src/shader.c

Sat, 03 May 2025 14:30:56 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 03 May 2025 14:30:56 +0200
changeset 106
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parent 95
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permissions
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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/context.h"
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29 #include "ascension/error.h"
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30 #include "ascension/shader.h"
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31 #include "ascension/filesystem.h"
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32
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33 #include <string.h>
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34 #include <stdio.h>
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35 #include <GL/glew.h>
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36 #include <cx/buffer.h>
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37 #include <cx/streams.h>
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38
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39 /**
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40 * Compiles a shader from the given source code.
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41 *
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42 * The ID of the returned shader will be zero when something went wrong.
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43 *
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44 * @param type the shader type (use the GL enum)
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45 * @param code the source code
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46 * @return the compiled shader
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47 */
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48 static unsigned asc_shader_compile(unsigned int type, char const *code) {
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49 GLuint id = glCreateShader(type);
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50 if (id == 0) {
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51 asc_error("glCreateShader failed: %s", glGetError());
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52 return 0;
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53 }
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54
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55 GLint success;
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56 int length = (int) strlen(code); // must be int because of OpenGL API
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57 glShaderSource(id, 1, &code, &length);
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58 glCompileShader(id);
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59 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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60 if (success) {
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61 asc_dprintf("Shader %u compiled", id);
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62 return id;
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63 } else {
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64 char *log = malloc(1024);
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65 glGetShaderInfoLog(id, 1024, NULL, log);
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66 glDeleteShader(id);
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67 asc_error("Shader %u compilation failed.\n%s", id, log);
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68 free(log);
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69 return 0;
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70 }
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71 }
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72
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73 /**
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74 * This function links shaders into a program.
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75 *
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76 * The ID of the returned program will be zero when something went wrong.
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77 *
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78 * @param shader the shader IDs to link
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79 * @param n the number of shaders
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80 * @return a compiled program
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81 */
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82 static AscShaderProgram asc_shader_link(unsigned shader[], unsigned n) {
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83 GLint success;
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84 GLint id = glCreateProgram();
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85 if (id <= 0) {
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86 asc_error("glCreateProgram failed: %s", glGetError());
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87 return (AscShaderProgram) {0};
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88 }
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89 for (unsigned i = 0; i < n; i++) {
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90 glAttachShader(id, shader[i]);
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91 }
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92 glLinkProgram(id);
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93 glGetProgramiv(id, GL_LINK_STATUS, &success);
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94 for (unsigned i = 0; i < n; i++) {
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95 glDeleteShader(shader[i]);
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96 }
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97 if (success) {
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98 asc_dprintf("Shader Program %u linked.", id);
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99 AscShaderProgram prog;
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100 prog.id = id;
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101 // by convention every shader shall have MVP matrices
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102 prog.model = glGetUniformLocation(id, "model");
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103 prog.view = glGetUniformLocation(id, "view");
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104 prog.projection = glGetUniformLocation(id, "projection");
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105 return prog;
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106 } else {
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107 char *log = malloc(1024);
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108 glGetProgramInfoLog(id, 1024, NULL, log);
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109 glDeleteProgram(id);
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110 asc_error("Linking shader program %u failed.\n%s", id, log);
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111 free(log);
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112 return (AscShaderProgram) {0};
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113 }
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114 }
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115
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116 void asc_shader_program_destroy(AscShaderProgram *program) {
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117 if (program->id > 0) {
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118 asc_dprintf("Delete Shader Program %u", program->id);
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119 glDeleteProgram(program->id);
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120 }
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121 program->id = 0;
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122 }
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123
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124 int asc_shader_sprite_init(AscShaderSprite *sprite) {
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125 AscShaderCodes codes;
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126 if (asc_shader_load_code_files((AscShaderCodeFiles){
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127 .vtx = "sprite_vtx.glsl",
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128 .frag = "sprite_frag.glsl"
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129 }, &codes)) {
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130 asc_error("Loading sprite shader failed.");
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131 return 1;
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132 }
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133 sprite->program = asc_shader_program_create(codes);
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134 if (asc_has_error()) {
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135 asc_shader_free_codes(codes);
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136 return 1;
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137 }
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138 sprite->depth = glGetUniformLocation(sprite->program.id, "depth");
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139 sprite->rect_tex = glGetUniformLocation(sprite->program.id, "rect_tex");
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140 sprite->uv_tex = glGetUniformLocation(sprite->program.id, "uv_tex");
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141 asc_shader_free_codes(codes);
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142 return 0;
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143 }
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144
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145 AscShaderProgram asc_shader_program_create(AscShaderCodes codes) {
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146 unsigned shader[4];
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147 unsigned n = 0;
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148 if (codes.vtx) {
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149 shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, codes.vtx);
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150 }
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151 if (codes.frag) {
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152 shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, codes.frag);
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153 }
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154 const AscShaderProgram prog = asc_shader_link(shader, n);
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155 for (unsigned i = 0; i < n; i++) {
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156 glDeleteShader(shader[i]);
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157 }
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158 return prog;
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159 }
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160
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161 static int asc_shader_load_code_file(const char *filename, char **code) {
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162 if (filename == NULL) {
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163 *code = NULL;
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164 return 0;
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165 }
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166 cxmutstr fpath = asc_filesystem_combine_paths(cx_strcast(asc_context.shader_path), cx_str(filename));
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167 asc_dprintf("Load shader code from %" CX_PRIstr, CX_SFMT(fpath));
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168 FILE *f = fopen(fpath.ptr, "r");
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169 cx_strfree(&fpath);
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170 if (f == NULL) return -1;
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171 CxBuffer buffer;
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172 cxBufferInit(&buffer, NULL, 1024, NULL, CX_BUFFER_AUTO_EXTEND);
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173 cx_stream_copy(f, &buffer, (cx_read_func) fread, cxBufferWriteFunc);
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174 cxBufferPut(&buffer, '\0');
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175 *code = realloc(buffer.space, buffer.size);
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176 return *code == NULL ? -1 : 0;
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177 }
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178
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179 int asc_shader_load_code_files(AscShaderCodeFiles files, AscShaderCodes *codes) {
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180 int ret = 0;
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181 ret |= asc_shader_load_code_file(files.vtx, &codes->vtx);
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182 ret |= asc_shader_load_code_file(files.frag, &codes->frag);
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183 return ret;
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184 }
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185
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186 void asc_shader_free_codes(AscShaderCodes codes) {
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187 free(codes.vtx);
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188 free(codes.frag);
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189 }

mercurial