src/shader.c

Sun, 15 Jun 2025 19:46:12 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 15 Jun 2025 19:46:12 +0200
changeset 152
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parent 144
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child 153
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permissions
-rw-r--r--

fix that some drivers fail to compile a shader when a code line is NULL with length zero

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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 * @param code_pp the optional preprocessor code
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47 * @return the compiled shader
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48 */
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49 static unsigned asc_shader_compile(unsigned int type, const char *code, const char *code_pp) {
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50 GLuint id = glCreateShader(type);
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51 if (id == 0) {
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52 asc_error("glCreateShader failed: %s", glGetError());
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53 return 0;
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54 }
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55
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56 // some drivers don't like NULL strings, even when length is zero
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57 if (code_pp == NULL) code_pp = "";
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58
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59 GLint success;
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60 const char *code_array[4];
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61 GLint length_array[4];
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62 #define store_str(i, s) do {cxstring cxs = cx_str(s); code_array[i] = cxs.ptr; length_array[i] = (GLint) cxs.length;} while(0)
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63 store_str(0, "#version 400 core\n");
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64 store_str(1, code_pp);
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65 store_str(2, "\n#line 1\n");
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66 store_str(3, code);
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67 #undef store_str
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68
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69 // compile
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70 glShaderSource(id, cx_nmemb(length_array), code_array, length_array);
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71 glCompileShader(id);
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72 glGetShaderiv(id, GL_COMPILE_STATUS, &success);
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73 if (success) {
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74 asc_dprintf("Shader %u compiled", id);
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75 return id;
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76 } else {
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77 char *log = malloc(1024);
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78 glGetShaderInfoLog(id, 1024, NULL, log);
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79 glDeleteShader(id);
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80 asc_error("Shader %u compilation failed.\n%s", id, log);
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81 free(log);
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82 return 0;
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83 }
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84 }
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85
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86 /**
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87 * This function links shaders into a program.
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88 *
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89 * The ID of the returned program will be zero when something went wrong.
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90 *
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91 * @param shader the shader IDs to link
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92 * @param n the number of shaders
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93 * @param prog the struct where to store the result
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94 * @retval zero success
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95 * @retval non-zero failure
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96 */
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97 static int asc_shader_link(unsigned shader[], unsigned n, AscShaderProgram *prog) {
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98 GLint success;
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99 GLint id = glCreateProgram();
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100 if (id <= 0) {
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101 asc_error("glCreateProgram failed: %s", glGetError());
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102 return -1;
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103 }
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104 for (unsigned i = 0; i < n; i++) {
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105 glAttachShader(id, shader[i]);
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106 }
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107 glLinkProgram(id);
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108 glGetProgramiv(id, GL_LINK_STATUS, &success);
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109 for (unsigned i = 0; i < n; i++) {
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110 glDeleteShader(shader[i]);
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111 }
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112 if (success) {
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113 asc_dprintf("Shader Program %u linked.", id);
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114 prog->gl_id = id;
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115 // by convention every shader shall have MVP matrices
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116 prog->model = glGetUniformLocation(id, "model");
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117 prog->view = glGetUniformLocation(id, "view");
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118 prog->projection = glGetUniformLocation(id, "projection");
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119 return 0;
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120 } else {
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121 char *log = malloc(1024);
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122 glGetProgramInfoLog(id, 1024, NULL, log);
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123 glDeleteProgram(id);
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124 asc_error("Linking shader program %u failed.\n%s", id, log);
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125 free(log);
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126 return -1;
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127 }
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128 }
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129
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130 void asc_shader_free(AscShaderProgram *program) {
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131 if (program->gl_id > 0) {
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132 asc_dprintf("Delete Shader Program %u", program->gl_id);
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133 glDeleteProgram(program->gl_id);
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134 }
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135 if (program->destr_func) {
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136 program->destr_func(program);
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137 }
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138 cxFreeDefault(program);
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139 }
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140
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141 void *asc_shader_create(AscShaderCodes codes, size_t mem_size) {
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142 AscShaderProgram *prog = cxZallocDefault(mem_size);
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143 unsigned shader[2];
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144 unsigned n = 0;
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145 if (codes.vtx) {
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146 shader[n++] = asc_shader_compile(GL_VERTEX_SHADER, codes.vtx, codes.vtx_pp);
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147 }
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148 if (codes.frag) {
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149 shader[n++] = asc_shader_compile(GL_FRAGMENT_SHADER, codes.frag, codes.frag_pp);
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150 }
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151 if (asc_shader_link(shader, n, prog)) {
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152 cxFreeDefault(prog);
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153 prog = NULL;
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154 }
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155 for (unsigned i = 0; i < n; i++) {
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156 asc_dprintf("Delete shader: %u", shader[i]);
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157 glDeleteShader(shader[i]);
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158 }
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159 return prog;
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160 }
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161
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162 void asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera) {
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163 if (shader == NULL) {
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164 asc_active_glctx->active_program = 0;
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165 glUseProgram(0);
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166 return;
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167 }
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168 if (asc_active_glctx->active_program == shader->gl_id) return;
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169 asc_active_glctx->active_program = shader->gl_id;
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170 glUseProgram(shader->gl_id);
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171 glUniformMatrix4fv(shader->projection, 1, GL_FALSE, camera->projection);
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172 glUniformMatrix4fv(shader->view, 1, GL_FALSE, camera->view);
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173 }
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174
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175 static int asc_shader_load_code_file(const char *filename, char **code) {
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176 if (filename == NULL) {
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177 *code = NULL;
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178 return 0;
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179 }
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180 cxmutstr fpath = asc_filesystem_combine_paths(cx_strcast(asc_context.shader_path), cx_str(filename));
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181 asc_dprintf("Load shader code from %" CX_PRIstr, CX_SFMT(fpath));
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182 FILE *f = fopen(fpath.ptr, "r");
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183 cx_strfree(&fpath);
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184 if (f == NULL) return -1;
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185 CxBuffer buffer;
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186 cxBufferInit(&buffer, NULL, 1024, NULL, CX_BUFFER_AUTO_EXTEND);
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187 cx_stream_copy(f, &buffer, (cx_read_func) fread, cxBufferWriteFunc);
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188 cxBufferPut(&buffer, '\0');
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189 cxBufferShrink(&buffer, 0);
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190 *code = buffer.space;
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191 return *code == NULL ? -1 : 0;
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192 }
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193
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194 int asc_shader_load_code_files(AscShaderCodeInfo info, AscShaderCodes *codes) {
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195 int ret = 0;
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196 ret |= asc_shader_load_code_file(info.files.vtx, &codes->vtx);
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197 codes->vtx_pp = info.defines.vtx;
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198 ret |= asc_shader_load_code_file(info.files.frag, &codes->frag);
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199 codes->frag_pp = info.defines.frag;
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200 return ret;
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201 }
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202
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203 void asc_shader_free_codes(AscShaderCodes codes) {
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204 cxFreeDefault(codes.vtx);
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205 cxFreeDefault(codes.frag);
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206 }
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207
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208 const void *asc_shader_register(unsigned int id, asc_shader_create_func create_func) {
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209 AscGLContext *glctx = asc_active_glctx;
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210 #ifndef NDEBUG
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211 {
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212 const AscShaderProgram *prog = asc_shader_lookup(id);
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213 if (prog != NULL) {
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214 asc_error("Shader program %u already exists. This is a bug!", id);
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215 // still return it, so that the caller does not die immediately
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216 return prog;
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217 }
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218 }
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219 #endif
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220 AscShaderProgram *prog = create_func();
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221 prog->id = id;
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222 cxListAdd(glctx->shaders, prog);
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223 return prog;
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224 }
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225
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226 const void *asc_shader_lookup(unsigned int id) {
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227 CxIterator iter = cxListIterator(asc_active_glctx->shaders);
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228 cx_foreach(const AscShaderProgram *, prog, iter) {
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229 if (prog->id == id) return prog;
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230 }
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231 return NULL;
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232 }
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233
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234 const void *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func) {
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235 const AscShaderProgram *prog = asc_shader_lookup(id);
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236 if (prog == NULL) {
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237 return asc_shader_register(id, create_func);
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238 }
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239 return prog;
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240 }
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241
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242 void asc_shader_clear_registry(void) {
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243 cxListClear(asc_active_glctx->shaders);
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244 // also clear the active program to avoid accidental matches with newly created shaders
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245 asc_shader_use(NULL, NULL);
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246 }

mercurial