Shader sources may not be 0 terminated if we mmap() them. Hence, we need to pass the length to the shader compiler. As glShaderSource() allows this <0 as zero-terminated strings, we can simply add a parameter for the shader length. Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
291 lines
6.9 KiB
C
291 lines
6.9 KiB
C
/*
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* shl - OpenGL Helpers
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*
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* Copyright (c) 2011-2013 David Herrmann <dh.herrmann@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files
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* (the "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Shader API
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* This provides basic shader objects that are used to draw sprites and
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* textures.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <errno.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include "shl_gl.h"
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#include "shl_llog.h"
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#define LLOG_SUBSYSTEM "gl_shader"
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struct gl_shader {
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unsigned long ref;
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llog_submit_t llog;
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void *llog_data;
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GLuint program;
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GLuint vshader;
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GLuint fshader;
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};
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/* Clear the GL error stack. The standard says that the error value is just a
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* single value and no list/stack. However, multiple error fields may be defined
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* and glGetError() returns only one of them until all are cleared. Hence, we
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* loop until no more errors are retrieved. */
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void gl_clear_error()
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{
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GLenum err;
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do {
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err = glGetError();
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} while (err != GL_NO_ERROR);
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}
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const char *gl_err_to_str(GLenum err)
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{
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switch (err) {
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case GL_NO_ERROR:
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return "<NO_ERROR>";
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case GL_INVALID_ENUM:
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return "<INVALID_ENUM>";
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case GL_INVALID_VALUE:
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return "<INVALID_VALUE>";
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case GL_INVALID_OPERATION:
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return "<INVALID_OPERATION>";
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#ifdef GL_STACK_OVERFLOW
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case GL_STACK_OVERFLOW:
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return "<STACK_OVERFLOW>";
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#endif
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#ifdef GL_STACK_UNDERFLOW
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case GL_STACK_UNDERFLOW:
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return "<STACK_UNDERFLOW>";
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#endif
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case GL_OUT_OF_MEMORY:
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return "<OUT_OF_MEMORY>";
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default:
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return "<unknown>";
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}
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}
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/* return true if there is a pending GL error */
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bool gl_has_error(struct gl_shader *shader)
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{
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GLenum err;
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err = glGetError();
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if (err != GL_NO_ERROR) {
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llog_error(shader, "GL error %d: %s", err, gl_err_to_str(err));
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return true;
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}
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return false;
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}
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static int compile_shader(struct gl_shader *shader, GLenum type,
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const char *source, int len)
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{
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char msg[512];
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GLint status = 1, size;
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GLuint s;
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s = glCreateShader(type);
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if (s == GL_NONE) {
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llog_warning(shader, "cannot allocate GL shader");
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return GL_NONE;
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}
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size = len;
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glShaderSource(s, 1, &source, &size);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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msg[0] = 0;
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glGetShaderInfoLog(s, sizeof(msg), NULL, msg);
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llog_warning(shader, "cannot compile shader: %s", msg);
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return GL_NONE;
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}
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return s;
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}
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int gl_shader_new(struct gl_shader **out, const char *vert, int vert_len,
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const char *frag, int frag_len,
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char **attr, size_t attr_count, llog_submit_t llog,
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void *llog_data)
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{
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struct gl_shader *shader;
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int ret, i;
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char msg[512];
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GLint status = 1;
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if (!out || !vert || !frag)
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return -EINVAL;
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shader = malloc(sizeof(*shader));
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if (!shader)
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return -ENOMEM;
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memset(shader, 0, sizeof(*shader));
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shader->ref = 1;
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shader->llog = llog;
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shader->llog_data = llog_data;
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llog_debug(shader, "new shader");
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shader->vshader = compile_shader(shader, GL_VERTEX_SHADER, vert,
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vert_len);
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if (shader->vshader == GL_NONE) {
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ret = -EFAULT;
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goto err_free;
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}
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shader->fshader = compile_shader(shader, GL_FRAGMENT_SHADER, frag,
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frag_len);
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if (shader->fshader == GL_NONE) {
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ret = -EFAULT;
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goto err_vshader;
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}
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shader->program = glCreateProgram();
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glAttachShader(shader->program, shader->vshader);
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glAttachShader(shader->program, shader->fshader);
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for (i = 0; i < attr_count; ++i)
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glBindAttribLocation(shader->program, i, attr[i]);
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glLinkProgram(shader->program);
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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msg[0] = 0;
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glGetProgramInfoLog(shader->program, sizeof(msg), NULL, msg);
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llog_warning(shader, "cannot link shader: %s", msg);
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ret = -EFAULT;
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goto err_link;
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}
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if (gl_has_error(shader)) {
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llog_warning(shader, "shader creation failed");
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ret = -EFAULT;
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goto err_link;
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}
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*out = shader;
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return 0;
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err_link:
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glDeleteProgram(shader->program);
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glDeleteShader(shader->fshader);
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err_vshader:
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glDeleteShader(shader->vshader);
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err_free:
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free(shader);
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return ret;
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}
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void gl_shader_ref(struct gl_shader *shader)
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{
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if (!shader || !shader->ref)
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return;
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++shader->ref;
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}
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void gl_shader_unref(struct gl_shader *shader)
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{
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if (!shader || !shader->ref || --shader->ref)
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return;
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llog_debug(shader, "free shader");
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glDeleteProgram(shader->program);
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glDeleteShader(shader->fshader);
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glDeleteShader(shader->vshader);
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free(shader);
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}
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GLuint gl_shader_get_uniform(struct gl_shader *shader, const char *name)
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{
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if (!shader)
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return 0;
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return glGetUniformLocation(shader->program, name);
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}
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void gl_shader_use(struct gl_shader *shader)
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{
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if (!shader)
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return;
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glUseProgram(shader->program);
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}
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void gl_tex_new(GLuint *tex, size_t num)
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{
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size_t i;
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glGenTextures(num, tex);
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for (i = 0; i < num; ++i) {
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glBindTexture(GL_TEXTURE_2D, tex[i]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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}
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}
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void gl_tex_free(GLuint *tex, size_t num)
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{
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glDeleteTextures(num, tex);
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}
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void gl_tex_load(GLuint tex, unsigned int width, unsigned int stride,
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unsigned int height, uint8_t *buf)
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{
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if (!buf || !width || !height || !stride)
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return;
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/* With OpenGL instead of OpenGLES2 we must use this on linux:
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* glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
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* GL_UNSIGNED_BYTE, buf);
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*
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* TODO: Check what kind of stride we need to support here.
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* GL_UNPACK_ROW_LENGTH only supports specifying a single row but
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* doesn't allow pixel strides. cairo currently works fine without
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* touching it but we should probably fix this properly. */
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glBindTexture(GL_TEXTURE_2D, tex);
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/* glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width, height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, buf);
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/* glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); */
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}
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