef HAVE_GEOMETRY_SHADER
   1.649 +	case GL_GEOMETRY_SHADER:
   1.650 +		return "geometry";
   1.651 +#endif
   1.652 +#ifdef HAVE_TESSELATION_SHADER
   1.653 +	case GL_TESS_CONTROL_SHADER:
   1.654 +		return "tesselation control";
   1.655 +	case GL_TESS_EVALUATION_SHADER:
   1.656 +		return "tesselation evaluation";
   1.657 +#endif
   1.658 +	default:
   1.659 +		break;
   1.660 +	}
   1.661 +	return "<unknown>";
   1.662 +}