Merge SDL-ryan-batching-renderer branch to default.
--HG-- extra : rebase_source : 83b86d35497a01be6f48055490580bbba19ccc7a extra : amend_source : faae1a04859499ede43aba3ba50fc4f62b5afbcb
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9f99a9c642
38 changed files with 6953 additions and 5554 deletions
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@ -340,11 +340,12 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
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ctx->glCompileShaderARB(shader);
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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if (status == 0) {
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SDL_bool isstack;
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GLint length;
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char *info;
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = SDL_stack_alloc(char, length+1);
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info = SDL_small_alloc(char, length+1, &isstack);
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ctx->glGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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@ -352,7 +353,7 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
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fprintf(stderr,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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#endif
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SDL_stack_free(info);
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SDL_small_free(info, isstack);
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return SDL_FALSE;
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} else {
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@ -27,6 +27,7 @@
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/* OpenGL shader implementation */
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typedef enum {
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SHADER_INVALID = -1,
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SHADER_NONE,
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SHADER_SOLID,
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SHADER_RGB,
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