Beginning of a framework for OpenGL shaders
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3 changed files with 377 additions and 0 deletions
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@ -25,6 +25,7 @@
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#include "SDL_opengl.h"
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#include "../SDL_sysrender.h"
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#include "SDL_shaders_gl.h"
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#ifdef __MACOSX__
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#include <OpenGL/OpenGL.h>
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@ -94,6 +95,15 @@ typedef struct
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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const GLvoid * pointer);
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/* Multitexture support */
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SDL_bool GL_ARB_multitexture_supported;
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PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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int num_texture_units;
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/* Shader support */
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GL_ShaderContext *shaders;
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} GL_RenderData;
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typedef struct
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@ -262,6 +272,25 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_GL_GetProcAddress("glTextureRangeAPPLE");
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}
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/* Check for multitexture support */
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if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
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data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
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if (data->glActiveTextureARB) {
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data->GL_ARB_multitexture_supported = SDL_TRUE;
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data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
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}
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}
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/* Check for shader support */
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//data->shaders = GL_CreateShaderContext();
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#if 0
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/* We support YV12 textures using 3 textures and a shader */
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if (data->shaders && data->num_texture_units >= 3) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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}
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#endif
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/* Set up parameters for rendering */
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data->blendMode = -1;
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data->glDisable(GL_DEPTH_TEST);
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@ -579,6 +608,7 @@ GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
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GL_ActivateRenderer(renderer);
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GL_SetBlendMode(data, renderer->blendMode);
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GL_SelectShader(data->shaders, SHADER_SOLID);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -604,6 +634,7 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
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GL_ActivateRenderer(renderer);
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GL_SetBlendMode(data, renderer->blendMode);
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GL_SelectShader(data->shaders, SHADER_SOLID);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -674,6 +705,7 @@ GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
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GL_ActivateRenderer(renderer);
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GL_SetBlendMode(data, renderer->blendMode);
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GL_SelectShader(data->shaders, SHADER_SOLID);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -727,6 +759,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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GL_SetBlendMode(data, texture->blendMode);
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GL_SelectShader(data->shaders, SHADER_RGB);
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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304
src/render/opengl/SDL_shaders_gl.c
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304
src/render/opengl/SDL_shaders_gl.c
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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#include "SDL_stdinc.h"
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#include "SDL_log.h"
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#include "SDL_opengl.h"
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#include "SDL_video.h"
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#include "SDL_shaders_gl.h"
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/* OpenGL shader implementation */
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typedef struct
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{
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GLenum program;
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GLenum vert_shader;
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GLenum frag_shader;
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} GL_ShaderData;
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struct GL_ShaderContext
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{
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GLenum (*glGetError)(void);
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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PFNGLUNIFORM1IARBPROC glUniform1iARB;
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PFNGLUNIFORM1FARBPROC glUniform1fARB;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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GL_Shader current_shader;
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GL_ShaderData shaders[NUM_SHADERS];
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};
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static const char *shader_source[NUM_SHADERS][2] =
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{
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/* SHADER_NONE */
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{ NULL, NULL },
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/* SHADER_SOLID */
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{
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/* vertex shader */
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" \
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varying vec4 v_color; \
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\
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void main() \
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{ \
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gl_Position = ftransform(); \
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v_color = gl_Color; \
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} \
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",
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/* fragment shader */
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" \
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varying vec4 v_color; \
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\
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void main() \
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{ \
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gl_FragColor = v_color; \
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} \
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"
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},
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/* SHADER_RGB */
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{
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/* vertex shader */
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" \
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varying vec4 v_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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gl_Position = ftransform(); \
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v_color = gl_Color; \
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v_texCoord = vec2(gl_MultiTexCoord0); \
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} \
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",
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/* fragment shader */
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" \
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varying vec4 v_color; \
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varying vec2 v_texCoord; \
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uniform sampler2D tex0; \
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\
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void main() \
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{ \
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gl_FragColor = texture2D(tex0, v_texCoord) * v_color; \
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} \
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"
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},
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};
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static SDL_bool
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CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *source)
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{
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GLint status;
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ctx->glShaderSourceARB(shader, 1, &source, NULL);
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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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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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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\n%s", source, info);
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fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info);
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SDL_stack_free(info);
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return SDL_FALSE;
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} else {
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return SDL_TRUE;
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}
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}
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static SDL_bool
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CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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{
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const int num_tmus_bound = 4;
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GLint status;
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int i;
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GLint location;
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if (index == SHADER_NONE) {
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return SDL_TRUE;
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}
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ctx->glGetError();
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/* Create one program object to rule them all */
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data->program = ctx->glCreateProgramObjectARB();
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/* Create the vertex shader */
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data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(ctx, data->vert_shader, shader_source[index][0])) {
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return SDL_FALSE;
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}
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/* Create the fragment shader */
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data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(ctx, data->frag_shader, shader_source[index][1])) {
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return SDL_FALSE;
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}
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/* ... and in the darkness bind them */
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ctx->glAttachObjectARB(data->program, data->vert_shader);
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ctx->glAttachObjectARB(data->program, data->frag_shader);
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ctx->glLinkProgramARB(data->program);
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/* Set up some uniform variables */
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ctx->glUseProgramObjectARB(data->program);
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for (i = 0; i < num_tmus_bound; ++i) {
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char tex_name[5];
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SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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location = ctx->glGetUniformLocationARB(data->program, tex_name);
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if (location >= 0) {
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ctx->glUniform1iARB(location, 1);
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}
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}
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ctx->glUseProgramObjectARB(0);
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return (ctx->glGetError() == GL_NO_ERROR);
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}
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static void
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DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
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{
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if (index == SHADER_NONE) {
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return;
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}
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ctx->glDeleteObjectARB(data->vert_shader);
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ctx->glDeleteObjectARB(data->frag_shader);
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ctx->glDeleteObjectARB(data->program);
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}
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GL_ShaderContext *
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GL_CreateShaderContext()
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{
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GL_ShaderContext *ctx;
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SDL_bool shaders_supported;
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int i;
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ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
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if (!ctx) {
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return NULL;
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}
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/* Check for shader support */
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shaders_supported = SDL_FALSE;
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if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
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ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
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ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
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ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
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ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
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ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
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ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
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ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
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ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
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ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
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ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
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if (ctx->glGetError &&
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ctx->glAttachObjectARB &&
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ctx->glCompileShaderARB &&
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ctx->glCreateProgramObjectARB &&
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ctx->glCreateShaderObjectARB &&
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ctx->glDeleteObjectARB &&
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ctx->glGetInfoLogARB &&
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ctx->glGetObjectParameterivARB &&
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ctx->glGetUniformLocationARB &&
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ctx->glLinkProgramARB &&
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ctx->glShaderSourceARB &&
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ctx->glUniform1iARB &&
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ctx->glUniform1fARB &&
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ctx->glUseProgramObjectARB) {
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shaders_supported = SDL_TRUE;
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}
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}
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if (!shaders_supported) {
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GL_DestroyShaderContext(ctx);
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return NULL;
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}
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/* Compile all the shaders */
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for (i = 0; i < NUM_SHADERS; ++i) {
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if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
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fprintf(stderr, "Unable to compile shader!\n");
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GL_DestroyShaderContext(ctx);
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return NULL;
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}
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}
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/* We're done! */
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return ctx;
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}
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void
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GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
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{
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/* Nothing to do if there's no shader support */
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if (!ctx) {
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return;
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}
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/* Nothing to do if there's no shader change */
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if (shader == ctx->current_shader) {
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return;
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}
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ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
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ctx->current_shader = shader;
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}
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void
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GL_DestroyShaderContext(GL_ShaderContext *ctx)
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{
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int i;
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for (i = 0; i < NUM_SHADERS; ++i) {
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DestroyShaderProgram(ctx, &ctx->shaders[i]);
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}
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SDL_free(ctx);
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}
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#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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40
src/render/opengl/SDL_shaders_gl.h
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40
src/render/opengl/SDL_shaders_gl.h
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
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|
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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/* OpenGL shader implementation */
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typedef enum {
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SHADER_NONE,
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SHADER_SOLID,
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SHADER_RGB,
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//SHADER_YV12,
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NUM_SHADERS
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} GL_Shader;
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typedef struct GL_ShaderContext GL_ShaderContext;
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extern GL_ShaderContext * GL_CreateShaderContext();
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extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
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extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
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/* vi: set ts=4 sw=4 expandtab: */
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